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Author Topic: RTD horrors  (Read 232137 times)

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1650 on: February 04, 2016, 11:59:11 am »

Waitlisted...

Actually, I think everyone might've gone and I should end the turn... But later, I have things to do now...

Salsacookies

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Re: RTD horrors - game 4 running
« Reply #1651 on: February 04, 2016, 12:35:10 pm »

Does this mean I could potentially have an army of demon-fish people? Or should I change my stats up for that? Maybe a point or 2 in Presence?
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1652 on: February 04, 2016, 02:22:02 pm »

Does this mean I could potentially have an army of demon-fish people? Or should I change my stats up for that? Maybe a point or 2 in Presence?
You don't have any powers to turn people into demon fish, but your chosen could be if you make them (which seems to be surprisingly uncommon considering how many people do combat training, for what would often be less potent results). Assuming you pass the rolls, that is.

Nothing that seems particularly aimed toward passive use on your character, but if you put points into presence then your corruption would happen passively to your followers (and anyone else nearby) once you were summoned... but as many people could probably advocate I often forget about passive abilities...

Salsacookies

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Re: RTD horrors - game 4 running
« Reply #1653 on: February 04, 2016, 02:28:07 pm »

Okay, I'll just recruit and use my powers to turn them into monsters with those powers. I'll reword my powers to have a clearer meaning.

Edit: Done, look okay still?
« Last Edit: February 04, 2016, 02:34:03 pm by Salsacookies »
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1654 on: February 04, 2016, 06:26:10 pm »

It doesn't make much sense to make your powers work entirely via proxy, but if you really want to...

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1655 on: February 06, 2016, 02:05:26 pm »

It appears I miscounted, Daragon hasn't posted actions for this turn... We'll move forward when he has, or tomorrow if he doesn't...

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1656 on: February 07, 2016, 02:59:21 pm »

Happy the clown:
[5] He laughs jauntily and people flock to him. (+150 cultists)
Happy's unconverted cult: Read the necronomnomnomicon
[4] They learn the magic of undead cooking. Their delicious creations will surely create unending hunger in those that smell them. (35 cultists now necrochefs)
Necrochefs: bake haunted cookies
[4] They create a huge batch of cookies. The steam coming off the snacks manifests into tiny ghosts that whisper secrets to whoever eats them. (Haunted cookies made)

Grotesque: try to eat some humans
[1] It eats part of itself. Wait, that was probably an important part. (Moderately wounded)
Decay: (heavily wounded)

End of turn 13.
Big Ol' Fire (uninjured): I can smell it, the tasty gasoline will be mine! (-1 APPEAL FOR [2] TURNS)
cult (drunk [1]): 300 cultists, 100 fanatics, 550 martial arts masters, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood
Diplomacy: Savior-esque PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors: 100 eco inquisitors

Volker-hands: Curses, this won't do at all!
cult: 220 cultists, 100 cultists (guarding)
items: dragon blood, glass, firearms, quicksilver
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): ZZZZzzzzzzz [DEHYDRATED - growth effects nullified until fixed]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: 100 large drones
Items: dragon blood
Rituals: Basic horticulture
Base(clearing): Walls around Seed 1
Diplomacy: excellent PR
inquisitors:
-Seed 1(undamaged): sprawling tendrils, Slight growth, slightly hungry

Quar-splosion man (uninjured): What an adorable duck.
cult: 100 scholars, 26 cultists, 1 Leg n dairy scholar (50% chance of turning 2 into 3 on dairy or leg related rolls)
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements)
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors: 51 inquisitors, 50 scholars
+Quaken (uninjured): Has tagged Quarken with <1 damage worth of feathers

Arcing Mist-elf: Oh, I can see color again...
cult (High morale): 102 cultists, 5 hecklers (negate leadership bonuses), 1 mad cultist, 1 mad weak esper, 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), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, 3 slimy toxin bottles, Necronomicon, Improvised melee weapons, 25 Daragon fruit
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin]
Diplomacy: excellent PR, Allies with Happy
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): suffocating

Hon Shadow (uninjured): Yes! Influence!
cult: 10 "smart" cultists, 105 cultists, support of Pope, cult in Washington DC
Items: dragonblood
Base (Clearing): Stick fence
Diplomacy: "Humanity's Beloved" PR (humanity's aid gained), support of president, support of Virginia, support of Florida
inquisitors:
-Unlight: Let the light guide you!

