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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Aslandus on March 09, 2015, 01:18:34 pm

Title: RTD horrors
Post by: Aslandus on March 09, 2015, 01:18:34 pm
You are an eldritch horror from beyond the rift, one of many. You spy with your power a world full of beings, easy to persuade and willing to serve one such as you. You must reach this world and have it for your own, by any means necessary.

Warning: May contain puns

Rules:
Spoiler (click to show/hide)
Rolls:
Spoiler (click to show/hide)
Making a horror:
Customizing:
Spoiler (click to show/hide)
Skills:
Spoiler (click to show/hide)
The game ends when:
1) there is a winner:
Spoiler (click to show/hide)
2)The cascade completes
Spoiler (click to show/hide)
3) The apocalypse is defeated
Spoiler (click to show/hide)

Anyone want to play? I'll accept as many as are willing to play.

Edit: Stuff that's been added:
Spoiler (click to show/hide)
Waitlist:
Spoiler (click to show/hide)
Game index:
Spoiler (click to show/hide)

Now featuring a second game (http://www.bay12forums.com/smf/index.php?topic=154384.0) run by Evonix
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 01:23:19 pm
Spoiler: Big Dog (click to show/hide)
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 01:29:58 pm
Spoiler: The Keeper (click to show/hide)
Title: Re: RTD horrors
Post by: Delekates on March 09, 2015, 01:46:01 pm
question, what exactly mindlock gives u. Any other movies/anime/history examples please.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 01:56:35 pm
Mindlock is basically your defence against being directly manipulated by your fellow horrors, for example if someone chooses to have mind control be one of their character's powers and then they try to use it on you, having a high mindlock stat means first they would have to do things like distract you and tire you out to use their manipulation, and that you would have an easier time breaking free.
Title: Re: RTD horrors
Post by: ~Neri on March 09, 2015, 02:04:11 pm
Perhaps a few more then five points for stats might be a good idea. As it is, you can be average in everything, and statdumping doesn't seem like a good idea.
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 02:04:39 pm
Perhaps a few more then five points for stats might be a good idea. As it is, you can be average in everything, and statdumping doesn't seem like a good idea.

It seems like a fun idea, though.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 02:05:38 pm
I tend to lean on the DMing idea that if you want to be better at something it requires giving up something else, though if other people think I should change it I will...
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 02:09:58 pm
I tend to lean on the DMing idea that if you want to be better at something it requires giving up something else, though if other people think I should change it I will...

It's player-friendlier to let people be good at one thing from the get-go, and then let the other things come at an expense, at least in my experience. On the other hand, I kind of like just having 5 points and all stats being sort of important. Keep it at 5, I say.
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 02:11:30 pm
I don't think you should change it, so long as there are (difficult) ways to get around any weaknesses you give youself at the start.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 02:22:41 pm
Since there are already magic artifacts for summoning I will probably add more artifacts that do other things as the game goes on... With a dice roll of course, which may or may not carry the risk of getting your cultists killed before you've been summoned...
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 02:23:30 pm
Spoiler (click to show/hide)
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 02:29:57 pm
Spoiler (click to show/hide)
[2] Brok the strong attempts to whisper into the minds of mortals and form his cult, but nobody is listening. The beginnings of his conquest is delayed.

GAME 1 HAS BEGUN

Horrors:
Spoiler (click to show/hide)
Spoiler: Big Dog (click to show/hide)
Spoiler: The Keeper (click to show/hide)
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 02:32:06 pm
Sheet done!
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 02:44:18 pm
[5] Big Dog attempts to whisper into the minds of mortals, and they love his harmonious voice. A large group forms to try to bring this wondrous creature to their world (+200 cultists of Big Dog).
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 03:17:49 pm
Sheet done.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 03:35:39 pm
[1] The Keeper attempts to entice people to bring him forth, but fails miserably. Some are actually put off by his attempts to persuade him and an inquisition forms to hunt down anyone who would dare to bring this abomination into their world (+20 inquisitors).

