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

Turn 4
Turn 4

You feel a lot better now that you've utterly annihilated the local Brotherhood of Nod presence

Hopefully that will be the last you here of the Brotherhood for a while.

Chaos Cults in general are bad news but the Brotherhood of Nod is heavily armed to the point that they don't need the same mystical backing the other ones typically depend on.

Beyond that, establishing contact with the village is a boon albeit a minor one, at least you don't need to worry about attacks from that angle under most circumstances.

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

Controlled Territories

Smithy's Workshop
Buildings Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm

You have 4 actions and 1 martial action to distribute as you wish.

Martial

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

[ ] Secure the Ruined Nod Base: The Ruined Nod Base is going to be a magnet for savangers and other pests if you don't put something in place to guard it, so you shall. All the ruined buildings are great places to hide sadly so you will need to put in more machinepower than normal.
Cost: 2 Shyster Swarms
DC: 20

[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???

Diplomacy

[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: 60

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 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 4 Results
[X] Plan: More Helping Hands
-[X] Secure the Ruined Nod Base (Mack)
-[X] Scout West
-[X] Better Support
-[X] Project Aero
-[X] Build Shysters

[ ] Secure the Ruined Nod Base: The Ruined Nod Base is going to be a magnet for savangers and other pests if you don't put something in place to guard it, so you shall. All the ruined buildings are great places to hide sadly so you will need to put in more machinepower than normal.
Cost: 2 Shyster Swarms
DC: 20

1d100+25=37

"We've done it boys!" Mack happily bounced up and down on the burnt out remains of a Hand of Nod. "We've taken over the Nod base!"

The base in question was mostly on fire and most of the buildings within now sported giant knife shaped holes in them because of Mack bouncing on them but that didn't change the fact that the base had in fact been secured!

"Weeeeeeeeeeeeeeeeeeeeeeeeeeee!" One of the Shysters called out in joy as it jumped off of the top of an obelisk of light.

Sometimes life was about the little things.

Results: Nod base ruins secured.

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

West

1d100-93+25=117
To the west you find something you weren't expecting.

A fairly large mining community consisting mostly of mole uplifts. They actually managed to spy the Shysters you had scouting but were kind in nature enough to invite them in, an offer your Shysters accepted.

Long story short it seems this community has mostly survived by being out of the way but have recently come under some stress.

Apparently some bomb happy purple…. Creature named Puchinello has set up shop recently and has been raising no small amount of chaos, especially because most of his 'henchmen' are Bob-Ombs, old self destructing robots that have mostly fallen out of normal use in the city above. Some plumbers apparently still use the things though and they are some of the more common robots down here in the pipeworks due to ease of construction.

Regardless, this situation is of interest to you…. And is something you have high confidence in being able to turn to your advantage is approached properly.

Results: Discovered Molevile a large settlement of moles under siege from Punchinello, a Bob-Omb making lunatic.

[ ] 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 support before you actually get that angry.
Cost: 1 Mad Mallet Team
DC: 50

1d100+10=63

You put a lot of effort into creating and reinforcing the new metal pillars that help hold up your factory.

Reward: Decreased change of damage to the factory next time Smithy rages.

[ ] 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 beyond being cheap to make. 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=104

Embarrassed by your earlier failure to create the blasted things this time you put the full power of your focus into the creation of Aeros.
… and you succeed!

Being strange creatures the Aeros aren't able to do much on their own aside from telekinetically hold objects of moderate or lighter weight. However when fired from another Made Machine or similar device they are capable to producing a wide range of magical effects, the most basic of which is paralysis.

You may also have made a good 5 swarms of them as a way of venting your frustrations from the earlier…. Failure.

Results: Unlocked Aeros, 6 Aero swarms.

[ ] 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

You also build some more Shysters.

Results: Gain 1 Shyster Swarm.
 
