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Author Topic: Cultists: A Suggestion Game  (Read 17124 times)

3man75

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Re: Cultists: A Suggestion Game
« Reply #30 on: November 09, 2014, 06:05:18 pm »

Yeh but D is basically a leader so more easier turning people to our side and we could easily get a few mechanics like that

I agree IF you can give us a bad ass name.
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adwarf

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Cultists: A Suggestion Game
« Reply #31 on: November 09, 2014, 08:15:47 pm »

Quote
C - Heretek

You went by the name of Magnus Kegback from birth until your induction into the Mechanicus whereupon you became known as Adept Kegback, your years in the Mechanicus were long and harsh for you could not quite grasp the ideology and beliefs that the Cult Mechanicus followed. You would ask yourself why it was that they spurned, and forbid innovation when such progression had not been seen since the Dark Age of Technology, when such advancements would let their creators go down in history as geniuses and heroes for returning that which was once lost to time. It was those very thoughts that led you to flee that world, to flee from the Mechanicus who would execute you for the supposed crime of progression, and come to this fortress world where you could perhaps manage to change so very much. If you started off small it would not be long before your so called tech-heresies were spread throughout the sector shining a new light on advancement, and opening the way for those like you who would seek to return the mechanical glories that mankind once had to their hands again.

Ensuring that no other people were in your section of this large-scale passenger transport you pulled out a dataslate from the depths of your robes, and powered it up to reveal what little information you had been able to gather on the planet from one of the service terminals on board. Your destination was one of the three planetary capitals, Naraxus was its name according to your info, and according to the data there were two major towns in the vicinity that operated transmission and air traffic control towers (the towers lead you to assume that's why there is even any data on these two towns on board). The first town is a mining town by the name of Brackston that lay out in the open plains south of Naraxus while the second town appeared to be focused on fishing, and lumber industries as it lay to the north west of Naraxus and was bordered by the jungle to the west, and ocean to the south. Looking through the rest of the data you'd managed to scavenge you find it to be largely useless being little more than flight manifests.

Somewhat annoyed at the lack of information on the ship's computers you put the dataslate away with a grimace, and take the time to admire the one thing you had managed to save before fleeing from the Mechanicus' hunting dogs.

That which you managed to save is ...
A) A Combat Servitor - One of your early creations, and considered well within the bounds of what the Mechanicus found allowable this Servitor was crafted from a former Imperial Guardsman who had become unable to take part in combat any longer due to severe injuries. Aside from the standard implants required to create a servitor you expanded upon the basic augmentics replacing all of the limbs with high-quality cybernetic replacements, advanced vision augmentics allowing for effective fighting capabilities in almost all situations, and most importantly of all the implanted bolter that replaced most of the servitor's right forearm.

B) A Servo Skull - This Servo Skull had been given to you by one of your mentors back in the Mechanicus, and you wasted no time in setting to modifying the seemingly skeletal machine to fit your needs far better than the thing had been before equipped with only an auspex. In your workshop you quickly modified it to be a much more complete work by expanding upon the built in cogitators, adding a combi-tool, a pict recorder, and numerous tendrils and mechadendrites to allow it to better interface with the machinery you dealt with on a daily basis. Almost as an after thought you built in a compact laspistol for it to use, while it certainly didn't have much stopping power it'd be enough to surprise your assailants for a few moments at the least.

C) Grav-Revolver - A Grav-pistol, a firearm that turns the very mass of your target against themselves as it manipulates gravity itself to crush the foe. This weapon is not that, but is considered perhaps your greatest tech-heresy as you created it from scratch, the secrets of the creation of the true thing locked away from your reach, even that was not enough to stop you from the attempt. While you failed in fully replicating the actual weapon you've managed to come close developing a weapon from a common civilian revolver that was capable of firing rounds shrouded in graviton particles. While it won't effect damage on the level of a true graviton gun it will have a close enough effect, and the larger the target the better the results.

With your observations at an end you feel the shuttle's thrusters roar into life, and exert considerably more force on you then you had felt up to this point, at least it was a sign that your journey was finally at an end. All that you needed to do now was start your work, but how to go about that is the question ...


