Super 8 Bit Dystopia RPG (8-bit Dystopia CK2 Style Quest)

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The world is broken.

Weather you want to try fix it, survive it, or attempt to finish the job.

That is up to you.
Character Select
The City of Light has become a dark place.

With a trio of mega corporations known as the big three ruling all but unchallenged while a wide variety of smaller players ripe each other to shreds in savage, frenzied, and bloody attempts to gain more power for themselves the common folk is crushed underneath.

And that is ignoring the other terrors.

Such mysteric ambitions of GD tech threatening to unleash someone no one is truly ready to deal with.

Or the Koopa Kingdom in the depths of the Pipeworks who even now fester and grow in numbers preparing for the day when they will take the surface.

Perhaps doom will come in the form of the machinations of the Chaos Cults whom constantly see ways to bring forth the attention of their dark patrons.

In the end one truth matters above all others.

Life in the city…. SUCKS!

But changing the city right off the bat isn't your goal, right now your focus is a bit smaller in scale.

Pick a faction.

[ ] Monstro Town: Located on a mountain bordering the city that the pipeworks seems to have accidently spread into the settlement of Monstro Town is a place were many mutants, uplifts, machines and other malcontents from the city have gathered together in a form of commune were they can hopefully live in peace. Much like the Pipeworks themselves the mountain Monstro Town is located in is a harsh place but it offers a great bounty for those that can adapt to it and keep hold of it in the face of both Outlanders and the revanus forces of the city itself.
Pros
Exotic Means: The inhabitants of Monstro Town are varied in nature and ability, while this has its own complications it does mean that the town itself has access to some ability uncommon or even unknown in other parts of the world.
Caravan Stop: The Caravan of Dreams has mapped out a route to your little mountain and occasionally stops both to trade and exchange news about current events.
Cons
Exotic Needs: Unfortunately a lot of your inhabitants have needs to stay alive that far well outside of the 'normal' for most species, trying to accommodate for these will be a nightmare and a half.
Monsters: Unfortunately a lot of factions want nothing to do than to kill your kind, your agents will suffer a far greater chance of death and attacks on your home area will become more common as you become more well known.
Goals: Transform Monstro town into a livable place for mutants that has the power needed to keep the major factions from rolling it over.

[ ] Booster Tower: The home of an insanely wealthy yet also insanely.... insane family of individuals, Booster Tower is the dominant landmark of an otherwise unremarkable zone. Its master is an.... odd fellow but he has flashes of brilliance that could save the city if harness properly... or destroy it if focused poorly. The majority of the staff at the tower are mutants known as 'snifits' related the Shyguys of Pipeworks, how so many of them got to the surface and found employment in such a... fine establishment is a mystery but to many of them it sure beats a lot of the other options.
Pros
Idiot Savant: Booster is a master at a surprisingly number of odd and out of the way topics that he can use to great effect both on and off the battlefield.
Harmless Goofball: Most factions don't see Booster Tower as any kind of imminent threat so any action taken against it tends to be token at best.
Cons
Idiot: The boss is an idiot.
Harmless Goofball: Unfortunately the other side of the reputation is also that no one really respects your territory and getting a good deal when negotiating is a pain.
Goals: Keep Booster from accidentally destroying the city or himself.

[ ] Tadpole Pond: Located in the Outlands Tadpole Pod is a veritable paradise unheard by the planet at large and is in fact one of the few places which species usually vulnerable to pollutants such as frogs can thrive...... this a great blessing but also an incredible curse for their are many within and without the city that look upon such an easy target with no small amount of desire. Recently a cloud-like creature has been found and adapted by the Frog Sage that lives in the area.
Pros
Paradise: Keeping a lid on domestic affairs is about as easy as you can get, Tadpole Pond if the perfect habitat for your frog-like people.
Frog Intelligence Network: Some of the more hardy species of Frog have migrated far and wide, these Frogs keep an eye on local events and if contact is made can give you a create view of events in the outside world.
Cons
Prize: People want to kill you and take your home, a lot of people want to do so.
Natural Balance: Your projects may end up restricted from time to time by the needs of the environment, you will not destroy your home while trying to save it.
Goals: Secure Tadpole Pond from invasion and maintaining its environment.

