Kranken Quest - A Internet Horror Crossover CK2 Style Quest

Turn 1: Q1 1978
Its too damn early to be up, the splitting headache from your hangover reminds you, but you do actually have a good to do. While the winter cold doesn't touch the well heated BSI board room, you swear you can still feel its phantom chill climbing up your back. You made the decision to hire on Sophie as a regular worker when she graduated in June, something your still not sure about. You didn't want to just let her go, she was the last thing you had of Jack and Rose, but you didn't think it'd be wise to have her as your PA. You might let something slip while drunk one day, and your other employees might get annoyed by the clear show of favoritism. Having her as a regular employee would let her learn valuable skills and a get a bit of independence, you hoped. Part of you worried that it might get her killed. A worse part of you whispered that she might end up finding something she shouldn't.

You looked over at Charles Marineterre, your 'angel investor' who sat on your Board. A nondescript man, the only thing notable about him being his more bulky build, no one would peg him as a weirdo. Yet you had first met deep in the St. Juana's Forest, pointing a pistol at him with trembling hands as he had tried to break into the K-9 Storage Facility. Not that your gun would have penetrated that bulky suit he was wearing. He had talked you down and convinced you that he was here to help with the Showstoppers. You're not sure if you believed his wacko tale about coming from a dead world or not, but he had money and seemed to know what was going on. You're not super sure why he had asked for a paid position, though the tract of land he had purchased not far from the K-9 Facility probably had something to do with it. Something about a kid?

"Right!" You stood and started the meeting with a clap. Might as well get this over with. "I'm glad everyone showed up today. This meeting will be discussing the Relocate Project and how we intend to pull it off. A lot of work has gone into making this entire thing possible, and you all should be proud to have helped us make it this far."

You paused to flip through some papers, ignoring the pounding in your head. "With the money from Mr. Marineterre I'm pretty sure we'll be able to meet our '82 date, though we all know every project comes in over budget and past deadline!" You paused for laughter that never came. "An-Anyways, today I'll lay out the general plan for the Relocate Project and then go into detail about what each department needs to be doing. If we all work together team we can really make this happen!"


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


[ ]Assign Staff as Unarmed Security
DC: 30
Currently both the BSI corporate offices and the K-9 Storage Facility have no security beyond a few shitty cameras and a panic button under the secretary's desk. Both hiring some new staff and assigning existing ones as unarmed security to patrol the premises and keep a watch on things might be smart.

(Unarmed Security presence on BSI properties. Harder to break into BSI Properties)

[ ]Upgrade the K-9 Store Facility's Security
DC: 50

You aren't gonna lie, the K-9 Facility isn't in the best shape. You had it built on the cheap and even four years later its starting to show its age. Its main defense is that big ass bunker door and its remote location in the forest, but you're increasingly worried that won't be enough. Its time to add some cameras, put in a permeant security post, new lighting and maybe a few more secure doors between the robots and the outside world.

(K-9 Facility both safer to work in and harder to break in or out of)

[ ][RELOCATE]Do Market Research:
DC: 40

BSI hasn't exactly actually been in the business of running a brick and mortar store for a long while. Long enough that all the market research you and Jack did is probably a bust. The physical restaurant isn't going to be opening up anytime soon but it wouldn't hurt to see what how the market is doing and where you might be able to slot on in.

(Market Research conducted, better idea of where BSI will stand)

[ ]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)

[ ][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:

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)

[ ]Upgrade Company Computer's to Maize Machines:

DC: 55

While you might have one of Maize Machine's slick, lighting fast computers, the rest of your company isn't quite so lucky. Most of them have to make do with Simodyne's mass produced, goverment surplus crap. While this is great for saving on costs in terms of actually getting stuff done...not so much. Buying a round of new computers for the office will be costly, but it'll probably be worth it in the end.

(Company computers upgraded)

[ ]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)

[ ]Set Up Security Systems:

DC: 40

Right now the most advanced security you have are a couple of buggy cameras in the BSI main office. This is, quite frankly, fucking absurd for a company as focused on tech as BSI. The time has come and passed for you to finally give in and shell out for some proper, modern, security equipment.

(BSI properties harder to infiltrate)

[ ]Investigate Intertube Rumors:

DC: 65

People have been spreading rumors about BSI online. Rumors about what really caused the restaurant to close down, about the high rate of mysterious deaths and disappearances surrounding the company. Even rumors about hauntings in the St. Juana's forest. You don't know where these information leaks are coming from, but the first step to finding out is to track down the source of all this online noise.

