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

[X] Plan: Further Relationships
-[X] Build Shysters
-[X] Amoeba Research (Learning - Smithy)
-[X] Secret Project Aero Factory Part 1 (Stewardship - Inmediate North)
-[X] Further Relations with Mutant Town (Diplomacy - Yaridovich)
-[X] Scout (Further West) (Martial) Mack and Bowyer)
-[X] Lower Layer Scouting (Immediate North) (Intrigue) (Yaridovich)
That was a last minute tie-breaker XD
 
As an aside from this point forward can plan makers try to keep the actions in the order of their catagories?

ie: Martial actions on top and personal ones near the bottom?
 
Sure boss let me help you out:

[ ] Plan: Curiosity and Followups
Martial:
-[ ] Lower Layer Scouting (Immediate West) (Mack + Bowyer)
-[ ] Lower Layer Scouting (Immediate North) (Intrigue) (Yari)
Stewardship
-[ ] Secret Project Aero Factory Part 1
Learning/Occult
-[ ] Project AXEM
-[ ] Ameboid Research
Personal Actions
-[ ] Build Shysters
 
Sure boss let me help you out:

[ ] Plan: Curiosity and Followups
Martial:
-[ ] Lower Layer Scouting (Immediate West) (Mack + Bowyer)
-[ ] Lower Layer Scouting (Immediate North) (Intrigue) (Yari)
Stewardship
-[ ] Secret Project Aero Factory Part 1
Learning/Occult
-[ ] Project AXEM
-[ ] Ameboid Research
Personal Actions
-[ ] Build Shysters

@Sir Plusse
I just noticed that your plan didnt defined where to build the Aero Factory
Would suggest Inmediate North next to the Shooting Range
 
As an aside from this point forward can plan makers try to keep the actions in the order of their catagories?

ie: Martial actions on top and personal ones near the bottom?
Fair enough. I've been putting them in priority order, but if you want a specific order it shouldn't be too hard to adapt.

@Sir Plusse
I just noticed that your plan didnt defined where to build the Aero Factory
Would suggest Inmediate North next to the Shooting Range
Honestly, I didn't think of this. Personally, though, I want to save at least one slot at the Ramps (i.e. next to the Shooting Range) for a Ballista Battery. It's the primary approach to our base and should thus be properly fortified against invaders.

Beyond that... I don't really care where we put it.
 
Fair enough. I've been putting them in priority order, but if you want a specific order it shouldn't be too hard to adapt.


Honestly, I didn't think of this. Personally, though, I want to save at least one slot at the Ramps (i.e. next to the Shooting Range) for a Ballista Battery. It's the primary approach to our base and should thus be properly fortified against invaders.

Beyond that... I don't really care where we put it.
That would be for the best, though even if we build the Aero Factory ange there, there are still 2 extra slots in that area (Plus, having the Ballista Battery close to the Aero Factory would be a good way to have the ammo ready inmediatly)
 
Turn 12 Results
[X] Plan: Further Relationships
-[X] Build Shysters
-[X] Amoeba Research (Learning - Smithy)
-[X] Secret Project Aero Factory Part 1 (Stewardship - Immediate North)
-[X] Further Relations with Mutant Town (Diplomacy - Yaridovich)
-[X] Scout (Further West) (Martial) Mack and Bowyer)
-[X] Lower Layer Scouting (Immediate North) (Intrigue) (Yaridovich)

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

1d100+15=18

Hmmm...... it appears there is another cult on this level of the Pipeworks.

The big pretentious buildings and weird pretentious jumpsuits gives it away.

As does the name the 'Church of Sirius'.

You just can't get away from these cults can you?

Results: Discovered the local Cult of Sirius.

[ ] Further Relations: It could be helpful to try and improve your relations with Mutant Town in general.
DC: ???

1d100=71

Negotiations seem to be going well and the Mutant Town seems to be interesting in some form of Vassal status.

In fact all that's really needed is some finalization on your end.