[ ] Smithy: Your blood boils but you can't remember when you had the flesh to go with it. It was so long ago and you've had to sacrifice so much of your body to survive. All you remember is the horrors of war and the betrayal that saw you banished to the depths of the pipeworks..... This is a world of monsters and in that one regard you fit right in.
Pros
Magitek: Smithy is able to combine magic in technology in truly novel ways, given enough time he could create a truly world beating force.
Cons
Not So Mass Production: Smithy might be capable of making armies all on his own but he is still one former human, at the start you will only be able to produce new forces through personal actions.
Goals: ???

OOC: For more information on 8-bit dystopia please see this doc.... if the setting is of interest to you I might recommend checking some other quests set in it.
 
Smithy
[x] Smithy

You take a step forward, the first one since the completion of your new body, for the first time in a long time you can move about on your own power.

Blood still flows through your veins, but aside from that your brain itself may be the only part of you left that is still human.

Some would question you over the loss of humanity, but if in your eyes you'd just skipped to the endpoint, your body was failing piece by piece anyway.

All around you is a pile of prototypes, heads and bodies meant to help you perfect the process to turn you into what you are now.

It takes a while for you to crawl out of the pit you'd accidentally dug for yourself in the metal lining of this area of the pipeworks while you'd begun work on your body.

No one else is present, you are alone down here.

Even dying as you were, your magical skill and the augments you'd infused yourself with at the time were more than enough to make an example of those foolish enough to test your wrath… and the rest learned to keep well out of your way from those examples.

A horrible screeching followed by a large metallic klang heralds your arrival at the top of the pit and you move to the nearest wall before activating your magic.

You are powerful, but you know that there is far more powerful yet, you won't survive the events to come alone.

If you want good help however you'll have to build it yourself.

A chunk of the wall turns molten as you begin pounding away at it with your hammer.

But before you can build the tools of your victory.

The tools needed to build the tools had to be created.

This chunk of molten wall will become a smelter, the magic you are enchanting it with making sure that it will never run out of the raw materials you need to ply your craft.
But as you work, you find your mind wondering, back to earlier times.

To the few memories you have from before you became this.

Most of them are of the invader war and your usage of your 'exotic' abilities in it… but something else is there.

What is this memory?
[ ] Betrayal: You were actually an old acquaintance of Willy and Light before things became as you were. The grim truth of your injuries is that you'd actually made it through the Invader Wars with your body entirely intact…. No it was the bomb that destroyed Lights lab that did this to you, that reduced you to the suffering abomination you were until the day you built your new body. You might not remember everything, you might not remember why you fought, you might not even remember much about your old friends and family… but you remember who did this to you, and you remember the only way to balance the books.
[ ] Competition: After the war you had originally settled near the South Island. You remember the rise of EggDynes and the sinister man that you had so foolishly underestimated at first. His ruthlessness nearly put an end to you but you managed to survive. You actually don't hold your fate against the man despite everything you've gone through because of him. He might have more animosity with you though so who knows how things will end up. Either way you'll have to keep an eye on him if you ever make it to the surface again… perhaps even share a cup of coffee as the two of you try to kill each other if it comes down to it.
[ ] Horror: You discovered something about Metapharm, you can't remember exactly what it was, only that they very nearly killed you for it. Even without the memory of it the sheer terror of the event still strikes at the mechanical pump you've used to replace your heart… you will need to lay low for as long as possible, and if need be make sure you have plenty of allies in your corner if Metapharm tries something.
[ ] Pain: Invader War veteran or not ZEED is merciless and pitless to those that do anything to earn their ire. You may not have any one person to blame for the state you've been put in but you've found that anger multiplies instead of dividing. If nothing else you have the drive needed to build an army, possibly acquire a zone or two… and then make those pests bleed like they made you bleed. At this point the sheer act of making life harder for them would be victory enough for you.
[ ] Hope: In your sleep you were often visited by dreams of even greater threats… and heroes that would one day awaken to match them. You know things are currently going for the worst but some part of you feels that one day people will rise up to take back the world… perhaps even the universe. Evil has ascended and deep down you fear you may have wound up just one more monster to be destroyed… but one day the people who can strike it down will make their move. Whether you perish before then, stand alongside those heroes, and die a villain will be up to fate.
[ ] Curiosity: You remember going into the deepest parts of the Pipeworks and seeing the various horrors of the cults and the sheer might of the Koopa Kingdom. This world fascinates you on so many levels. It has many terrors yes, but it holds so much opportunity if you are able to survive it.
[ ] Even more War: There was no peace, you only remember the countless attacks from aliens as the fleet made its way to the planet. Most of your body had actually been mechanical by the time you'd made planetfall. One day you are sure that they will try to finish the job on this last bastion, but you will not let that happen. No if those that took your first home from you ever find a way into your new one you will make sure that the planet they find is one not of desperate wishes, unheard prayers, and pitiful idealism instead they will find a world…. Of WEAPONS!
[ ] Rage: So… much anger…. Even now your blood boils with the urge to unleash your rage… at least you can channel it into your work for a small boost in productivity.
[ ] Nothing: The lack of memory is telling in its own right, you have no drive other than mere survival.
 