((btw, inquisitors are a thing now, they are basically anti-cultists and work to prevent your cult from operating, you can make your cultists hunt them down and eliminate them but you are far less efficient while these guys are around.))

Turn 2 begins now, here's the current score:

Big Dog: 200 cultists
Keeper: 20 inquisitors
Brok the Strong: Nothing but his own rage
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 03:38:34 pm
Give the Keeper's inquisitors lots of weapons.
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 03:45:22 pm
((So it's going to be one of those games for me then.))

Raise the skeletons of the inquisitors.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 04:00:54 pm
Give the Keeper's inquisitors lots of weapons.
[1] Brok's power manifests into weaponry for the inquisitors, sadly due to his distance his concentration falters and the weapons turn into radioactive sludge, melting five of the inquisitors (-5 inquisitors)

((So it's going to be one of those games for me then.))

Raise the skeletons of the inquisitors.
[4] You successfully raise the skeletons within the bodies of the inquisitors... well the ones that still have skeletons anyway... The skeletons are trapped within their fleshy prisons and unable to escape, but if something were to kill the bodies they could take control (15 inquisitors infested)

((If Harry doesn't post what he wants to do in the next hour or two his cultists are just going to go searching for summoning artifacts without his say so))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 04:04:44 pm
((are these inquisitors state-sanctioned, or are they just vigilantes outside ofo the law?))
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 04:12:50 pm
((are these inquisitors state-sanctioned, or are they just vigilantes outside of the law?))
((Vigilantes, they have day jobs and all just like cultists and aren't real soldiers, but some of them can still fight... also I'm going to count raised skeletons effectively the same as cultists for the sake of simplicity, at least when they become able to do things...))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 04:17:32 pm
Imbue the leader of the vigilante group with the "knowledge" that people in police uniforms are part of my cult
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 04:19:55 pm
((That'll be the first thing you do next turn... you know, as opposed to actually recruiting cultists so you can start to do things...))
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 04:20:33 pm
Try to wipe out Big Dog's cult with an earthquake.
Title: Re: RTD horrors
Post by: ~Neri on March 09, 2015, 04:22:34 pm
((Perhaps you should have tiers of cultists? So when cultists fight things, they have boni or maluses based on their stats? I would imagine the skeletons would be hard to kill. So they would prolly rank higher.))

((I'm just watching for the first game by the way, seeing how it works.))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 04:25:06 pm
((That'll be the first thing you do next turn... you know, as opposed to actually recruiting cultists so you can start to do things...))
((yup. gotta get these guys killed. They're being too loud.))
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 04:36:13 pm
((Perhaps you should have tiers of cultists? So when cultists fight things, they have boni or maluses based on their stats? I would imagine the skeletons would be hard to kill. So they would prolly rank higher.))

((I'm just watching for the first game by the way, seeing how it works.))
((I planned to just have fighting of cultists be obfuscated into dice rolls rather than be based on stats (geez, keeping track of the stats of 200 individuals?), maybe give skeletons a survival bonus against poisons or something because they don't have flesh to rot, but if anything I would think lack of muscle and exposed connective tissue would make them worse fighters))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 04:56:29 pm
-snip- but if anything I would think lack of muscle and exposed connective tissue would make them worse fighters))
((Yo dawg, are you planning on using logic and science on my magical jolly skellingtons?))
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 04:56:40 pm
Cultists, search for the ideal soil, the ideal clay - and, of course, the ideal orb... seek the artifacts...
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 05:07:11 pm
-snip- but if anything I would think lack of muscle and exposed connective tissue would make them worse fighters))
((Yo dawg, are you planning on using logic and science on my magical jolly skellingtons?))
((Just saying it might be in your best interest not to make me think about the stats for your skelebros))

Cultists, search for the ideal soil, the ideal clay - and, of course, the ideal orb... seek the artifacts...
[1] The cultists search the deadliest of tombs for the materials but cannot find any. Alas, some of them did not make it home. (-50 cultists)

((PS: you can designate 2-3 groups of cultists to do different things if you want, just keep in mind larger groups get better rewards but suffer more losses))

Turn 2 completed. Turn 3 begins now.

