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

I'm sorry for disappearing for so long! A lot of stuff happened in relatively short order that really hindered my ability and motivation to continue this quest.

However I've returned and I'm determined to get back into things. Please forgive any errors in my returning posts, I'm still getting my sea legs again.

Given it's almost the holidays, I'd like to give everyone a full week or to discuss and read before voting happens. I'll begin voting on the 26th. I imagine plenty of people will be busy with Crimbo and the like and I wouldn't want to rob them from participating due to that.

Thank you all for your patience, I look forward to hearing your thoughts <3
Holy shit you're okay! I'm just glad you didn't get hit by a car or something!
 
Ooooh, I don't like that rumor. Reminds me of genestealer cults. But anyways, good to see you back, Crosswire.

EDIT:
I say we need more manpower and we need funds and we need - wow, there are a lot of things we need.
I'll like recruiting (manpower), teach them how to brawl, pick up trash (funds + rep bonus), and check local disturbances. Then next turn we can expand to take the hill.
 
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meanwhile, the OPF exists as a somewhat suberted force that might be causing us problems more immediately, and i think it's prudent to ensure we can survive whatever they're about to do
as an aside. if we put learning on investigating Giygas's influence we're not missing out on them completely? this and the insects may be linked, so we could find out what they're actually planning this way (while leaving intrigue for the OPF

Spying at OPF _is_ important, but DC 80 is quite high, even with Porky

Waiting until we get a radio room to spy at OPF would be a safer option.

Though Porky has really decent stat...
 
This quest, climbing out of the grave:


Glad to see ya Crosswire, and welcome back!

As for what just happened? We now have the ability to give weapons to children to fight Aliens. This is a good guy thing.
My right brain wants to take a vice for the interesting character flaw. My left brain pleads for everyone to ignore right brain.

Ah shit, I have to try and do that omake I was doing again. Time to fight for motivation, if CD can pull off a speech I can pull off pushing some buttons on a keyboard.
 
hey, anyone have opinions on what's more urgent between recruiting more people and talking to the sharks?
this probably isn't too groundbreaking but i've sort of changed my mind and think so long as we don't do anything that would piss them off/make ourselves look like losers in the meantime the diplomacy with sharks action can be put off? whilst having Kyoko would make rolls easier having more strength as a faction might make the diplomacy/being treated seriously part of that easier? (of which, manpower, weapons and training all contribute)

doing the sharks is still good for the reasons previously mentioned and if people actually want them fair enough, but delaying them one turn could be worth having a hero one turn earlier, so long as the chance of the option being lost is low?
what do you think the chances of that are? I'm personally worried our respect with them will go away with time, but there are other possibilities and i'm curious what people think. next turn do it for sure, hopefully?

note: i still think it's absolutely worth doing intrigue on OPF before the shack and i've got a bunch of reasons for that, i think it's a more effective use of our resources and I hope to get it in plans? please ask if you're not sure why.

There is no downside to getting some freaking sleep.
it's less immediately bad, but still has downsides (potentially)
getting more sleep is often good if you lack enough, but irregular sleep (however much you feel like at a given time) can screw up your sleep cycles i think, while excessive sleep and lack of movement could lead to lethargy and feeling *more* tired?
plus, this could lead to issues with just wanting to stay curled up on your own and do nothing, which is pretty unhealthy?

Ooooh, I don't like that rumor. Reminds me of genestealer cults. But anyways, good to see you back, Crosswire.
it's *probably* just mind control, but it's also quite a few people being mind controlled, and ones that could be wired to do something nasty
Waiting until we get a radio room to spy at OPF would be a safer option.
getting that or another stat boost would probably help yeah, but we only have one martial action/structure slot atm. could totally get radio room, but that would mean short-term dropping other possibilities (having a lab may be pretty important to progress PSI research and figure out a counter to the slugs, we probably need to give training for them not to get steamrolled in combat), and it'd delay the action by at least one turn, probably more (lots of other priorities in martial), especially if we want to expand our structure slots first