Speedy Speedoman (uninjured): Orb 4 rent! Come while supplies last!
cult (drunk [1]): 258 cultists, 50 cultists (guarding) 22 happy fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5 (GUARDED), firearms, rough armor
Rituals: Create Healing Brew (req dragonblood)
Base: Punji pits and barbed wire defenses, strong community, housing
Diplomacy: mixed PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor
inquisitors: 25 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Leader #5: lazy, loves casual games
-Mr. Banana hammock: 50 cultists

Zomboss with really long name: Woo! Party! *hic*
cult: 100 drunks, 10 brewmasters (can serve booze to increase cultist strength), 40 distillers, 25 hillbillies (can brew high-alcohol moonshine)
Items: Stagnant orb, improvised melee weapons, partially gathered dragon blood
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker, bar, still
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors

---- NPC factions
Happy the Clown's legion:
Cult: 150 cultists, 35 necrochefs, 125 mad necrochefs
Diplomacy: Allies with Archon
Items: Necronomnomnomicon
Inquisitors: 25 inquisitors

Grotesque (heavily injured): consumed 25 humans

World details:
-Orb of Stalwarts 1 and 3 destroyed

crazyabe

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Re: RTD horrors - game 4 running
« Reply #1657 on: February 07, 2016, 03:25:17 pm »

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...
« Last Edit: February 07, 2016, 03:38:47 pm by crazyabe »
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nothing here.

FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1658 on: February 07, 2016, 03:37:45 pm »

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.
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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 - game 4 running
« Reply #1659 on: February 07, 2016, 03:45:12 pm »

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



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fillipk

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Re: RTD horrors - game 4 running
« Reply #1660 on: February 07, 2016, 03:52:42 pm »

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.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1661 on: February 07, 2016, 04:15:39 pm »

((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!
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1662 on: February 07, 2016, 05:25:03 pm »

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)
Spoiler (click to show/hide)
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.

Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1663 on: February 11, 2016, 12:38:35 am »

Speedoman: Say hi to mooney, and offer a friendly handshake or whatever horrors do to greet eachother for the first time.
Guarding cultists, Leader 2 and Leader 4: now that business is complete, politely evict both of the horrors and their cultists.
Leader 3 and 50 cultists: Make healing potions, and follow the recipe that 2 and 4 carefully.
22 fanatics: Try to learn Stoopid magic.
Leader 5: Pay back that favor for zombie dude by challenging the cops to mariokart, with stakes being that if he wins, the hillbillies are freed and if he loses, he does community service for a month. God help him if he loses.
Leader 1 and all remaining cultists: work on the PR a bit.
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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 - game 4 running
« Reply #1664 on: February 11, 2016, 12:21:10 pm »

Speedoman: Say hi to mooney, and offer a friendly handshake or whatever horrors do to greet eachother for the first time.
Guarding cultists, Leader 2 and Leader 4: now that business is complete, politely evict both of the horrors and their cultists.
Leader 3 and 50 cultists: Make healing potions, and follow the recipe that 2 and 4 carefully.
22 fanatics: Try to learn Stoopid magic.
Leader 5: Pay back that favor for zombie dude by challenging the cops to mariokart, with stakes being that if he wins, the hillbillies are freed and if he loses, he does community service for a month. God help him if he loses.
Leader 1 and all remaining cultists: work on the PR a bit.

Greetings: [5] You greet Mooney as warmly as a man in only a Speedo could do without being creepy. Mooney can't shake your hand due to not having hands, but they seem grateful for the attention. (Friends with Mooney)
GET OUTTA MY HOUSE!: [5] Everyone leaves your base without incident. It's your base after all, you have the authority to tell them to leave. Everyone's impressed you managed to do it without causing a scene! (PR up, other factions removed from base)
Bottle health: [6] They get so caught up in brewing the potions that they accidentally wash away your supply of dragonblood! Dammit! (50 healing potions made, lose dragonblood)
Lern majik: [6] They learn the mystical power of CHAOS! Lots of dice rolling for questionable results! (fanatics become chaos magi)
Save the hillbillies: [1] He was having trouble finding the police station, so they held up a convenience store to bring the cops to them. Turns out that was not a very good idea. (Leader 5 arrested)
PR: [irrelevant] You can't give the order because you are too busy ordering other peeps around. Seems you're OUT OF ACTIONS.
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