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

Turn 7 New

TURN 7





Fresh Breeze Movement: Stage 2

"Break the course of violence. Don't break the wind of change"
TV sets blared in town as the O.P.F began a nearly 2-hour long broadcast. Captain Strong himself took center stage during the entire thing, speaking with an intense and passionate cadence.

"The fact that some in our peaceful town acted the way they did to the encouraging signs we put up was proof of two things: Our efforts were having an effect and we must go further with our efforts." Captain Strong explained, canned applause giving a disproportionate sense of scale to the man's words.

"Of course, we here at the O.P.F would never overstep our bounds. However it's come to my attention that an increasing amount of children and teens are openly skipping school. This is happening to such a scale, and at such an alarming rate, that most of the youth of Onnet are not likely to get their GEDs."

"I think it's disgusting that so many of the troubled youth in this town fails to see how privileged they are to have access to an education. Countless children across The City can only dream of having access to such things. Not only is it utterly disrespectful to our CEO Mayor Pirkle, but it's indictive of the moral rot that's taking hold in Onnet."

"This is why, starting immediately, the OPF will be investing additional manpower in order to field truancy officers. These truancy officers will ensure that any child or teen seen out and about during school hours will be escorted to school."

"If the maligned youth of this city cannot see the value in their own futures, then we will seize those futures ourselves. And I'm sure all the good people of this community can agree that they'll better off when we take them off the streets and put them back at their desks."

The broadcast ended with sweeping shots of the restored signs looming down from the rooftops in town.


[OPF gains a greater bonus to curbing 'dissident' activity in Onnet. Some Faction actions will be made more difficult by them.]

Snap, Crackle, Pop?

Small pops and bangs have occasionally been audible from the rear of the Arcade in Onnet. They always seem to happen at night, but they're so sporadic that no one's really put much thought into them. While the Sharks aren't any less active, they're walking on eggshells around the arcade for some reason.
[The Sharks are up to something...]



...

What are you looking at?
Everything is F̴̢̛̼̼́̑͑͌̋̀̅́̉̇̚ͅi̶̢̥̼̟̝̠̗̲̠̤̼̰̐͊̎͊̈́͑͝n̴̝͓̥̯͚͈͎͍͖̗͚͙̿͂͛̉̃͆̀̉͛͒̇̓͘͠ͅe̸̼̱͍͎̖͓̜͇̫͉̻̤̍̾̔͊̇̽̕͝.
And it's going to get even better.
Just wait and s e e

[...Alien action for this turn has been delayed...]



Lockdown Difficulties

The Lockdown is beginning to effect people's mental health and emotions in a way that's no longer easy to hide. Arguments between families are audible from the streets outside, breakdowns due to bills, and a growing sense of unease has most of the population of Onnet on edge.

People are growing desperate and many find hope in the O.P.Fs actions. Some are questioning what the Lockdown is even for anymore while others are growing increasingly hostile, eager for someone to blame for all the problems going on...


Blare of Static!

Once again Onnet has received a brief alleviation from the isolation in the form of radio broadcasts. It seems something is either briefly boosting the strength of local radio signals, or making the local receivers more effective.

Arms Trade Hiccup?

Proper weapons have always been somewhat difficult to get ahold of in the Eagle Quarter. Most locally made weapons are glorified junk and anything that manages to get imported is usually defective or a dumbed down 'monkey machine' model. This has made the appearance of archaic style weaponry equal parts confusing and appreciated in the Eagle Quarter.

While some are displeased that Pre-crash solid ammo firearms aren't being brought into the quarter, others aren't as quick to complain. As old fashioned as the weapons might seem, they're straight forward and more reliable then local weapons.

It helps you don't have to buy ammo for a sword.

These weapons will likely start finding their way into the hands of groups in the Eagle Quarter in the coming months.

However the origin of the original seller is a secret...


Monotoli Corp Brushes Off Meeting

Rumor has it that Monotoli Corp has repeatedly brushed off requests by a foreign corporation to meet with them.

Despite initially agreeing to do so, it's said that Monotoli himself canceled the meeting and refused to attend after learning that the corporation in question was a "third rat nobody business".

The exact reason for the meeting is up to debate.

Some state that it was due to a canceled "roadwork project" that Monotoli Corp had begged the foreign corp to be allowed to do years ago, only to take the money and leave the work unfinished.

Others state that it was due to interest in the Eagle Quarters wildlife and unspoken concerns about some sort of 'biological contaminant'.

No one can say for sure, but what people are certain of is that unusual people have been sighted in the Eagle Quarter following the leakage of this rumor.

Some speculate the OPF's otherwise steel trap-like border security accidentally let certain people into the Eagle Quarter under the belief they'd be involved in the meeting.

The OPF has harshly denied this rumor but that simply leads to a question.

If strange visitors are finding their way into the Eagle Quarter, how are they getting here?


Eggdyne Advert

Your spare time is precious so why take a gamble with lesser attractions when you can come down to the CASINO ZONE!

LIGHTS, SIGHTS, AND SENSATIONS OF ALL KINDS!

The entire zone has been designed by Eggdyne's founder himself to ensure maximum pleasure and immersion.

There's nowhere you can go in the Casino Zone that won't offer some kind of stimulation or pleasurable experience!

And following the repair of minor damage to certain sections of the zone, entirely new experiences have been added

So what are you waiting for? Come to the Casino Zone where having fun is a gamble you'll always win!

Disclaimer: Eggdyne is not required to publish or disclose win rates. Anyone that accumulates debts past a certain threshold will be expected to pay it back through Eggdynes new organic processing program. Casinos have job openings, no minimum age requirement as long as standards are met. Any mentions of disappearances may result in fines or removal from Zone.



FACTION Actions

Each turn there will be five faction actions that can be taken and CD will be able to take 4 Personal Actions.

State of Faction

THE OUTFIELDERS


Type: Criminal
Size: Tiny
Reputation:

  • -40 General Reputation
    • + 15 with Nook Real Estate
    • Neutral or partially positive starting rep with some criminal factions
Org. Traits:
  • Community Minded: Whenever your faction receives positive Reputation they receive +2 additional rep. Whenever you damage another faction's reputation, or a faction is put into a poor light by your actions, any negative reputation they receive will be increased by +5.
Assets:
  • Treehouse ✰ [HQ]: A simple one room treehouse located in the woods behind the local library. It provides a relatively hidden place to meet, discuss in private, and lay low. Outside of that however it lacks any real amenities, but plenty of room for improvement. [1 Slot for facilities]
  • Childhood Home ✰ [Personal]: Your two floor plus basement childhood home on the outskirts of Onnet's suburbs. It was where you were born and where you've lived till now. With your mother leaving, it belongs to you now. You don't think you could bear to sell it. [0 Slots for Personal Facilities]
Resources:
  • Baseball Bat Stockpile: A large amount of baseball bats from Onnet, enough to arm every member of your gang for some time. They're considered sports equipment first and weapons second by many.
Income Sources:
  • (+1) Baseball Bat Factory Investment dividends]
  • Current Total Funds: 4 (As of Turn 7)
Territory:
  • None
Average Organization Member: -Drawing to come soon!-
Personnel Profile: Kids, teens, and young adults. No real adults are in your organization.
Training: -Inexperienced Delinquents- They think they know how to throw a punch, but more importantly they're eager and willing to do so.
Equipment: Baseball bats, rocks, and the clothes on their back and whatever they brought from home.
Disposition: Enthusiastic if somewhat lost on the full scope of what this may entail.
Loyalty: Placid, neither hesitant nor particularly loyal. They're more engaged with the cause then they are with you.

