I'd give it a chance that there's a set of serial killers who seem mundane but are all caused by a central source, like someone driving people crazy on purpose (through basically any cause), or are reflecting some metameme of a super serial killer or whatever.
it's bound to happen somewhere, and eventually we may run into cultists and madmen who know things that are important
Hm. Depending on if the omake inspiration keeps flowing, we might soon have enough to spend on asking a setting question with a truth-assured answer, or throwing a notable roll bonus at a tough action.
you're the one writing most of the omakes so definitely in your hands.
rather than assets, I'm sort of interested in dangers that aren't particularly obvious, like knowing what the most super dangerous thing we're liable to encounter is, or what action in the quest we can take is the most dangerous. (and then bulldozing right into it because that sounds the most fun/exciting. just with awareness of what the risk is this time)
not really fair to ask for stuff that directly impacts us though, which is sort of awkward since that stuff's the most immediately relevant-sounding
maybe a good question would be where/how the first big issue we'd end up facing is likely to land down, or what's up with a specific faction/it's secrets? someone may discover something eventually, which would be good to know about in broad terms
maybe later down in the quest when RELOCATE's over we can ask what would have happened if we failed/succeeded it, or if it's close to the deadline and we've not cleared it it'd be wise to ask what we're missing that's hiding options?
(sorry if it seems like I'm being heavy handed in what's a good/bad idea, obviously I'm biased to think my ideas are super cool)
thankfully according to a quick web search warhammer was created in 1983, and 40k in 1987. so not an issue for now at least, but theoretically could be relevant assuming they're not butterflied away
Honestly my big worry about the sealed off part of the bunker is that there's Greylock stuff down there, and that animatronics will activate something and cause thought-form copies of themselves to start appearing. Bon with the gat would be bad too though, sure.
expeditions are probably needed eventually, and we've invested high in martial actions for only being at the end of turn 2.
whether we can/should go for it probably depends on what options are available next turn, what a potential expedition looks like etc. there's a chance the best option is to bite the bullet before things get worse down there, unless we know for sure extra precautions can outpace bon and co's actions (and are fine sinking extra actions into security, which is probably fine so long as it's stuff we'd want anyhow, but might be expensive?)
doing this has the extra advantage of getting whatever is available ahead of time/unlocking future actions. (just so long as we stop them getting loose again)
however, if the damage is already done and they're as bad as can be already (these bots have been down there for like 3-4 years by this point), we may be better off taking things slow and picking up other options along the way, just so long as it doesn't seriously mess with schedules for maintenance/reprogramming/etc
Thankfully, serial killers, most haunted tapes, and other small fry can be dealt with by common sense and a firearm as backup. Two guys with bats can beat Jeff the Killer and we can just put the haunted tape into a safe and wait for an exorcist. Although we'll need some sterner stuff if Slenderman comes to town.
Just imagining slendy watching kids talk about imaginary friends and showing pictures of them, realizing that his spot in creepypasta has been overtaken en mass and dipping for a better economy.
I swear if slenderman has ended up incorporating and franchises out creepy woods to other monsters(they have a suit, totally within their skillset) it would be so weird
I swear if slenderman has ended up incorporating and franchises out creepy woods to other monsters(they have a suit, totally within their skillset) it would be so weird
Just pull up and slendy is having a full on business conversation with all these random eldritch horrors over some tea, now you gotta play it off like you're one of them too. Start making up fake tics and shit, eyes are always wide open, never show your teeth when talking, you start your walk with your right shoulder forward before walking normal, just making up everything in hopes you blend in.
Little do you know you are also a psychopath that by this worlds logic means no one thought to shoot you in the face. So you blend in pretty well.
Sober contingency plan for next turn. We have multiple Dogged Fool stacks negating the -10, and we're going to start taking reprogram actions, so the stat penalty from a bad booze roll would actually be higher than that, assuming the +5 from computers sticks. Not to mention that we really don't want to tamper with the supernatural while blasted.
[ ] Plan Looks Like it's Time to Sober Up
-[ ]Arm Bunker Guards
DC: 60
-[ ]Find new Brand Deals:
DC: 40 (Dogged Fool)
-[ ]Design a new Animatronic - Holly Horse
DC: 60
-[ ] Debug Video Game
DC: ??