----------

And with this character creation will be completed, you guys are free to do as you see fit to try and create a Chaos Cult by any means you believe will work, so feel free to begin the mad plans :P
« Last Edit: November 09, 2014, 08:23:40 pm by adwarf »
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Execute/Dumbo.exe

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Re: Cultists: A Suggestion Game
« Reply #32 on: November 09, 2014, 08:22:38 pm »

B)
As long as we stay under the radar, we don't need any weaponry until we can develop far better types.
Anyway:
Leave the shuttle and go straight for Braxton.
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Quote
IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Parsely

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Re: Cultists: A Suggestion Game
« Reply #33 on: November 09, 2014, 08:23:32 pm »

B)
As long as we stay under the radar, we don't need any weaponry until we can develop far better types.
Anyway:
Leave the shuttle and go straight for Braxton.
+1
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3man75

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Re: Cultists: A Suggestion Game
« Reply #34 on: November 09, 2014, 08:36:36 pm »

B)
As long as we stay under the radar, we don't need any weaponry until we can develop far better types.
Anyway:
Leave the shuttle and go straight for Braxton.
+1

fine lets go build us our own machine cult!
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Aedel

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Re: Cultists: A Suggestion Game
« Reply #35 on: November 09, 2014, 08:49:08 pm »

B)
As long as we stay under the radar, we don't need any weaponry until we can develop far better types.
Anyway:
Leave the shuttle and go straight for Braxton.
+1

fine lets go build us our own machine cult!

:+1:
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Execute/Dumbo.exe

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Re: Cultists: A Suggestion Game
« Reply #36 on: November 09, 2014, 08:51:15 pm »

To make sure here, the servo skull is basically just a robotic skull?
Because I have some good ideas if so...
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He knows how to fix River's tiredness.
Alan help.
Quote
IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

adwarf

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Re: Cultists: A Suggestion Game
« Reply #37 on: November 09, 2014, 08:56:30 pm »

To make sure here, the servo skull is basically just a robotic skull?
Because I have some good ideas if so...
Yeah the servo skull is a human skull loaded with some machinery, and an anti-gravity engine so it can float around to do your bidding.
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adwarf

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Cultists: A Suggestion Game
« Reply #38 on: November 10, 2014, 12:49:52 am »

As the shuttle clangs down against the landing pad you coerce your servo-skull into a bag, and sling it over your shoulder in the hopes of avoiding drawing as much attention as possible since you doubted the job you had in mind would go well if you managed to get people asking after you this early on. You follow the flow of people off the shuttle, and out into one of the Naraxus spaceport's many landing galleries where several ships similar to yours are also disgorging passengers en mass, ignoring the dozens of armed Arbites1 spread throughout the landing gallery you pick your way through the moving crowds as you make your way for the nearest elevator or stairwell down. Even with your best attempts at making a decent speed it takes you a good twenty minutes to get out of the spaceport, and into the city proper not to mention the near half an hour after it takes you to find a taxi service willing to ferry you all the way out to Braxton. Paying the driver in advance you quickly find that your funds are likely quite insufficient for any even small scale operations, but with the destination being a prominent factory and mining town there was sure to be some resources available to you if you looked hard enough. Its not until a few hours after you climb into the civilian roadster that Braxton finally comes into view, a somewhat sprawling town picked out around dozens of smoke stacks belching black smoke into the sky above, the smoke is so dense in fact that much of towering apartment complexes, warehouses, and machine yards were in an almost twilight like state despite it being well into the morning.

Your driver lets you out on the outskirts of Braxton that cling around, and in some cases to the side of the towering walls that surround the larger factories and mines within. From the looks of the area you're in a seedier part of town with many of the buildings in a state of grubby, disrepair and dotted with cheap bars, restaurants, and boarded up store spaces lying along the main road while some less than reputable looking youths hung out around the entrances to a number of nearby allies. It seems even being a fortress world Haetus still had its share of delinquents and the like which would be just as good for you sure enough ... Now that you were here it seemed a good as place as any to start out at, but whether to go looking for information, a safe house, or something else you aren't quite sure.