Current score:
Big dog: 150 cultists
Keeper: 15 infested Inquisitors
Brok: Nothing

Imbue the leader of the vigilante group with the "knowledge" that people in police uniforms are part of my cult
[1] The inquisitors are disturbed by the voices in their heads and get themselves exorcised by the local church. Their skeletons are no longer alive inside them (15 inquisitors uninfested).

Try to wipe out Big Dog's cult with an earthquake.
[2] Try as you might you can't focus enough to cause a deadly earthquake.

((I'm gonna do a few rolls on these dice, see if I can get these ones and twos out before next turn))
Title: Re: RTD horrors
Post by: Harry Baldman on March 09, 2015, 05:09:23 pm
Cultists: spread out across the corners of the earth... seek the items of interest...

Big Dog: speak further, seek new people who could possibly serve me in positions of power.
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 05:18:02 pm
((Just saying it might be in your best interest not to make me think about the stats for your skelebros))
((Nah man, the skellingtons are fine with being seen as normal cultists. No special treatment needed))

I feel as if though the lady is not favouring me tonight. Just try and garner some cultists with the promise of knowledge then.
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 05:48:48 pm
Awe some weak minded fools into following me with a display of great power, say by erupting a volcano or something.
Title: Re: RTD horrors
Post by: ~Neri on March 09, 2015, 05:53:12 pm
((Perhaps you should have tiers of cultists? So when cultists fight things, they have boni or maluses based on their stats? I would imagine the skeletons would be hard to kill. So they would prolly rank higher.))

((I'm just watching for the first game by the way, seeing how it works.))
((I planned to just have fighting of cultists be obfuscated into dice rolls rather than be based on stats (geez, keeping track of the stats of 200 individuals?), maybe give skeletons a survival bonus against poisons or something because they don't have flesh to rot, but if anything I would think lack of muscle and exposed connective tissue would make them worse fighters))
((I mean +/- a number for the dice. Maybe use a d10 for better variability in combat. A raw recruit acolyte cultist with no combat skills might get a -1 to errything. A raw recruit with a lil skill in combat might negate that -1. One heavily trained in combat might get a +1 or +2. Along those lines for general tasks. Could simply give them classes like Fighter, Seeker, Infiltrator, Preacher, and so on. Give them bonuses or maluses for various things. You don't really need to keep track of stats for individuals. At the start they could just be Green Acolytes with a -1 to all actions they do. Training or field experience in something would switch them to a given class and they can negate the -1 or gain bonuses to rolls in that kind of task a Green Fighter wouldn't have a malus to combat like a Green Acolyte. A Veteran Fighter would prolly have +2 to combat. You can just arbitrarily lump them into class and generic skill groups.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 06:05:18 pm
Cultists: spread out across the corners of the earth... seek the items of interest...

Big Dog: speak further, seek new people who could possibly serve me in positions of power.

[2] The cultists are unable to find the items they seek

[2] You fail to bring new people to your cause, certainly not anyone important

I feel as if though the lady is not favouring me tonight. Just try and garner some cultists with the promise of knowledge then.
[1] You tempt people with promises of power but they aren't interested. More inquisitors join your hate club (+20 inquisitors). They get a new slogan "We hate learning!"

Awe some weak minded fools into following me with a display of great power, say by erupting a volcano or something.
[1] You attempt to make a volcano erupt to show off your power and fail so badly you accidentally flood a small town. The residents aren't amused (+20 inquisitors).

Turn 3 over. Turn 4 begins.

Score:
Big dog: 150 cultists
Keeper: 35 Inquisitors
Brok: 20 Inquisitors

((son of a bitch, these dice...))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 06:21:03 pm
well keep trying to get some cultists, I guess.
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 06:28:34 pm
So, when will the stats start mattering?
Make all the bears like 40% bearier.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 06:52:26 pm
well keep trying to get some cultists, I guess.
[4] You finally convince some people that knowledge is good, and gain support (+75 cultists)

So, when will the stats start mattering?
Make all the bears like 40% bearier.