Turn 5
Turn 5

You've finally acquired a full assessment of the potential threats and opportunities in every direction immediately around your base. That's a good place to start, and you've lucked out in that the Nod base seems to be the only thing of significant worry to your plans.

The existence of two settlements near your gbase of operations also leaves you with a combination of opportunity and problems…. Though the problems are additably only really a problem if they end up hostile and even than likely only to a minor extent.

Made Machines after all are far stronger than anything either community could reasonable expect to throw out.

But naturally on the other side of the coin managing to win them over could both give your secure flanks but also give you access to additional resources, talent, and information.

It all comes down to a combination of the choices you make, and dumb luck.

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

Controlled Territories

Smithy's Workshop
Buildings Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm

Immediate West
Buildings/Landmarks
Ruined Nod Base.
Room 8 Building Slots
Inhabitants
2 Shyster Swarms

You have 4 actions and 1 martial action to distribute as you wish.

Martial

[ ] Scout (West, Upper Layer, Lower Layer, Further East): You know nothing about the areas around you base, you shou\ld take some time to scout out one of those areas.
DC: ???

[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???

[ ] Deal with the Lunatic: Whatever your position on the mole town, the presence of a mad explosive maker is enough of a cause for concern in its own right. You'd best make sure its dealt with ASAP.
DC: ????

Diplomacy

[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: ???

[ ] Talk with Mole Town: The inhabitants of mole town are friendly enough, you should do what you can to come to an understanding with them.
DC: ???

Stewardship

[ ] Better Support MK:2 An Ounce of prevention is worth a pound of cure. In that regard you've decided to further improve the structural supports in your forge.
Cost: 1 Mad Mallet Team
DC: 60

[ ] 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 Team.
DC: 60

[ ] Ballistae Battery: A large turret mounted Ballistae capable of firing Aeros at approaching enemies, naturally it'll take some room and some Aeros to act as ammo but the defensive properties should more than make up for it.
Cost 1: Aero Swarm, 1 Building Slot in the location build per Battery.

Learning/Occult

[ ] Project Bowyer: It is time to create a new Made Machine, a powerful combatant with the power to use Aeros as projectiles from even extreme range, something fierce and terrifying.
DC: 60

[ ] 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.

Build Areos: The fact that the things are supposed to be used as ammunitions means that you can expect to go through a great deal of them in times of trouble. You'd best get ahead of that issue.
DC: N/A
Gains: 2d4 Aero Swarms+2 with the addition of a Mad Mallet team.
 
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Turn 5 Results
[X]Plan: Upgrades and Searching
-[X] Scout West
-[X] Deal with the Lunatic (Mack)
-[X] Conveyor
-[X] Talk with Mole Town
-[X] Project Bowyer

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

1d100+43

You send some scouts further west to get a read on things further past the Nod base…. You sadly aren't able to join personally due to sheer distance but at least you manage to keep the Shysters from doing anything stupid.

It's a large metallic field full of mostly empty space.

That actually could be a good thing, more room to place new construction if you run out of it in your home area…. Well so long as you can take and depend the area of course.

Results: Far West is Empty.

1d100+17=39

Mack doesn't return.

Instead you are told what happened by a shuttering Shyster covered in explosive scuff marks.

Apparently the Mack had managed to tract down this Puchinello and engage him on in a fierce battle.

…. But Mack being the dim bulb that he is was foolish enough to use his Flame Wall ability in a room filled to the bring with explosives.

Punchinello was smart enough to see what was going to happen and Mack was not.

You let out a quiet grumble as you feel Mack's soul return to you.

Well you looks you'll have to rebuild the idiot.

Results: Mack destroyed, Rebuilding a destroyed mad machine hero takes 1 action but always passes, upgrades for Mack unlocked, ??? secret project unlocked.

[ ] 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 Team.
DC: 60

1d100+10=84

The conveyor takes shape in short order once you put the effort into actually building it.