Spoiler: Magnus Kegback (click to show/hide)

Spoiler: Subordinates (click to show/hide)

----

1 - The Arbites, or Adeptus Arbites for their full name, are the police force of the Imperium. They enforce the Imperial Creed and generally ensure that the planets of the Imperium aren't completely over-run with gang wars and heretical cults all over their place.

2 - Thrones, or Throne Gelt, is the (or more precisely a) currency in the Imperium.
« Last Edit: November 10, 2014, 01:31:17 am by adwarf »
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3man75

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Re: Cultists: A Suggestion Game
« Reply #39 on: November 10, 2014, 12:56:15 am »

I say we should look for a safe house by scouting the seedy area. Also keep our wits about us if it feels like we're being followed.
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adwarf

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Re: Cultists: A Suggestion Game
« Reply #40 on: November 10, 2014, 01:31:24 am »

((... I removed the section that explained Arbites, and Thrones. Fixed, sorry if there was any confusion.))
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Funk

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Re: Cultists: A Suggestion Game
« Reply #41 on: November 10, 2014, 02:34:26 am »

I say we should look for a safe house by scouting the seedy area. Also keep our wits about us if it feels like we're being followed.
+1 a warehouse, we need to start a legitimate front.
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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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Ambidextrous

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Re: Cultists: A Suggestion Game
« Reply #42 on: November 10, 2014, 04:27:29 am »

I say we should look for a safe house by scouting the seedy area. Also keep our wits about us if it feels like we're being followed.
+1 a warehouse, we need to start a legitimate front.
+1
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PiotraperPL

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Re: Cultists: A Suggestion Game
« Reply #43 on: November 10, 2014, 04:39:51 am »

I say we should look for a safe house by scouting the seedy area. Also keep our wits about us if it feels like we're being followed.
+1 a warehouse, we need to start a legitimate front.
+1
+1
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adwarf

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Cultists: A Suggestion Game
« Reply #44 on: November 10, 2014, 07:21:41 pm »

I say we should look for a safe house by scouting the seedy area. Also keep our wits about us if it feels like we're being followed.
+1 a warehouse, we need to start a legitimate front.

Ignoring your current surroundings you turn, and make your way off the main street and into the maze of alleys and decrepit buildings sprawling out from the main area of the city like a cancer. Its not long after you start your search for a place to call home that you find a suitable warehouse, cut off from any main streets by the surrounding apartment buildings, and what appear to be half built habitat complexes it looks like a place no one has entered in a good while with any windows heavily boarded up and the main doors locked shut a series of chains and padlocks. Needless to say the padlocks are of little consequence as you unzip your bag, and rattle off a short burst of binary from the vox implants in your throat spurring your servo-skull into action as it hovers up out of the bag and sets to work unlocking the outdated security measures this places previous owner had left long ago. After maybe a minute of waiting the padlocks drop to the ground followed by the chains wrapped around the door handles. You grab up the locks, and stuff them into your bag before entering into the long abandoned warehouse where you find things to be much as you expected.

Most of the building is taken up by empty space covered in thick layers of dust that tell you its been a few months at least since anyone has been in here, you start forward to get a better look around the place when the sound of the door creaking open behind you stops you in your tracks. Turning you come face to face with a trio of wannabe gangers wielding an assortment of improvised weapons with a smug air as one of them talks to you,

"Looks like ya came to the wrong place techie, ya gotta know better than to come around here like you're askin' to get robbed. We'll make 'is real simple for ya techie, hand over whateva money ya got, and that shiny little machine ova there and we'll only beat ya half to death. If ya refuse Jim here's been itchin' to take one of you apart, and see if ya feel pain like the rest of us."

Well this isn't what you expected to be your first interaction with the locals ...

Spoiler: Map (click to show/hide)

Spoiler: Magnus Kegback (click to show/hide)

Spoiler: Subordinates (click to show/hide)
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