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Author Topic: RTD horrors  (Read 231180 times)

LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1710 on: February 29, 2016, 08:12:39 am »

Pope: Recruit Catholics.
Govt. cult: Moar govt. cult. Try to go for senators.
Engineer cultists: Buy materials to build a military base in the clearing.
Hondrasaan: Recruit.
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fillipk

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Re: RTD horrors - game 4 running
« Reply #1711 on: February 29, 2016, 10:03:47 am »

Everyone, recruit from the government too, lets go for representatives.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1712 on: February 29, 2016, 10:22:50 am »

Pope: Recruit Catholics.
Govt. cult: Moar govt. cult. Try to go for senators.
Engineer cultists: Buy materials to build a military base in the clearing.
Hondrasaan: Recruit.

recruit: [1] That didn't go very well, the Pope accidentally called you the antichrist, the government cultists called you a threat to national security, and then you vomited on a bunch of people.  (+25 inquisitors, +25 catholic inquisitors, Arizona and Michigan against you)
build: [5] They build a finely made fortress out of concrete and rebar. There is some left over as well. (acquired rebar, acquired concrete, built sturdy fortress base)

Everyone, recruit from the government too, lets go for representatives.
[2] You might want to get into the government, but the government doesn't want you.

Inquisitors: fix the death rays so they don't kill you
[6] Yeah! Now they're even more lethal! Wait... (Death rays now cause double casualties on both sides)
Humanity: chase away inquisitors
[6] They succeed, but even more people get tangled up with them. (+150 inquisitors, inquisitors deactivated)

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1713 on: February 29, 2016, 10:14:20 pm »

Archon, directed from another world by leader & disaster manager 1: Hangovers are basically a nasty case of dehydration, right? Get some water into your system.
1 cultist: Keep working on that ritual to send stuff to me. I'd love it if you could expend some effort this time around.
2 hecklers: Locate a pitual of our own. Not at all reliable, but if it doesn't require any reagents, I'll take it.
2 heklers: Follow in the footsteps of that one guy who died and become espers. Might want to skip the dying bit, though.
2 cultists: Find a ritual to give cultists common sense. I await your results with bated breath.
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1714 on: March 01, 2016, 02:32:37 pm »

Archon, directed from another world by leader & disaster manager 1: Hangovers are basically a nasty case of dehydration, right? Get some water into your system.
1 cultist: Keep working on that ritual to send stuff to me. I'd love it if you could expend some effort this time around.
2 hecklers: Locate a pitual of our own. Not at all reliable, but if it doesn't require any reagents, I'll take it.
2 heklers: Follow in the footsteps of that one guy who died and become espers. Might want to skip the dying bit, though.
2 cultists: Find a ritual to give cultists common sense. I await your results with bated breath.

Drink: [5] Despite the fact that you have not been summoned yet you decide to amend the hangover. You manage to drink enough water to offset the egregious amount of alcohol burning in your veins. (-3 turns of hangover)
Research with effort: [4] They find a ritual to send stuff. They die from overwork. (Discover ritual of sending, -1 cultist) ((because I'm getting annoyed at the 1 cultist researching))
Find pitual: [3] They discover a pit. Not magic, just a pit. (found pit)
Become esper: [5] They discover the secrets of extra sensory perception. Hopefully it'll be less lethal to them than the last one. They even leave behind their heckling ways. (hecklers become espers)
Research: [5] They discover the way to not be idiots. They even tell you about it instead of throwing it into the garbage. You suspect it's not going to change much in the long run. (discovered ritual of sense)

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1715 on: March 05, 2016, 11:56:47 pm »

Mooney: Find more drink
[6] Hmm, this stuff smells good... The label says "Rocket fuel" and it has a pretty high alcohol content... must be some fancy stuff (acquired rocket fuel)

End of turn 17.
Big Ol' Fire (uninjured): HUNGOVER FOR [1] TURN
cult: 300 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood
Diplomacy: Savior-esque PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors: 700 eco inquisitors, 25 wealthy inquisitors, 725 inquisitors, death rays [kills user and target, double damage]

Volker-hands: HUNGOVER FOR [1] TURN
cult: 345 cultists, 150 mad cultists, 150 bored cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: good PR
inquisitors: 115 inquisitors
-Val'Krete (uninjured): -1 power for [2] turns
+Handyman(uninjured): -1 physique for [1] turn

