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

Yeah, he is more what you call a sleeping giant. Despite the fact he is only 8 inchs tall.
Scale is relative in the Dreamlands. The Great Devourer is a black hole of all-consuming breadth and depth. To gaze upon the Great Devourer at its fullest extents would cause lesser men to go mad, or just make their heads pop like grapes.

If you can get past all that, then he's about eight inches tall.
 
Possibly, though it doesn't mention the Pipeworks or really where they were being recalled from.

Hm...I actually wonder if a certain pink hedgehog got therir signature weapon early.
My guess on it being King Dedede is mstly informed by the fact that it was only the green units getting smashed. My first thoought was actually Amy, but that little factoid makes me suspect that someone broke them thinking they were Koopas, which sounds more like Dedede to me (especially since in 8BD he's apparently not all there on the human plane due to mostly being in the Dreamlands or something, so him making the mistake feels more likely)
 
Anyway, after Turn 1, should we beat upthe Twoson manager and the Police. Or do you think we should wait a little.
I am asking because I think, respectfully, that letting them go un-beaten may lead to some serious problems like Paula dying or someone trying to kill us.
 
We can't even leave Onett due to police blocking the road. We should first wait for thr results of this turn and news for the next turn, work on getting our faction up and running, visiting first sanctuary and getting the roads unblocked. Plus at this point in time Paula might not be abducted yet.
 
We can't even leave Onett due to police blocking the road. We should first wait for thr results of this turn and news for the next turn, work on getting our faction up and running, visiting first sanctuary and getting the roads unblocked. Plus at this point in time Paula might not be abducted yet.
I meant AFTER we deal with Turn 1.
Besides, even after that, I don't think that leaving Onett sraight away may be the best ides. Locating the sanctuary - and "owning" it - is a good idea, but Leaving our Zone, not so much.
As for Paula, who knows?
 
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I agree with nice ping - the police are blocking the road to Twoson, which makes it practically impossible for us to get a hold of the Runaway Five even if we wanted to. It's something for long after Turn 2 - like, Turn 6. Even disregarding the possibilities of taking down the Sharks and the Police and Titanic Ant - we need to build up resources. Our "faction" is a girl and her psychic alien beetle companion. I do think that we should get the roads unblocked and take down the police, but in order for that to happen - we basically need other people behind our back; especially because Buzz Buzz is fragile.

This is why trying to ally with the Sharks has been suggested. There really aren't a lot of other people willing to put up a fight in Onett itself - to float the idea; Ness would potentially also be a very strong unit if we could find him, as he does live in Onett in Earthbound itself. No telling for sure if he even exists in this quest, though - maybe Cass has taken his place fully. Past that, the only units I can think of in the vicinity who are relatively easily accessible are Porky, Picky, and Liar X. Agerate. I'm wondering whether the Mani-Mani statue is in the hands of Liar or if the Happy-Happyists have already gotten their hands on it.

One last idea I have in mind - if I remember correctly, we can get a Traveler's Charm near the Entertainers' Shack. If the opportunity ever arises, we should go for it. Might be useful.
 
Granted, Buzz-Buzz is a pretty substantial increase to our fighting ability. 15+35+3 is a solid +53 to our Martial rolls, and that means even the highest tier of our Martial actions, a 95 DC for mugging some people, is a fairly risky but still entirely plausible 58% chance of success.

The downsides being that this might draw a load of suspicion on us and Buzz-Buzz and I don't want to deal with any Starmen this soon, or even the police, and that if it's a crit fail Buzz-Buzz just straight up dies.

So if it's necessary, we can pull out our mini-nuke, just keep in mind the risk.

Edit: I'd still prefer if he spent his time teaching us about PSI though, that seems fairly important to know as quickly and as thoroughly as possible.
 
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Right now, we have two obvious paths to speedrunning getting a faction up and running - The Sharks, and the Club House. The two key parts that we need are people and a base, and both those avenues provide just that. Clubhouse probably starts smaller, but gets us more Hero units (Hero less as in canon Mother characters, and more as in able to fill the role of Hero unit on a technical level) and potential for broader focus. Sharks probably gives us more Manpower, but we'd only get Franky (And have to deal with their rep). That's just me guessing though.

On the whole, My policy is to see how the rolls turn out, but we need a faction ASAP to have a major effect on the world. We can't afford to be stingy over whichever path turns up for us, and we need to get the pieces in place. I'd actually reccomend getting the Part Time Job unless any better Stewardship Rolls turn up - it lets us build up funds for a time, we can probably turn in our resignation when we don't need it, and if we don't need the funds to form our faction, we still have money to burn on items that can give us an edge against Strong or the Titanic Ant.