Suspicion Level:

□□□□□□□□□
9/100​

FACTION ACTIONS

Current Funds: ☆4☆
Effects of Note:
  • [CD]'s Depression has been put to rest for the next 3 turns.
  • +10 to next faction Diplomacy check
  • +15 to next PSI training roll(with increased stat gains)
Items of Note:
  • Tattered Plushie: A plushie you've had since you were a baby. It has more patches in it at this point then original fabric. Despite growing older, you couldn't conceive of throwing it away or giving it to someone else, even your siblings. You carry it with you everywhere, albeit out of sight. That being said you have no idea what it's supposed to be. It's purple and cute. Some sort of...eggplant...wizard? It's weird.
    [????]
  • Repaired Baseball Bat:A bat you've had for a long time. The resin you bought has restored it to it's prior state, it's much sturdier. Still, maybe there are even more ways to improve it? [+2 to Martial]
  • Sound Stone: A shard of an ocarina that was used (somehow) to 'defeat' GIygas during the first invasion. It is a PSI artifact capable of detecting places burgeoning with PSI, namely sanctuaries. It can also record special 'sounds' though this function doesn't seem to have a use to you. [Greatly reduces the DC for finding sanctuaries and largely eliminates the dangers of trying to claim a Sanctuary as your own. Provided it remains in your possession]
  • 'Meteorite' Shard: A strange, currently unidentified stone. You have no idea what it could be, but you have no doubt someone would likely want to buy it for a high price...
  • Prefilled Mayoral Paperwork: A paperwork form for a 'mayoral decree' with blank spots that can be filled out to be just about anything. It was pre-signed and pre-stamped for the mayor's convenience. It can only be used once, but this could potentially be used to give out a fake order to those working for the mayor...
  • Lab Equipment: A myriad of stolen equipment from the Onnet Hospital's medical lab. A lot of it is out of date, but it's still professional equipment. Useless on its own, especially without the right knowhow or setup. However it would make setting up a semi-proper lab room significantly easier and remove more or less all material cost.
  • Beeject & NELCON: An as of yet unidentified drug with an injector. The instructions state to press the injector to the side of the neck and pull the trigger. No needle experience is needed. Anyone could use it, but it could be dangerous, or even outright lethal.
  • Xterminator Spray: A potent insecticide no longer produced due to it's toxicity. Could be useful when dealing with pests. One time single-use item that grants a +10 Martial bonus against Insect-like enemies. Usable in combat or with applicable checks


Martial

[] Tagging Territory [Onnet]: If the Sharks have been throwing their name up around town then it's only fair your group does the same. You need to keep the fact you're fighting aliens a secret, not the fact that you exist at all a secret. Little gangs like your get money, influence, and power from controlling territory. A certain amount of vested influence or presence in an area is needed before it can even be attempted to be taken over. No one rolls over for strangers and the force needed to make people do so is a bit beyond your reach right now. Of course, the Sharks will be pissed off that you're a new crew in town and the cops won't be pleased, but nothing you do short of bending over backwards for them is going to make them happy. The cops activity in town will make this a little trickier then before.
DC: 25/50 (Reward: Additional Martial Actions in Onnet)

[] Expand Treehouse: The treehouse isn't even close to what you need it to be. Thankfully, everyone's pretty keen on the idea of building off the existing treehouse. The materials will be pretty simple and the tree is large enough to support quite a lot, some members even seem willing to bring in materials to help. They're hardly going to be professional quality, but who hasn't wanted to build their own treehouse?
DC: 30 (Reward: +2 Facility Slots)

[] Build a Facility: The treehouse is the only base the Outfielders have to call their own at this time. And right now it consists of a single empty room. Maybe it's time to change that.
-[] Build a Lab: Maybe calling whatever you can fit inside a treehouse a 'laboratory' is a stretch, but with the stolen Lab Equipment you have would make it pretty well equipped. With the issue of the equipment out of the way the hardest part is already done. Well, the hardest part will be getting someone who knows how to properly USE any of it…
DC: 35 (-Lab Equipment, -1 Facility Slot, Reward: Laboratory)

-
[] Build a Crude Workshop: It'd be an enclosed room with a bunch of 'borrowed' power tools, benches, and vices to hold things. However even with that you'd probably be able to get up to some pretty heinous stuff. What you could make would be simple, but being able to make anything at all would be a boon by itself.
DC 35: (-1 Funds, -1 Facility Slot, Reward: Crude Workshop)


-[] Build a Small Barracks: Why bring in tables when you can bring in beds? There's a chance the Outfielders might have to hold out at the treehouse at some point. Having a place to sleep, and the means to more easily live there would put a lot towards that. On top of being convenient it would provide a place to stay for the members of the Outfielders who might not want to go home, or don't have a home to go back to. This would increase the cohesion and sense of comradery amongst the Outfielders, boosting their potential in mass combat.
DC: 35 (-1 Funds, -1 Facility Slot, Reward: Barracks)


-[] Build a Radio Room: With the treehouse already as high as it is, it's actually a lot easier to set up a small radio tower of sorts then you'd expect. You can even disguise it to look like just another part of the tree. It'll be expensive getting real radio equipment, but with a dedicated set up you could broadcast and receive. You might even be able to spy on the cops chatter if you tune things right…
DC: 40 (-2 Funds, -1 Facility Slot, Reward: Radio Room)


[] Claim Territory by Force: Actually taking control of places requires either a lack of interest/control in an area, or a certain amount of vested influence or presence in an area. Even if a gang or criminal group doesn't own an area on paper, it doesn't mean it isn't theirs. Having kids squatting with baseball bats and rocks on street corners is the next best thing. Given the Outfielders literally just started existing, you have jack and shit for influence or presence. However there are places in town no one currently gives a shit about.
- [] The Hill: That god forsaken, bird invested fucking hill. It's not far from your house and it's got a good view of the town. Piss all is actually there, save for pain, misery, and you guess Liar's house which has been abandoned since he somehow skipped town. He did find something weird under his house and the tunnels are still down there. If you had the Outfielders 'house sit' they could do some digging themselves. Technically the town owns the hill, but you'd be genuinely shocked if anyone gave a rat's ass if you all put a flag down and started loitering there.
DC: 40 (Reward: Bring 'The Hill' under your control and gain access to the tunnels under Liar's House)

