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Author Topic: RTD horrors  (Read 232052 times)

Humaan

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Re: RTD horrors - game 4 running
« Reply #1590 on: January 19, 2016, 12:46:01 am »

Daragon: Now that hunger is taken care of, and the Seed is not eating everything, use biomass to create some Drones

Spoiler: Drone (click to show/hide)
« Last Edit: January 19, 2016, 08:41:55 am by Humaan »
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1591 on: January 19, 2016, 07:40:16 pm »

Daragon: Now that hunger is taken care of, and the Seed is not eating everything, use biomass to create some Drones

Spoiler: Drone (click to show/hide)
Minion maker: [2] There is a minor glitch in your memories of how to make drones, and you spend the turn fixing it instead of generating beasties.
Seed: Grow
[3] The seed spreads a little more. The tendrils still haven't reached outside the forest it was planted in. (+minor growth)
Regeneration: [4] You recover the last of your damaged hide and feel good as new. Better than knew actually, now that you have all these upgrades. (now uninjured)

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1592 on: January 19, 2016, 07:52:12 pm »

Archon: Mind-control Happy into the cult. He's a mini-horror and has all of 0 mindlock, it shouldn't be that hard.
50 beasts, 10 satyrs: Go and grab all the stuff from Zomboss and fishermans' base, now that they don't have any cultists.
20 beasts, 5 satyrs, Sharkon: Get Sharkon back into the water. Seriously.
20 beasts: Consider yourselves badgers. Go and kill off the rest of the hecklers' guild.

5th action is a conditional:

~If happy was successfully mind-controlled: Happy: Recruit

~If he's neutral: 1 heckler: Convince Happy we're nice people and he should join us.

~If he's actively causing problems: 50 beasts: Kill Happy.
« Last Edit: January 19, 2016, 08:00:14 pm by Whisperling »
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1593 on: January 19, 2016, 08:32:24 pm »

Archon: Mind-control Happy into the cult. He's a mini-horror and has all of 0 mindlock, it shouldn't be that hard.
50 beasts, 10 satyrs: Go and grab all the stuff from Zomboss and fishermans' base, now that they don't have any cultists.
20 beasts, 5 satyrs, Sharkon: Get Sharkon back into the water. Seriously.
20 beasts: Consider yourselves badgers. Go and kill off the rest of the hecklers' guild.

5th action is a conditional:

~If happy was successfully mind-controlled: Happy: Recruit

~If he's neutral: 1 heckler: Convince Happy we're nice people and he should join us.

~If he's actively causing problems: 50 beasts: Kill Happy.

Mind control: [3] You get distracted by the incessant babbling of you beasties and fail to bring Happy to your side, but you do manage to pacify him a bit so he won't try to eat your entire cult. Even if they are delicious when deep fried. (Happy now neutral)
Steal: [5] They steal the good stuff out of Zomboss and the late fisherman's base. Well, the beastmen steal, and use the wolves and badges as pack animals. While they find the choice bits to take, they aren't strong enough to take everything and leave behind the heavy stuff. (stole Necronomicon, stole improvised melee weapons, stole dragon blood)
Water: [4] They drop Sharkon into a nearby bay where they can swim and breathe freely (Sharkon now submerged)
Murder: [2] They are too busy eating bugs and berries to follow orders.
(Beldroth age+)

Happy: recruit
[6] Happy isn't listening to your orders, but he was planning to do this anyway. Happy puts on a performance and draws a small crowd. Some of them throw stones. (+75 cultists, +25 inquisitors)

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1594 on: January 20, 2016, 06:45:15 pm »

Heckler's guild: pester Speedo
[1] They get assassinated by Speedo's more attentive followers. (-10 hecklers, heckler's guild destroyed)

End of turn 10.
Big Ol' Fire:
cult: 950 cultists, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Diplomacy: very good PR
inquisitors (ACTIVE): 250 eco inquisitors

Volker-hands:
cult: 120 cultists
items: dragon blood
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): [somewhat hungry]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, Slight growth, slightly hungry

Quar-splosion man:
cult: 100 scholars, 1 Leg n dairy scholar (50% chance of turning 2 into 3 on dairy or leg related rolls)
Items: located dragons, Orb of Stalwart 4
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR, BOF no longer open to OoS related negotiations
inquisitors: 25 inquisitors, 50 scholars

KZ-Jello:
cult: 30 cultists, 50 "smart" cultists
items: Dragon blood, Orb of Stalwart 4
Diplomacy: good PR
inquisitors: 25 inquisitors
-Grotesque:

Arcing Mist-elf:
cult: 2 cultists, 5 hecklers (negate leadership bonuses), 1 mad cultist, 1 mad weak esper, 440 beasts, 100 large beasts, 30 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, 3 slimy toxin bottles, Necronomicon, Improvised melee weapons, extra dragon blood
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (moderately injured): Submerged
-Beldroth (uninjured): [2] turns til adulthood


Hon Shadow (uninjured):
cult: 10 "smart" cultists, cult in Washington DC
Items: dragonblood
Base (Clearing):
Diplomacy: good PR, support of president (discredited), support of Virginia (discredited), support of Florida (discredited)
inquisitors: 25 inquisitors, 10 marksmen
-Unlight: Let the light guide you!