This is why trying to ally with the Sharks has been suggested. There really aren't a lot of other people willing to put up a fight in Onett itself - to float the idea; Ness would potentially also be a very strong unit if we could find him, as he does live in Onett in Earthbound itself. No telling for sure if he even exists in this quest, though - maybe Cass has taken his place fully. Past that, the only units I can think of in the vicinity who are relatively easily accessible are Porky, Picky, and Liar X. Agerate. I'm wondering whether the Mani-Mani statue is in the hands of Liar or if the Happy-Happyists have already gotten their hands on it.
We might find out this turn. Liars house is on the way up the hill to the Meteor iirc.
 
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...huh.

I can't believe I forgot to think about it that much, but I just noticed a Major Change:

[] Talk to Buzz-Buzz More: Despite being told about Giygas's intentions, you realize you don't know what Buzz-Buzz's intentions are. When asked casually, he seems cagey about it. Despite your initial overly imaginative assumptions, he's made it clear he's not from the future and not a robot. But beyond that he tends to dodge the question. It leaves you wondering that much more about him. Maybe a talk is in order? DC: Auto-Pass
In Earthbound Proper, Buzz Buzz came to warn Ness from 10 years in the Future. In fact, the fact that Giygas effectively exists in and is operating out of the Future is kind of a plot point. It's part of why he operates primarily through subverting people and corrupting them (and the robot line refers to the protagonists needing to use robot bodies to travel to Giygas's time to fight him)

So Buzz Buzz not being from the Future? That implies a LOT of background changes are happening.
 
Ok, sorry to double post, but I realised something: If we do create our own gang, (or change whatever-we-take over's,) we need to think of a name for it.
Personally, I'm leaning towards Buzz-Bats, as a reference to both Buzz Buzz and our main weapon being a bat, but with our symbol being a Bat with Bee colours and a stinger.
This both implies danger, (because most people don't like being around either a bat or a bee,) as well as not appearing too threatening. (Most Bees and Bats are not actually hostile to people unless provoked.)
It would also throw anyone trying to guess our abilities, via our name and sign, off, because neither of those imply a Physical or PSI focus.

Edit: Thank you @The3rdCorinthian for posting right before I did, as now it's not a double post!
 
Ok, sorry to double post, but I realised something: If we do create our own gang, (or change whatever-we-take over's,) we need to think of a name for it.
Personally, I'm leaning towards Buzz-Bats, as a reference to both Buzz Buzz and our main weapon being a bat, but with our symbol being a Bat with Bee colours and a stinger.
This both implies danger, (because most people don't like being around either a bat or a bee,) as well as not appearing too threatening. (Most Bees and Bats are not actually hostile to people unless provoked.)
It would also throw anyone trying to guess our abilities, via our name and sign, off, because neither of those imply a Physical or PSI focus.

Edit: Thank you @The3rdCorinthian for posting right before I did, as now it's not a double post!

I like the idea of Buzz-Bats, Yellow and Black are good Gang Color's and anyone that would know about Buzz-Buzz is not going to really care about some "No-Name" gang, I mean no human Servant of Gygias is really going to know about him, as why tell them about a being that can teach them PSI and the ones who would know are so inhuman they probably won't connect it if we don't advertise it, we're just some kids with a Bee theme.
 
I wouldn't be against a rebrand, but I have to admit I like the Shark branding a lot. You really can't go wrong with black, white, red, and teeth. This is only if we go the Sharks takeover route though. If we're making our own Buzz-Bats is fine.
 
Honestly.

I was mulling over an EDF reference.

Buzz Bats is pretty okay though. Though part of me also wonders if we can get some Meteor Imagery going on with a different idea.
 
I wouldn't be against a rebrand, but I have to admit I like the Shark branding a lot. You really can't go wrong with black, white, red, and teeth. This is only if we go the Sharks takeover route though. If we're making our own Buzz-Bats is fine.

of course, perfect sense, but if we go the Gang route, the Sharks can keep their whole deal as a Under-gang to us as the Buzz-Bats.
 
Naming ourselves the Buzz Bats also means we would continue honoring Buzz Buzz even after he inevitably dies a horrible death.

It isn't inevitable, but I do think it has a very high likelihood of happening despite our attempts to stop it.
 
Naming ourselves the Buzz Bats also means we would continue honoring Buzz Buzz even after he inevitably dies a horrible death.

It isn't inevitable, but I do think it has a very high likelihood of happening despite our attempts to stop it.

We try and keep him alive as long as we can, he will be our Mentor figure long enough for us to care, his death will be tragic but serve as our means of growing as a character.
 
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