[] Attempt to Abduct a "Sugared": Porky has started calling the Antoid-invested individuals in town "The Sugared". While you don't have an exact list of how many there are, or who specifically is controlled, you know enough that they're easy to pick out in a crowd. Since they're regular people being controlled and not simply aliens, most of the Outfielders aren't comfortable with simply trying to kill them. Some have suggested cornering one at night and beating them up enough so that you can restrain them. If you're able to drag them off somewhere and abduct them, you can potentially figure out a way to excise the Antoid inside them and free them of their control. Of course, you have no idea what the Sugared might do in response and won't have long before the town realizes people are missing again.
DC: 70 (Reward: Capture one of the "Sugared" and hinder their operation in the town)

[] Challenge the Sharks: Walk right up to the Arcade and call the Sharks out. Fight them outright at their base of operations. They outnumber you, and outgun you, but with the backup you have maybe it can work out. As long as you can smash your way to Frankie then you can force them to bend the knee, maybe even give up or get absorbed. If it goes tits up though, the Sharks will be out for blood and there will be plenty of yours in the water.
DC: 80 (Reward: Initiates Battle with the Sharks, giving a chance to destroy or absorb the group)

[] Challenge the Sharks…to Baseball?: It will be hard to meet the Sharks, or even talk to them, unless it's in a 'language' that you're proficient in. And if you can't punch them in the face, you'll have to face them on the diamond. Of course, you really doubt the Sharks will come out for a good natured game of ball. However your new friend Kyoko stated that, even in River City, they sometimes settle differences with sports. Of course, she specified, they were rarely normal 'clean' games. It's gotten you thinking. If the Sharks would laugh off a normal game of ball, maybe you can devise a version they'd be more receptive to.
DC: 40 (Reward: Initiates a game of modified baseball with the Sharks. Chance to greatly improve relations or unite factions, provided risks are taken. Additional checks and options will follow on success)

[] Train Outfielders More: Most of the members of your gang know how to throw a punch and swing a bat now. However there's still a lot of room for improvement. Of course it will be difficult to do until they have their first taste of a proper fight. Not just by themselves but as a proper gang. Difficulty increased due to lack of field experience.
DC 80/100 (Reward: Increase the fighting skill of the Outfielders more.)

[] RIOT!: Fuck the police! Causing a ruckus to draw the police into a fight. Straight up beating the cops asses for the whole town to see will make it clear you're not to be taken lightly and will weaken the police a substantial amount. Of course, that's easier said than done and the cops are pretty well equipped to deal with a bunch of untrained, rowdy punks led by one or two people who actually know how to fight.
DC: 110 (Reward: Initiates Battle with the O.P.F, giving a chance to end the Lockdown and permanently damage their control over Onnet)

[] Raid City Hall: The mayor hasn't left city hall since all this started. Its high security walls make it look like a fortress. Trying to bust down the front gates with the cops still walking around would be borderline suicide. If you want a piece of the mayor you'll have to build up and deal with some of the other plays in town first.
[Action cannot be taken at this time]

[] Assault Giant's Foot: The Entertainer's Shack is still sitting there. It's oddly quiet. The shack is locked up tight and there's no easy way to get to the cave behind it. Maybe you could try rushing in there, try to break in with your group but…some part of you can't help but feel that's a bad idea. It's too soon.
[Action cannot be taken at this time]

Diplomacy

[] Recruiting (Onnet): You've hit the limit on just who you can recruit at this time. Until the lockdown is broken you'll have to make due with the people you have or cook up a way to broaden who would be receptive to your recruitment attempts.
[Action locked due to circumstances]

[] Pick Up Trash: Trying to change how the Outfielders are viewed will be an uphill battle, and one that your fellow gang members might not be willing to really commit themselves to. Which is why you'll need to start small. And going around and picking up trash is about as small as you can get. There's a chance it will do something to move the needle in your favor, and maybe you can turn any cans you find in for money. Of course you'll be a laughing stock in the eyes of the Sharks, and the cops might see it as a chance to harass you.
DC: 35 (Reward: +??? Reputation and +??? Funds)

[] Make Connections at School: The school is a glorified prison that only teaches how much the world sucks. But it has some useful facilities and elements to it that could be of use to the Outfielders. Talking to kids at the school, maybe trying to sweet talk or suck up to the teachers, could open up some options. Access to the school after hours or maybe getting an opportunity to recruit from the student body. With the cops threatening people to go, this might be a bit easier then before.
DC: 30/75 (Additional options regarding the local school)

[] Letter Writing Campaign: Even if it's easy to ignore, sending enough letters voicing outrage or concern towards the lockdown, the police, and the mayor's policies could help erode their reputation in Onnet. You doubt the ones recieving the letters will care, if they even read them. But if people catch on that a lot of letters are being sent, they might start to send their own, or more freely speak in anger about what's been bothering them under the belief others are basically doing the same. And if you mess with the postage and addresses, no one will know just who sent the letters. Of course, you're going to need to write more then a few. Hope your gang has good handwriting...
DC: 50 (Reward: Decrease OPF & Pirkle's reputation in Onnet)

[] Baseball Factory Deal: The Outfielders are…well you're a gang. But that doesn't mean you can't have some kind of front, or put on airs. No one's going to look at you and think you're out to fight genocidal aliens. With the lockdown, the Baseball Bat factory has been hurting. You could talk them into some sort of deal with your group. It won't be easy given how small the group is, but if you succeed a beneficial arrangement could be made. The deal you made before would make it a lot harder for the factory to not take an offer at least a bit seriously.
DC: 60 [Additional checks or options may follow on success]

[] Talk to the Sharks: You have the vague respect of the Sharks and you haven't done anything to directly fuck with them. They likely won't take kindly to the fact you have your own posse now, but it shouldn't be impossible to arrange a meeting with their leader. By talking with Frankie you might be able to work things out with words instead of your fists. It won't be easy, even if you do meet him there's no guarantee he'll be reasonable. But if there's any chance of allying with the Sharks, or somehow pulling them into the fold, it's this.
DC: 65 [Additional checks or options may follow on success] (Reward: Possibility to join or absorb the Shark or strike a deal)

[] Protest!: Like rioting, but you're not supposed to punch the cops in the balls when they attempt to mace you. Gathering up the Outfielders and protesting out front of the mayor's office and making a racket over the lockdown could cause some problems for the cops. And if they swing at you for it, that might not look super good for them. Of course, your reputation could end up having people in town dismiss everything you say. But it could shake the town into voicing their dissatisfaction.
DC: 70/90/100 (Reward: -??? Decrease to OPF's reputation)

[] Confront the Police: Shit stinks to high heaven. The police are up to something. You have no clear idea of what, but they're the mayor's lapdogs and the mayor sure as hell doesn't have people's best interests at heart. It'd take a goddamn miracle to arrange a meeting with the OPF that doesn't have you looking out from the bars of a cell but…it's still an option.
DC: 90 (Reward: Learn the OPF's intentions directly)