Results: Success, auto-succed action unlocked next turn to turn the mutant town into a vassal.

[ ] Secret Project Aero Factory Part 1: The first part of the Aero Factory will include the in built smelter, and mold in order to give the Areros their basic shape and material consistency.
Cost: 1 Building Slot
DC: 70

1d100+15=76

The smelter and mold come together relatively easily, a fortunate fact for these two parts despite their smaller size will be utterly irreplaceable for the functions of the Aero Factory.

With these the form of the Aero's will be up to your standards even without your own personal oversight.

Half of your work is done and without much difficulty.

You can only hope the second half will be so easy.

Results: Secret Project Aero Factory Part 1 completed.

[ ] 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: ???

1d100+15=85

The Ameboids are a fascinating species.

Despite being gelatinous masses they tend to take a form similar to the common 'Gomba' species of mutants in general shape.

However this body is capable of doing a great many things such as allowing them to fit into nooks and crannies they never could have otherwise or even resist being crushed by objects massively heavier than them.

They could also modify their bodies to shoot out balls of poison… and through some biological porcess you don't understand plasma of all things.

Wait a minute.

Plasma… plasmid… plasim.

Was the universe itself trying to hit you with some kind of pun?

However the most interesting part of the Ameboids was their ability to split into five equally strong Amoeboids while under stress.

Further observation reveals that they were also capable of some form of social activity.

Perhaps it was time to develop some…. Methods of communication.

Results: New options unlocked.

[ ] Lower Layer Scouting (Immediate North) (Intrigue):: You should do what you can to learn more about the immediate upper lower.
DC: ???

You discover another town to the north.

This one is inhabited mostly be mushroom headed mutants that call themselves Toads.

From what your scouts report they call their town 'Toad Outpost', not the most creative name but if it works you suppose it works.
Results: Discovered Toad outpost.

[ ] 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
Gain: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.

1d2+1=3

You have a very productive building session and manage to finish a full 3 swarms worth of Shysters.

Results: +3 Shyster Swarms.


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Results: Discovered the local Cult of Sirius.
Man we have a lot of cults to deal with huh. Any ideas if this one is friendly or not?
Results: Success, auto-succed action unlocked next turn to turn the mutant town into a vassal.
Well having another vassal would definitely be helpful to us.
Results: Secret Project Aero Factory Part 1 completed.
Hmm, so we have another part to do before the factory is completed huh.

Results: New options unlocked.
Hmm, so a lot of options have been unlocked huh.

Results: Discovered Toad outpost.
Well at least we found some toads, hopefully we can find some more friendly settlements to trade with.

Results: +3 Shyster Swarms.
Well hopefully we'll get enough Shysters to guard our new territories.
 
[X] Plan: Further Relationships
-[X] Build Shysters
-[X] Amoeba Research (Learning - Smithy)
-[X] Secret Project Aero Factory Part 1 (Stewardship - Immediate North)
-[X] Further Relations with Mutant Town (Diplomacy - Yaridovich)
-[X] Scout (Further West) (Martial) Mack and Bowyer)
-[X] Lower Layer Scouting (Immediate North) (Intrigue) (Yaridovich)
I think Curiosity and Followups had won
I dont mind with it being chosen, though I might be somewhat biased since I was the one that suggested 'Further Relationships'
Might ask @Sir Plusse @SaberFail
 
@undead frog If it helps for the next turn´s writeup, Im posting here which would be Smithy´s Gang current state after said actions.