Smithy
SMITHY

Stats
Martial 55: even in a world of potent combatants you stand above and beyond. Their are more powerful individuals than you to be certain but those are few and far between. It would take entire squads of robot masters to bring you down if you ever took to the battlefield personally... and that's just assuming your mechanical body was on auto pilot, you become even more threatening when your years of experience in the invader wars is taken into account.
Diplomacy 15: You are not bad at it but you also aren't good at it either.
Stewardship 20: You can run a tight shift... when you focus on running it instead of personally building everything on hand.
Intrigue 20 (5 for personal actions): Its not your preferred way of going about things but you are not utterly incompetent at reading you enemies intentions. That said if you have to try and sneak around personally its bound to end in tears.
Learning 30: You know your way around machines.
Occult: 30 You also know your way around magic.

Traits
Bad Temper: Your temper has been known to get the better of you on occasion, and when it does you tend to be much less pleasent to be around -5 Diplo when angry.
Scary: You can add you martial to intimidation roles, its not going to work on the many, many, many formidable inhabitants of the city that can't be intimidated but no one with a weak constitution is going to want to push it with you in the room.
Magitech: Your learning and occult scores raise together whenever one or the other is improved.
Invader War Veteren: You have fought in and survived the Invader Wars, you are a master in combat but it does make it harder for you to connect with those of alien origin. +5 Martial, -5 diplo with aliens.
Hope: Deep down a part of you hopes for better world and for those would inherit it to live better lives you and your generation had. +5 Diplomacy with younger characters. Bad temper doesn't trigger when around kids.

Magic Abilities (Base Form):
Sledge: Your favorite spell conjurs a massive hammer head that crushes the enemy undernearth it.
Meteor Swarm: You call down swarms of meteors down the enemy, somehow this even works indoors.
Fire Saber: You project a beam of energy from the tip of your hammer and swing it at the enemy.

Other
Master Craftsman: Smithy can create power and complex magical machiens from nothing but raw material, these 'Made Machines' can be of any intelligence but are most likley to be roughly even with a human in terms of mental capacity.
 
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Hope
[x] Hope

It is an odd thing to look back on… but some long neglected part of you still feels some sense of hope for a better future. Perhaps it is an irrational part of you but that hope has seen you through harsh times in the past and so it persists in the face of everything.

….But regardless of that near forgotten shred of hope you still have more immediate priorities.

Like getting yourself a proper set up and expanding your operations.

Thankfully, you've managed to finish your first creation.

Smelter.

Not a very grandiose name to be sure but one that fits its job well.

Its very key job of producing copious amounts of molten metal for you to hammer into shape.

At least.

You can begin your work.

Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Wealth: N/A
Forces: N/A

You have 4 actions to distribute as you wish.

As you have not met anyone and lack the manpower for larger scale infrastructure you will only have Martial and Learning actions at first.

Martial

[ ] Scout (North, South, East, West): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???

Learning/Occult

[ ] Project Shyster: You've observed the local 'Shy Guys' for quite a while now. They are an interesting species… Your first soldiers shall use the masks and uniforms they drape themselves in as a basis, this will hopefully allow them to better integrate with the locals.
DC: 40

[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but thats the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20

[ ] Project Mad Mallet: With a hammer like head and arms to move around the Mad Mallet is a worker model primarily built to assist with construction and adding the finishing touches to your Made Machines after you've finished smelting the basic shape.
DC: 40

[ ] Project Jabit: You… you…. You honestly can't remember why you made these things or what they are for…. Still they have a powerful self destruct that can take down many enemies….. Even if they are harder to make than the Aeros.
DC: 40

[ ] Ameboid Reaserch: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???
 