(Online rumors tracked and squashed, cybersecurity experience gained)

[ ]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]Design new Animatronic Programs

DC: 75

In order to tamp down on the...strange activity of the Showstoppers your and Cyberfun's engineers concluded that a complete reprogramming would be needed. Rebuilding the processes and and beahvioral programs of the robots will be difficult and take some time, but its a vital step towards making the Relocate Program a reality

[ ]Assess Bunnyfarm Progress:

DC: 65

You're not super eager to add a new project to your plate just as your starting one, but you need to make sure that Bunnyfarm is coming along. You formed Bunny Smiles Games in 75 as part of your scattershot approach to keeping the company alive and haven't really checked in since. Its been 3 years, they should have made some substainal progress by now. And if not, you're going to have to find out why

(Status of Bunnyfarm found out)

[ ][RELOCATE]Determine Spiritual Condition:

DC: 80

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)

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)

[ ]Spend time with Sophie: Despite her living in your house you don't really, uh, spend as much time with your 'niece' as you really should. Shes about to graduate high school and you don't know her likes, her dreams or much else about her. It might be time to change that.

[ ]Buy a Gun: Its a dangerous world out there. The serial killer and cult waves haven't quite hit Brighton, but you still have to deal with crime from Detroit, as well as the occasional outbreak of wild VC. Maybe picking up a pistol wouldn't be a terrible idea

[ ]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.

[ ]Continue to deepen the Cellar: Evertt is a sweet child, but you know the world won't accept him. Not yet. The space you've dug out for him is just barely enough for his needs. You'll need to do more work to make sure hes not so cramped.

[ ]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.
 
[x] Plan: Strong Foundation
-[x] National Actions
--[x] Assign Staff as Unarmed Security
--[x] Upgrade the K-9 Store Facility's Security
--[x] [RELOCATE] Do Market Research
--[x] Upgrade Company Computer's to Maize Machines
--[x] Set Up Security Systems
--[x] [RELOCATE] Design new Animatronic Programs (Cthonaut C)
-[x] Personal Actions
--[x] Felix Kranken (Stay Sober)
--[x] Cthonaut C (Buy a Maize Machines Computer)

Overhauling our security, computer systems, and getting started on the Relocation objectives.
 
[x] Plan: Strong Foundation + No Cold Turkey

Well, it may be a dark, winding, outright hostile and unfortunately wet and bumpy road but someone's gonna have to walk it. May the first step be sure and every one after ever more so.

Edit: vote change
 
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Pete the Hippo is a dead end! Those union jobs aren't going to last long. He'll be unrelatable by the time he's put together and merchandise is created. All those kids' dads are gonna be out of a job in a few years. What are we going to do? Show Pete on the picket line? Never! We can't let our employees think we support unions, and we can't afford to have Pete scab at a pizza place. Nobody will want to see some construction worker in a kids cartoon. The idea is ridiculous. :V

[X] Plan: Everything's Fine!
-[X] National Actions
--[X] Assign Staff as Unarmed Security
--[X] Make local connections
--[X][RELOCATE]Do Market Research
--[X] Produce the Second Season of The Showstopper's Comedy Extravaganza
--[X] Find new Brand Deals
--[X] Assess Bunnyfarm Progress
-[X] Personal Actions
--[X]Buy a Gun
--[X]Work on some personal projects
--[X]Check in on Linda
--[X]Chat with the boss (Cthonaut C)
--[X] Cthonaut C: Continue to deepen the Cellar

Wow! It sure sounds like there's a lot of work that needs to be done... Shame we don't have the time or money to bother with stuff like basic upgrades! We've got to get our nose back to the grindstone producing merchandise and winning the hearts, and wallets, of kids across the tri-state area! Spend time to assess and repair the damage? Never! We can figure it out as problems arise. Everything is fine.

Also, get sober?! Spend time with our "niece?!" Never! There's work to be done, like buying a gun and then drunkenly calling up our ex-wife! It's called personal responsibility, and boy are we thriving. Felix can be trusted with a gun or tinkering in a shed while drunk, alone with his thoughts and regrets. Going sober's for squares. We've got miracles to make happen. This company depends on us. :V

I will continue to fight for the enworsening project. It's an analogue horror damnit, let's make some short sighted easily preventable mistakes! :p
 