i wanted to try and get this intrigue out of the way with quick because i'm sure we'll see "operation fresh breeze" or such in the near future, and if it's meant to install order that could be pretty bad for our operations? it seems a more immediate threat than the slugs.
regarding difficulty good point, if we roll 3+24 on it we'd still need to get a roll of 53 or something. which isn't impossible, but it's a 50-something% chance of failing which could suck...
My right brain wants to take a vice for the interesting character flaw. My left brain pleads for everyone to ignore right brain.
we still have those PSI-enhancing drugs right? if we figure out how to make more there's still the option to take those (or a variant), and taking them as combat stims or whatever could have some of the aesthetics of drug use with a bit more practicality
 
we still have those PSI-enhancing drugs right? if we figure out how to make more there's still the option to take those (or a variant), and taking them as combat stims or whatever could have some of the aesthetics of drug use with a bit more practicality
From what little I know of Galarians, which those are from?
I refuse to touch those.
For context, the Psychics in Galarians are medically dependant on those, and if they've not got any in their system, they begin to lose control over their powers, giving them a debilitating headache, and causing anyone who comes near them to have their brains explode.
The only time I'd even consider using anything psychic related from Galarians, is if we had a way to produce it en-mass, so we can carry around tons forever, and even then im leaning towards not doing so anyway.
 
From what little I know of Galarians, which those are from?
I refuse to touch those.
For context, the Psychics in Galarians are medically dependant on those, and if they've not got any in their system, they begin to lose control over their powers, giving them a debilitating headache, and causing anyone who comes near them to have their brains explode.
The only time I'd even consider using anything psychic related from Galarians, is if we had a way to produce it en-mass, so we can carry around tons forever, and even then im leaning towards not doing so anyway.
Dose size might be a factor though. I think the place we got this from mentioned having 2 syringes, and were experimenting using small amounts of the drug in the first syringe, with the one we stole being a backup.

Granted, actually going all in on using the stuff is probably not a good idea. But there might also be less bad applications.
 
I refuse to touch those.
totally agree, just wanted to bring up that they exist
the logistics of them would be pretty devastating at the moment so definitely not worthwhile unless not doing so would kill us or something,
we're nowhere close to having the setup needed to get more after all.
for the record, when i mentioned using a variant, my hopes are if we were to make some we'd be able to look at the recipe and create something with less permanent downsides? i'm hoping being less extreme and having something less bleeding edge would be doable and the previous producers just didn't do so because they're evil like that.
if we can use our firsthand experience with PSI to understand what it's doing it might also be possible to focus on boosting what already exists instead of brute-forcing things which might be safer/more efficient?
Dose size might be a factor though. I think the place we got this from mentioned having 2 syringes, and we're experimenting using small amounts of the drug in the first syringe, with the one we stole being a backup.

Granted, actually going all in on using the stuff is probably not a good idea. But there might also be less bad applications.
iirc they were using it to treat a medical issue that it coincidentally helped with?
presumably that means small doses don't cause serious issues, but that may also mean they might not be useful for PSI either
might be able to find some benefit without getting people a dependency on it, but we'll have to see
 
Dose size might be a factor though. I think the place we got this from mentioned having 2 syringes, and were experimenting using small amounts of the drug in the first syringe, with the one we stole being a backup.

Granted, actually going all in on using the stuff is probably not a good idea. But there might also be less bad applications.
Honestly, I'm very wary of taking even an iota of the stuff.
If we get any of the downsides of a Galerian psychic, it's pretty much game over. We'll splatter everyone who comes near until we explode.
I'd just rather not risk it.
totally agree, just wanted to bring up that they exist
the logistics of them would be pretty devastating at the moment so definitely not worthwhile unless not doing so would kill us or something,
we're nowhere close to having the setup needed to get more after all.
for the record, when i mentioned using a variant, my hopes are if we were to make some we'd be able to look at the recipe and create something with less permanent downsides? i'm hoping being less extreme and having something less bleeding edge would be doable and the previous producers just didn't do so because they're evil like that.
if we can use our firsthand experience with PSI to understand what it's doing it might also be possible to focus on boosting what already exists instead of brute-forcing things which might be safer/more efficient?
That would be something for if/when we have super amazing scientists on our side, the onnet kids aren't exactly professional scientists, and I doubt we can figure it out with just the PSI side of things.
If we can make a much better version, sure, but the stuff we have right now? Is firmly no-touch.
 
