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

Conveyer belt will be a huge save on minion production. Though we could tear this place down with bad rolls so supports are needed. Though minion production is needed because it's only use making them.
 
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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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.
 
[X] More minions
-[X] Secure the Ruined Nod Base:
--[X]Mack
-[X] Approach the Red Bruisers:
-[X] Better Support:
-[X] Conveyor:
-[X] Build Shysters:
 
[X] Plan: More Helping Hands
-[X] Secure the Ruined Nod Base (Mack)
-[X] Scout West
-[X] Better Support
-[X] Project Aero
-[X] Build Shysters
 
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.
 
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