Powered by your magics and staffed by a team of Mad Mallets this assembly line means that you can afford to spend less time on the finer details of a Made Machine and dictate the rest to your subordinates.

Numbers may not be the only deciding factor in war but they tend to be a big part of it.

And when war inevitably comes you will be sure that you are ready for it in all regards.

Results: All Made Machine creation rolls gain a +1.

[ ] Talk with Mole Town: The inhabitants of mole town are friendly enough, you should do what you can to come to an understanding with them.
DC: ???

1d100+5=103

1d100=98

1d100+5=104.

The negotiations with Mole Town go far, far, far, far better than you ever could have imagined they would have gone.

Mostly because of all things a badly timed interruption from Puchinello who was still in a state of shock from his earlier fight with Mack.

Being in a crazed state of panic the mad bomb maker was running around and throwing explosives randomly one of which would have blown up the town eldar has you not caught it in one of your hands, the impressively powerful explosive detonating without causing so much as a scratch on your metallic palm.

Naturally you waste no time in subduing the explosive lunatic, you would destroy him but for all his insanity he has shown himself to hold a great deal of potential that you would rather not squander.

The question is.

Vassal or agent.
[ ] Agent: Puchinello will join as an agent granting another martial option.
[ ] Vassal: Punchinello will build his bomb workshop in one of your controlled territories becoming a Vassal. Vassals grant a tithe of wealth, a unique category of actions called vassal actions, and can called upon to provide troops before major military engagements.

Naturally Mole Town is incredible grateful for your assistance with Puchinello as well as for your help in rebuilding. This in turn makes folding the town under your proverbial 'territory' fairly easy, something that could prove very helpful with the right investment.

Results: Mole Town gained as a vassal, Puchinello's stats will be decided via current vote.

[ ] Project Bowyer: It is time to create a new Made Machine, a powerful combatant with the power to use Aeros as projectiles from even extreme range, something fierce and terrifying.
DC: 60

1d100+15=55

You sadly are not able to finish your work on Bowyer however, getting the right amount of tensile strength to truly utilize his capabilities is proving more difficult than first thought… at least you got most of the hard work down.

Results: DC reduced to 50.
 
Turn 6
Turn 6

In the end you decide to take in Puchinello as a vassal. His talent for craft is better employed in the creation of Bob-bombs to aid your forces. Moreover his love of explosives means that you are very reluctant to deploy him alongside your other forces. The less often you have to rebuild destroyed Made Machines the better, your time is not infinite after all.

He ends up setting up shop in the old Nod base after you clear out all of the machinery that could be of interest to you. The Mobile Construction Vehicle in it might be too decrepit to really move at all but it should let Puchinello repair any damage he causes to the place in short order.

Also notable is the wealth of minerals donated from Mole Town, it may seem like much given Smelters capabilities but it can only work so fast so the extra material is likely to be a great help for larger scale projects.

Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Wealth:
10 Metal Ore
2 Hi Tech Goods
Forces:
4 Shyster Swarms
6 Aero Swarms
1 Mad Mallet Team

Smithy Gang Unit List
Shysters
Aeros
Mad Mallets

Controlled Territories

Smithy's Workshop
Buildings/Landmarks

Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Other Features
Conveyor: A large Conveyor belt staffed by Mad Mallets adding +1 to each Mad machine roll.

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm

Immediate West
Buildings/Landmarks
Ruined Nod Base/Puchinello's Workshop
Room: 8 Building Slots
Inhabitants
2 Shyster Swarms
Puchinello's Forces (Vassal)

Immediate East
Buildings/Landmarks
Mole Town (Vassal)
Inhabitants
Mole Town Population

Vassals

Mole Town
Description: A local settlement of mole uplifts that are located near your workshop, they have a friendly disposition and mainly provide support via material goods.
Leadership
Democracy
Support
10 Metal Ore
Unit List
N/A

Puchinellos Workshop
Description: A workshop headed by the mad bomber himself and located in an old Nod Base, though mainly focused on military matters Punchinello does tear out the electronics of Nod facilities rebuilt using the bases MCV and sends them you ways. Given how often he blows up said buildings this actually gives you some income in the form of technological goods.
Leadership
Puchinello
Support
2 Hi Tech Goods
Unit List
Bob-Bombs

You have 4 actions and 1 martial action to distribute as you wish.