Quar-splosion man (DYING):
Runes: Explosion damage halved (self)
cult: 101 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap], Regeneration ritual [req medical supplies]
Base(Bunker): recruiting trap runes [150 capacity]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors:
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: Whew, finally got over all that
cult (High morale): 98 cultists, 3 hecklers (negate leadership bonuses), 2 espers, 390 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: excellent PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): HANGOVER FOR [1] TURN
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia and Florida, hostilities of Arizona and Michigan
inquisitors: 25 inquisitors, 25 catholic inquisitors
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured):
cult:422 cultists, 50 cultists (guarding), 25 marksmen, 44 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4, 1-4 have 50% chance of rerolling negative outcomes on combat)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 50 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): HUNGOVER FOR [2] TURNS
cult (high morale): 180 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 master brawlers, 50 priests, 200 zombies, 25 summoner hillbillies (can brew high-alcohol moonshine, can summon materials)
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding brew [req alcohol]
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: very good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors, 90 inquisitors

---- NPC factions
Jail (hungover):  Leader #5: restricted from actions, lazy, loves casual games, good at Mario kart [Speedo]

Mooney (uninjured): Rocket fuel

World details:
-Orb of Stalwarts 1 and 3 destroyed

fillipk

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Re: RTD horrors - game 4 running
« Reply #1716 on: March 06, 2016, 02:39:05 am »

Everyone, recruit the wealthy inquisitors, secretly of course
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1717 on: March 06, 2016, 03:07:07 am »

Vol-Kriit: negotiate with Val'Krete, promise him an equal share of the planet
150 mad cultists: lure handyman into the summoning circle and perform the ritual in reverse
150 bored cultists+145 cultists: recruit
200 cultists: research something that lets people see invisible things

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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

crazyabe

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Re: RTD horrors - game 4 running
« Reply #1718 on: March 06, 2016, 10:55:43 am »

Zombies: gather dragon's blood.
Hillbillys: Make Moonshine.
Priests: keep on preaching.
everyone_else: Build a Green house out back.
I: recruit homeless people.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1719 on: March 06, 2016, 03:33:45 pm »

Everybody but Quarken: go to the dragons, ask for their help for healing Quarken.
Quarken: don't die?
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1720 on: March 06, 2016, 08:58:44 pm »

Everyone, recruit the wealthy inquisitors, secretly of course
And the award for most frequent kicker of hornet nests goes to...
[6] They easily convince the wealthy inquisitors that investing in you is better than investing against you. They also get a bunch of the other guys. Unfortunately, the rest of the inquisitors know where you are, and are coming for you again... (25 wealthy inquisitors stolen, 550 eco inquisitors recruited, inquisitors activated)
Consume trash: [3] You want garbage snacks and there aren't that many wealthy inquisitors, so you just grab a snack instead. The filth in the area clears up your head. (Hangover gone, base slightly cleaner)

Humanity: Instead of wasting a turn stopping the inquisitors again, improve BOF's base
[1] They bulldoze part of the town in preparation for the improvements, but forget to add anything to replace it. (1/2 of neighborhood base destroyed)

Vol-Kriit: negotiate with Val'Krete, promise him an equal share of the planet
150 mad cultists: lure handyman into the summoning circle and perform the ritual in reverse
150 bored cultists+145 cultists: recruit
200 cultists: research something that lets people see invisible things

Technically you could just start ordering these guys around without negotiations, but I'll assume you just like RPing for now...
Negotiate: [5] You successfully get Val'Krete to agree to a 50-50 division of the Earth's resources when you win. He tells you what's been happening on your homeworld since you were banished all those eons ago, and offers you a new ritual to seal the deal in exchange for access to your resources and following. It allows you to absorb a horror's power into an orb. (discovered Orb creation ritual [consumes crystal orb and horror corpse])
Desummon: [6] That wouldn't have actually worked at all, but in their clumsy etching they miraculously created the banishing ritual. If only they had gotten clear in time. (-150 mad cultists, Handyman is BANISHED)
recruit: [5] They get more people to join your righteous cause! (+390 cultists)
research: [1] In trying to learn about vision, they temporarily blind themselves. It wasn't a great plan, to be honest, but at least they'll regain their vision in 2 turns. (200 cultists now blinded for [2] turns)

Zombies: gather dragon's blood.
Hillbillys: Make Moonshine.
Priests: keep on preaching.
everyone_else: Build a Green house out back.
I: recruit homeless people.