State of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Bowyer
Yaridovich
Wealth:
15 Metal Ore
2 Hi Tech Goods
Forces:
5 Shyster Swarms Free
6 Aero Swarms
3 Mad Mallet Team
5 Jabit Swarms

Smithy Gang Unit List
Shysters
Aeros
Mad Mallets
Jabits

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.
Buildings
Resurrection Engine Phase 1 (1 Slot)
Time Out Corner: A fortified room built to contain Bowyer when he's being bad. (1 Slot)

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
Buildings
Shooting Range: Stacked with a wide variety of targets this shooting range is the perfect way to keep Bowyer occupied and out of trouble.
Aero Factory Pt. 1

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

Junkyard
Buildings/Landmarks
Junkyard
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room 2 Building Slots
Inhabitants
4 Shyster Swarms

Further West
Buildings/Landmarks
Church of Sirius


Lower Layer - Inmediate North
Buildings/Landmarks
Toad outpost


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
15 Metal Ore
Enchanted Pickaxes
Unit List
N/A
Other Traits
Mole Students: Your cute little students they have learned how to enchant normal items to become and even create specialized magical items from scratch. They have a preference for pickaxes when it comes to the latter.

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
Bullet Bills
Bill Blasters
Microbombs

Foreign Relations

Mutant Town
Description: A mutant community that you've opened up diplomatic relations with.
Agreements
Embassy Opened
Vassal Action Opened
 
Oooh, alright we'll need to build up our forces first so we'll have enough for attack and guarding the area.
Don't worry, as long as they haven't actually contacted any aliens, they're just normal people. Easy win.

Got anything in mind for them?
It's gonna depend on how smart they are. But having a bunch of units that can squeeze in to any structure or hidden place has huge intrigue potential! No place could keep us out.
 
Don't worry, as long as they haven't actually contacted any aliens, they're just normal people. Easy win.
Maybe so, but still best to have some more units first instead of just using our heroes.

It's gonna depend on how smart they are. But having a bunch of units that can squeeze in to any structure or hidden place has huge intrigue potential! No place could keep us out.
That would definitely help with intrigue and spying, but if they're not smart enough for that hopefully we use them to hold places instead of just the Shysters.
 
We better plan in anticipation to prevent a situation like this tie, we could either:
[X] Plan: Preparing for Nod!
-[X] Scout (Further West) (Mack and Bowyer)
-[X] Lower Layer Scouting (Immediate North) (Intrigue) (Yaridovich)
-[X] Secret Project Resurrection Engine Part 3 (Smithy)
-[X] Secret Project Aero Factory Part 1
-[X] Project AXEM
-[X] Build Shysters

I'm a paranoid person, and my paranoia says that there's no way news of Three Nod bases disappearing isn't going to result in a force being sent to investigate, so I say we build up as much as possible and scout the area
A) Go for Sabrefall´s plan, which includes the Axems (Except possibly having the Taking Over the Red Nod Base as Martial action)
...Actually, something we should probably consider: Can we dedicate two actions to building Shysters in the same turn?
Yes.... Yes you can.
B) Use our four actions to build Shyster Swarms to take over the other base on the next turn.
 
Last edited:
A) Go for Sabrefall´s plan, which includes the Axems (Except having the Taking Over the Red Nod Base as Martial action)
I'm all for this one, as I said when I made it, I'm paranoid and I'm sure people are going to notice the Nod bases going silent, some of those people might be allies who hate Nod, but they could also be allies of Nod who want revenge or a different faction who wants to get rid of the risk we pose.

Think about it, as far as anyone knows, we're an unknown faction that came out of nowhere and destroyed a bunch of bases with minimal or outright no loses on our part.

Someone will notice, and chances are they will not be friendly.
 
Agh, great. The goddamn alien worshippers are here.

Though...hm, I wonder if that means Mega Primus is nearby
 
Agh, great. The goddamn alien worshippers are here.
Well, at least this gives our lieutenants something to do. Slows our exploration a bit since we have to keep stopping to stomp out the latest threat, but such is the price of security.

...should we have Yari infiltrate them, or just go with the brute-force approach like usual?
 
Well, at least this gives our lieutenants something to do. Slows our exploration a bit since we have to keep stopping to stomp out the latest threat, but such is the price of security.

...should we have Yari infiltrate them, or just go with the brute-force approach like usual?
Not yet, I feel we need to build up before getting into more fights, we dont even know if this cult is as dangerous as Nod
 
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