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

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: ???
 
[X]Plan:Working Hard

Might have liked more exploration, but I get wanting the workforce built up.
 
wait a minute, do we roll a d100 or higher for the actions?

if so, then:

1) what happens if we roll high when exploring?
and
2)What happens if we get a "Critical Success" ( read:Double of the required DC for an action [Example: roll 80 in a DC40 action, you get critical success]) on the "Building Unit" Actions? Do we unlock the Higher Tiers (Example: Shysters --> Bodyguards] or the Bossess?
 
1) what happens if we roll high when exploring?
and
2)What happens if we get a "Critical Success" ( read:Double of the required DC for an action [Example: roll 80 in a DC40 action, you get critical success]) on the "Building Unit" Actions? Do we unlock the Higher Tiers (Example: Shysters --> Bodyguards] or the Bossess?
1: Spoilers.
2: Crits are on a 100 the DC's right now are just low because these are pretty basic units your desiging.

If you do crit.... well thats also spoilers.
 
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.
 
Well the North being the Terminus to go up or down is a good place to set up stuff, shame about the Areo failure, but the Shysters and Mad Mallets are very nice to see up and running.
 
Back
Top