Turn 1 Results
[X]Plan:Working Hard
-[X] Scout North
-[X] Project Shyster
-[X] Project Aero
-[X] Project Mad Mallet

[ ] Scout (North, South, East, West): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???

1d100+20=103

The North turns out to be mostly empty except for two features.

First is a massive ramp capable of holding several large vehicles leading into the upper areas of the pipeworks. You are not sure if they continue past that point to exit somewhere into the surface directly but even a connection to just the upper layers will be a great asset if you can seize and maintain control over it.

The second feature is an equally massive ramp that just so happens to lead downward into the lower pipeworks. These areas are far more dangerous and far less openly lucrative than the upper pipeworks but they hold a unique potential that can only be found within the intermingling of different substances down in its depths. It also pays to know where the most likely point of emergence for would be invaders would be.

With these two features the relative emptiness of the north might actually turn out to be a boon. After all with the extra space you have plenty of room to construct facilities to take advantage of the unique opportunities offered by the two routes into the upper and lower pipeworks, or to build defenses if you find the potential threat from either to be too great.

Results: The North is mostly empty but holds ramps leading to the upper and lower pipeworks respectively.

[ ] Project Shyster: You've observed the local 'Shy Guys' for quite a while now. They are an interesting species… Your first soldiers shall use the masks and uniforms they drape themselves in as a basis, this will hopefully allow them to better integrate with the locals.
DC: 40

1d100+15=112

The results of your attempts to mimic the local 'shy guys' are strange… potent but strange.

For some reason whenever you create one it comes mounted on what you can only describe as a combination of a pogostick and a sword. It does seem to grant them some level of increased mobility, but the fact that it keeps happening is slightly confusing to you.

Still they are powerful combatants being made up entirely of reforged metal means they can take quite a bit more damage than your average human, and as silly as it looks those sword-pogostick hybrids they bounce around on will kill most targets with human level durability with a direct hit… and of course to help with other potential problems you make sure to enchant them with the ability to shoot fireballs at the enemy. Tt is not the most potent ranged attack in this age of guns but it is certainly better than nothing.

"Hey boss look at m-" One of you prototype shysters hits its head on a low ceiling and is knock off its ride… only to teleport back to it moments later, albeit in a daze state. "Uuuuug… I'm still alive."

…. It really doesn't surprise you that your first creations are idiots, you just hope this doesn't become a rule of some sort.

Results: Shysters developed, 1 Shyster swam gained.

[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but that's the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20

1d100+15=16

How?

…. It's a simple design.

The Shysters were leagues more complicated in all capabilities.

So why is this design of all things giving you so much trouble?

You smash the ground with you mallet causing the entire area to shake and the Shysters to all fall from their rides at the same time.

Right… you will probably need to watch it with your temper until you can get this place reinforced.

Results: Failure.

[ ] Project Mad Mallet: With a hammer like head and arms to move around the Mad Mallet is a worker model primarily built to assist with construction and adding the finishing touches to your Made Machines after you've finished smelting the basic shape.
DC: 40

1d100+15=77

Being hammers with arms the Mad Mallets are both simple to make and utterly adorable.

You don't know why it's that just something about their tiny size and determined looks makes you jappy.

They also seem much, much, much smarter than the Shysters, This means that you can use them for a wider range of non combat tasks, and also that they also don't run the risk of moronically crashing into something as the result of a strange bouncing obsession.

Even better when not working on construction you can have them assist you with production, increasing the number of other machines you can make via working out the smaller details while you focus on the basic functions.

Results: Mad Mallet design, 1 Mad Mallet team.
 
Turn 2
[x] Turn 2

You find yourself deep in thought as you continue to hammer out the dents in one particularly maleformed proto-shysters.

The two ramps to the north both possess the potential for great opportunity and for great risk.

Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Wealth: N/A
Forces:
1 Shyster Swarm
1 Mad Mallet Team

You have 4 actions to distribute as you wish.

