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

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Yeah, wasn't disagreeing with the thrust, just the specifics.

And I would have thought that it would still have used bb's martial there since, whilst it was about replacing it, it would be kinda busted to have that much of a bonus.

But I could absolutely be wrong, and I will cop to that. I thought the ability was worded more limitedly off the top of my head, that's my bad.
It isn't and it is. The ability is worded so we can use it on any Martial activity, unless the QM tells us otherwise. Right now, when it's just us, Buzz-Buzz, and Porky, we can use it on basically any Martial action, because the QM has no good reason to deny us. However, we're about to recruit a whole bunch of other people, and while that's going to make our lives a lot easier in a lot of ways, it means we're about to have to deal with the problems of having an alien as a founding member of an anti-alien organization. Expect the GM to soft nerf this next update. Which means that it's important to use this now, while we still can. That being said, here's my take on the plan for next turn

[ ] Plan We Must Fight
- [] Squash Some Bugs DC: 55/80 [Buzz-Buzz]
- [] Found an Organization [AUTOPASS]
- [] Shopping Time! DC: 30/60/80
- [] Investigate Local Assets in Town DC: 20/60/90 [Porky] [Advantage]
- [] Poke Around Town: [AUTOPASS]
- [] Explore the Town
- [] Check on Picky

Martial because, as mentioned, we have a guaranteed win this turn, and it's pretty likely that we won't next turn. Diplo because we all agree that we need to get out of AP hell, Intrigue because it stands to solve one of the big problems faced by our fledgling org (money), Learning because the flavor text seems to hint at a potential hero recruit, and Stewardship just because I like having a plan where victory is all but guaranteed for the turn.
Edit: Having Buzz-Buzz do some recon and Porky make sure his kid brother doesn't get in trouble.
 
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What a fight! And what a new turn. The three day break period is much appreciated, I think I need the time to get to grips with what just happened. At the moment, though - here's my plan. A few things are clear to me. As Autopasses, Poking Around Town and Founding an Organization seem like gimmes; especially since we've been after founding an organization for so long. In terms of Martial Actions, either investigating the shack or playing baseball seem like good moves; given that Cass is Recovering.

Stewardship... I'd consider the option Continue Healing People for Money, except Cass is Psychically Strained. It isn't worth it unless we get Buzz Buzz to help out. That said, since we're likely getting Porky to help us on our intrigue action anyways... why not?

In terms of Intrigue, let's make a use of Porky's relatively high Intrigue stat and Investigate Local Assets In Town.

Our advantage roll can be used on any of the faction actions that aren't an Autopass, but the best bet I think would probably be Stewardship.

Personal Actions... getting Porky to check on Picky is probably the most immediately useful action, and Buzz Buzz should probably practice his PSI after that close fight. Our group is steadily growing... I'm excited.

[] Plan: Training Arc
- [] Just...Play Some Baseball
- [] Found an Organization
- [] Continue Healing People for Money (Floppy + Kart advantage, Buzz Buzz)
- [] Investigate Local Assets In Town (Porky)
- [] Poke Around Town
- [] Buzz Buzz: Practice your own PSI
- [] Porky: Check on Picky
 
big fan of the cult ideas coming around, if we end up choosing criminal organisation that gets my vote, especially since we should be able to blend in a new age MLM and phantom thief style organisation. has anyone read the eminence in shadow? something like that, we just need to avoid the edgy face concealing cloaks and skip right to massive SEELE chairs >:)
guess when votes come up we'd want to settle on the big questions first, then work out specific focuses of the organisation?

I still prefer investigating Lier's shack, but leaning more towards baseball for the purposes of taking a breather tbh. it might end up being available as a personal option so I wasn't so sure, but this gives it more prominence/of Cass's time right? it may be a good call if the lier shack plot hook isn't too important, maybe we can check that out as an intrigue action later on?

(also after thinking on it some, I do want to say though that a sport and culture club feels sort of lame. shouldn't go all in on it? )

Martial because, as mentioned, we have a guaranteed win this turn, and it's pretty likely that we won't next turn
then again, this is actually a good point. culling the slugs so they don't get too out of order may be a good use of our martial action right now, we'd want to deal with them anyhow so it would both prevent bad events and make it easier/be the next step to pursue the sanctuary

biggest concern on it is what if buzz buzz gets revealed to alien forces? current pursuer is out of the way but more can always come
if it's an autopass they probably won't die, but we are rolling with a malus, so if anything unexpected happens it's probably going to be an issue

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regarding previous issues brought up, here's some possibilities.
(granted, this doesn't change much :/ I guess there'd be issues with our faction/actions to deal with them regardless of what we decide on?)

