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Author Topic: RTD horrors  (Read 232282 times)

LordBrassroast

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1485 on: December 22, 2015, 04:00:05 pm »

It has been a while since the last turn.
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carp

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1486 on: December 23, 2015, 10:18:44 am »

hey i wonder how many other rtd's have reached 100 pages
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Carp carp carpcarp CAAR-ARP carpity carpcarp CARP CARP
Caaarp car-AARRP carpity carp-arp carppp-aaaarP.

*i'm looking at you biggerfish.

FallacyofUrist

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1487 on: December 23, 2015, 12:35:35 pm »

... roll to magic is the only other one that's currently running.

Plus Einsteinian Roulette, but... you know piecewise.
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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.

SaberToothTiger

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1488 on: December 23, 2015, 01:02:42 pm »

Historically? A lot. Consult the hall of legends for the select few considered best.
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I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

LordBrassroast

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1489 on: December 23, 2015, 01:43:55 pm »

Roll to Die/Dwarf/Derail is long dead, but it hit like 250 pages IIRC.
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Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1490 on: December 23, 2015, 05:35:24 pm »

End of turn 6.
Big Ol' Fire:
cult: 250 cultists
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 75 cultists
Diplomacy: Mixed PR
inquisitors: 90 inquisitors

Dar Gold (lightly injured):
cult: 7 fanatics
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (lightly injured):

Quar-splosion man:
cult: 100 scholars, 43 cultists
Items: Orb of Stalwart 3, located dragons
Rituals: brew power potion [consumes dragon blood, damages user]
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster:
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: good PR
inquisitors: 25 inquisitors

Crystal queen:
cult: 125 angry housewives, 50 economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money
inquisitors: bad PR

KZ-Jello:
cult: 280 cultists, 50 "smart" cultists
Diplomacy: good PR
inquisitors:

Arcing Mist-elf:
cult: 3 cultists, 2 mad cultists, 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)
Items: dragonblood, discovered Stagnant orb
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts

Hon Shadow:
cult: 70 cultists, 55 "smart" cultists, 20 marksmen, cult in Washington DC
Items: dragonblood, Orb of Stalwart 1
Diplomacy: good PR, support of president, support of Virginia
inquisitors: 25 inquisitors

Fisherman (uninjured):
cult: 420 cultists, 40 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: good PR
inquisitors (ACTIVE): 5 inquisitors

Speedy Speedoman (uninjured):
cult: 150 cultists, 50 marksmen, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4), 50 hecklers (negate leadership bonuses)
Items: dragonblood, Orb of Stalwart 5
Base: Punji pits and barbed wire defenses
Diplomacy: good PR
inquisitors:
-Leader #2 (m): passively restores morale, lacks confidence [50% chance of 2 becoming 1]
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult: 40 gravekeepers locked in base, 15 gravekeepers lockeed out of base
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum, LOCKED): Iron gates, passages boarded up
Diplomacy: good PR
inquisitors:

Meme-aster:
cult: 376 cultists
Items: dragonblood
Diplomacy: good PR
inquisitors:

Other:
-Orb of Stalwart 4 stuck in a pit

Dustan Hache

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1491 on: December 23, 2015, 06:05:30 pm »

me, leader number 2, and 50 cultists: go and try to convince the PD to return our firearms, peacefully. after all, this defeats the second amendment, which is the right to keep and bare arms.
Leaders 1 and 4, along with the 50 marksman: start scavenging for materials to use as armor or make into armor. Remember, staying alive is priority to actually finding anything.
Leader 3 and all other Regular cultists: attempt to make amends and re-strengthen the community. We're not bad people, just a bit strange.
Leader 5, and the fanatics: procrastinate wildly.
Hecklers: go off to form a separate cult or something. we don't have to listen to this chump of a horror!