Stewardship

[] Pay the "Hint Man" for Information: Porky has brought to your attention the fact that there's a bizarre information broker of sorts named the 'Hint Man'. They're here in Onnet, but then again it's claimed that they're all over the Eagle Quarter. If you have the money, they have the information. Claiming they can give you 'hints' to just about anything that you so desire to know. Of course, the cost is quite steep. The man is apparently willing to allow for a little debt in order to pay him, but you get the feeling that might come with strings attached.
[Autopass: -4 Funds, +1 Debt] (Reward: Learn information regarding a subject of player's choice)

[] Run a Lemonade Stand(s): Look, you're trying here. It's still the warmer months and you don't have to be the one selling it. It could help make some extra money and it's better than the drip feed you currently have to work with. If the Sharks see you doing this though, they'll probably mock you for it or worse try to rob you.
DC: 25/40/80 (Reward: Additional Funds based on level of success)

[] Invest More Into the Factory: You've invested in the factory and you bought their product in bulk at least once. While you don't quite have the same cash to fully invest, that doesn't mean you can't work something out. Whether it's simply getting clever, or a little fraudulent, the end result will hopefully be the same. If you can puzzle things out you can potentially increase your returns from the factory, or at the very least gain a greater control over it.
DC: 40/60/80 [-4 Funds] (Rewards: Increase share in factory, chance to increase passive income. A high enough degree of success may decrease amount of money needed for investment. Minimal success or failure may incur reputation loss or debt)

[] Pawn Crap from the Woods: Having your crew searching the woods for something to sell is a bit desperate, but it could make some scratch. Plus there's no telling what could be found with a bunch of bored teens combing the forest. Well, besides trouble that is.
DC: 45/80 (Reward: Chance to find Funds or Items)

[] Psychic Healing for Money: Same verse, same as the first! Only now with additional help! You're the only one who can do the actual healing, but the others can point people in your direction. It'll probably draw in a lot more attention, for better and for worse. You have a chance to make some proper money, but the spiritual healing bit will get people suspicious when they realize it's not bullshit. (This action will use the PSI Stat).
DC: 40/60/80, +??? Suspicion (Reward: Immediate Funds based on level of success)

Intrigue

[ ] Commit Some Crimes!: Fuck the police, and everyone else. The Outfielders need money, resources, and anything else they can get their hands on. If people assume the worst of you, souring their impressions a little more isn't going to kill you. Sending the Outfielders up to commit some petty crimes in order to accrue funds and materials could
DC: 30/50/70 -Reputation (Reward: Funds and raw materials)

[] Steal Some Electronics: Some of your members have lamented the lack of equipment available to the outfielders. Namely an easy way to communicate with one another that aren't calling each other's home phones. Porky has brought up that he knows some places where radios, electronics, and other stuff is kept. If the Outfielders put in the effort, they could pilfer some goods that could benefit them. Walkie-Talkies, radios, and who knows what else.
DC: 45/75 (Reward: Radio Equipment and other electronics)

[] Track the "Sugared": Now that you know where the Antoids went, you have to deal with the problem of the fact people in town are now under the alien's direct control. Thankfully you have a good idea on how to spot the "Sugared" as Porky has been calling them. If you put in the effort you should be able to compile a list of who's been effected and set up the means to start following some of them. Your limited resources will make getting everyone of them found, nevermind followed, but some is better then none.
DC: 50/80 (Reward: Learn the identities of the "Sugared" and possibly set your gang members up to begin watching some of them)

[] Sneak Into the Arcade: The Sharks are packed into the arcade lately and they're pretty busy. It won't be easy to slip in, but it's not impossible. They likely won't appreciate you inviting yourself in, but if you can get to Franky you might be able to force a chat. Alternatively you could find out just what the Sharks are getting up to in there.
DC: 65
[Additional checks or options may follow on success] (Reward: Possibility to join or absorb the Shark or strike a deal)

[] Look into the O.P.F's Plans: It's obvious now that the OPF aren't playing around. They're boiling the frog and chomping at the bit to use more extreme means. But why do they feel that way, and what has made them so confident that this is their best course of action? The only way to find out for certain would be to check out the police station in town. With their attention fixated on the town, their security has laxed a little.
DC: 75 (Reward: Learn the OPFs exact plans and an estimate of their faction strength)

[] Steal a Police Cruiser: There are more cops on the streets lately. That said, there are also a lot of police cruisers just lying around. Unattended ones even. If you could find the right people to jack a cruiser, there's almost certainly places you could hide it. A stolen car could be refurbished, or simply broken down into parts for other uses or selling. Of course, if the police catch you trying to steal a car or pursue a stolen car, it could lead to a big incident. The truancy officers will make this harder...
DC: 80 (Reward: Stolen Police Cruiser)

Learning

[] Read Up on Aliens: As far as you are aware, Aliens don't exist in The City. Or at least they're not supposed to. The only Aliens you've heard about growing up were the Invaders. But according to Buzz Buzz lots of aliens exist, though he doesn't have much in the way of specifics if they aren't related to Giygas's Army. Reading whatever you can, asking who you can, and maybe a healthy dose of speculation could help better prepare the Outfielders. Of course, it could just result in a whole lot of nothing, but it's guaranteed to give everyone some ideas at least.
DC: 25/40 (Reward: Possible Alien enemy info and a chance for additional research topics)

[] Research: You don't exactly have people in lab coats pouring over computers and playing with test tubes, but never underestimate what a bunch of disgruntled teens with out of date textbooks can do. If school had kids learning how to blow things for homework then everyone would be getting straight A's. Your options are limited until you have a proper place to do research, the right people to do research, and a certain understanding of other research topics.
- [] Research Simple Weapons: The Outfielders are armed with baseball bats and whatever they brought from home. You know from experience that baseball bats are a pretty ideal melee weapon, but there has to be other ways you can arm your members. Hopefully on the cheap. DC: 40/80
- [] Research Improved Bats: Baseball bats. Beautiful in form and elegant in design. But they can be better. Though mankind's technology has improved since the crash, how much effort has been put into new baseball bat technology? Taking the steps to ascertain this could be the Outfielders first steps towards new things. DC: 40/80
- [] Research Simple Armor: It's always been easier to destroy then protect, but that doesn't make it any less important. You're limited by the materials and facilities you have, but if you can find a way to make or get protective gear for your gang members they'll be able to stay standing in fights longer. DC: 40/80
- [] Research Simple Explosives: Less 'Dynamite' and more 'Firecrackers', but even amateur chemistry can do wonders. If they fuck up though they'll probably blow off a few fingers. You can…hopefully reattach those if that happens. DC: 40/80
- [] Research Simple Pharmaceuticals: If anyone sees this, they're going to be dead certain you're trying to make drugs. And they're not technically wrong. You won't be making any Power Pellets anytime soon, but there has to be something your group can make. DC: 50/100
- [] Starman Jr. Autopsy: [This option is locked until more advanced facilities are acquired.]
- [] Meteor Identification: [This option is locked until more advanced facilities are acquired.]
- [] Study PSI Basics: [This option is locked until more advanced facilities are acquired.]
- [] Inventing: [This option is locked until certain Hero requirements are met.]
- [] NELCON Examination: [This option requires additional research before it can be done.]