Whilst the core idea seems good, It's also a bit limiting?
1 healing might be the name's focus, but that's partially just snappy branding. it makes sense to focus on everything you can easily do, healing just seems more marketable right now.
2: training people to be able to heal is definitely a bottleneck, which is partially why i was thinking of setting things like a MLM(the structure also seems pretty easy to grow, very "sellers/cells can crop up anywhere if we have the people"). Cass can train some people, who train other people etc. maybe we'd be able to research ways around these weaknesses?

Pirkle has Giygas actively on his side, and he's also the law, and thus could create new rules to make our gaining such legitimacy significantly harder.
3: on consideration, that "get more legitimacy than other corps so the police have to listen to us" is probably a bad call/pipe dream ap-wise. I guess it can still stay as a possibility that we may be able to reach incidentally at some point/something to just use the prospect of to disrupt other corps with?

our faction shouldn't reveal itself as an anti-Giygas PSI using group right away
the name can totally be changed if it's too on the nose. i was thinking gygas wouldn't be actively aware "this specific name is a PSI technique and you're weak to it". even if they know it's a technique, would they test everything on themselves?
 
Oh boy, that sure is a lot of discussion. I am very glad to see people debating this much, certainly beats no discussion at all. Either way, I am in favor of criminal organization, corporation certainly has an advantage when it comes to PR, but not only I am biased against them, we have certain benefits when operating outside of the law. Not only we'll be able to recruit people who would never work for a corporate type organization, we also, well, operate outside of the law.

Someone threw out an idea of using rumors to tell exactly what happened in the forest and that police is trying to cover it up, which seems interesting, but I think we want to investigate local town to get some bearings on what our potential passive income sources might be, as well as assess our home turf.
 
2: training people to be able to heal is definitely a bottleneck, which is partially why i was thinking of setting things like a MLM(the structure also seems pretty easy to grow, very "sellers/cells can crop up anywhere if we have the people"). Cass can train some people, who train other people etc. maybe we'd be able to research ways around these weaknesses?
The reason MLMs don't work isn't because the medicine doesn't work, it's because the MATH doesn't really work out, just...Given how exponents function.

Either way, i'm very against the whole cult/MLM idea. We're not THAT kinda criminal, thank you very much. Not against a criminal organization in general, although I would prefer more of a mix, but that specific formulation...Nah.
 
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Oh yeah. @Crosswire, can we get Buzz-Buzz to kick in to a martial action with full PSI Warrior bonuses this turn, or not?
Yep! Buzz Buzz isn't hurt so they're functioning normally. Just bare in mind that some martial actions, such as fighting the Sharks or Police, that utilize Buzz Buzz's assistant, may increase suspicion against C.D. That's not an issue for fighting animals or aliens (most of the time), but it's something to keep in mind.
 
My personal idea...I like the "youth group" idea WAY more then the cult/MLM bit. Not sure what that would count as, but I absolutely want to focus on recruiting young people. Partly because it feels suited to the themes of the game, partly because...Let's be frank, adults are probably less likely to listen to some random punk kid. Given our first recruits are almost certainly gonna be fellow teens, the youth group idea seems fun. So the question is gang or...Sports team, of sorts? Hm...I am 100% against the MLM thing though. For one thing, I just don't want to start a cult, especially not in the Eagle Quarter, where....Well, there are other cults here, let's leave it at that. And two, putting oblique hints that we have psychic powers in our marketing does not seem like good infosec.
 
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The reason MLMs don't work isn't because the medicine doesn't work, it's because the MATH doesn't really work out, just...Given how exponents function.