-[ ][RELOCATE] Reprogram Animatronic - Boozoo
DC: 65
-[ ][RELOCATE]Determine Spiritual Condition:
DC: 80(?) (Dogged Fool)
-[ ] Felix Kranken: Stay Sober
-[ ] Cthonaut C: Buy a Maize Machines Computer
Reasoning: The guards are going to need to investigate the bunker sooner or later, but that's a problem for people with guns. And possibly C.
New Brand Deals and Determine Spiritual Condition are benefiting from Dogged Fool and thus the Sober penalty is effectively negated. Reprogramming Boozoo is a decent start on getting the bots under control, designing a new animatronic might give us some good data on what's going on with the haunted ones, and getting the game out the door will get us some more cash/time. Two of the last options benefit enough from our traits - assuming Maize Machines applies - that the -10 from Sober would be less bad than a regular fail on a booze roll, and as a bonus, we don't have to worry about Occult going horribly wrong.
Edit: C is playing with a computer, because he just spent two turns with the kid and he's currently stove up enough I don't want him to mess with the Carnis.
Then one week later, when the survival euphoria finally starts to wear off, you have the misfortune to end up on Jane the Killer's hit list. Your last sight is of her staring down at you with her solid black eyes with a bloody knife in her hand.
In case anyone is curious, I'm talking about Jane Richardson, not the more famous Jane Arkensaw character. Richardson is a much better character than Jeff, although that's not saying much. She's the daughter of two of Jeff's victims who signed up to a sketchy experiment out of financial necessity. She was injected with a substance creatively called "Liquid Hate" in an attempt to create a serial killer-killer, which was a success, although all other test subjects died. Thus began her lucrative career as a hitwoman targeting serial killers.
Mind you, her writing isn't perfect, or even "great". Still, despite her flaws I'd say she's got potential. For one, heroic characters aren't exactly common on the ground in creepypastas. She's also unusually well adjusted for someone in her profession and genre, just ask her sister or her wife. So long as you don't get her angry, say by being a serial killer, she's actually a pretty nice girl.
To be fair, Jane didn't just get a taste for vigilantism out of the procedure. Creepypasta serial killers are a hardy bunch. As such Jane gained a sizable combo platter of powers* alongside her bleached white skin and entirely black (but still functional somehow) eyes. It's the mostly the standard super soldier package (strength, endurance, agility, healing factor, etc.) with a few extras. Shapeshifting is the big one, since her normal appearance is not exactly conducive towards her chosen profession, especially since honey traps are one of her preferred tactics.
*Perhaps even a bit too sizable, like I said her writing isn't the greatest. As such the following list is mostly just the greatest hits.
fun idea on designing new animatronics possibly having an advantage for existing ones. may be better to do general (applies to everything) actions first though, like maintenance/spiritual analysis, people were thinking it might reduce DCs? or at least reveal what's up with the haunting so we can do things less dangerously in a narrative sense/get more valuable information from other actions
big concern for me with it is if we don't know how the animatronics are haunted. we could mess up and make things worse. if it's something like proximity to a central spiritual nexus/cornerstone is having effects on the other robots/game (glitches without needing to be totally haunted, like what's up with boozoo being only slightly haunted), working on something new before we figure that out may mean it gets haunted too and thus takes more effort? especially since this only the first of multiple actions to making a new animatronic. (i bet later ones would benefit from buttering up cyberfun, hmm)
I guess it depends on the specific impact of doing maintenance. it could unlock something else for making them less dangerous we don't know of yet, but has risks of making them more immediately dangerous. based on how they're capable of beating our heroes up/running off they already seem pretty mobile, so repairs shouldn't make that much worse? hard to say if that'd be beneficial at this point or not/what the best order of doing things is (especially if we need to go back to maintain the one who ran off).
the reprogramming actions at least probably put turn one's custom programs in a specific animatronic (in which case it'd probably be pretty effective+not need other actions), at least?