[] Categorize Crazed Wildlife [Onnet]: Going out of your way to actually note what wildlife has been riled up by the aliens, and what hasn't (if there even is any that hasn't), could be useful. You can't really remember anyone ever putting the local wildlife in the Eagle Quarter to paper anyway, the names and what they do is all a matter of word of mouth and personal experience really. Being the first ones to do that could prove beneficial. Of course with the Lockdown you'll be limited to what you can find in and around town.
DC: 60 (Reward: 'Bestiary' Volume 1 Item, Additional Research Topics)

[] Read Up on Different Areas: The Eagle Quarter sits at a unique crossroads in the City. The Outlands are to it's west, various paths to other territories line it's borders, and there are even rumors of extensive entrances to the Pipework below. Despite this the Eagle Quarter is relatively isolationist and has thrived primarily by not getting involved with other areas. With the Lockdown you can't leave Onnet, and unless the OPF stops existing entirely trying to exit the borders through conventional means will be tough. But that doesn't mean you can't look into better ways you could travel to other areas in The City. There's no shortage of stories of underground highways or tunnels. If you have some kids put their noses to the grindstone, you could find some direct or discrete routes to other places in The City. Just because Giygas is focused here doesn't mean he'll stay here forever...
DC: 10/20/70/80/100 (Reward: Discover routes and gain access to areas Outside Onnet after Lockdown, one route per degree of success)

Personal Actions

C.D

You feel good. Better then you have in a long time. There's so much you want to do. Even with everything hanging over you, it doesn't feel like it's all pointless.

[ ] Give one of your projects some of your personal attention (Costs 3 personal actions)
-[ ] Write-In

[ ] Hang Out with a Hero: You're a mess, but you're in charge now. And bosses are supposed to check up on the people who work for them. Right? Pick one hero unit to spend time with. That unit will gain a +10 opinion of you for the next three turns and you may learn more about that hero.
-[ ] Buzz Buzz
-[ ] Porky
-[ ] Kyoko

[ ] Go To School: Attend classes, for once. It likely won't make you any smarter but it will temper your ability to put up with people. Who knows, maybe you might be able to graduate someday. It will certainly put your siblings at ease.

[ ] Study at Library: The local library has all kinds of weird books and old records from before The Crash. You've never been one for studying but going there makes it less like work and more like exploring.

[ ] Practice Meditation: Buzz Buzz told you that there's no 'simple' way to train PSI. Everyone's mind works differently. However he stated meditation can be a good start. Just being with your own thoughts sometimes can be enough to learn more.

[ ] Play Baseball: It's been a while since you were able to play a game of proper baseball. You'll get some exercise and get to practice your swinging and pitching. It will make good practice!

[ ] Do Your Taxes: You've never been good with numbers, nevermind money, but if it's a skill you need to learn eventually then why do tomorrow what you could do today?

[ ] Go Shopping: Onnet's shopping is limited, especially with the lockdown. But that might simply make any oddities stand out even more. You have the cash, might as well burn it right?

[ ] Treat Kart and Floppy to Something Nice: You realize that you've just been tending to your siblings. Making sure they're not dead isn't the same as caring for them. Taking them out for pizza, or doing something fun for them would help make up for how busy you've been.

[ ] Watch Some Television: There's nothing but crap on like always, but you actually feel interested in seeing something for a change. There's a chance you'll simply rest up, or maybe you could learn something unusual.

[ ] Help with a Construction Project: You're not an engineer, but if you can swing a bat you can swing hammer. Plus with all this extra energy needs to be used up somehow. (This option requires 2 of CD's personal actions. This allows Expand Treehouse or Build a Facility to be done as a personal action instead).

[ ] Explore Your Dreams: You're already sleeping in...but maybe taking it a step further and trying to explore them would feel even better. What do they call it? Lucid dreaming? Something about that excites you, or maybe it's just the prospect of going back to sleep.

Buzz Buzz

[ ] Invent Cover Story: Now that the Outfielders have been founded the C.D has some people to help her, directly helping her yourself might be difficult. It's one thing to have to hide from the public, it's another to have to hide yourself from the people CD herself leads. Simply revealing yourself as an alien seems deeply unwise at this time. Inventing some kind of convincing cover story for your powers and your ability to speak would eliminate the need to hide. But you'll need to take time to think of a good one.

[ ] Fly on The Wall: You're not a fly. However it's a turn of phrase that could be appropriate. By using your own time to do some personal spying, you might be able to learn some things that C.D and the Outfielders wouldn't be able to learn otherwise. Especially with how negatively people seem to react to them. The risk of discovery could lead to someone trying to swat you however.

[ ] Practice your own PSI: Outside of PSI Shield Σ, your capacity to use PSI abilities is very limited. However you still harness your PSI energy in order to fight, so practicing your abilities never hurts.

[ ] Think Back on the War: You don't like thinking about when you served in Giygas's Army, under the being that he used to be. However there's a chance you may have forgotten something. Anything you could remember might help CD in her efforts to battle Giygas, or at least help you become more comfortable with your past.

[ ] Lick Tree Sap: What? You enjoy sugar. And you don't see any of the humans crawling up and enjoying the sap that the surrounding trees occasionally secrete. Helping others means helping yourself, sometimes to a treat.

Porky

[ ] Pursue Personal Ambition (Cool Stuff): Using the Outfielders resources to pursue your personal desires and ambitions will help alleviate some stress. Whether it's acquiring cool things or simply figuring out something you want, it's bound to actually be fun for a change.

[ ] Loaf Around: If you're going to be involved in something this serious, you need to prioritize your wellbeing! Which means a good meal...and a couple more good meals after that. Stuffing your fact and lounging around might not be 'productive', but it'll ensure you'll be better prepared for whatever fresh hell comes next.

[ ] Get some GOOD Snacks: While you're not particularly caught up in the quality of what you eat, you do enjoy some fancier snacks now and then. Always in bulk of course. During your snooping around you think you might know a guy who can hook you up with some good fricking stuff. And it shouldn't cost you anything in the long run.

[ ] Try to get a...mole?: Now that you're apart of t h i s, you suppose you should have informants and spies and stuff? You have no idea what you're doing, but the time you spend figuring this out is time you're not thinking about the world shattering revelations you've learned.