Either way, i'm very against the whole cult/MLM idea. We're not THAT kinda criminal, thank you very much. Not against a criminal organization in general, although I would prefer more of a mix, but that specific formulation...Nah.
sorry I don't know proper terminology for this, but when I say MLM I mean "get a bunch of people to sell product (ESP related services). the whole goal is countering the alien invasion so we probably wouldn't be trying to maximise money as opposed to ESP training, which might get around issues with pyramid schemes. they can be their own boss! it'll be great
(alien invasions forgive many sins, just don't claim the ends justify the means or the karma gods will smite you)

being less joking. the way i see it is: convince someone to do these things and convince others to do the same. if we can spread ESP knowledge while at the same time getting people to do what we need, that's pretty efficient. there's no reason to screw people over, i just think the theming is funny
(money is nice, but we really just need enough to sustain ourselves, and other income streams can be arranged)
 
I am also not in favor of cult idea, not only because Cass isn't the type to create a cult as her answer to "what kind of organization we need to fight alien invasion", but also because I just hate the idea. I had enough of Happy Happy Village, I don't want us to create a cult centered around psionics or psionic user(s).
 
sorry I don't know proper terminology for this, but when I say MLM I mean "get a bunch of people to sell product (ESP related services). the whole goal is countering the alien invasion so we probably wouldn't be trying to maximise money as opposed to ESP training, which might get around issues with pyramid schemes. they can be their own boss! it'll be great
(alien invasions forgive many sins, just don't claim the ends justify the means or the karma gods will smite you)

being less joking. the way i see it is: convince someone to do these things and convince others to do the same. if we can spread ESP knowledge while at the same time getting people to do what we need, that's pretty efficient. there's no reason to screw people over, i just think the theming is funny
(money is nice, but we really just need enough to sustain ourselves, and other income streams can be arranged)
1. Yeah, you're describing a pyramid scheme, and it's unsustainable for a reason.
2. Loose lips sink ships, the more people know ESP, the more likely Giygas is to notice, i'd prefer to keep that close to our chest to start.
3. There are competitors in the Eagle Quarter more established in the cult space.
4. Not a major point, but I do not find it especially amusing. :p Especially given the themes of the game, it feels...Odd.

Either way, as to my idea, i'm not sure if the Youth Group thing would be, like, corporate, I think it would? And, honestly, I may prefer that, being as, frankly...Our reputation is already bad enough to give us an Intrigue penalty.
 
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I agree with the Youth Group being a good idea, if only because Cass herself has good reason to want to do something like that; being inspired by the Pretty League.
 
I'm not necessarily down with youth group as the main group thing, but I'd be really behind it as something of a front or a community building thing. Especially with the pretty league stuff.

I heartily agree on our main allies being kids because they'd be more willing to work with us. We might diversify as we get more rep, but right now the kids feel like the people most directly affected, and in the most need of a purpose that could do a lot of good.

Anyway, other vote stuff.

I'm divided an could be talked several ways on martial. Fighting the bugs could set the enemy back a bit, and stop them building up steam, especially if we apply BB, but fighting wildlife could get us some stats up and baseball would be a good way to get CD to unwind without building up a ton of stress.

I've made my thoughts on diplo clear- better a less impressive start on the org done now than letting things get worse searching for the perfect start.

Stewardship and intrigue I feel we do the Break Point Scam whilst investigating local assets. Passive income will be big regardless of what organisation we form, and whatever form of asset we acquire will take money to buy. We've got plenty of funds now, but getting some more to better help us get some of that passive income will be good, whilst possibly ensuring we keep some money for a rainy day.

Learning I again could be pulled a couple of ways. I'm leaning towards poking around town given the autopass (wondering what we did to get that), but I can be talked into going to school. Heck, I'm hoping we get that as a personal later regardless.

BB Personal, I think I want to do Psi practice. He's our heavy hitter right now, but he's limited to ramming or PSI shield. Getting potentially more utility could be very helpful in fights, given his large PSI stat.

As for Porky, I want him to check up on picky. Loafing around is fine, scheming I'd consider depending on future intrigue options and what we pick to eliminate from the pool, but given we're already not checking on mum if we're founding the organisation, we might as well remove one potential source of fear. And Porky trying to look out for his brother, even for cynical reasons, feels like a step forwards.
 
