turn 7
a third of my cultist's:get away from the rest and TURN ME BACK you will be dubbed cultist`s of the carp plane until I can be turned back do not follow me except for this command until I am turned back you have the jester cultists
a third of my cultist's:get away from the rest and TURN ME BACK you will be dubbed cultist`s of the holy glub until I can be turned back do not follow me except for this command until I am turned back
a third of my cultist's:get away from the rest and TURN ME BACK you will be dubbed cultist`s of the final carp until I can be turned backdo not follow me except for this command until I am turned back you will be my chosen when I get summoned
the final remnants of my former self: carry out these commands, realize that ihatecarp.com shouldn`t work because normal people should think I`m a cod, call out to all horrors to turn me back this monsters only goal is to kill i wish to rule however this monster is now me please turn me back.
Rabe: take control if necessary, to turn me back
Let's split up, gang!: [5] They split into three groups and start independent journeys to find a cure for your ills. The Carp plane chooses to focus on getting you summoned, and possibly ushering in the carp-ocalypse. The holy glub is aiming to learn rituals to set you back to your previous glory. The final carp plans to find ways to strengthen you so you won't be annihilated upon arrival. Whether they will stay cooperative or start fighting each other over how to carry out serving you remains to be seen. (3 carp factions created)
Revelations: [1] You come to the realization that this is actually totally working because they hate you for what you DO, not what you ARE. You also fail to carry out your own commands so your cultists have no idea what your orders were past the "CHANGE ME BACK!" you yelled as the fragments of your psyche disappeared into your new form. The other horrors didn't hear anything about changing you, just the words "KILL... ME..." (Going crazy)
Bossing around your brother: [5] You send the order to Rabe designating him as the heir to your empire should you die. He appreciates the gesture, I'm sure. (Rabe now second in command of carp's minions)
Inquisitors: Recruit while we have the chance
[3] They manage to bring a few more brave souls into their task force. They've got a challenge ahead of them, they'd best steel themselves. (+17 inquisitors)
turn 7 for DF carp (i will now post DF carp actions seperatly from cultist actions and my consciousness's remmnants actions)
ME: promise people a world free of alcoholic's (don't mention that i will do this by killing them and I will also get rid of anyone witth beards midgets or anybody that has ever drunk beer and enjoyed it) use this to recruit.
kill that old carp's culCARP CARP CAAAAAARP CAAAAR-AARP* GET OUT OF THIS DAMN BODY!!!! but i guess i'll have to wait until next turn.
*roughly translated as "NOOOOO MY JESTER CULTIST'S also stop breaking the fourth wall"
It would be far more convenient to have all the actions piled into one post but whatever. Also, you should really only get one action since you are still ONE horror, but since the other one was basically just you thinking I'll let it slide. Just this once.
Recruit: [5] Yeah! Forget all those old scrubs, we got places to go and people to beat... I mean meet. You recruit a bunch of new, much cooler cultists with your promises of murdering people that aren't them. It's the best offer they've had in the past month, they'll take it! (+100 cultists).
Turn 7 actions:
162 cultists and 80 empowered cultists: locate and secure Orb of Stalwart. Preferably by moving it to the base.
100 cultists: continue construction and fortification of the base. Preferably the actual base itself.
Koshu and 350 cultists: recruit.
ORB: [3] They find an orb, but don't manage to get it into the base. Given their vast numbers, it's amazing that absolutely all of them failed to bring the keys to the base. (found Orb of Stalwart 4)
Build that wall: [3] They rivet a bunch of metal panels to the sides of the shoddy shack. Well, it might be stronger now. (shoddy shack now upgraded to "Tool shed" durability)
MOAR CULTISTS! ALL THE CULTISTS!: [1] Oh dear, those guys don't look friendly at all... (+205 inquisitors) ((Perhaps you should do something about that before someone activates them))
Turn 7:
All cultists without cancer: recruit.
Cancer victims: Summon me, and I will cure you.
recruit: [1] Maybe they should've left the part about giving your followers cancer out... (+122 inquisitors)
teh summons: [2] They suddenly get wracked with pain in their guts. Must've been something they ate. They can't pull themselves together enough for the ritual unfortunately.
healing (I assume): [3] You manage to help them recover from their gut-rot and drive back the growth of their cancer a bit, but they are still afflicted by it.
((Why do I get the feeling inquisitors are going to be VERY important in this game?))
TROG: Recruit more Anarchist Cultists!
Gort the Ancient: Guard The Summoners and Mummify anybody who attacks them!
Any Mummies that appear: Spread the Aging Curse on TROG'S Inquisitors!
50 Anarchist Cultists: SUMMON TROG!
25 Anarchist Cultists: Fix TROG'S Reputation, NOW!
"BAH, I'M VERY FRUSTRATED, BUT ME CAN'T REALLY BLAME ANTHAJU FOR ATTACKING MY CULT, AFTER ALL, WE'RE A BUNCH OF MADMEN DEDICATED TO DESTROYING CIVILIZATION AND I HAVE A PHYSIQUE OF 3. I WOULDN'T WANNA MESS WITH THAT, TO BE HONEST. BUT ME STILL SMASH ANTHAJU ONCE ME ESCAPE!"
recruit: [3] You find a few more anarchic psychos to join your quest (+25 anarchist cultists)
guard: [3] He stands guard and watches over them... sort of... at least he's in their vicinity so he can react if they get attacked... (GORT guarding summoners)
AURA: [3] His malignant aura ages the summoning cultists a few decades in a matter of hours. They still have a few years left in them, but I would look into finding replacements soon. (50 cultists now late middle aged)
summon: [5] They bring you forth through the rift. Seems you found a friend too, the portal is open just long enough that you get to decide whether to keep him or leave him behind, but do so before next turn or you'll be stuck with him regardless (summoned, plus this guy if you choose to keep him)
Name: KONG
abilities:
-Has a punch capable of splitting a planet in two
-Wild animal: won't do anything but eat and fight, and he isn't picky about targets
Appearance: A huge ape with bulging muscles.
Homeworld: A lush jungle in a wild world, he (you think it's a he at least) is the biggest of the beasts and got all he wanted in his old world. He expects the same accommodations here, so if you can't provide his next meal, be prepared to become it.
skills:
-presence: 0
-mindlock: 0
-power: 0
-physique: 5
-appeal: 0
PR: [6] They boast of your power and the support you get from the outer world. It turns out that broadcasting all that was a less than optimal strategy for staying subtle. Some people actually respect the balls it took for that apparently, but they still generally think you're a weirdo. (PR now moderately bad, inquisitors activated)
((I'll get the last two tomorrow, that's too many actions for me to conquer right now))