[ ] Just a LITTLE Scheming...: C.D needs all the help she can get. However C.D doesn't exactly have the right mindset for this sort of thing. You probably shouldn't bother them right now. Taking some action on your own to help them would probably make them feel better. Right? (This Personal Action will allow a second Intrigue Action to be taken with all the usual bonuses. However it will be chosen at random from the Intrigue Actions available this turn that weren't chosen prior and it's exact outcome will not be made apparent to the players until later. C.D and the others will not be aware of this action being taken under normal circumstances)

Kyoko

[ ] Write A Letter: You can't stop yourself from thinking about River City. Your friends back there would probably think it's cheesy, but you miss them. Especially with how bad things got when you just left. Phone connections have been unreliable, so you'll have to resort to writing a letter if you want to contact them. It'll be a while before you hear back, but it's better to hear back at all. Right?

[ ] Go Out for a Bite: River City was known for its violence, its gangs, and the locals's propensity to throw things (and each other). But only the locals knew about the sheer variety of food there. It didn't matter if it was a standing noodle stand, or a dive bar BBQ, no matter where you fought at chances were there was a place to eat afterwards close by. Onnet has far slimmer pickings, but if you're going to get into the local fights, you might as well get into the local foods!

[ ] Brush Up On Personal Technique: While you're not out of practice, you're not fighting every day like in River City. It's sort of relaxing, but you're worried you've already forgotten things. A quick brush up might jog your memory.

[ ] Local Fight: You don't mean to pick fights, it's just your River City blood you suppose. If you try, even just a little, you can find some trouble. And trouble finds you either you learn something, or trouble regrets coming your way.

[ ] Go to Classes: Unlike C.D, you don't mind going to school. It feels weird not to attend as much as it feels weird for fights to regularly break out. It's a lot easier to learn something when you don't have to worry about a rival school takeover.
 
Last edited:
I gotta go to work in a few minutes so I don't really have time to be thorough. I'm just going to say that we should use the bonuses we have, the diplomacy and psi training. I'm thinking we should try reaching out to the Sharks? and maybe use 2 of CD's personals to expand the treehouse, so we can cram more facilities in there. I would love to spend more time building up, but with the way things are uh... "pressurized" right now, I don't think we can afford to wait.

Also, it's understandable that my Omake didn't count for the Bounty. There's plenty of other people to take a crack at it.
 
[ ] Help with a Construction Project: You're not an engineer, but if you can swing a bat you can swing hammer. Plus with all this extra energy needs to be used up somehow. (This option requires 2 of CD's personal actions. This allows Expand Treehouse or Build a Facility to be done as a personal action instead).

Ok this could be a neat option, allowing to either expand the treehouse or build a lab AND to have another martial action in this same turn

can also invest more into factory (it's 4 funds) and have a baseball factory deal with bonus for diplomacy

Alternatively, both C.D and Kyoko could go to school and take an option "Make Connections at School" - this would probably allow more recruitment (and possibly an option to get more places for facilities?)
 
Last edited:
Hm...

For our plans, we must start by making people see us in a more receptive light. That we care about society. And we also talked about making contact with the Sharks.

Hm...

[ ] Plan Out of the Park!
-[ ] Martial: Challenge the Sharks…to Baseball?
-[ ] Diplomacy: Pick Up Trash
-[ ] Stewardship: Psychic Healing for Money (Kyoko)
-[ ] Intrigue: Track the "Sugared" (Porky)
-[ ] Learning: Read Up on Aliens (Buzz-Buzz)
-[ ] Personal Actions:
--[ ] Go To School
--[ ] Hang Out with a Hero: Kyoko
--[ ] Practice Meditation
--[ ] Play Baseball
-[ ] Buzz-Buzz: Invent Cover Story
-[ ] Porky: Try to get a...mole?
-[ ] Kyoko: Go to Classes

...alright, top from bottom.

-Shark Challenge is an easy in to start influenciating the Sharks.
-Pick Up the Trash is an easy to help alter the perception of the Outfielders.
-We need money, Kyoko is best accomplice.
-Porky on the sugar trail. Buzz-Buzz getting us some info.
-I feel it's important to give CD a normal life outside of the Outfielders, and it helps us put an image of being a more "goody-two shoes" figure. Besides, I feel that having a support net with Kyoko would be useful. Also, Psi training and some hobby.
-Cover in the case it's needed.
-Moles on the ground.
 
Hmmmm

[] Claim Territory by Force (the Hill) Kyoko
[] Baseball Factory Deal
[] Invest More Into the Factory
[] Track the "Sugared"
Porky
[] Categorize Crazed Wildlife [Onnet] Buzz Buzz
[] C.D
-[] Help with a Construction Project (Lab) -
preferably, if Outfielders can take the Hill, in Liar's House?
-[] Play Baseball
-[] Go To School
[] Buzz Buzz: Invent Cover Story
[] Porky: Try to get a...mole?
[] Kyoko: Go to Classes


This is trying to: go for the factory deal while there still is a diplomacy bonus, and attempt to take Hill and get a Lab out of the way.
Playing Baseball as C.D would prepare her to challenge Sharks to Baseball.

Tracking the Sugared should prepare team for a future attempt to capture the Sugared. Though that's a Martial action, so team could either do it or play with Sharks.
capturing the Sugared should wait untul there is some facility to keep them in, or at least the free space somewhere. And treehouse does not look good for that. But Liar's house mybe could be used for facilities? It would be nice to place a Lab there too.

The OPF going for "let's check the truants" really tempts to go for the school option and send both C.D and Kyoko to school to sorta keep yourself on the safer side? Doing the "connections at school" would use up the diplomacy bonus, so let's probably not, even if there is an obvious synergy.
Honestly Kyoko at the moment does not have any cool "development potential" options, like Porky's "get the Mole" or Buzz Buzz's last "small objects" action, so sending her to school seems like the best option? And if we send her to school, why not C.D too - especially if it would somehow help with OPF?
School connections would be great to combine with that, really, but that diplomacy bonus probably should go to the Factory deal instead.
 
Last edited:
[] Plan: A Friendly Game of Ball
-[] Challenge the Sharks…to Baseball?: (Kyoko)
-[] Make Connections at School:
-[] Run a Lemonade Stand(s)
-[] Track the "Sugared" (porky)
-[] Research
--[] Research Improved Bats (Buzz Buzz)
-[] Personal Actions
--[]Cd
---[] Help with a Construction Project (Lab)

---[ ] Play Baseball

---[ ] Hang Out with a Hero: Kyoko
--[] Buzz Buzz
---[ ] Invent Cover Story:
--[] Porky

---[ ] Pursue Personal Ambition (Cool Stuff):
--[] Kyoko
---[ ] Brush Up On Personal Technique
 
Last edited:
[] Make Connections at School: The school is a glorified prison that only teaches how much the world sucks. But it has some useful facilities and elements to it that could be of use to the Outfielders. Talking to kids at the school, maybe trying to sweet talk or suck up to the teachers, could open up some options. Access to the school after hours or maybe getting an opportunity to recruit from the student body. With the cops threatening people to go, this might be a bit easier then before.
DC: 30/75 (Additional options regarding the local school)

I'm actually ranking this pretty high on the priority list. This is likely our best shot at getting some more heroes who fill one of the niches that we current are lacking, Stewardship, Dipplo, or learning. Expanding the crew from just more violent kids to have a larger skilled work force is valuable for a new organization and would let us really dig into the learning actions a bit more
 
This was a cheeky Omake with some fun character interactions and dialogue. Even if you did take some liberties with CD and how she acts, the Outfielders depicted here certainly felt like kids and teens. You did a good job showing the reservations and uncertainty anyone would have given the circumstances they find themselves in. Excellent work! Also, I found the Metal Blade joke to be very funny.