You have unlocked stewardship protects as a result of the Mad Mallet teams creation.

Martial

[ ] Scout (South, East, West): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???

[ ] Secure the North: The area to the north has accessways to both the upper and lower levels of the pipeworks, securing this should in turn give your own forces such access. Naturally you will need the troops present to actually keep the area contained.
Cost: 1 Shyster Swarm for Garrison Duty.
DC: 20

Stewardship

[ ] Better Support: Alright, you admit it. You have a tendency to... shake things up when sufficiently angered, and THAT has the - unfortunate - potential to bring down tons of metal on everyone's head.. Some effort should be made towards reinforcing the supports before you actually get that angry.
Cost: 1 Mad Mallet Team
DC: 50

[ ] Conveyor: A conveyor belt meant to help the Mad Mallets do their work as they finish up the final touches on Made Machines. With this you could create even more weapons when you have a team of Mad Mallets helping you out.
Cost 1 Mad Mallet Machine.

Learning/Occult

[ ] Project Mack: The Shysters need a leader. A figure that can keep them on track while at the same time speaking to them in a way that they can understand…. Which also probably means it will need that same obsession with bouncing… oh joy.
DC: 60

[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but thats the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20

[ ] Project Jabit: You… you…. You honestly can't remember why you made these things or what they are for…. Still they have a powerful self destruct that can take down many enemies….. Even if they are harder to make than the Aeros.
DC: 40

[ ] Ameboid Research: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???

Personal Actions

[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gains: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.

Thanks to @DaviProGamer27 for giving the update a once over before I posted it.
 
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Turn 2 Results
[X] Plan Exploration Reinforcement
-[X] Scout (South)
-[X] Scout (East)
-[X] Project Mack
-[X] Build Shysters

Scouting South

1d100+25=67

The south is home to a community composed mostly of mutants and lower class humans, you do note the occasional uplift but for the most part its just humans and human descendants.

Structurally the majority of the place does not look like it could hold up well against… well anything given the vast majority of structures are plates of metal that have been crudely glued, taped, and welded together.

And… its almost constantly on fire due to constant gang wars.

Oh joy.

Results: Discovered mixed human/mutant community.

Scouting West

1d100+25=35

A Nod base.

Their is a major NOD BASE RIGHT TO THE WEST OF YOUR WORKSHOP!?

A pack of rabbit heavily armed cultists RIGHT OUTSIDE YOU DOOR!

You would say that you are angry.

But that wouldn't be accurate.

ANGRY WOULD NOT HAVE AN ICE CUBE IN A VOLCANO'S CHANCE OF CAPTURING ONE ONE-HUNDREDTH OF THE SHEER BURNING FURY ROILING IN YOUR GUT RIGHT NOW!

RAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

SMASH!

CRASH!

BAM!

The entire area shakes as you bring down your hammer with enough force to split the ground in two….. And in fact you do so.

Curses…. At least its only a giant fissure in the floor, you should be more than capable to repairing it on your own time.

Results: Major Nod base in the west, Smithy had a fit of rage and has probably caused mass panic in the layers above and below his workshop.

[ ] Project Mack: The Shysters need a leader. A figure that can keep them on track while at the same time speaking to them in a way that they can understand…. Which also probably means it will need that same obsession with bouncing… oh joy.
DC: 60

1d100+15=47

You spend a lot of time working on your latest creation, a proper leader for the Shysters.

Something that while vaguely on their wavelength can channel their excitement into more productive ends.

…. It's a knife with eyeballs.

And it doesn't seem all 'there' at the moment.

The feeling that something is missing overcomes you…. And the fact that the knife is just wondering directionless around your personal forge only reinforces this feeling.

SMACK!

CLANG!

…. Now the stupid things gone and got itself stuck in the giant fissure.

Grrrrrrrr…. No…. no remember you temper.

Your blood pressure is high enough as is.

Results: DC reduced to 50.

[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gains: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.

1d2+1=3

The sound of molten metal sizzling, the feeling of your hammer pounding it into shame, and the sight of a new made machine taking shape.

….. In many regards you find these things to be the finest in life.

A way to forget the terrors you have seen.

To soothe your aching soul.

And the vastly increased numbers of soldiers in your little group are a nice bonus too.

OOC: I gave you the mad mallet team bonus since you didn't put 'em on anything else.
 