Martial

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

[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???

[ ] Garrison Mole Town: The inhabitants of Mole Town has set aside some spacing for Shysters to take up residence, doing so would make defending the place easier and possibly get the shy guy imitations more used to non made machines.
Cost: Anywhere from 1 to 5 Shyster Swarms.
DC: N/A

Diplomacy

[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: ???

Stewardship

[ ] Better Support MK:2 An Ounce of prevention is worth a pound of cure. In that regard you've decided to further improve the structural supports in your forge.
Cost: 1 Mad Mallet Team
DC: 60

[ ] Ballistae Battery: A large turret mounted Ballistae capable of firing Aeros at approaching enemies, naturally it'll take some room and some Aeros to act as ammo but the defensive properties should more than make up for it.
Cost 1: Aero Swarm, 1 Building Slot in the location build per Battery.

[ ] Secret Project Resurrection Engine Part 1: Having to manually rebuild every one of you Made Machine lieutenants every single time one of them gets killed is going to become a pain. You have a designed that should be able to fully automate the process but before anything else you need to lay down a proper foundation.
Requirements: 5 Metal, DC reduces by 10 for every 5 metal ore the smithy gang has over the minimum (Note: Requirements are not subtracted from stats/ect unlike costs, they just represent the access to resources needed to do something)
DC: 80

Learning/Occult

[ ] Project Bowyer: It is time to create a new Made Machine, a powerful combatant with the power to use Aeros as projectiles from even extreme range, something fierce and terrifying.
DC: 60

[ ] 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.

[ ] Build Areos: The fact that the things are supposed to be used as ammunitions means that you can expect to go through a great deal of them in times of trouble. You'd best get ahead of that issue.
DC: N/A
Gains: 2d4 Aero Swarms+2 with the addition of a Mad Mallet team.

[ ] Build Mad Mallets: If you want to keep expansion you will need to expand your work force.
DC: N/A
Results: Gain 1d2 Mad Mallet teams+1 with the addition of a Mad Mallet Team.

[ ] Rebuild Mack (Two in One Mode)l: With some improvements to the material used you can increase Macks basic cognisance. While it won't actually make him smarter it will let the devil part of him cast spells while the rest fights physically.
DC: N/A, exclusive with other rebuild options.
Result: Mack can make a physical attack and a magical attack at the same time.

[ ] Rebuild Mack (Shyster Resurrection): On the other hand looking at his earlier fight the casualty figures for Macks 'Bodyguards' are about a weaks worth of extra work for you. You do have the proof of concept for the resurrection engine, if you install Mack with a far more basic version and tie some Shysters to him it should let him respawn his protectors nearly endlessly.
DC: N/A, exclusive with other rebuild options.
Result: Casualties among Macks bodyguards no longer affects local Shyster numbers, Less work for Smithy.

Vassal Actions

[ ] Bill Blaster: A type of old type artillery that fired a combination of drone and missile known as a 'Bullet Bill. Puchinello seeks to begin recreating them.
DC: 20
Results: Bill Blaster added to Puchinello's Workshop unit list.

[ ] Chuckya: A variant of a bob-bomb that oddly enough doesn't exploed but instead throws enemies or sometimes throws other bob-bombs at enemies. You are pretty sure Puchinello wants to make them because he likes purple as opposed to any practical reasons however.
Results: Chuckya added to Puchinello's Workshop unit list.

[ ] Microbomb: Smaller, easier to produce Bob-bombs. Not as powerful of course but quantity does have a quality of its own.
DC: 40
Results: Microbomb added to Puchinello's Workshop unit list.