Well of course you found the Metal Blade joke funny, everyone is weak to Metal Blade jokes!

More seriously, if I were to follow through on the half baked idea I had to make this an ongoing little series, what could I do to improve on the accuracy of CD's character? I can probably guess, but better to have it come from you I would think.
 
[] Confront the Police: Shit stinks to high heaven. The police are up to something. You have no clear idea of what, but they're the mayor's lapdogs and the mayor sure as hell doesn't have people's best interests at heart. It'd take a goddamn miracle to arrange a meeting with the OPF that doesn't have you looking out from the bars of a cell but…it's still an option.
Could...Nah...

That said, i'm tempted to Protest, take advantage of that Diplo bonus, but, even with the bonus, we don't have the skill for that.

Also, I absolutely want CD to try actually going to school and meditating. Let's try some self-improvement while we're not as depressed, and unfortunately basically all of her stats except for Martial are pretty subpar (and, heck, even her Martial is kinda carried by that bat), so there's a lot to work on there.
 
Using the bonus to get a SMAAAASH! Success on damaging the 'government's reputation sounds very fun, and any plan that lacks a Sharks action is wasting time.
 
Others state that it was due to interest in the Eagle Quarters wildlife and unspoken concerns about some sort of 'biological contaminant'.
Hm...You don't think.....That omake I just...Nah, too early to speculate.

Using the bonus to get a SMAAAASH! Success on damaging the 'government's reputation sounds very fun, and any plan that lacks a Sharks action is wasting time.
I'd prefer making connections at the school so we can actually have some Learning, Stewardship, or Diplomacy heroes, but yeah. That bomb is set to go off any time now, very nearly did, we need to get to work. I like challenging them to baseball, honestly...Then again, we could just try Diplomacy, it does say that's our best chance at an absorption, which I want, but...Hrm...

Also, @Crosswire Write in for Martial: Vandalize Signs Again. Not a good idea, would be funny.
 
Last edited:
Definitely think we should take advantage of the build a facility personal action (though not sure if choosing which facility we build is bundled with the "help with construction project" action or if the project uses another personal action).

For CD's other personals, was leaning towards having her go to school and practicing baseball, which could combo with the shark's baseball game option and school diplo option. Though comboing the factory diplo deal and factory investments while we have the diplo bonus does seem like a pretty good plan (and do feel like we could go for the hill/tag territory this turn).

Not too picky with regards to our intrigue and learning options
 
alright! some new stuff which may be better but sticking to my guns on this plan (i'm assuming there's a moratorium at the moment?)

[] plan: bug eating
-[] Claim Territory by Force (the hill):
-[] Talk to the Sharks: (kyoko)

-[] Invest More Into the Factory:
-[] Track the "Sugared": (porky)
-[] Categorize Crazed Wildlife [Onnet]: (buzz buzz)

-[]personals
--[ ] Go To School:
--[ ] Hang Out with a Hero: Kyoko
--[ ] Do Your Taxes:
--[ ] Practice Meditation:
--[ ] Buzz-Buzz: Invent Cover Story
--[ ] Porky: Try to get a...mole?
--[ ] Kyoko: Go to Classes

overall this might be lacking in "calm the situation down so things don't blow up" actions but i don't think they'll make a difference if the bugs kill someone regardless? so i'm hoping for practical actions and to set us up for stuff in the future

martial: taking the hill should do a bunch of stuff like give us a secure backline/center of operations, whilst also reducing the amount of enraged animals around onnet and taking away one of the spots they/the bugs could grow in numbers at?) might not help us instantly but seems the "most useful" essentially.
missing out on abducting one of the sugared for research sucks but idk if we can do anything with them atm(no facilities to hold them/lab/information on who's hijacked) so not much point, maybe? plus this gives us somewhere to build our lab next turn
personally don't want to challenge the sharks to baseball? doesn't seem worth it to me, hard to phrase (edit: more info's given about the action now. based on that it could work out (means we could fit letter writing in diplomacy which is good), but note even if we pass the low initial DC the followup may be too hard)

diplomacy: talking to the sharks can inform the faction of a lot of stuff, which should cause them to make dumb decisions less/oppose aliens more.
i'm thinking maybe do it with kyoko? she's got low diplomacy, but the hill's a DC 40 so she probably isn't essential there unless we want to be super careful with it/fish for a crit, and as a fellow delinquent would work decently narrative-wise

stewardship: the funds cost for factory investment went down! since this is a stewardhip action that gives more stuff long term (hopefully) i want to go for it. apparently the situation it's in might go away after this turn too? so may be a limited time opportunity

intrigue: tracking probably won't counter them directly but the information is useful, and might unlock more useful stuff later. plus it's pretty doable compared to other actions?

investigating animals hopefully has synergy with taking the hill, and might give us an advantage against them (whilst being easy stuff to get out of the way before we setup our lab. also possibly a good spot to put buzz buzz since he can hunt stuff on his own?

personals
going to school and talking to kyoko may combine if she's also at school, and avoids any issues if the OPF have actually sent out truancy officers. also may have a range of benefits like statbuffs or DC reductions to shool diplomacy action which would be nice?
we don't have the option for faction loyalty so easy to swap that for meditation (prefer that to investigating dreams because it's safer and prepares us for it?) lastly i think taxes are important to ensure we don't accidentally lose the house's utilities or something(would suck)+maybe get stewardship which we probably need more of than martial