---
other possible problem worth noting is that de-bugging/de=haunting the game is probably going to be an occult action? our regular guys have been messing with it for a while and haven't manged to properly fix it, so without Cthonaut C on it I doubt we'd get much progress ATM. having it would be good, but it feels better to wait until after we know the basics of the haunting itself at least
harder to speak on the specifics without knowing what the action does, but there are possibly more worthwhile things to do such as RELOCATE stewardship actions for the meantime.
leaning positively towards on staying sober, you're right that it might be best to bite the bullet and give it a shot if it has a positive impact on rolls, especially if our personal actions haven't changed. (we're somewhat happy comparatively, so now may be a good time for it)
to be clearer, I wasn't feeling it at first, but reprogramming boozoo seems worthwhile since we'd need to do it anyhow, whilst it might be better to save holly horse for after we've got a handle/number on the ghosts to prevent issues? and same goes for fixing the game.
could use those actions on general maintenance which would probably unlock a bunch of stuff, or do something else we haven't seen yet. there might be a bunch of higher priority actions that will open up so we'll need to see, especially when it comes to high DC things that being drunk may screw up/low DC ones we can clear with our malus
Since SCP is in this universe. Surely would they keep tabs on all of these horrors?
1: Walten files: That's us. This is ours. Animatronics like fnaf, except not limited to kids, everyone's souls getting sucked. Also quite genuinely more horrifying somehow.
2: Fnaf: Big corpo somehow, our biggest competitor. You know what fnaf is. Animatronics kill kids, kids soul is in the animatronics, purple guy started the cycle and it goes on without him.
3: Scp: Not too sure how major of a presence they are in the world, but if we just assume that 90% of the scps exist, than they are probably the biggest protector of our world.
4: Vita carnis: Meat Monsters that are good for the world but not good for us.
5: Smile tapes: A drug that makes people smile, but they smile a bit too much. Effectively a disease caused by a drug, which causes mutations in the human body. Oh and the diseased are hyper aggressive.
6: Greylock: Our old computers were simodyne computers, which is from Greylock. Thought forms, which are basically physical manifestations of our thoughts, ideas, imaginations, and dreams. If you're not horrified think about the most messed up thing you ever thought of. It's bad.
7: Channel 58: A whole channel that if theory's are correct, is normal 90% of the time but is randomly interrupted by physiological morphing distortions which can be anything from a national alert telling you to kill your whole family and than yourself, to a skeleton walking through the graveyard, falling into graves and out of place depictions of dead people being shown.
8: Monument mytho: Imagine the great monuments of the world, Mount Rushmore, the Statue of Liberty, the Abraham Lincoln statue, and imagine that they all are either alive or keeping something else locked inside them. It's not just monuments either, there's other anomalies around too like the corner folk which cross through dimensions via corners. Plenty of other stuff, although I will mention that not all of them seem evil, the corner folk for instance never killed anyone, the only death relating to them was when someone tried to jump into their dimension with them. Note: This is where our buddy Cthonaut C is from.
9: Harmony and horror: I'm not too familiar with this one, from what I can tell it's like fnaf, but not limited to animatronics. Anything can be haunted or cursed, toys, dolls, hell even animations it seems like. Note: If anyone has a better explanation it'd be appreciated. I know so little about this one.
10: Liminal Land: Imagine a park, like Disney land where all the rides are crazy and seemingly enjoyable. Now imagine that a certain ride will become cursed and attract someone or a group of people who will ride that ride. They will be morphed due to high speeds of the ride or something along those lines. There also seems to be a special power source that powers the park, but quite frankly I haven't dug too deep. It's a land of joy with a dash of horror every once in awhile for someone 'Special'
11: Home Safety Hotline: This one is from a game, I recommend watching 20 minutes of someone's play through, you will understand exactly what the premise is. Quite simple, callers call the hotline to help them deal with anomalous entities in their house. This can be anything from finding out the itching you have is actually just normal bed bugs, to you need to burn down the house and run. Sometimes it's normal and they're just overreacting, other times they could die from wrong advice. Amazing voice actors by the way.
Charon Corp Announces Liminal Land Expansion and Refurbishments
In a clear response to last quarter's new from Fazbear Entertainment and Anodyne INC, Charon Corp has announced that it intends to add several new rides to its flagship property, Liminal Land. On top of the new rides and general renovations and modernization, Charon Corp also stated that it is looking into licensing the rights to use characters from other properties at Liminal Land, much in the manner of Anodyne and Fazbear's partnership. While its likely that Molly the Bull, Liminal Land's mascot, will get top billing, industry discussion boards on the Intertubes are already buzzing with interest over potential new stars coming to Liminal Land.