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[x] Plan: First Steps
-[x] National Actions
--[x] Assign Staff as Unarmed Security
--[x] [RELOCATE]Do Market Research
--[x]Upgrade Company Computer's to Maize Machines
--[x] Set Up Security Systems
--[x] Assess Bunnyfarm Progress
--[x] Ward the K-9 Bunker (Cthonaut C)
-[x] Personal Actions
--[x] Spend time with Sophie
--[x] Buy a Gun
--[x] Work on some personal projects
--[x] Chat with the boss
---[x] Cthonaut C
--[x] Continue to deepen the Cellar
 
[X] Plan: Strong Foundation
[x] Plan: Strong Foundation + No Cold Turkey

Going for the high tier stuff first, I see. Anyway, we don't really have an answer for other computer stuff besides Maize Machines, so letting C take an extra and take it apart might mean the inevitable? decline of Maize could be replaced with a bunny themed OS, maybe. Do keep in mind continuing to go cold turkey might legitimately end in death, as that was brought up on the discord a while ago. I suggest maybe 1 or 2 turns and then let him vent, probably taking actions like talking to Sophie and his ex-wife, preferably with the highs of a few successes behind him, hopefully.

Reprogramming them not to rip somebody apart/updating the facial scanning systems is definitely something we should do before even getting close to the poor things to repair them. Excited to get started. Don't worry Kranken! You're in good hands! Probably?

EDIT: Also, keep in mind we're running at a -10 for rolls when we stop drinking and that will continue to get more severe. Still. A +36 for that design new programs thing ain't too bad.

EDIT2: I added a vote for the no cold turkey vote as well. I feel I can see the benefits and drawbacks in both, though I don't really like the whole randomness of worrying about a 1d10 roll getting a one. That would be a awful start.
 
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Canon: Scouting/USA


Scouting/USA

When the Improved Scouting Program was first proposed in the late 60s, they called it a mistake - A betrayal of the soul of Scouting. Conservative scoutmasters resigned in protest, and there were general murmurs that the Boy Scouts (refusing to use the 'silly' new name) would go into decline. They were wrong. The Boy Scouts of America had been funding studies into keeping their current dominance of youth organizations for years before the program was released, and strangely enough, was one of the first major non-governmental organizations to see the writing on the wall and begin preparations to abandon the ideas of hiking, camping, and other such Scoutcraft as an ideal to be sought and put into practice as often as possible, rather than a survival tactic to be implemented when absolutely necessary.

"It must be understood that we are not undertaking this endeavor to weaken the traditions of Scouting, but rather, to adapt them to the modern era…an era which contains such things that our founders and the founders of scouting cannot have thought of when they established the first scouting organizations more than half a century ago…"
  • Minutes from a National Council member speaking to an assembly of Scoutmasters.

The rebranding of the organization sought to disaffiliate themselves from the Scouts of old, who they, perhaps rightfully, thought would be seen as endangering children in this modern day and age, not helped by the moral panic of the time, as children seemed to become the favorite target of the new breed of modern monsters of mankind. The new name sought to give off modernity, pursuing the image of an enlightened and rational organization…something which only somewhat succeeded. The concerted and downright authoritarian push for the Scouting/USA rebrand and the Improved Scouting Program from the National Council saw hundreds of troops disaffiliate themselves into dozens of minor organizations, or even outright schisms in the Scouts, as troops refused to implement the program. Enrollment plummeted, and the doubters seemed vindicated…

But Scouting/USA survived. And as hazard advisories and missing posters piled up for rural hikers and campers, and those who proclaimed the supremacy of the great outdoors tended to fall prey to its more brutal nature or predators, Scouting/USA achieved what some would call the ultimate victory - Outliving its opponents, or at least, their opponent organizations, if in a reduced form. Once more the dominant paradigm in the culled field of American Scouting, with corporate investment to match, Scouting/USA focuses its efforts on social wellbeing for its members in a more modern sense, with material focusing on anti-drug programs, financial skills, child care, and more esoteric skills. Certain new merit badges include: Intertube Usage and Maintenance, Urban Survival, and Trimming Care.

However, despite their 'victory', Scouting/USA retains its fundamentally conservative nature, with insular leadership, prohibitions on openly homosexual or atheist members and volunteers, and swirling rumors of scandal regarding intense bullying and rank misconduct within the ranks. The National Council continues to walk the balance line between militarism and pacifism as they have for their entire existence, with some regarding scout troops as little more than militant child auxiliaries to the local governments and communities they claim to honor, and those same groups viewing them with suspicion for their distance from the government and their ties to other non-governmental groups. And, of course, while greatly diminished, schismatic Scouting groups continue to exist and attempt to keep the tradition of outdoorsmanship and scoutcraft alive, despite the new challenges of the world they find themselves in.
 
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