[ ] Mezzo Bomb: A bigger version of a Bob-bomb the Mezzo Bomb can do a lot of damage if it goes off… good thing you keep Punchinello's workshop far away from yours.
DC: 60
Results: Mezzo Bomb added to Puchinello's workshop unit list.

[ ] King Bomb: Not to be confuseed with another huge Bob-bomb that Puchinello has saw fit to regal you with tails of the King Bomb is a massive explosive capable of damaging even exceptionally powerful foes.
DC: 90 (Does not lower with failures)
Results: King Bomb added to Puchinello's workshop unit list.

[ ] Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: ???
 
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Shysters
Shysters
<Reserved for pictures>

The bottom rung of the Smithy Gang outside of the Made Machines that are used as actual living ammo the Shysters are paradoxically significantly smarter than the far more common SWAT Bots and Sniper Joes used by the CIty's two largest robotics companies. Oddly enough despite being intended as foot soldiers the Shyster line of Made Machines are generally affable and easy to get along with, but in turn are far more prone to acts of stupidity that only a thinking being can undertake. Regardless the easy of production combined with the lack of needed upkeep found in all Made Machines means that the enigmatic ruler of the Smithy Gang has seen it fitting to keep Shysters in production even after the introduction of more powerful Made Machines and more advanced creations of the same line. Additionally all units of the Shyster line have a strange obssession with bouncing and are never seen without their sword/pogo-stick combination weapon.

Spells
Drain/Hot Shot: The Shyster shoots a fiireball at it's enemies capable of burning through most types metal. Somehow it was mistaken for an energy draining attack upon early contacts between the rest of the city and combat focused Mad Machines... A name that has shown a shocking amount of longevity.
 
Turn 6 Results
[X] Rebuilding Bosses and meeting moletown
-[X] Garrison Mole Town
--[x] 2 Shyster Swarms.
-[X] Project Bowyer
-[X] Build Shysters
-[X] Rebuild Mack (Shyster Resurrection)
-[X] Mole Students

[ ] Garrison Mole Town: The inhabitants of Mole Town has set aside some spacing for Shysters to take up residence, doing so would make defending the place easier and possibly get the shy guy imitations more used to non made machines.
Cost: Anywhere from 1 to 5 Shyster Swarms.
DC: N/A

The Shysters you send to Mole Town actually get along great with the local inhabitants.

It appears as though the simple desires of the Shysters and simple desires of the people of Mole Town are very compatible with one another.

One of the Shysters coming back on rotation even shares a picture he took with some of the mole uplifts using an old camera he scavenged.

…. Not that you'd ever say so out loud but it is kind of adorable.

Results: Mole Town protected by Shysters.

[ ] Project Bowyer: It is time to create a new Made Machine, a powerful combatant with the power to use Aeros as projectiles from even extreme range, something fierce and terrifying.
DC: 60

1d100+15=73

It is complete.

Standing at as tall as Mack but without the little creature on his head Bowyer most commonly resembles a multi-colored…. Bow.

Perhaps your naming scheme was a bit on the nose.

"Nya!" Bowyer looks at you with a half lidded star. "I see a bunch of targets nearby? Can I get some practice?"

…. All that should be nearby are your two vassals and the mutant town.

"What 'targets' are you talking about if I may ask.

"Oh its horrible Nya!" The walking bow Made Machine frowns in disgust. "A bunch of funny looking human mutants nya! They look so weird it makes me sick!"

Ah.

It appears Bowyer is a degenerate superficially motivated reprobate.

"Nya! I'm kidding mutants are perfectly normal, I just want to shoot them for no reason."

Nevermind he's just a chaotic lunatic.

You'll have to keep an eye on him or assign a minder of some sort.

…. Thankfully you discovered this personality defect early and before trusting him with any sort of important task.

It could have gone badly otherwise.