Speedy Speedoman (uninjured):
cult: 116 cultists, 25 injured cultists, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman, guilty (50% chance of turning 5 into 4)
-Leader #5: lazy
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult:
Items: 2 Stagnant orbs, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker
Diplomacy: mixed PR
inquisitors: 25 eco inquisitors

---- NPC factions
Happy the Clown's legion:
Cult: 150 cultists
Inquisitors: 25 inquisitors

World details:
-Orb of Stalwarts 1 and 3 destroyed

LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1595 on: January 20, 2016, 06:51:00 pm »

Right then. I guess the good luck had to end sometime.
Hon: Implode the lungs of the marksmen inquisitors. They are too dangerous to leave alive.
Unlight: Tell the lamp to make the inquisitors insane.
Everyone else: MASSIVE RECRUITMENT DRIVE. House-to-house, flyers, TV commercials, everything.
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DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1596 on: January 20, 2016, 06:58:24 pm »

30 cultists: acquire materials for fake orb
40 cultists: get some guns
50 cultists+Vol-Kriit: recruit


(Also,you put my dragons blood as partially gathered,but I finished it last turn)
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Whisperling

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Re: RTD horrors - game 4 running
« Reply #1597 on: January 20, 2016, 07:33:04 pm »

Archon: Create Presences, creatures which are purely psychic. While they can be killed by physical beings, they can't ordinarily do much to affect the material world. However, they may learn magic and can be created in very large numbers.

1 mad cultist: Research a way to secure my connection to earth, so that I can still be summoned using alternative rituals should all the orbs of stalwart be destroyed.

20 Satyrs, supervised by leader 1 and disaster manager 1: Go and get the stagnant orb zomboss stole back. Plus, you know, the other one that's conveniently lying there.

1 Heckler: Research a way to give beasts magical talent and/or intelligence. Check in regularly with leader  2.

Whichever cultist has the most medical experience: Patch up Sharkon, with disaster manager 2's help.

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FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1598 on: January 20, 2016, 09:09:36 pm »

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.
Quarken, Leg n' dairy scholar: Recruit more scholars to join our cult!
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Whisperling

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Re: RTD horrors - game 4 running
« Reply #1599 on: January 20, 2016, 09:27:27 pm »

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.


Give this the OK.
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1600 on: January 20, 2016, 09:36:44 pm »

Right then. I guess the good luck had to end sometime.
Hon: Implode the lungs of the marksmen inquisitors. They are too dangerous to leave alive.
Unlight: Tell the lamp to make the inquisitors insane.
Everyone else: MASSIVE RECRUITMENT DRIVE. House-to-house, flyers, TV commercials, everything.

MURDER: [5] You aren't one to let a minor thing like lack of guns dissuade you from annihilating them with extreme prejudice. You even have enough juice left to wipe their buddies as well. (-25 inquisitors, -10 marksmen inquisitors)
Insanity: [2] Good thing you did, since Unlight is sleeping on the job. Wake up, lazy eye!
Recruit: [5] Since they have no clout, no money, and very few numbers, they only manage to regain a fraction of the numbers you used to have. Still, they work their hardest and bring more people to the cult. (+20 cultists)

30 cultists: acquire materials for fake orb
40 cultists: get some guns
50 cultists+Vol-Kriit: recruit


(Also,you put my dragons blood as partially gathered,but I finished it last turn)
My bad
Orb: [1] They seek out glass and end up being turned into pillars of salt by otherworldly forces. This is unsettling, even to a nonperson like yourself. (-30 cultists)
Gunz: [2] They can't find any firearms in the nearby area. Seems this place is either underdeveloped or under armed.
Recroot: [5] You and your cultists grab more and more people to help with your endeavors. They do an admirable job and the locals are quite welcoming of your leadership. (+250 cultists)

Archon: Create Presences, creatures which are purely psychic. While they can be killed by physical beings, they can't ordinarily do much to affect the material world. However, they may learn magic and can be created in very large numbers.

1 mad cultist: Research a way to secure my connection to earth, so that I can still be summoned using alternative rituals should all the orbs of stalwart be destroyed.

20 Satyrs, supervised by leader 1 and disaster manager 1: Go and get the stagnant orb zomboss stole back. Plus, you know, the other one that's conveniently lying there.