Break-In at Nutrie Co. R&D Site
Nutrie Co. has recently suffered a major break in at one of their main R&D sites just outside of Ottawa. In mid May a group of armed thieves broke into a lab owned by the company, killing two guards in the process of stealing or destroying millions of dollars in corporate property and research. While Nutrie has long come under fire from environmentalist groups for its usage of genetically modified crops, much of which has a Vita Carnis basis, in their food products; this represents a massive escalation towards the company. Local Green groups claim that this was the result of corporate espionage using the on going protests to cover their tracks. The RCMP is already investigating with assistance from local police and the FBI.
Cultural Experts Declare 'Golden Age of Cartoons'
Across the country, viewers both young and old delight in one of America's favorite pastimes: watching cartoons. But as silly as these shows often are, they're big business and starting to make a real impact on the economy. From industry giants like Playfellow, Disney and Hannah-Barbara to more regional favorites like The Showstopper's Comedy Extravaganza, Angel Hare and Candle Cove, cartoons have quickly become a multi-million dollar industry. Add on top of the massive amount of cartoons variable on the TV to the more experimental, wacky and often more adult themed cartoons popping up on the Intertubes, many experts say that we now live in a golden age of the medium.
Other Actions
Cult Related Shootings in Connecticut
Starting with a drive by shooting that claimed the lives of 3 people on April 13th, Connecticut has seen a rash of violent crime related to multiple cults within the state's back country. Hidden in both compounds in the hills and abandoned urban areas, these cults launch raids and attacks on both each other and anyone who stands against their attempts to take over municipal governments across the state. So far 300 people have died in various acts of gang-like violence across the state. Govenor Grasso is debating declaring a state of emergency as what many are calling the Connecticut Cult War starts to heat up, combining violently with the SMILE epidemic plaguing major urban centers like New Haven
Terrorist Attack at Northwestern University
Several mail bombs were sent to Northwestern University on May 25th, killing 5 people and wounding 10 others. An eco-terrorist group, the Hand of the Green, claimed responsibility for the attack. The group claimed that Northwestern is a major contributor to the expansion of industrial civilization and thus the death of the planet. The statement claimed that the Hand of the Green would continue to 'wage a holy war' against all who attempted to 'expand the realm of the map'.
Comintern Conference on Vita Carnis Held in Ho Chi Minh City
At the end of this quarter the Second World gathered in Ho Chi Minh City to discuss the continually spread of VC throughout the Comintern and its allies. The conference is not expected to be over until next quarter, but already the eyes of the world are on it. Any attempt to hammer out a uniform policy on VC will undoubtedly require the often loose family of communist nations to come to an agreement, one that may leave certain others out in the dust. In particular Pol Pot, leader of Democratic Kampuchea, has taken a hard line pro-VC stance that has alienated other key Comintern leaders like Wang Hongwen and Ali Sabri. It remains to be seen if an ailing General Secretary Mikoyan will be able to keep the Comintern together.
You have 6 National Actions
Some actions are tagged as [RELOCATE]. All [RELOCATE] must be taken before Q2 1982 in order for the Relocate Project to complete on time. Some [RELOCATE] actions are gated behind other national actions, personal actions and possibly Tapes
[ ]Contract with Home Safety Hotline - Main Office
DC: 45
While not yet in the business of doing commercial contracts, given the name, an increasing number of small businesses are starting to set up agreements with HSH to have a Responder on retainer ready to take any calls sent out by said business. HSH's ability to send life saving information, as well as networking with emergency services, have given them a pretty damn good name around town. Setting up a contract between then and BSI's Main Office is a no brainer. You're not sure if you should trust them with the bunker though.
(Contract set up with HSH, Main Officer safer)
[ ]Arm Bunker Guards
DC: 60
The problems plaguing the K-9 Storage Facility's upgrades have shown that you might need better guards around the place. If only to keep those goddamn tramps and hobos away. You probably can't get away with just handing out guns just yet, but providing your security personnel up at the bunker with batons, pepper spray and maybe even some tasers is better than nothing. And if one of them happens to bring a pistol or two from home, well. You can't be held responsible for things you don't know about.