((Stats matter mostly for comparison's sake, such as when you fight each other, but one occasion of stats mattering has happened. When Keeper ressurrected the skeletons they couldn't escape because they run off his average power, if he had higher than 1 power a full success (4) would have been enough for the skeletons to overtake their fleshy parts and turn the inquisitors into possessed inquisitors, but since he's only average he just sort of made the inquisitors uncomfortable for awhile. A fail is still a fail and a success is still a success, but what a success can do for you changes based on your stats. I'm still sorta figuring out the specifics but that's the idea.))

[2] The bears bear their beariness with pride and humbly refuse your beary generous offer. Bears.

~snip~
Spoiler (click to show/hide)
((Not really very RTD style, as far as I understand in RTD everything is done on a d6 1= epic fail, 6 = overshot, etc. These cultists generally don't want to do fighting period unless their "god" demands it or they are forced to. While making them practice fighting might give them an edge over other cultists and humans, it isn't going to be a change in the odds of success, just in the results of success, like "these cultists now know how to fight, they now have a cumulative physique score of 1 rather than 0 in a fight". Oh, and you can join in in the middle of a game if you want, as you can see numbers tend to fluctuate a bit.))
Title: Re: RTD horrors
Post by: ~Neri on March 09, 2015, 07:00:43 pm
((You're thinking of basic RtD. Advanced RTD has rolls varying from d6's to d1000's.
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 07:06:38 pm
Find an army and order them to be my cult. Earthquake them if they refuse.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 07:15:55 pm
((You're thinking of basic RtD. Advanced RTD has rolls varying from d6's to d1000's.
((Then I guess this is a basic RtD, I'd rather have this game act so that it's still equally likely that, for instance, a strong cultist will flub an attack but it's less punishing if they do and more rewarding if they succeed.))
Title: Re: RTD horrors
Post by: Pancaek on March 09, 2015, 07:45:07 pm
attempt to gain more cultists.

Task current cultists to gather corpses/skeletons, don't have to be human.
Title: Re: RTD horrors
Post by: Aslandus on March 09, 2015, 07:58:57 pm
I'm going to assume Harry's just going to do the same thing so we can move along...
Cultists: spread out across the corners of the earth... seek the items of interest...

Big Dog: speak further, seek new people who could possibly serve me in positions of power.

[6] The cultists scour the earth, finding everything from artifacts to different places they want to show their beloved flower god when he arrives. Unfortunately they lose track of how many things they catalog and end up with a huge compendium of seemingly random stuff which they must sift through to find what they need. And naturally they chose not to actually pick any of it up, because the orbs are actually twelve feet in diameter and made of solid quartz, you kinda want to bring the rest of the stuff to the orb not the other way around. Trust  me, a bunch of cultists died trying to carry one of those things (-10 cultists). Also, dragon blood orchids are kinda poisonous, you don't wanna know how they found out (-40 cultists).

[3] You get new followers, but still not anyone important (+50 cultists).

turn 4 end. Turn 5 begin.

Score:
Big dog: 150 cultists
Keeper: 75 cultists, 35 Inquisitors
Brok: 20 Inquisitors

Find an army and order them to be my cult. Earthquake them if they refuse.
[6] You successfully convince some people to join you (+50 cultists). Unfortuantely they want to see a demonstration of your power and die in the explosion (-50 cultists).

attempt to gain more cultists.

Task current cultists to gather corpses/skeletons, don't have to be human.

[6] You whisper into the minds of mortals to gain more followers, alas you whisper too loudly and they all go mad and get dragged off to Ashvale Asylum (+75 insane cultists (jailed)).

[6] They gather the corpses and bones of many creatures and attempt to sort them out for you, unfortunately separating them from their useful connective bits. Resurrecting them now would just give you piles of living, nonmoving bones. Also a few cultists get sick and die after handling the corpses (-5 cultists).
Title: Re: RTD horrors
Post by: NAV on March 09, 2015, 11:16:40 pm
RAGE. Earthquake volcano murder all of Big Dog's followers.
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 12:18:51 am
Big Dog: seek more cultists, especially ones near the orb...