Banana hammock and company: Recruit and start to form my own cult.
Logged
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: apocalypse now! - game 4 running
« Reply #1492 on: December 23, 2015, 06:47:20 pm »

me, leader number 2, and 50 cultists: go and try to convince the PD to return our firearms, peacefully. after all, this defeats the second amendment, which is the right to keep and bare arms.
Leaders 1 and 4, along with the 50 marksman: start scavenging for materials to use as armor or make into armor. Remember, staying alive is priority to actually finding anything.
Leader 3 and all other Regular cultists: attempt to make amends and re-strengthen the community. We're not bad people, just a bit strange.
Leader 5, and the fanatics: procrastinate wildly.
Hecklers: go off to form a separate cult or something. we don't have to listen to this chump of a horror!

Banana hammock and company: Recruit and start to form my own cult.

Bare arms: [4] You and your cultists manage to convince the police to let you have your weapons back. They are unmoved by your arguments about the second amendment, until you tell them you'll use the weapons to act as a militia and defend the area. They tell you not to cause trouble. (regained firearms)
Armor: [6] They find a bunch of scrap metal and haul it back. Everyone makes it alive, but a few of them injure their backs hauling. Lift with your legs, dammit! (marksmen get bad backs, gained rough armor)
Community: [6] You get the community to work as one once more, but some people point out that not having a divisive cult would probably make the community even stronger. (PR down, community stronger)
Break away: [5] They run off and make a new group, not linked to some looney in a swimsuit! (Heckler's guild faction made, all hecklers transfer to it)
Start own cult: [2] They just won't leave! What's with these clingy bastards?

crazyabe

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1493 on: December 23, 2015, 06:52:05 pm »

35 locked in: Summon me with that fish ritual.
5 locked in: Attempt to un-board the doors.
15 Locked out: Claim the rest of the graveyard in my name.
I: Get anyone I Can to join my cult.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1494 on: December 23, 2015, 07:09:09 pm »

35 locked in: Summon me with that fish ritual.
5 locked in: Attempt to un-board the doors.
15 Locked out: Claim the rest of the graveyard in my name.
I: Get anyone I Can to join my cult.

Salmoning: [4] they can't summon you since you're not a fish, but they do perform the ritual and get a new horror under your rule. A bubble of murky swamp water rises from the ground and from it swims what looks like a big clownfish, except colored black and white. (Count Trout summoned)
Spoiler: Count Trout (click to show/hide)
Clear the way: [6] They literally break their backs pulling out the boards. With all this work just to undo their idiot buddies' mistake, they decide to quit the cult. Luckily, the way is clear. (base no longer on lockdown, passageways unboarded, -5 cultists)
Claim graveyard: [2] They get chased away by the spirits of the dead. Seems the locals aren't as friendly after they die.
Recruit: [3] You get some generic scrubs from the nearby town to join you. (+25 cultists)

wipeout1024

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1495 on: December 23, 2015, 07:24:27 pm »

Recruit random people.
Cultists: Continue to protest against money.
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Ain't nobody got time for that.

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1496 on: December 23, 2015, 07:36:56 pm »

Recruit random people.
Cultists: Continue to protest against money.
Recruit: [1] You try to get people to join you, but they get annoyed at your voice. BLASPHEMY! THE VOICE OF A GODDESS WILL NOT BE MOCKED LIKE THIS! (+25 inquisitors)
Protest: [6] The protest breaks into a riot, and some of your cultists get caught up in it. (50 cultists injured, Protest has become heated)

FallacyofUrist

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1497 on: December 23, 2015, 08:18:03 pm »

Bah.
100 scholar cultists: do research to find a summoning ritual that only uses an Orb of Stalwart, but destroys it in the process and may have side effects.
43 normal cultists: if the summoning ritual is successfully researched, use it and the Orb of Stalwart to summon Quarken. If not, work with Quarken to recruit scholars to join his cult.
Quarken: if the summoning ritual is successfully researched, prepare to be summoned. If the ritual is not successfully researched, work with the 43 normal cultists to recruit more scholars to join your cult.
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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.

DAPARROT

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1498 on: December 23, 2015, 09:14:04 pm »

Vol-Kriit+15 cultists:recruit
30 cultists:find orb of stalwart
30 cultists:find dragons blood
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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.

fillipk

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1499 on: December 23, 2015, 09:17:44 pm »

BOF: Recruit
Cultists: Go claim Orb of Stalwart 3 from the other cult
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.
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