(K-9 Bunker security non-lethally armed)
[ ]Secure The Lower Levels
DC: 60
Something's rotten in the K-9 Facility, and its not just the corpses stuck in those damned machines. Billy's missing, the lower levels are way more dangerous than they should be and something's bored a hole into the old government bunker just below your more modern construction. While you don't think you can justify sending unarmed security guards down into the old bunker blow the facility, you are pretty sure that they should be able to secure the lower levels of K-9. If they work in group shifts during the day everything should be fine. You honestly have no idea what the fuck is even stored down there, Billy apparently, and being able to access it safely would be the first step in finding out
(K-9 Lower Levels Secured)
[ ]Better Showstopper Security
DC: 55
Last month's debacle with C proved that just letting the Showstoppers hang out in piles of garbage is insanely fucking stupid. If you're going to get them refurbished and reprogrammed for the Relocate Project, you'll need to keep them somewhere secure. You can hide what you're doing by saying you're moving them to some more climate controlled areas that will arrest their decay. A lie thats true is the best one, after all. It'll be fucking expensive though, and your budget is starting to drift ever closer to the red.
(Showstoppers properly secured)
[ ]Reach Out to the Brighton PD
DC: 75
You are at the limit of what you are legally able to do about the goddamn junkies fucking around with BSI. You can beat the shit out of all the hobos you want on your own private property, or even some of the woods around the K-9 Facility, but actually tracking them down slides pretty quickly into illegality. If you want to deal with this issue before it gets bad, you're gonna have to talk to the cops. Cops who aren't exactly super fond of you after the many, many times you've been pulled over for drunk driving. And the incident with the kids. And Jack's disappearance.
(Contact made with Brighton PD)
[ ]Make local connections
DC: 60
The key to any good business is having a good relation with the local government. Corruption greases the wheels of commerce all across this great nation, and Brighton is no exception. Its time to schmooze the mayor and the city council, sweet talk local civic bureaucrats, hobnob with union heads and smooth over any ruffled feathers the police still had from when they investigated you for Jack and Rose's disappearance. Maybe they'll even forgive all your drunk driving!
( Ties to local government established. Cops less annoyed with Felix)
[ ]Butter up CyberFun:
DC: 50
While you didn't end up going to Pooltrick for more money, that doesn't mean that the working relationship between BSI and Cyberfun is over. Hell, they still technically own some proprietary parts of your animatronics! They've been your longest business partners and reassuring them that yes, the Relocate Project is going to succeed and that BSI is going to continue to make money is a good idea.
(Cyberfun reassured and its partnership with BSI reaffirmed)
[ ]Lobby for Charon Corp License Deal:
DC: 80
Desperate to stop the steady march of Anodyne and lacking marketable characters like Disney or Fazbear Entertainment, Charon Corp has started making noises about a licensing deal for Liminal Land. The Showstoppers, while not a perfect fit for the park, have shown that they can appeal to kids through their TV show and brand deals, at least in the local Detroit area. If you can land the deal then just a whole shit load of money will flow on in, getting a partnership with Liminal Land and Charon Corp would do wonders for your bottom line and provide good synergy when you reopen Bon's Burgers. However you'll be going up against names like Playfellow and Sesame Street, brands with a lot more name recognition and reach than you.
(Agreement to put BSI characters in Liminal Land and HOME, New Options and Lots of Money)
Marketing for any major business starts a few years ahead of when you plan to open, and the Relocate Project is no different. Its time to spend some of that investor money on TV and radio ads, billboards and even do some Intertube marketing. You'll need to really push to get the dirt off of the Bon's Burgers brand name, so most of this initial run will be a mixture of getting the concept back in people's minds and diverting attention away from what caused the restaurant to close down in the first place
(First marketing run done)
[ ][RELOCATE]Animatronic Maintenance
DC 70
Before you can get started on reprogramming the Showstoppers, or even repairing them fully, you first need to go in and stabilize their condition. The K-9 Facility doesn't exactly have the best of climate control systems and four years of neglect hasn't been kind to your main stars. They need to be moved out of the trash piles they're in and have the bare minimum of work done on them to make sure their condition won't get any worse.
