400 cultists: summon me
B.O.F: get summoned and then request a better place for my cultists
Martial arts masters: Travel to China and seek training with the great Chinese masters
Ecologists: recruit those pesky inquisitors to our cause
Summon: [4] They succeed in bringing you forth from the endless void. Your purification of this world can finally begin. (Summoned)
Better accomodations: [4] You request a better place for your cultists to live. Some contractors give you a small apartment building nearby where the cult can stay, and the garage can just be for storage. Most of the cult probably had homes of their own before, but now the ones that didn't can live nearby where can offer protection due to being within earshot. (Nearby Apartments added to base)
China: [2] The cultists consider going to China to train more, but decide to just order takeout instead. Basically the same thing, right?
Recruit: [2] They don't get much clout with the inquisition, even with your amazing reputation.
Inquisitors: Destroy the base
[6] They rip out the walls of the garage and the whole thing collapses on them. You have to move into one of the apartments with your cult and bring your stuff with you. (Garage destroyed, -50 inquisitors)
Humanity: Pressure inquisitors to stop
[5] Having all your friend and family telling you that you're doing a bad thing can occasionally change a person's mind. (-100 inquisitors, inquisitors deactivated)
10 Drunks: Get dragons blood!
40 Drunks: Get started on Setting up a bar inside of my mausoleum!
I: Convince more Drunks to join my cult!
Dragonblud: [2] They sit in a street gutter and feel sorry for themselves.
Bar: [5] They set up an amazing bar inside your base, and some of them reveal that they actually know a few emboldening brews to make the drunks work better. (Bar built, 10 drunks become brewmasters [Can serve booze to give cultists more strength])
Recruit: [5] You find many more people willing to join now that they heard you have free booze for cultists. (+100 drunk cultists)
1 mad cultist: Research a cure for psyshock.
25 beasts: Go get some fruit from Daragon.
2 hecklers: Finish that incomplete Salmoning. Try to get someone with good powers.
Centaur scout, on the phone with leader and disaster averter 1: Convince Happy and his followers to join our cult. We'll give him free access to the necronomicon, if he doesn't try and steal it...
If he accepts, welcome him with open arms. If he won't try to bother me anymore, leave him alone. If he's still going to attack me or steal my stuff...
50 beasts, 10 satyrs, 10 minotaurs, 5 centaurs, taking some makeshift weapons and led from afar by leader, disaster averter, and battle commander 2: Kill happy and his cult.
If I don't have to kill Happy, my fifth action is to finish that trade with Quarken. Get the power potion ritual in return for our excess dragon blood.
Cure: [2] They decide not to. If that affliction can floor the vast eldritch mind of their overlord, who knows what it could do to a human brain.
Fruit: [5] They slip in and steal a bit of choice fruit off the vine without getting eaten. It's not much since they're raccoons and there were only a few of them, but they did pretty well considering. With such a small amount taken, Daragon suffers no ill effects. (25 Daragon fruit acquired)
Salmoning: [3] They finish the ritual, and summon some scrub fish. (Summoned some scrub fish)
Name: some scrub fish
Abilities:
-Clean: can rub against things to brush contaminents off them.
-Fish: injures self if not in water
Appearance: A scrub brush with fins and eyes.
Homeworld: World of underwater cleaning supplies
Skills:
Presence: 0
Mindlock: 1
Power: 1
Physique: 1
Appeal: 0
Recruit happy: [3] He makes friends with the evil clown. Happy doesn't join the cult, but he's on your side now. You consider this might be better, he manages his own cult and you don't have to, but you would really rather have the security of him being under your thumb. (Happy's faction now friendly to you)
Welcome: [4] They have a big party set up and everything, even a cake with his face on it. Sure, maybe he didn't join the cult, but this alliance will surely hold. (Alliance slightly stronger, morale up)
40 cultists:get materials for a fake orb
100 cultists:get weapons
100 cultists:guard
Vol-Kriit+100 cultists: recruit
Orb: [6] They collect a bunch of glass for the orb, and end up horribly injured because they forgot to lift with their legs. You send the worst of them off to recover on their own time. (-20 cultists, 20 cultists injured, gained glass)
Wepon: [4] They grab some guns and bring them back to the base. Apparently gun laws are really lax in this area. (acquired firearms)
Gord: [6] They force the base onto lockdown for the sake of security. Nobody goes in or out, starting after your last action. Not much is gonna get done, but at least you're safe. (Base locked, 100 cultists locked in, 100 cultists guarding, 100 cultists locked out)
Recruit: [2] You and your cultists fail to draw anyone to help.
20 Cultists: Build fortifications on our land.
10 Cultists: Recruit.
Hondrasaan: Recruit the Pope.
Fortify: [3] They build some fences out of sticks. The weak binding won't protect against much, but they're short on just about everything. (stick fence built)
Recruit: [4] You convince the Pope that you are a servant of his god. Your cultists get more people to join you. (+10 cultists, gained support of Pope)