And regardless of his defect he is a powerful ranged combatants, according to projections he could render a large force incapable of movement due to the sheer number and accuracy of his paralysis Aero barrages.

Results: Bowyer unlocked, gained a special 'bombardment' martial action that can be used on enemy factions in fixed positions.

[ ] 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=2

Naturally you also put some time into basic production adding another two Shyster Swarms to your ever growing force of Made Machines.

Reward: 2 Shyster Swarms.

[ ] Rebuild Mack (Shyster Resurrection): On the other hand looking at his earlier fight the casualty figures for Macks 'Bodyguards' are about a weaks worth of extra work for you. You do have the proof of concept for the resurrection engine, if you install Mack with a far more basic version and tie some Shysters to him it should let him respawn his protectors nearly endlessly.
DC: N/A, exclusive with other rebuild options.
Result: Casualties among Macks bodyguards no longer affects local Shyster numbers, Less work for Smithy.

You rebuild Mack as he is currently the only one capable of leading your forces with the exception of yourself… Bowyer is a capable combatant but he also prefers extreme range and is an insane fool regardless. Puchinello is more capable in close combat but has far more important duties to attend to. Mack may be an idiot in most things but he is competent enough in a fight that you find him worth the trouble.

Not that you only resurrect him

Instead you also equip him with a prototype of the technology you plan to use for the resurrection engine. With it Mach should be capable of reviving his Shyster line bodyguards in short order after their destruction… though it has a limit in that it can only be keyed to resurrect four Shyster line Made Machines, but that is still an impressive work in technology in its own right.

Results: Mack revived, Mack gains resurrection engine.

[ ] Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: ???

1d100+15=34 (Failure mitigate by Hope trait)

The young moles don't have much background in magic so you end up having to teach them the very basics from the ground up.

A very… admittedly tedious pace of affairs for one of the older magic users among living humans.

But…. they are young and eager to learn.

…. You may not have made much progress recently… but you would still find another meeting with the little moles pleasant.
Ah… kids today.

They are too good for the city.

Results: Failure, no further penalties.
 
Bowyer
Bowyer

Stats
Martial 40: Bowyer is about as strong as the average Made Machine Boss and as such is able to face down against some of the most dangerous things in the City with minimal issues.
Diplomacy: -4 Nobody likes Bowyer.
Stewardship 20: Bowyer is competent at making sure he has enough ammo to harass people with.
Intrigue 5: Shooting arrows at people does not a good spymaster make.
Occult: 25: Bowyer is skill in the applications of magecraft.

Traits
Pre-cise-shots: Bowyer can accurate hit a target over a zone away.
Jerk: Bowyer is a jerk... his diplo is capped at 0.
Option Paralysis: Bowyer has the unique ability to 'paralize' for lack of a better turn a foes options in combat. Ususally this takes the form of preventing any kind of casting, usage of items, or even basic attacking.

Spells
Static Electricity: Bowyer unleashes a wave of electricity shocking anyone unlucky enough to get hit.
Lightning Orb: Launches an electric Orb towards the enemy that engulfs them in a storm of electricity.
Bolt: Calls down a bolt of lightning on a given enemy.
G'night: Bowyer shoots an arrow at target putting it to sleep.
 
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Turn 7
Turn 7

Bowyer.

Is annoying.

And the rest of the Made Machines agree…. In fact you are pretty sure the only reason the newly rebuilt Mack hasn't tried to destroy his bow based counterpart is a combination of his own loyalty to you and the fact that Bowyers main element is also Mach's primary weakness.

Naturally you decide to head off this issue in the only reasonable way.

You put Bowyer in time out in the corner of your workshop.

95% of the blame falls on him in all of these instances so it wouldn't make sense to punish anyone else.