(Showstoppers gain basic repairs)
[ ]Produce the Second Season of The Showstopper's Comedy Extravaganza:
DC: 50
The Showstopper's Comedy Extravaganza is BSI's current flagship product, a cartoon about the titular Showstoppers and their wacky adventures. It is the main reason you've been able to keep the lights on here, beyond the brand deals. Its first season was pretty popular with kids all over the Detroit area and the public clamors for another season.
(Season 2 of SCE produced, increased awareness of the Showstoppers as a brand)
[ ]Find new Brand Deals: [DOGGED FOOL 1]
DC: 40
Lunchboxes, toys, stuffed animals and more: these are the things keeping BSI alive right now. While you have a pretty good spread already, you can never have enough branded products and merchandise. Its time to sniff around to see if you can't find anymore manufacturers who will be willing to sign a deal to produce toys and other products for you.
(More brand deals and BSI products created)
[ ][RELOCATE] Refurbish Bon's Burgers:
DC: 65
The old restaurant is kinda, uh, fucking abandoned. Its a dead husk sitting in a strip mall, taking up space and cash. You don't think that anyone's actually been inside of it in like a year. Its time to change that. It'll take some doing to bring the place back up to code, but its desiccated state will also provide an opportunity to bring the restaurant up to a modern standard. Things have changed a lot for entertainment restaurants in the four years since Bon's Burgers closed. Fazbear's really changed the game, and while you hate Afton's guts you do have to say the man can interior decorate. The newer pizzeria in Salt Lake is a bit of a hole but the old Diner still looks nice.
(Bon's Burgers started to be restored and refurbished)
[ ][RELOCATE]Create a New Bon's Burgers Menu
DC: 40
You're not gonna lie, the food you served during the single week Bon's was open was incredibly mediocre. The Showstoppers and the birthday party scene had been the team's main focus, with the food kind of an after thought. But its not 1974 anymore. You know you won't be able to beat Fazbear in terms of spectacle anytime soon, so you'll beat them by serving food that actually passes as such. Medium-high quality burgers are a small town favorite for a reason, and better food with justify a slightly higher price tag.
(New Bon's Burgers menu created)
[ ]Investigate Fazbear Entertainment:
DC: 70
The harbinger of the entertainment restaurant craze, a powerful titan and the holder of the spot that should rightfully be yours. If the Relocate Project succeeds Fazbear will be your main rival. You should send your employees on a trip to the west to visit their locations, sample their food and see what makes them so damn popular
(Reconnaissance and information gathering done on Fazber Entertainment)
[ ]Spy on Intertube Cultists:
DC: 60
If you wanted to, for example, do something about the junkies and freaks on your own terms you'd need to find out where they congregate and what they're doing first. A mixture of hired PIs, your newly minted 'Cybersecurity' team and a few of your security workers doing some overtime will give you the answers you need. Then you'll either have something to directly bring to the cops, or a bunch of leads for your own operations
(Info gained on Intertube Cultists)
[ ]Surveil Emily Brook:
DC: 50
You like Emily, you really do. She was kind of a non-entity most of the time you knew her, but Charles loved her a lot and you liked Charles. You're not surprised that the soft spoken, smiling woman broke when her husband died. You saw what happened with Rose. What you didn't expect was for an angry harpy to rise up in her place. Emily Brook is a liability, an angry voice close enough to the truth that if she got more attention she could sink everything. You need to deal with her somehow, and digging up some more information on her will make that a lot easier.
(Info gained on Emily Brook and her online support group)
If you want to get the Showstopper's out on stage again, you're gonna have to reprogram the Cyberfun Tech Consoles in their heads. With C's new programs you should be actually be able to do this without too much trouble, you hope. This is only the start of a long process involving testing, bug fixing and eventual repair to the animatronic's physical bodies. God you missed Susan.
Boozoo should be the easiest of the Showstopper's to reprogram. He wasn't really that glitchy to begin with, even if you didn't like how much it seems to glare at you. he'll be a good test bed for the Relocate Project.
(Boozoo Reprogrammed)
[][RELOCATE] Reprogram Animatronic - Banny
DC: 70
If you want to get the Showstopper's out on stage again, you're gonna have to reprogram the Cyberfun Tech Consoles in their heads. With C's new programs you should be actually be able to do this without too much trouble, you hope. This is only the start of a long process involving testing, bug fixing and eventual repair to the animatronic's physical bodies. God you missed Susan.