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Turn 3
[x] Turn 3

Finally.

It took you the better part of the day to get the knife out of the big crack in the floor and then repair the floor itself properly.

That was an ordeal.

Now…. now you only have to deal with the large cult base to the east of your workshop.

And the shacks town to the south.

…. Hmmmmm you wonder if the west will be as annoying.

Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Wealth: N/A
Forces:
4 Shyster Swarms
1 Mad Mallet Team

You have 4 actions to distribute as you wish.

You have unlocked stewardship protects as a result of the Mad Mallet teams creation.

Martial

[ ] Scout (West): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???

[ ] Secure the North: The area to the north has accessways to both the upper and lower levels of the pipeworks, securing this should in turn give your own forces such access. Naturally you will need the troops present to actually keep the area contained.
Cost: 1 Shyster Swarm for Garrison Duty.
DC: 20

[ ] Destroy the Brotherhood Base: Nothing good ever comes from the brotherhood of Nod. You will destroy them before they have the chance to become a thorne in your side.
DC: 20 using any of Smithy's 4 actions, 60 using later acquired actions.

Diplomacy

[ ] Approach the Brotherhood: Your interactions with the brotherhood don't need to end in conflict… you want to destroy them of course but diplomacy is an option, just one you don't like.
DC 110 using one of Smithy's actions, DC 90 using any later acquired actions.

[ ] Approach the Shack Town: They might be amiable to talk, and certainly they'd at the very least be an improvement over any contact with the brotherhood. The question is how.
DC: ???

Stewardship

[ ] Better Support: Alright, you admit it. You have a tendency to... shake things up when sufficiently angered, and THAT has the - unfortunate - potential to bring down tons of metal on everyone's head.. Some effort should be made towards reinforcing the supports before you actually get that angry.
Cost: 1 Mad Mallet Team
DC: 50

[ ] Conveyor: A conveyor belt meant to help the Mad Mallets do their work as they finish up the final touches on Made Machines. With this you could create even more weapons when you have a team of Mad Mallets helping you out.
Cost 1 Mad Mallet Machine.

Learning/Occult

[ ] Project Mack: The Shysters need a leader. A figure that can keep them on track while at the same time speaking to them in a way that they can understand…. You have half of it done but it's definitely missing something with how braindead the part you've built so far is acting. You were expecting someone somewhat stupid but not that stupid.
DC: 50

[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but thats the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20

[ ] Project Jabit: You… you…. You honestly can't remember why you made these things or what they are for…. Still they have a powerful self destruct that can take down many enemies….. Even if they are harder to make than the Aeros.
DC: 40

[ ] Ameboid Research: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???

Personal Actions

[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gains: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.
 
Turn 3 Results
[X] Plan: Peace Through Power
-[X] Destroy the Brotherhood Base
-[X] Secure the North
-[X] Approach the Shack Town
-[X] Project Mack

[ ] Destroy the Brotherhood Base: Nothing good ever comes from the brotherhood of Nod. You will destroy them before they have the chance to become a thorn in your side.
DC: 20 using any of Smithy's 4 actions, 60 using later acquired actions.

1d100+25=80

Brother Zeran could barley hold back his despair.

It was a massacre….. A slaughter….. An inferno.

At first the commander of the base had been confident…. The invaders were just a bunch of Shy Guys on pogo-sticks, nothing that should even remotely been a threat…. And at first it seemed as if the commander had been right to be. Sure these Shy Guys had taken abnormal amounts of firepower to bring down but even if it the things could withstand several magazines of normal weapons a solid hit from a rocket or a blast from the bases laser defenses was still more than enough to kill them.

But then it appeared.

A massive machine with a the face of an enraged old man… it…. It was killing everyone and nothing seemed to so much as slow it down.

The twin Obelisks of Light guarding the base didn't do much more than leave a scratch… and the angry machine retaliated by projecting a saber of fire from its hammer and cutting the two venerable defensive structures in half with a single swing.

Several Tick Tanks had also tried to fight it but it had somehow summoned a giant piston that crushed the entire force in an instance…. Even the Brotherhoods mightiest weapon, the Cyborg Commando, was unable to do much more than slow it down.