State of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Bowyer
Wealth:
10 Metal Ore
2 Hi Tech Goods
Forces:
4 Shyster Swarms
6 Aero Swarms
1 Mad Mallet Team

Smithy Gang Unit List
Shysters
Aeros
Mad Mallets

Controlled Territories

Smithy's Workshop
Buildings/Landmarks

Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Other Features
Conveyor: A large Conveyor belt staffed by Mad Mallets adding +1 to each Mad Machine creation roll.

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm

Immediate West
Buildings/Landmarks
Ruined Nod Base/Puchinello's Workshop
Room: 8 Building Slots
Inhabitants
2 Shyster Swarms
Puchinello's Forces (Vassal)

Immediate East
Buildings/Landmarks
Mole Town (Vassal)
Inhabitants
Mole Town Population

Vassals

Mole Town
Description: A local settlement of mole uplifts that are located near your workshop, they have a friendly disposition and mainly provide support via material goods.
Leadership
Democracy
Garrison
2 Shyster Swarms
Support
10 Metal Ore
Unit List
N/A

Puchinellos Workshop
Description: A workshop headed by the mad bomber himself and located in an old Nod Base, though mainly focused on military matters Punchinello does tear out the electronics of Nod facilities rebuilt using the bases MCV and sends them you ways. Given how often he blows up said buildings this actually gives you some income in the form of technological goods.
Leadership
Puchinello
Support
2 Hi Tech Goods
Unit List
Bob-Bombs

You have 4 actions 1 bombardment action (No viable targets currently) and 1 martial action to distribute as you wish.

Martial

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

[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???

Diplomacy

[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: ???

Stewardship

[ ] Better Support MK:2 An Ounce of prevention is worth a pound of cure. In that regard you've decided to further improve the structural supports in your forge.
Cost: 1 Mad Mallet Team
DC: 60

[ ] Ballistae Battery: A large turret mounted Ballistae capable of firing Aeros at approaching enemies, naturally it'll take some room and some Aeros to act as ammo but the defensive properties should more than make up for it.
Cost 1: Aero Swarm, 1 Building Slot in the location build per Battery.

[ ] Secret Project Resurrection Engine Part 1: Having to manually rebuild every one of you Made Machine lieutenants every single time one of them gets killed is going to become a pain. You have a designed that should be able to fully automate the process but before anything else you need to lay down a proper foundation.
Requirements: 5 Metal, DC reduces by 10 for every 5 metal ore the smithy gang has over the minimum (Note: Requirements are not subtracted from stats/ect unlike costs, they just represent the access to resources needed to do something)
DC: 80

Learning/Occult

[ ] 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
Results: Unlocks Jabits.

[ ] 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: ???

[ ] Aero Mass Production: Aero's are... to put it bluntly expendable and while you can make great swarms of them at once the fact that you still have to manually have to create them like other Made Machines is going to be a pain down the line. You should put steps into correcting that.
DC: 50
Results: Unlocks Aero factory secret project.

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.

[ ] Build Areos: The fact that the things are supposed to be used as ammunitions means that you can expect to go through a great deal of them in times of trouble. You'd best get ahead of that issue.
DC: N/A
Gains: 2d4 Aero Swarms+2 with the addition of a Mad Mallet team.

[ ] Build Mad Mallets: If you want to keep expansion you will need to expand your work force.
DC: N/A
Results: Gain 1d2 Mad Mallet teams+1 with the addition of a Mad Mallet Team.

Vassal Actions

[ ] Bill Blaster: A type of old type artillery that fired a combination of drone and missile known as a 'Bullet Bill. Puchinello seeks to begin recreating them.
DC: 20
Results: Bill Blaster added to Puchinello's Workshop unit list.

[ ] Chuckya: A variant of a bob-bomb that oddly enough doesn't exploed but instead throws enemies or sometimes throws other bob-bombs at enemies. You are pretty sure Puchinello wants to make them because he likes purple as opposed to any practical reasons however.
Results: Chuckya added to Puchinello's Workshop unit list.