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whatever form of asset we acquire will take money to buy
huh, good point. if 8 funds aren't enough for any investments not too sure how much we'd need, but i guess beak point should be able to get us to 10 if it rolls well? and that's a nice clean number.
Maybe getting that opportunity out of the way with before an impending alien invasion tanks property values would be wise haha


wondering what we did to get that
Well, the learning autopass isn't green, so it might be more like our turn 1 diplomacy "Talk to Buzz-Buzz More" action. something that will work regardless of what you do and is likely to have a small but reliable advantage. definitely better than failing, but not something we can get super lucky on.

where would you use the "roll with advantage"? remember that only lasts this turn. my vote's on intrigue since if it rolls high we can end up with a t3 success.
may need to do the maths on what action gets the better percentage chance improvement (both with and without exp)
 
huh, good point. if 8 funds aren't enough for any investments not too sure how much we'd need, but i guess beak point should be able to get us to 10 if it rolls well? and that's a nice clean number.
Maybe getting that opportunity out of the way with before an impending alien invasion tanks property values would be wise haha



Well, the learning autopass isn't green, so it might be more like our turn 1 diplomacy "Talk to Buzz-Buzz More" action. something that will work regardless of what you do and is likely to have a small but reliable advantage. definitely better than failing, but not something we can get super lucky on.

where would you use the "roll with advantage"? remember that only lasts this turn. my vote's on intrigue since if it rolls high we can end up with a t3 success.
may need to do the maths on what action gets the better percentage chance improvement (both with and without exp)
The colours are applied a little inconsistently, so I'm not reading too much into that. Given the description, I expect to run into someone.

… actually it might be Kyouko. We know that a bunch of people from River City are moving in due to the riots. I could see it being her due to the omake.

That's a wild guess though. Odds are is someone or something else, but the update text is positive, so I'm willing to take the low hanging fruit on this

As for advantage, I'm with you on assets. Getting a source of passive income is vital, and whilst our effective stewardship is lower due to not having someone to buff it, the roll we'd need for intrigue would still be higher.
 
[] Plan: Exploration and Socialization
-[] Just...Play Some Baseball
-[] Speak with your Mother
-[] Shopping Time! (Buzz-Buzz)
-[] Investigate Local Assets in Town (Porky) (Advantage)
-[] Poke Around Town

Personals
-[] (Buzz-Buzz) Explore the Town
-[] (Porky) Check on Picky


Before my sudden illness leaves be bedridden again, here's my proposed plan. I still would rather put off founding an organization for atleast one more turn and mainly focus on exploring what potential assets and people would could induct into it before we are set on an organization type. I also want to check on Mom sooner than later.
 
Before my sudden illness leaves be bedridden again, here's my proposed plan. I still would rather put off founding an organization for atleast one more turn and mainly focus on exploring what potential assets and people would could induct into it before we are set on an organization type. I also want to check on Mom sooner than later.
I hope you feel better soon.

Also you make a fantastic point. It might be a good idea to do a little more looking for recruits and a source of income before leaping into making a faction. Going from factionless to having a faction doesn't mean much if the faction is four school boys. And we really don't know if talking to Mom is on a timer or not.
 
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[] Plan: Actually socialising whilst not letting our town get overrun by aliens.
-[] Martial: Squash Some Bugs (Buzz Buzz)
-[] Diplomacy: Speak with your Mother (Advantage)
-[] Stewardship: Beak Point Grift Issues
-[] Intrigue: Investigate Local Assets in Town (Porky)
-[] Learning: Poke Around Town
-[] Buzz Buzz: Explore the Town
-[] Porky: Check on Picky


Bright, if you're going to insist on delaying the primary goal of the quest up until this point, fine, hell i'll vote to do so. I do want to get some of these doen anyway, and if it will make people feel like we start off the organisation on better footing, then fine, sure, I'll compromise.

Just make a plan that remembers we have OTHER things we need to focus on as well.

The aliens have Hypnosis, and that's been confirmed to make people lacking PSI suggestible. Them getting another turn could be the point where they start using that kind of power to make our organisations start significantly harder. We cannot be playing ball this turn on a mystery roll when we have aliens invading, and others have already been over how even with the disadvantage, achieving a tier 1 success is a guarantee. Having run the numbers myself, whilst tier 2 is a coin flip, it's a coin flip slightly weighted in our favour.

Stewardship wise, I do not want to spend much needed Organisation Money on knick knacks this turn. We have no idea what the assets are going to cost, and we can very much use that money to help kickstart our activities in Onett. Burning it all this turn on loot is actively harmful to our start-up attempts.