Honestly, I'm very wary of taking even an iota of the stuff.
If we get any of the downsides of a Galerian psychic, it's pretty much game over. We'll splatter everyone who comes near until we explode.
I'd just rather not risk it.

That would be something for if/when we have super amazing scientists on our side, the onnet kids aren't exactly professional scientists, and I doubt we can figure it out with just the PSI side of things.
If we can make a much better version, sure, but the stuff we have right now? Is firmly no-touch.
I'm pretty sure they gave some to Paula, so if that's the case, it's already game over.

I can't be sure though. On my phone atm.
 
LEt's hope, then, that Paula managed to Survive.
(still going with the old-arse idea of "adopting" her into the group)



Anyway, I'm off to write a completely non-canon omake. just for the funsies.
 
hey, anyone have opinions on what's more urgent between recruiting more people and talking to the sharks?

Recruiting is more important because we're guaranteed a good hero unit, that being Kyōko, who C.D. Hit it off with pretty well already.

Getting Kyōko as soon as possible is a top priority because they have a good chance of becoming a true friend for Cass, which is something she desperately needs more than ever. Buzz Buzz is cool but he's also working as C.D's mentor, Porky is Porky so hard pass there. C.D. and Kyōko are both kickass girls and basically the same age, and human.

When we do get Kyōko on board we can actually start helping Cass deal with her depression in a far healthier way (by having a gal-pal to gossip and vent with). And personally I'm more interested in us beating the shit out of the Sharks and absorbing them then trying to break bread with Franky.
 
I'm pretty sure they gave some to Paula, so if that's the case, it's already game over.
I don't know when that was hinted at, but if it's true that's horrifying. Part of the problem with the Galerians is that they've been experimented on for years, I'm hopeful that as a natural psychic Cass and Paula might have enhanced resistance, but we can't be sure. The main character of Galerian eventually dies from his constant use of the drugs (and you need to keep a stock of stabilizers on hand to keep him from dying of a brain bleed) but he also uses them the same way a Resident Evil protag uses bullets.
Recruiting is more important because we're guaranteed a good hero unit, that being Kyōko, who C.D. Hit it off with pretty well already.
I think we need to do as much "building up" as we can right now before more pressing things or powerful enemies make their way our way. I'm worried that if we don't whip the Outfielders into shape soon, the Sharks, the Police, or the Aliens might be able to crush us with alarming ease. That especially includes heroes, because assuming Kyoko is at least as strong as C.D. she would double our bonus to Martial stuff. And that's before we get to any traits of hers, and the narrative benefits.
 
I would like to get our first Facility up and running, or train the Outfielders. We need to start preparing for a proper confrontation with the Sharks, Polices, or Antoids. Probably the Lab since it can get us started on the PSI track?

Definately for Recruitment this turn, and getting the Bats or Public Funds. For Learning I would like to do Firecrackers if we do Bats, or Basic Weapons if we don't. I'll probably make a plan a bit latter.
 
@IronBig21 @griffinlw those all sound like strong points, didn't even consider the improved vibes from Kyoko being around, and there's also possible benefit to doing all three gang-member focused actions in the same turn right?
hopefully when we're buying baseball bats we get enough for everyone/some for possible future recruits too, and that new recruits will get the training as well. (previously i was just hoping the well trained initial recruits would share their experience in their own time)

thoughts on intrigue? i seriously think dropping the shack for OPF/posessed stuff would be worthwhile(if we meet the intrigue roll) since that way we get to learn about Giygas's plans closer to onnet that'll immediately impact us while we're still getting in position to beat back the slugs
(it's hard to say the best method for that, but countering their mind control directly would probably at least need us to research some corpses or something. since that's at a couple turns to set a lab up (treehouse should work, it can be a field lab in a discreet location or something ig) i don't think there's much benefit to scouting them right away (especially if instead of next turn revealing the aliens' general plans it only reveals what they do next turn since the reward text is "Gain insight into the alien's actions next turn". meanwhile the OPF are definitely also up to something)
I would like to get our first Facility up and running, or train the Outfielders. We need to start preparing for a proper confrontation with the Sharks, Polices, or Antoids. Probably the Lab since it can get us started on the PSI track?