Banny was pretty glitchy, but not nearly as bad as the other mainline Showstoppers. The amount of scrap code you'll need to get rid of to deal with her is a pretty high, but it could be much, much worse.
(Banny Reprogrammed)
[][RELOCATE] Reprogram Animatronic - Sha
DC: 80
If you want to get the Showstopper's out on stage again, you're gonna have to reprogram the Cyberfun Tech Consoles in their heads. With C's new programs you should be actually be able to do this without too much trouble, you hope. This is only the start of a long process involving testing, bug fixing and eventual repair to the animatronic's physical bodies. God you missed Susan.
Sha's console is a fucking mess. Random flashing images, garbled lines of code, the animatronic seeming to move on its own. Getting her reprogrammed is going to be a goddamn battle. C cautions that it might be best to wait on her until hes done with his magic bullshit.
(Sha Reprogrammed)
[][RELOCATE] Reprogram Animatronic - Bon
DC: 100
If you want to get the Showstopper's out on stage again, you're gonna have to reprogram the Cyberfun Tech Consoles in their heads. With C's new programs you should be actually be able to do this without too much trouble, you hope. This is only the start of a long process involving testing, bug fixing and eventual repair to the animatronic's physical bodies. God you missed Susan.
Bon's console doesn't display any information. No code, no numbers. Just a smiling face. : ). Your programmers don't even know where to begin with him. C is really, really sure that he should investigate Bon personally before any work is done on the big man. Fine by you.
(Bon Reprogrammed)
[] Reprogram Animatronic - Billy
DC: ???
If you want to get the Showstopper's out on stage again, you're gonna have to reprogram the Cyberfun Tech Consoles in their heads. With C's new programs you should be actually be able to do this without too much trouble, you hope. This is only the start of a long process involving testing, bug fixing and eventual repair to the animatronic's physical bodies. God you missed Susan.
You have no fucking idea where Billy went. He should be in the bunker, but all the front rooms of the K-9 Facility have been checked for him. That can only mean hes in the deeper parts of the facility.
Fuck this, you'll deal with him later.
[ ]Design a new Animatronic - Holly Horse
DC: 60
The Showstoppers could always use some new friends to pal around with. One of the characters from BunnyFarm, Holly Horse, would be a great addition to the gang. This kindly, hardworking farm girl with a southern drawl will give the kids from the countryside someone to latch onto.
(Holly Horse Animatronic Designed)
[ ]Design a new Animatronic - Pete the Hippo
DC: 60
The Showstoppers could always use some new friends to pal around with. One of the characters from BunnyFarm, Pete the Hippo, would be a great addition to the gang. A no nonsense construction worker, Pete's gruff attitude hides a heart of gold underneath. He'll be popular among kids whose dad's are in a union, you're sure of it.
[ ][RELOCATE]Arcade Game Brainstorming:
DC: 55
You're going to pull the majority of BSG off of Bunnyfarm. The game is fucked so long as its haunted and no amount of 'bug-catching' in the world is going to fix that. Instead you'll push them back towards what their original mission was: making arcade games for Bon's Burgers. Bunnyfarm is impressive but its not really something that fits in an arcade, you know? With a little more oversight this time you're sure that BSG can make a few simple and easy games to separate kids from their allowances.
The robots are haunted. Haunted as all hell. The issue is that you don't know which ones are haunted besides Bon, what the spirits want or how much they can even manipulate their new bodies. Before you can even think about putting these things back in front of children you need to have an answer to all of these questions.
(State and number of hauntings in the Showstoppers known)
[ ]Ward the K-9 Bunker:
DC: 75
C picked up a lot of knowledge during his time as Cthonaut, most of it has to do with defending humanity against the occult. He gave you instructions on how to ward the entrance of the K-9 Bunker so that spirits cannot pass through it. While their nature as being anchored in the animatronics will mean the wards won't be 100% effective, they'll still debilitate the spirits in the event of a breakout.
(K-9 Bunker warded against spirits)
[ ]Arcane Bug-fixing
DC: 80
There has never been a video game in history as haunted as Bunnyfarm is right now. You are 100% certain of this fact and will not allow any evidence to the contrary to dissuade you. You have no idea how either magic or video game programming works, so you're just going to set C on the task and hope that he figures something out. If he does you'll probably be able ot ship the game shortly afterwards. Its pretty much done.