[ ] Microbomb: Smaller, easier to produce Bob-bombs. Not as powerful of course but quantity does have a quality of its own.
DC: 40
Results: Microbomb added to Puchinello's Workshop unit list.

[ ] Mezzo Bomb: A bigger version of a Bob-bomb the Mezzo Bomb can do a lot of damage if it goes off… good thing you keep Punchinello's workshop far away from yours.
DC: 60
Results: Mezzo Bomb added to Puchinello's workshop unit list.

[ ] King Bomb: Not to be confuseed with another huge Bob-bomb that Puchinello has saw fit to regal you with tails of the King Bomb is a massive explosive capable of damaging even exceptionally powerful foes.
DC: 90 (Does not lower with failures)
Results: King Bomb added to Puchinello's workshop unit list.

[ ] Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: ???
 
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Turn 7 Results
[X] Plan: Something to Spear
-[X] Negotiation Some Space (Mack)
-[X] Secret Project Resurrection Engine Part 1
-[X] Project Jabit (Bowyer)
-[X] Build Mad Mallets
-[X] Mole Students

[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: ??

1d100+7=74

Mack to your great shock manages to get along greatly with the local mutants. Apparently his relatively laid back demeanor speaks to the locals in a way that most simply can't replicate.

Regardless of the specifics you soon get permission to open up a small 'embassy' within the mutant town. It's only staffed by two or three shysters but they get along well enough and ensure that you have regular contact with the town.

Results: Embassy opened in the mutant town.

[ ] Secret Project Resurrection Engine Part 1: Having to manually rebuild every one of you Made Machine lieutenants every single time one of them gets killed is going to become a pain. You have a designed that should be able to fully automate the process but before anything else you need to lay down a proper foundation.
Requirements: 5 Metal, DC reduces by 10 for every 5 metal ore the smithy gang has over the minimum (Note: Requirements are not subtracted from stats/ect unlike costs, they just represent the access to resources needed to do something)
DC: 80

1d100+15=82

People like to think that combining magic and technology is a simple process.

It is not.

Even designing the 'base' of the resurrection engine is a very involved process in which you have to enhance and engrave the frames used to make up the base of the resurrection engine so that spells used work both with each other and with the spell.

Still as tedious as the world is, it proves more than worth it when you actually finish the foundation. With the large number of reinforcements both mundane or otherwise installed just to make sure the thing works you've also inadvertently made it extremely hard to destroy.

Or in your specific case, hard enough to damage so that you don't need to worry about destroying it by accident in another fit of rage.

Results: Resurrection Engine Part 1 completed.

[ ] 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
Results: Unlocks Jabits.

1d100=13

BOOOOM!

Bowyer is an idiot.

…. At least the damage wasn't anything more than cosmetic.

This is the last time you let any Made Machine not specifically made for it fumbled around with this sort of thing on there own however.

Results: Failure.

[ ] Build Mad Mallets: If you want to keep expansion you will need to expand your work force.
DC: N/A
Results: Gain 1d2 Mad Mallet teams+1 with the addition of a Mad Mallet Team.

1d2+1=2

You pump out an extra pair of Mad Mallet teams; It may not be the greatest number , but regardless of that your workload had been lightened.

… Additionally one of them smashed Bowyer in the foot and wound up raising moral throughout the entire workshop.

Result: 2 Mad Mallet Teams.

[ ] Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: ???

1d100+15=102

The little moles quickly take to your style of magic the second time around. They aren't nearly close to your level of course but they've managed to produce magically enhanced tools and other such knickacks.

Pickaxes in particular seem to be a popular creation, and when the students return the inhabitants of the town quickly take to utilizing the newly created enchanted pickaxes whenever they get the chance.

Additionally your little apprentices also help around the town by reinforcing the supports of the Mole Towns many mines making traversal inside a much easier prospect for the many workers and further reducing the risk of accidents.

Results: Mole Town income increased, Mole own gains enchanted pickaxes.
 
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