1 Heckler: Research a way to give beasts magical talent and/or intelligence. Check in regularly with leader  2.

Whichever cultist has the most medical experience: Patch up Sharkon, with disaster manager 2's help.

Ghost muster: [1] You try to summon the presences, but your power recoils into your face. The pain is excrutiating. (Psishocked for [2] turns)
Research summon: [5] He has a revelation about the summoning ritual. Using branches from trees drenched in Zinc, a shell can be created that allows you to be summoned without an Orb of Stalwart. The shell is single use, but it comes without any drawbacks. (discovered create Summoning Shell [req Zinc, wood; single use])
Stagnant steal: [3-1] They grab a stagnant orb, leaving behind one for Zomboss to use because taking both would be rude. Also because they aren't strong enough to carry both or smart enough to kick the second oen along with them. Like some good neighbors, Satyrs are there. (stole stagnant orb)

Research knowledge: [4] They find that the various beasts you have in your entourage can be taught to do basic tasks with training, though to imbue them with knowledge requires eating of the "forbidden fruit", described as having the appearance of golden apples... Hmm, can you think of anyone who is gold, a plant, and recently learned how to grow fruit? They also add that while the ritual can make them smarter and able to handle more complex weapons like firearms and explosives (assuming they also have fingers), rituals are still impossible for them, though you suspect they are just saying that so you won't feed them to the badgers. (Learned Imbue knowledge [consumes Daragon's fruit])

Medic!: [4] They patch up sharkon and drop him back in the water. (Regen active for Sharkon)

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.
Quarken, Leg n' dairy scholar: Recruit more scholars to join our cult!

Trade?: [1] In a display of sneakiness you didn't expect from a pack of hounds, they distract your cultists and steal one of the the your ritual scrolls without giving you anything! (Orb burning ritual transferred to Archon)
Recruit: [6] You and your favorite cultist bring more scholars to help you out. Dissenting opinions run rampant. (+51 cultists, +26 inquisitors)

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.


Give this the OK.
You've used all your actions :P

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1601 on: January 20, 2016, 09:54:15 pm »

((...I guess we'll have to finish trading next turn. Sorry about that.))

((Also, Humaan, would you like to do some trading?))
« Last Edit: January 20, 2016, 09:55:49 pm by Whisperling »
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Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1602 on: January 20, 2016, 09:56:15 pm »

Speedoman and all unassigned normal cultists: go out recruiting for a bit, and say hi to the neighbors.
Leader 1,50 cultists and Banana hammock(With his 50 cultists too.): start working on the PR again. In fact, lets be nice and try to up the PR of all unsummoned horrors.
Leader 2: cheer up leader 4. maybe go on a date with her, or something.
Leader 3 and all fanatics: work on that thing where we- did leader four just kill the last of the hecklers!? if not, get the poor hecklers to the ER, STAT! oh and take the injured cultists too.
Leader 5: Play videogames and make fun of the MLG community.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1603 on: January 20, 2016, 10:30:32 pm »

Speedoman and all unassigned normal cultists: go out recruiting for a bit, and say hi to the neighbors.
Leader 1,50 cultists and Banana hammock(With his 50 cultists too.): start working on the PR again. In fact, lets be nice and try to up the PR of all unsummoned horrors.
Leader 2: cheer up leader 4. maybe go on a date with her, or something.
Leader 3 and all fanatics: work on that thing where we- did leader four just kill the last of the hecklers!? if not, get the poor hecklers to the ER, STAT! oh and take the injured cultists too.
Leader 5: Play videogames and make fun of the MLG community.

Recruit: [5] You and your idling peons gather more allies for your glorified swimsuit advertisement. (+282 cultists)
PR madness: [6] You make everyone's PR get better, perhaps more than you intended, but knowledge of you and your creepiness makes your own PR suffer. (PR up for everyone, PR down for you)
Minion shipping: [3] He manages to cheer up his sister in arms with his awesome speaking skills, but ultimately fails to make any romantic advances. (leader 4 no longer feeling guilty)
Heal the peeps: [1] The hecklers that used to be your cult are too far gone to be saved by normal medicine, and you have no magical cures for bullet wounds. The injured cultists get run over by the ambulance that was called for the hecklers. (-25 injured cultists)
Play games: [4] They successfully get the game console running and play Mario cart for several hours. Naturally, their hardcore friends online think they're lame. (discovered love of casual games)

Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1604 on: January 20, 2016, 10:55:58 pm »

Minion shipping: [3] He manages to cheer up his sister in arms with his awesome speaking skills, but ultimately fails to make any romantic advances.

He ultimately fails to make any romantic advances.

He ultimately fails.

Like dis if you cri evre tiem.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.
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