(Bunnyfarm un-haunted, Walten Files 3 thanos snapped from ever happening)
Felix has 4 Personal Actions
All other Heroes have 1 Personal Action and can be assigned to 1 roll
[ ]Stay Sober: It'll be a real son of a bitch, but you can try and drink as little as possible for the next few months (COSTS ALL PERSONAL ACTIONS)
[ ]Go to the Range: Okay you have a gun, now to learn how to use it. You never really bothered shooting your old 9mm, but you've started to pay attention to the news more recently. Maybe it'd be a good idea to know how to shoot.
[ ]Graduation Party: Its Sophie's highschool graduation. You haven't been a great guardian to her, some would say that up until the start of this year you've been pretty terrible, but you still want to help her celebrate it. And then talk to her about her future at BSI [THIS TURN ONLY]
[ ]Graduation Celebration: Sophie's party will be a good chance to network and connect with your employees outside of the office. [THIS TURN ONLY]
[ ]Work on some personal projects: You haven't actually tinkered in quite a long time. 74 kinda took all the joy out of it. But recently you've been itching to go into your shed and mess around some
[ ]Check in on Linda: This is a terrible idea. Your ex-wife made it clear that she wanted absolutely nothing to do with you. But still, maybe calling her, just to see how she is, wouldn't hurt.
[ ]Chat with the boss: Your employees are what keeps this company moving forwards. Choose a hero to spend time with. That hero gains a +10 to loyalty for the next 3 turns. This option can sometimes also lead to learning more about your chosen hero, possibly granting new traits or events.
[ ]Look into Vita Carnis: The most outwards supernatural threat to humanity on this world is the strange 'meat plant known as Vita Carnis. The out of the way location of your compound will let you cultivate some of the stuff and do further research on it.
[ ]Buy a Maize Machines Computer: Not that you'll use it off the bat, of course. You know whose behind that company. But having it will let you take it apart later and build something more suitable out of its parts.
[ ]Bond with Evertt: You have grown close with the child. You love them like your own. One day you'll find out how to reverse their condition, or at least allow them to thrive with it.
[ ]Set up tutoring: The child has gone un-educated for far too long. It is time to start giving them the fruits of knowledge. The Intertubes has many avenues for doing this in a secure way.
((I sincerely apologize about the wait. The drama surrounding the Mandela Catalogue and its creator kinda knocked the wind out of my sails in terms of writing Digital Horror stuff, much less anything that touches on the MC so heavily. However time, a renewed interest in the Walten Files and a new, excellent Analogue Horror quest by CosmicHood got my spark back again.))[/spoiler]
@mcclay I will say that the drama around the creator was entirely false but he was not in a good place mentally and he kinda got to close to fan when he was responding to them (more in a kind way but still to close)
[X] Plan: Preparing Once More
-[X]Secure The Lower Levels
-[X]Lobby for Charon Corp License Deal:
-[X][RELOCATE]Create a New Bon's Burgers Menu
-[X]Surveil Emily Brook:
-[X][RELOCATE]Arcade Game Brainstorming:
-[X]Ward the K-9 Bunker:
-[X]Graduation Party: Its Sophie's highschool graduation. You haven't been a great guardian to her, some would say that up until the start of this year you've been pretty terrible, but you still want to help her celebrate it. And then talk to her about her future at BSI [THIS TURN ONLY]
-[X]Graduation Celebration: Sophie's party will be a good chance to network and connect with your employees outside of the office. [THIS TURN ONLY]
-[X]Work on some personal projects: You haven't actually tinkered in quite a long time. 74 kinda took all the joy out of it. But recently you've been itching to go into your shed and mess around some
-[X]Chat with the boss: Your employees are what keeps this company moving forwards. Choose a hero to spend time with. That hero gains a +10 to loyalty for the next 3 turns. This option can sometimes also lead to learning more about your chosen hero, possibly granting new traits or events.
-[X]Set up tutoring: The child has gone un-educated for far too long. It is time to start giving them the fruits of knowledge. The Intertubes has many avenues for doing this in a secure way.