"Brother we ha-" One of Zeran's squad mates was interrupted by one of the shy guys landing on him, the sword tip that made up the button of its ride piercing him right through the heart and killing him instantly.

And when it turned to him and spit out a ball of fire.

Zeran could only lament that he and his brothers had never stood a chance.

Result: Brotherhood base destroyed, east opened for expansion.

[ ] Secure the North: The area to the north has accessways to both the upper and lower levels of the pipeworks, securing this should in turn give your own forces such access. Naturally you will need the troops present to actually keep the area contained.
Cost: 1 Shyster Swarm for Garrison Duty.
DC: 20

1d100+25+37

The Shysters run into no real problems while securing the northern area.

Well no major ones.

One of the stupid things apparently bounced up the stars to the floor above and then got lost of all things.

A shame but it was easy enough to make a replacement.

Results: Northern area secured.

[ ] Approach the Shack Town: They might be amiable to talk, and certainly they'd at the very least be an improvement over any contact with the brotherhood. The question is how.
DC: ???

1d100=81

You decide to send out a Shyster to the town to make first contact with the shack town.

Surprisingly things don't go horribly wrong immediately and the locals are happy enough to meet a friendly face.

Apparently the mutant village is divided into two major factions. The Blue Reavers and the Red Bruisers. They are mostly aligned with each other in ideology and goals but they strongly disagree in combat is to be done.

Both seem convinced that they're method of combat is the best way to defend the town with the revers preferring to use hit and run attacks while the bruisers tend towards brute force attacks. It also seems that you were mistaken about the serverity of the conflict, while the two do indeed fight often it is in a family organized fashion using non lethal weapons at designated meeting places. They might disagree on methodology but the two do clearly still see each other as trying to help. It appears that they've been dealing with raids from both lower in the Pipeworks and further up within them as well as a few from the Brotherhood of Nod base.

…. They will not have to deal with the last one any time soon at least.

Results: Non hostile contact with the Shack Town, basic knowledge of the two factions within.

[ ] Project Mack: The Shysters need a leader. A figure that can keep them on track while at the same time speaking to them in a way that they can understand…. You have half of it done but it's definitely missing something with how braindead the part you've built so far is acting. You were expecting someone somewhat stupid but not that stupid.
DC: 50

1d100+15=98

The second half of Mack turns out to be… a red devil like creature that wastes no time in jumping up on the sword.

Almost immediately turn the swords glazed eyes seem to gain a greater sense of purpose as a newly blossomed intelligence takes root.

Of course, it makes perfect sense now.

The Shysters consisted of a rider and a bonded piece of equipment so of course the knife would have needed a rider.

And of course it finally stops bouncing aimlessly.

…. It's become a bit of a ham though.

"JOIN WITH ME AND TOGETHER WE WILL BANISH THIS LACK OF BOUNCING! WE WILL SWEEP THE ENEMIES OF OUR CREATOR BEFORE US LIKE THE BOUNCE HATING TRASH THAT THEY ARE! NON SHALL STOP US! NONE SHALL STAY OUR JUMPS THROUGHOUT THE AIR! NOT THE CHAOS CULTS! NOT THE CORPORATIONS! AND NOT THE ALIENS!"

He's been riling up the Shysters for several hours now.

Results: Gained Hero unit Mack, gained a martial action.

OOC: I will post Macks stat sheet seperatly.
 
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Mack
Mack

Stats
Martial 35: Mack is a powerful combatant and is more than a match for even the likes your average Robot Master... so long as they don't exploit his weakness.
Diplomacy 15: Completely average.
Stewardship 20: Mack can keep a unit of Shysters operating at peak performance.
Intrigue 10: Mack has more common sense than the Shyersters he leads at least.
Occult 20: Mack can cast powerful magic but isn't much of a researcher.

Traits
Bodyguards: Mack is always seen with a group of 4 Shyster line bodyguards for whatever reason.
Electricity Weakness: Mack has a very bad weakness to electrical attacks and will be paralyzed if he is hit with one of sufficient power.
Bounce Obsessed: Mack is obsessed with bouncing and does not stay in one place for very long.
Fire Affinity: Mack has a strong affinity for the fire element.

Spells
Flame: Shoots a wall of fire at an enemy.
Flame Wall: Conjures a massive wall of fire that engulfs the entire area.
 
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