buzz buzz should craft a cover while they have the chance. if it goes well should make things way more convenient later on. worth noting that radio signals have appeared which might imply someone hunting him down, but we don't have a "lay low" option other than possibly licking tree sap so not much to do? the cover might help in this too
previously wanted to get porky snacks to boost their loyalty/happiness (and to see what it gives+ have a sort of a segue/easy to accomplish thing of their personal ambition and stuff) but a mole would help make our intrigue situation less of a pain even if they're only slightly handy, and if we're doing shark stuff this turn might be easier to succeed at?
if Kyoko goes to school it could combine with CD's actions well? plus avoids truancy issues
~~~​

also: i think the DC for getting into the arcade via intrigue has gone up so it's less desirable now (though porky still makes it easier)
fine voting for that too (lot of good diplomacy options), just prefer doing sharks diplomacy
Definitely think we should take advantage of the build a facility personal action (though not sure if choosing which facility we build is bundled with the "help with construction project" action or if the project uses another personal action).
it's pretty cost efficient yeah, i like the opportunity. though maybe we should save it for next turn? right now our options are just on the treehouse but if and take the hill this one we could do any construction there, which may be more convenient long-term? might make it easier to upgrade/maintain if it's all in one place
 
Last edited:
At this point there's a bunch possible plan combinations that seem about as good as each other.
Some thoughts:

-Unlike other Shark-interaction actions, challenging them to a ball game does not mention the option to absorb them, or other measures wrt them. This could just be a lack of making it explicit, and these are in fact still options once we win the game. But if not, it may just not be a good use of a precious martial action. But also, this action would distract the Sharks from other schemes, which might buy us more time.
-With the cops pushing truant students back to school, there'll be a lot of discontent people there, some of which we could recruit. Pursuing this action may also encourage the cops to think everything is going well for them.
-With how the current investment action is worded, it seems unlikely to be worth it. We'd have to roll very high to get more income, and lower rolls would merely reduce cost the next time around and could even result in other negatives.
-Using personals on construction work is viable, but also a serious sacrifice, and I don't think we have the space to do so now.

Edit:
the funds cost for factory investment went down! since this is a stewardhip action that gives more stuff long term (hopefully) i want to go for it
Technically, the action was replaced with a more risky one.
 
Last edited:
[] plan: bug eating
-[] Claim Territory by Force (the hill):
-[] Talk to the Sharks: (kyoko)

-[] Invest More Into the Factory
-[] Track the "Sugared": (porky)
-[] Categorize Crazed Wildlife [Onnet]: (buzz buzz)

-[]personals
--[ ] Go To School:
--[ ] Hang Out with a Hero: Kyoko
--[ ] Do Your Taxes:
--[ ] Practice Meditation:
--[ ] Buzz-Buzz: Invent Cover Story
--[ ] Porky: Get some GOOD Snacks:
--[ ] Kyoko: Go to Classes
I am liking this one as a template, will fiddle with it, but perhaps swap the sharks with the Baseball Factory Deal / Make Connections at School and put kyoko on hill?, feels like it would be a better idea to go for those instead.

[] Plan: Dreams (and gaining) Land
-[] Claim Territory by Force (The hill): (kyoko)
-[] Make Connections at School:

-[] Pawn Crap from the Woods:
-[] Track the "Sugared": (porky)
-[] Read Up on Aliens: (buzz buzz)
-[] Personals

--[ ] Go To School:
--[ ] Hang Out with a Hero: Kyoko
--[ ] Explore Your Dreams
--[ ] Practice Meditation
--[ ] Buzz-Buzz: Invent Cover Story
--[ ] Porky: Try to get a...mole?
--[ ] Kyoko: Go to Classes
Pretty much everyone agrees on porky tracking sugared (Intrigue), (Stewardship and Learning) are a toss up, with none seeming all that outstanding, (Martial) is between taking the hill and challenging the sharks, Diplo is the one most contested, Baseball Factory Deal, Talk to the Sharks and Make Connections at School are all good picks by the look, i am fine with any (if preferring the former or connections)

For my picks, Territory seems like a good idea, Connections at school can bring in manpower just from the description, and is our best shot at another hero option, pawn crap is because i dont see any better options there, Sugared is just a good idea, more info on the aliens is never a bad idea, and reading up is under the same logic

Personal wise, The only major change from the replied plan is Explore Your Dreams, I dislike it, but it would be a good idea to get some more info on what that is actually doing, its already effecting us so its a good idea, and perhaps a good roll might mean we dont have any downsides to anti-depression after all?, unlikely but worth a shot.
 
Last edited:
juggling a bunch of stuff to get ideas out, but i can see multiple possible actions (e.g, if we use the personal to build the lab in the treehouse and martial for capturing one we could investigate them sooner?), yeah.
-Unlike other Shark-interaction actions, challenging them to a ball game does not mention the option to absorb them, or other measures wrt them. This could just be a lack of making it explicit, and these are in fact still options once we win the game. But if not, it may just not be a good use of a precious martial action. But also, this action would distract the Sharks from other schemes, which might buy us more time.
i assume the benefits are different to talking-based ones, this one sets us up as enemies (may damage diplomacy?) but gives us the opportunity to fight them with lower stakes than direct combat, or something. could see it both positively and negatively impacting reputation so anyone who wants it i wouldn't bet on that?

Technically, the action was replaced with a more risky one.
darn, looks like i got blinded by the opportunity lol not so sure about things. might be reasonable to pass DC 40 but less sure about the rest
one big reason for taking it was the opportunity being limited time, looking back on it the DC's a bit lower now than it will be next turn (so that could be a good reason to do it?)
if pick up trash was a stewardship action i'd go for that since it also decreases onnet tension, but the current options don't really stand out so might be most effective to just eat the potential cost?) possibly losing a few funds in future turns wouldn't be the end of the world if we have little to buy (if not, hutning for stuff in the woods might be best since it can give items too? i don't expect the lemonade stand would work out the same way to calm people down)
I am liking this one, but perhaps swap the sharks with the Baseball Factory Deal / Make Connections at School and put kyoko on hill?, feels like it would be a better idea to go for those instead.
not sure about the baseball factory deal, it might unlock stuff but seems a bit of a low priority at the moment when there's strong options already, diplomacy has a ton of other things to calm stuff down/take advantage of people's tensions/mess with the OPF's reputation
 
not sure about the baseball factory deal, it might unlock stuff but seems a bit of a low priority at the moment when there's strong options already, diplomacy has a ton of other things to calm stuff down/take advantage of people's tensions/mess with the OPF's reputation
True, as most of the diplo actions are very good at the moment, might swap it with Make Connections at School or maybe Letter Writing Campaign, lower DC then the other anti-police actions
 
Last edited:
Looking into the dreams seems...Potentially useful, but risky. Maybe save it for later, once we've meditated and gotten a better handle on PSI.
The main problem with that is, it might be a timed one, given we only unlocked it due to the depression, which this is trying to solve, also IC wise it makes sense to do so, while OOC we know something kid icarus is going on here, and we dont know that IC so it would be wise to throw that mess at CD before what is most likely a malevolent goddess whispering in our ear becomes a problem

Oh also it probably synergises with said meditation, given they are both calm related psi actions involving relaxation, would make sense.
 
Last edited:
True, as most of the diplo actions are very good at the moment, might swap it with Make Connections at School or maybe Letter Writing Campaign, lower DC then the other anti-police actions
it might be effective to try and delay the movement, though may not get a t3 success like we did last time that happened :P
The main problem with that is, it might be a timed one, given we only unlocked it due to the depression, which this is trying to solve, also IC wise it makes sense to do so, while OOC we know something kid icarus is going on here, and we dont know that IC so it would be wise to throw that mess at CD before what is most likely a malevolent goddess whispering in our ear becomes a problem
i'd assume we'd hopefully have at least a few turns before something bad happens, at least enough time to get a meditation in beforehand, which may prepare us for the high stakes dives? the real risk is if we'd need spend a lot of time investigating this and leaving it off will leave us in a bad spot later, or something
 
Back
Top