Turn 6 actions:
137 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
100 empowered cultists: build and launch a more sophisticated satellite. (We will hold off on manned launches for the time being.)
100 cultists: continue construction and fortification of the base. If second launch is successful, put up some signs for Koshu Aerospace.
Koshu: Use telepathy to console The Smiling One. (Edit: that is, try to give Smiley some of my boundless optimism and hope for expanding civilization throughout the stars.) If that is not possible (It should be possible, since telepathy does not have a range limit, but interdimensional effects are wierd like that.), assist with recruiting.
250 cultists: recruit.
Edit: knew I forgot something.
Edit 2: ordering.
Secure orb: [3] They haul a big ball of nothing back to the base. When you ask them to explain themselves they say they don't know where any Orb of Stalwart is so they just got sandwiches instead. (You don't actually have access to an orb because you never found one, my bad for not checking the score properly)
SPAAACE: [1] OM NOM NOM SO TASTY OH WAIT OH GOD THIS TECHNOLOGY HURTS WHY WOULD WE DO SOMETHING LIKE THIS? (-20 empowered cultists, lose some spaceship parts)
Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Consolery: [2] You try to tell Smiley that everything is going to be ok, but you can't seem to get her to respond on psi-net, maybe it's the dead body you have as an avatar...
Recrootin: [3] They manage to bring some people in, but for 250 people it's not that impressive a haul (+125 cultists)
Turn 6 actions:
Sob about the deaths of my followers.
Continue trying to heal the cancerous cultists.
25 cultists: bury the dead 25 cultists and hold a mass funeral. A pity I cannot raise the dead easily.
All the other cultists, recruit.
If Koshu gets through, thank him and listen to his thoughts on space.
Once every malevolent being is finished I am happy with merely staying in the background as a force for good. Of course, that's if I'm left alive. I want to go about my work intact, thank you very much.
((You might want to train some of your followers in your majiks once you are summoned, given how the game's worked so far there won't be much left of you once the game ends but your goal could be accomplished posthumously...))
RAGE MEND: [2] This power seems to be a bit unreliable at this range, maybe you should try to get summoned. Don't worry, cancer is a slow killer.
Due to the dead: [5] They bury their idiot friends who got themselves killed over a stupid crystal ball *sniff*. Some of the attendees are touched by their emotions and offer support in any way they can (+sympathy points?)
RECRUUUT: [3] They find people to join the cause of goodwill and health. It wasn't hard but apparently they could only find a few people
the lazy bastardsListen (technically not an action): [3] You read the messages he leaves, but the dead body he has for an avatar just keeps reminding you of your poor cultists and you can't control yourself enough to respond.
turn five six(oops):
Me: turn the foundation of that apartment building into carp very suddenly hopefully the occupants will scream and i'll become a DF carp
10 jester: cultist's do the same thing as last time
50 cultists: research a spell to summon water
10 depressed cultists : each of you gets extra carp at the feast of carp i will throw for you.
10 cultists: get some more food than carp for the feast make everybody happy
50 cultists: get an orb of stalwart
50 cultists: get dragons blood
50 cultists: stay on standby indefinitely to perform the summoning ritual as soon as the materials are gained (on the same turn)
the rest: get weapons preferably carp themed like a carp shaped water gun with leftover dragons blood in it.
10 cultists: make carp themed armor.
Second verse, same as the first: [6] MWAHAHA! They sid it couldn't be done, but now you've turned into the most nefarious monster the world has ever seen: The DF carp! (new character sheet, you can't do some of the things you used to be able to, but you can do different things now)
name: Carp from Dwarf Fortress
abilities:
-Can cause people to drown in his vicinity, those around him not near water feel thirsty and compelled to come within reaching distance of his watery home to drink.
-Able to detect beards and alcohol
-Air drowning: must be in water to survive, will quickly die if left out to dry
-Sheer muscle, enough to warrant a note on abilities
Appearance: Looks like the one with the fins
Homeworld: same as before, the planet of infinite carp, but now he has transformed.
Skills:
Presence: 2
Mindlock: 0
Power: 0
Physique: 3
Appeal: 0
Goal: To destroy all bearded people and alcohol drinkers in the world. He remembers nothing of his previous goals, except that there's no beards to slay on this fish world.
recruit: [4] They Dance their little hearts out to the audience and bring several comers to your cause (+20 cultists)
research: [4] They find a ritual to summon rain. It requires at least 50 people to perform.
FOOD: [6] Good news: they found some meat that's not fish. Bad news: the meat found them. (-10 cultists)
Orb: [4] they manage to find an Orb of Stalwart, and mark it out so they can find it again (found Orb of Stalwart 5)
Dragon blood: [3] They manage to find some dragon blood, but need another turn of work to get enough for the ritual (partially gathered dragon blood)
summoning: [no roll] Even if you did get all the materials, this ritual takes time to set up, you can't just get summoned all willy-nilly, they have to paint a ritual circle around a giant orb in plant goo for crier's sake. You'll get out of that rathole of a planet soon enough, be patient.
Weapons: [4] They "find" some weapons. Nothing carp themed sadly, unless you consider a gun that could be used to shoot carp as being "carp-themed" (25 cultists armed).
Armor (gonna assume it's meant for them and not you): [4] They make 10 sets of armor. This is nowhere near enough for your legion. (10 sets of armor created)
Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).
((Sorry guys, I don't have time to do the rest tonight, it's the end of the semester and stuff is kinda busy, but I should have this turn done by Friday.))