Definately for Recruitment this turn, and getting the Bats or Public Funds. For Learning I would like to do Firecrackers if we do Bats, or Basic Weapons if we don't. I'll probably make a plan a bit latter.
lab/facilities in general are important, but right now i think the worry is that if we skip training everyone to fight and they get into a fight we'd lose pretty heavily, and a lot of things could cause a fight in the first place (from emergencies caused by enemy factions to regular actions like beating back animals on the hill so we can claim it)

we might not need them so much if we have bats, but if basic weapons are stuff like nailbats and such they could synergise, giving us upgrades to existing stuff? personally tbh I'd prefer ranged weapons so we can avoid getting beaten up/hypnotised by slugs and leverage our numbers better, but don't think it's really a strong option since it's harder to deal serious damage without making projectiles go fast and aiming/ammo's a concern? (and also not an option at the moment)
if upgrading melee weapons isn't an option for now it may be more beneficial to research local threats (aliens, wildlife, disturbances) since they're relatively simple actions that might provide general bonuses? and we can save research for after the lab gets setup (which would probably boost rolls)

hmm, do you think if we get lucky on recruiting members we'd get someone who can use our lab setup? they don't need to be great, i think it's just a matter of having someone who's decent for the time being. if not we may need to focus on the school?
 
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Amidst the painkillers and antidepressants I found what at first looked like a gun.

After examining it though, it turned out it was an injector. Came with two 'drug cylinders' filled with a green liquid.

Something called NELCON? No real labels and only basic instructors on how to use the injector. Given the whole cylinder is supposed to be used in a single 'dose', we just had to crack one open and see what the lab could tell us.

I mean, can you blame me? Fucking LOOK at the thing, the dosage is insane!

We got no real answers. All we can figure out is that it's a pretty advanced drug, something meant to stimulate part of the user's brain. Stuff SCREAMS high-end designer drug to me.

We gave some small doses (I'm talking drops) to some patients, and apparently it works as a potent antiemetic.

Though more likely an intentional result, since the side-effects in some of the patients we treated (especially that obnoxious soapboxer girl from Twoson) were pretty weird.

We can save quite a bit of money using this instead of conventional antiemetics.

Keep the remaining cylinder and the injector locked up, since the stuff we got from the first cylinder should last us a long while.
Still. This creeps me out.

A lot of the stuff we got is old Metapharm crap. It's still good, but it's...I don't know I just have a bad feeling. Did we get something we weren't supposed to?
Alright, found the section I was searching for.

Whilst this is worrying, it is important to note that the entire injection is meant to be a single dose. That and Paula receiving it (soapbox girl from Twoson can only really mean one person) means that it's probably not fatal/explody.

And like… this is an evil megacorp? Based on the dosage comments, I imagine that a full dose is actually hugely excessive. Like, the difference between taking too many adhd meds, and going full Snowflame and shovelling cocaine into your mouth.

Which isn't to say it's great, it's still a drug and I'm onboard with not studying it until we have actual facilities and an actual scientist. But assuming that the stuff is so cursed that an amount corresponding to a few milligrams will doom a character is starting to enter the realm of paranoia.

Still, we do need to break the blockade asap. Finding Paula is a huge deal, and this is not a good situation.
 

For intrigue I feel it's a hard choice between Shack and Police. On one hand we hardly have any idea about the Aliens' actions in Onnet and at most we get vague stuff like troop presence and what not. So anymore information on the Aliens can help us out with them......however there is the risk that the kids we send to keep watch might get caught by the Slugs and brainwashed, heck Porky could wind up like he did in Canon if we roll with him on the action. Though I will also say we have a pretty good chance of succeeding it with a DC of 50.

The Police on the other hand.....we get more information on them, and while we don't get exactly what's going on we can infer somewhat with them. However they just got some new shit we don't know about recently, so it could be vital for us to try to see if we can try to sus out what Strong's been up to, of course it won't be easy with that DC 80, even with Porky on the action.

For right now......I'm leaning towards OPF, at least they can't directly brainwash (or if they can, it's not as well as the Aliens can).

Definitely want Buzz-Buzz looking at disturbances this turn to help with understanding Giygas's influence somewhat. Then next turn we could either set up the lab or start tagging territory for more actions.
 
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