Taking the Advantage and placing it on the diplomacy option because oh my god have you guys even seen CD's mother issues? Like, I see failing this roll as something that would likely net us a disadvantage next turn, not to mention it would piss me off something fierce for having felt like wasting time.

With Porky on the Asset Investigation, the best possible result is still attainable at a roll of 63 or higher. that's reasonable odds, but even if we don't get that, tier 2 probably still nets us some reasonable options that we can take advantage of, and we'll have a fair chunk of cash for them. Does it mean the tip-top is still less likely? yes, but again, I'd rather burn it on the call and not need it than use it here and have CD's relationship with her mother get significantly worse.





This isn't likely to be a popular plan, but hey. I do want to get the mother stuff out the way, and with it no longer weighing on peoples minds, we can at least take the pressure off.
 
delaying the organisation feels dangerous, like it'd be way harder to fight other factions with them getting another turn to entrench/put plans into action, and that's just not worth it?
it's not just the slugs, but whatever pirkle and other factions come up that might end up being an active threat too

only worthwhile if things would flub without an income source already, but I think they'll go well enough and we'd be able to add-on any income streams we can set-up ater establishing it. crosswire is giving us a nice big autopass, so it would be pretty surprising to be screwed over for not having all our ducks in a row RN?
like, after doing research there's no guarantee everything will be ready right away right? we'd still need to take stewardship actions on turn 5 whilst also founding it, so we'd be in a similar vein of setting things up then too. right now we can at least still say "look here, we're sorting things out, don't worry"
and the whole, with a faction we'll be in a better situation to improve the faction/can devote more resources to it/things can't interrupt us founding it.

really, all of this stuff I'm doing is too much baseless speculation :/ hopefully it's good for ideas. so far this seems the best when it comes to stuff we need to get out of the way because either: it's a high priority, it's important for forming our faction, or doing it after forming a faction would be weird.

[] plan: prudent and speedy expansion.
-[] Martial: Squash Some Bugs (Buzz Buzz)
-[] Diplomacy: Found an Organization
-[] Stewardship: Beak Point Grift Issues
-[] Intrigue: Investigate Local Assets in Town (Porky) (Advantage)
-[] Learning: Poke Around Town:
Personal Actions
-[] buzz buzz: Explore the Town:
-[]Porky: Check on Picky



I don't approve of fighting slugs while injured for lore reasons, but hopefully if we found the faction then stress on Cass will reduce since we don't be mostly on our own/able to delegate. if others think it'll go terribly with buzz buzz helping then change it to the shack investigation?
a lot can go wrong with martial but it's the current "main story fight" so too important to neglect if we're confident in meeting a tier 1 success no matter what
 
Buzz-Buzz and his insane bonus means that we can get carried pretty hard through the shack raid. Seriously, +35 during the early game is nuts, especially in a faction with decent Martial.
 
[X] Plan: Actually socialising whilst not letting our town get overrun by aliens.
-[X] Martial: Squash Some Bugs (Buzz Buzz)
-[X] Diplomacy: Speak with your Mother (Advantage)
-[X] Stewardship: Beak Point Grift Issues
-[X] Intrigue: Investigate Local Assets in Town (Porky)
-[X] Learning: Poke Around Town
-[X] Buzz Buzz: Explore the Town
-[X] Porky: Check on Picky
This isn't my plan I'm using the one @The3rdCorinthian proposed, because in hindsight they made many excellent points, and I concur. Not making a faction immediately is, a little bit risky I will confess. But I'm not 100% sure what we could or would do if we tried to make a faction right now, and everything else is sound. Buzz Buzz helping us squash bugs should make it almost completely safe and if we leave them for too long things might get dicey. If we leave Mother hanging too much longer that relationship could break, Beak Point and the Local Assets are for help actually forming our organization, and hopefully we either have a lump sum to kick things off with or an idea of how to make money. I kinda wanted to go to school instead of poking around town but, with CD and Buzz Buzz on the case we should be able to find out plenty.
 
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[X] Plan: Actually socialising whilst not letting our town get overrun by aliens.

Yeah, while I would like to play ball and see who we end up gathering, 3rd raises a good point on the bugs. So long as we don't get a nat 1 then the debuff, even if we fail, shouldn't kill Buzz-Buzz.
 
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