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Author Topic: You Are Traitor: TO THE DARK GODS!  (Read 21271 times)

Donuts

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #105 on: April 22, 2012, 01:20:45 pm »

PTW.
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Azthor

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #106 on: April 22, 2012, 03:26:22 pm »

Order the Consumed and the Abomination to refurbish the base with a glorious altar, trying to get the needed material from the devotees. Order the Touched to recruit once more and put all of the recruits through the initiation ritual, but, this time around, sacrifice everyone who refuses to convert, while standing amidst the chamber yourself.
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Mr. Palau

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #107 on: April 22, 2012, 04:02:29 pm »

Order the Consumed and the Abomination to refurbish the base with a glorious altar, trying to get the needed material from the devotees. Order the Touched to recruit once more and put all of the recruits through the initiation ritual, but, this time around, sacrifice everyone who refuses to convert, while standing amidst the chamber yourself.
+1
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Spinal_Taper

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #108 on: April 22, 2012, 04:17:17 pm »

This is consensus, two minutes.
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Spinal_Taper

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #109 on: April 22, 2012, 04:46:42 pm »

You Are Traitor: TO THE DARK GODS!

      The touched return with six people, four of whom refuse to join the cult. The abomination promptly grabs them, throws them onto the unfinished altar, where you slit their throats while muttering the Dark One's eternal praises.

Seven of the new recruits have become touched.
Five of the touched have been consumed by the Dark One.
Two of the consumed have mutated.
One of them had his hands compress, then his nails grew up his forearm and hardened. Another ones neck extended. He screamed in pain, and this caused the recruit next to him to begin bleeding from his ears.

You gain four energy, and a new power. The abominations and the consumed report to you that the altar will be finished soon.
Spoiler (click to show/hide)
Want me to change mechanics? Just PM me.
« Last Edit: April 22, 2012, 05:40:42 pm by Spinal_Taper »
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Mr. Palau

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #110 on: April 22, 2012, 05:10:47 pm »

What does this do
Darkness Lurks (Use the mana of the shadows and darkness to encompass more and blind people.)
?
What do you mean by encompass more?
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Spinal_Taper

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #111 on: April 22, 2012, 05:14:59 pm »

You can expand the shadows and hide an area in darkness.
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Azthor

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #112 on: April 22, 2012, 05:17:02 pm »

Leave the Abominations and consumed to their current task. Have two touched join the trinket production and the other 20 step up the recruitment effort. Put all recruits, new and old, through initiation once more; the new ones who fail to convert may be spared, but the repeat offenders shall be sacrificed to the Dark One!

(We can focus on expanding financially once we have 100 followers and enough of a mutated guard that grabbing the other factions' attention won't be downright suicidal)
« Last Edit: April 22, 2012, 05:19:30 pm by Azthor »
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Mr. Palau

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #113 on: April 22, 2012, 05:20:56 pm »

Leave the Abominations and consumed to their current task. Have two touched join the trinket production and the other 20 step up the recruitment effort. Put all recruits, new and old, through initiation once more; the new ones who fail to convert may be spared, but the repeat offenders shall be sacrificed to the Dark One!

(We can focus on expanding financially once we have 100 followers and enough of a mutated guard that grabbing the other factions' attention won't be downright suicidal)
Lets have the touched and consumed try to convert the recruits, and the one who don't lock them in a room. So we can save them up for when the alter is finished and then do a massive sacrifice to the Dark One.
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Azthor

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #114 on: April 22, 2012, 05:24:05 pm »

Leave the Abominations and consumed to their current task. Have two touched join the trinket production and the other 20 step up the recruitment effort. Put all recruits, new and old, through initiation once more; the new ones who fail to convert may be spared, but the repeat offenders shall be sacrificed to the Dark One!

(We can focus on expanding financially once we have 100 followers and enough of a mutated guard that grabbing the other factions' attention won't be downright suicidal)
Lets have the touched and consumed try to convert the recruits, and the one who don't lock them in a room. So we can save them up for when the alter is finished and then do a massive sacrifice to the Dark One.

Alright, but only enough consumed that the Altar's completion is not delayied ;)
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Spinal_Taper

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #115 on: April 22, 2012, 06:07:40 pm »

You are Traitor: TO THE DARK GODS!

The recruitment teams bring 18 people to the lair, 11 of which join your cult. The final 7 refuse and try to escape, but they are all captured and brought to the altar. You sacrifice them, letting the blood flow down the channeled slade, flowing into the earth. The Dark One is pleased, and he gives 14 energy .

The blood on the knife has consecrated it with the power of the Dark One.

Two recruits have been tainted by the Dark One's power.

Seven Tainted have been consumed by the Dark One

Two consumed have mutated again.

One of them was working, when he felt his body being pulled apart by the Dark Ones power. He was torn to bits, but his spirit remained in the corporeal world, empowered by the Dark One, only the most magically attuned beings can see him.

Another one was measuring for the Altar, when the blood that splattered on him burnt through his shirt, causing bat-wings to sprout out of his back rather painfully.
Spoiler (click to show/hide)
« Last Edit: April 22, 2012, 06:37:05 pm by Spinal_Taper »
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Azthor

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #116 on: April 22, 2012, 06:22:58 pm »

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Funk

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #117 on: April 22, 2012, 06:35:57 pm »

i say we try to raise the powers of the Abominations so thay can better serve the cult.

who need weapons when you have claws for hands?
ok so the Touched may need weapons.
i say we loot a gun store for the short/ mid term , in the long term bullets may just not cut it.

it may risk the vampire finding us but should we try to get some recruits/sacrifices from the nightclub, the dark gods demand better that just tramps and drunks.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Azthor

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #118 on: April 22, 2012, 07:05:16 pm »

i say we try to raise the powers of the Abominations so thay can better serve the cult.

who need weapons when you have claws for hands?
ok so the Touched may need weapons.
i say we loot a gun store for the short/ mid term , in the long term bullets may just not cut it.

it may risk the vampire finding us but should we try to get some recruits/sacrifices from the nightclub, the dark gods demand better that just tramps and drunks.

We will quickly run out of Touched the moment we stop recruiting; equiping the Touched themselves with weaponry is an exercise in futility. The Abominations will also mutate further if left on their own, if  am not mistaken.

Still, we can try and dip one of them in a vat of sacrificial blood to see what happens, if you truly feel like it.
« Last Edit: April 22, 2012, 07:07:31 pm by Azthor »
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mcclay

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Re: You Are Traitor: TO THE DARK GODS!
« Reply #119 on: April 22, 2012, 07:12:55 pm »

I still think  we should send an envoy to the vampire. Our end goals are easily combined. We get to summon in The Dark One and he can get evvvvvvvil power and rule over either this town or the next one over.
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