50 drunks: continue Gathering Dragon's blood.
50 drunks: Try and summon me at Speedoman's Orb, I 'Think' he already has Dragons blood.
distillers: Make better Booze.
hillbillies: Build us a Moonshine Still Out back.
I: Recruit Collage kids, I have the a perfect place for them to party at...
Gather: [no roll] They finish gathering the
Summon: [6] Your followers are a little late to deliver the blood, but Speedo lets you borrow some of his. Your cultists, of course, accidentally drag someone else along for the ride, and they're not happy. (summoned, summoned Mooney the thirsty)
Name: Mooney the thirsty
Appearance: A drunk crescent moon. It always seems to be facing to the right.
Homeworld: The celestial plane, where tiny celestial bodies have minds.
Abilities:
Booze hound: constantly drinks your booze, or any other liquids you have around if no booze is available
Pass-Hangover: can pass his own hangovers, as well as any other negative side effects of his drink, onto others. Hopefully, it's nobody you wanted to keep
Tidal push: can move liquids freely
Skills:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0
Appeal: 0
Booze: [3] They manage to make slightly tastier stuff than the drink you've been brewing. (slightly improved flavor)
Moonshine: [1] They get caught by the authorities trying to build their moonshine still. The police don't believe their explanation, apparently a still looks nothing like a beehive. (hillbillies arrested)
Recruit: [5] Instead of some sort of horrifying children made from a collage of different parts, you recruit a bunch of college students to profit off their partying. (+100 cultists)
Quarken: inscribe some teleportation glyphs onto Quacken. Then let them rip.
100 scholar cultists: do research to find a ritual that can be used to generate a protective shield around a horror.
26 normal cultists: Use yourselves as bait. Lead the Grotesque to Daragon.
Teleport: [1] In trying to place the glyph, you get a few more feathers caught on your sleeves. Ultimately, you can't even find a place to stick the glyph on this tiny duck. (Now have 2 damage worth of feathers stuck on you)
Research: [3] They find a ritual to create a bubble shield around you. It requires soap to perform, but the only benefit is that you can breathe underwater. (discovered Air bubble ritual [req soap])
Bait: [3] They bring the grotesque in Daragon's general direction, but don't really get it close enough to make it attack the gold tower. (Grotesque close to Daragon)
Quacken: stick more feathers
[5] Well, you now have so many feathers stuck on you, you're not sure you can survive the explosion. (4 damage worth of feathers stuck to Quarken)
100 guards: practice with the firearms
50 cultists: get some silver and make a fake orb
100 cultists: research rituals
Vol-Kriit+70 cultists: recruit
Practice: [4] They take shots at targets until they can hit what they're aiming for at least once for every few shots they take. (now marksmen)
Silver: [6] They injured themselves hauling all the silver. Perhaps a cheerleader-style pyramid is not the best method of transporting metal. (acquired silver, 50 cultists injured)
reserach: [1] They see something they REALLY shouldn't have and are so horrified that many of them leave, never to return. (-50 cultists)
Recruit: [4] You and your followers find more people ready to aid in your efforts. (+145 cultists)
Give 50 of my martial artists fire powers
100 fanatics go promote Hon Shadow's cult
Cultists and ecologists: recruit more ecologists and rich guys
50 fire guys guard me
500 martial artist give free martial arts lessons around the world.
Fire: [4] You bless your favorite martial artists with fire power. Of course, since your fire is special, to the point of seeming magical, they look just like a bunch of anime characters who surround themselves with "spirit fire" and beat the shit out of people. (50 martial artists now chosen)
Promote: [3] They make Shadow slightly more popular, but ultimately don't accomplish much. (Hon Shadow PR slightly up)
Recruit: [1] They end up offending the community and get a lot of people plotting your downfall. (+600 eco inquisitors, +25 wealthy inquisitors)
guard: [2] They are too busy testing out their new powers on random trash cans to guard you.
More martial arts lessons: [2] They decide to keep to their dojos for now, they're feeling too humble to go on a world tour right now.
((Shouldn't Beldroth have grown and Sharkon healed?))
Archon: Create dragons.
1 mad cultist: Research a ritual to send stuff to me. Namely aspirin.
2 cultists: Go get some aspirin.
2 cultists, with complimentary life advice (but not participation) from leader and disaster manager 1: Read the Necronomicon.
Esper, advised on common sense by leader and disaster manager 2: Train those powers!
Whoops, I did that on one of the false alarm end turns, but forgot for this one.
Dragons: [1] You are just starting to get your sense of smell back when everything goes fuzzy again. You're beginning to think all this psishock is giving you brain damage. (Psishocked for [3] turns)
Research: [1] He sees something so horrible that he runs off, drinks all the toxin bottles, and dies. You suddenly get nervous about who your current neighbors in the multiverse might be. (-1 mad cultist, lose 3 slimy toxin bottles)
Aspirin: [3] You were slurring your words when you gave the order, so they got you a spearmint instead. (acquired a spearmint)
Read: [4] They discover many things no living person knows about death. They are tight-lipped on the specifics, but they are able to raise undead now. (2 cultists become necromancers)
Train: [2] They try to bend a spoon and nothing happens.