Gather: [3] They gather some dragonblood, but not enough for real use. (partially gathered dragon blood)
Moonshine: [5] They brew a plentiful supply of moonshine, enough for everyone if they are willing to drink it. (acquired plentiful moonshine)
Preach: [6] They preach of the horrors of the night and why everyone should support the undead revolution and the stability it brings. People hear about half of it. (PR down for everyone)
Build greenhouse: [5] They build a large greenhouse with irrigation and a cooling system built in. (grand greenhouse built)
Recruit: [6] You get some homeless folks to join you, though some troublemakers think you're going to be fun to pick on. (+75 homeless people, +25 homeless inquisitors)

Everybody but Quarken: go to the dragons, ask for their help for healing Quarken.
Quarken: don't die?
Dragons: [6] Your cultists, in desperation, ask the dragons for help. They know one ritual which might save you if it could be done in time, the ritual of preservation. It turns a person or horror into a mummified version of themselves, returning them to full health but with a very basic statline which rounds out 2 points below their default, effectively making them a subhorror. The dragons are also very hungry. (discovered ritual of preservation [req salt], -50 cultists)
Save yourself: [2] You try, beg and plead with death to let you survive, but ultimately give up. You are taken to the afterlife where all your old family and friends are waiting, who you haven't seen since they were consumed by the golden vines so long ago. (Quarken is dead)

Quacken: Blow up Quarken's corpse to pile it on
[1] Quacken explodes. (Quacken is DEAD)

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1721 on: March 14, 2016, 09:14:29 am »

Running a little late on ending the turn, so I'll try to get it done when I get out of class in about 4 hours...

LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1722 on: March 14, 2016, 09:24:35 am »


Hondrasaan: Rest and get some water. Un-hangover yourself.
Engineer cultists: Build living quarters in the base
Pope: Accept the wayward heretics back into your loving embrace (de-inquisition the Catholics)
Govt.: Start a smear campaign against the governors of Arizona and Michigan. Try to get them impeached.


((sorry I'm late))
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1723 on: March 14, 2016, 02:11:41 pm »


Hondrasaan: Rest and get some water. Un-hangover yourself.
Engineer cultists: Build living quarters in the base
Pope: Accept the wayward heretics back into your loving embrace (de-inquisition the Catholics)
Govt.: Start a smear campaign against the governors of Arizona and Michigan. Try to get them impeached.


((sorry I'm late))
Rest: [5] You lie down, absorb some water, and recover from you hangover. In a moment of lucidity you remember an old skill you haven't used in years, which enables you to materialize in any sufficiently dark shadow. (Learned shadow teleport, removed hangover)
Living quarters: [6] They build so many residential areas they'll likely never need to build more. Naturally, some... "guests" have moved into some of the extra rooms. (Tons of residence areas built, some infested with beasts)
Remove inquisitors: [3] The Pope attempts to bring the correct his mistake and calm the catholics, but only a few of them are watching. What's more, he recommended they bring gift baskets to apologize and the inquisitors now know where you're hiding. (-15 catholic inquisitors, inquisitors activated)
Smear campaign: [5] It appears those governors have quite a lot of skeletons hidden in their closets and all you had to do is open the door. They're now serving life sentences and their replacements are a bit less hostile toward you. (Hostile governors removed)

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1724 on: March 14, 2016, 03:04:05 pm »

Archon, with life advice from disaster averter, leader, and war leader (hey, it is an attack) 1: Terraform Mooney into a pit full of lava. And his rocket fuel. Got to wonder what happens when that catches fire alongside the most annoying horror on Earth.

Warband, led from afar by leader, disaster averter, and war leader 2: Finish off Quarken's cult.

3 hecklers: Partake in the ritual of sense and realize leaders are just trying to help you survive.

2 cultists: Become necromancers via the necronomicon.

Beldroth: Put our spearmints in a few bottles with your slobber. Those are significantly more useful as poison.
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