Cultists: relocate near the orb you have found.
Title: Re: RTD horrors
Post by: Urist Arrhenius on March 10, 2015, 12:29:12 am
ptw
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 10:10:17 am
Big Dog: seek more cultists, especially ones near the orb...

Cultists: relocate near the orb you have found.

[4] You successfully convince more cultists to join your cause, some of whom live near the orb (+100 cultists)

[2] Sadly, due to unforeseen traffic congestion, your other cultists can't get to the orb right now. At least nobody died this time.

End turn 5. Turn 6 begins.

Score:
Big Dog: 250 cultists
The Keeper: 70 cultists, 35 Inquisitors, 75 insane cultists (jailed)
Brok: 20 Inquisitors

RAGE. Earthquake volcano murder all of Big Dog's followers.
[6] You rend the plates of the Earth asunder and summon volcanoes on top of several hot spots of Big Dog's cult. Many of the survivors join the inquisition against you (BD -200 cultists, Brok +60 inquisitors).
((You totally have enough power to murder a few hundred once you are summoned, but from where you are 200 is about the max you could slaughter in a single turn. In the future, if you're being targeted you can take an action to protect your cultists, but BD doesn't have enough power to save more than a few dozen anyway so it would probably be better just to recruit more.))
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 10:17:43 am
Big Dog: speak to the minds of personalities in mass media, weave my image and concept into the public consciousness.

Remaining cultists: try to get to the orb, yes? For real this time? You should live nearby, no?
Title: Re: RTD horrors
Post by: NAV on March 10, 2015, 11:00:57 am
Same thing to my inquisitors. I will crush all who oppose me.
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 11:13:16 am
Big Dog: speak to the minds of personalities in mass media, weave my image and concept into the public consciousness.

Remaining cultists: try to get to the orb, yes? For real this time? You should live nearby, no?

[3] You successfully get yourself into the media, now everyone keep dandelion plush toys and singing dandelion statues in their homes. However, it doesn't actually get you any more cultists, just a bunch of hype.

[1] The cultists, in their attempts to lift the colossal orb, get crushed to death (-20 cultists). ((I'll say you can spend a turn to teach your cultists some basic safety precautions if you're tired of losing them to stupid crap like this... well, maybe after you get some more...))
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 11:16:15 am
Big Dog: sing through my likeness to the minds of the masses, entrench myself deeper into the psyche of all of developed humanity. Not to gain cultists specifically, but to simplify the acquisition of them in the future.

Remaining cultists: base yourselves around the orb, you buncha dumbasses. Prepare the summoning ritual.


"hey hey. keeper dude. mind joining forces. rule the world together."
Title: Re: RTD horrors
Post by: Pancaek on March 10, 2015, 11:38:03 am
Imbue some people in high positions with the information that serving me will lead to their greatness, hoping that they would join me and their followers would follow

cultists: sane ones should try and convert more people, insane ones should try and break out of the asylum


"Why yes, flower. All I require are the stories of this world. The rest can be yours."
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 11:42:50 am
"fantastic. i'll handle public relations. get you a bunch of cultists and an orb after i get summoned. you hold up the earthquake thing when it's doing something annoying. run damage control for now. i'm good with people, so i'll help with that."
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 01:33:00 pm
Imbue some people in high positions with the information that serving me will lead to their greatness, hoping that they would join me and their followers would follow

cultists: sane ones should try and convert more people, insane ones should try and break out of the asylum


"Why yes, flower. All I require are the stories of this world. The rest can be yours."
[5] You are exceedingly good at convincing the greedy politicians to help you, they await your orders (+10 cultists in high places)

[6] Your useful cultists try to hand out flyers to spread the word that the wise lizard will reveal the secrets of the world. They succeed in gaining a few recruits but also in getting the inquisitors' attention (+50 cultists, inquisitors activated).

[5] The asylum handlers cannot stop your stark raving mad cultists from getting out. They are no longer jailed, and managed to get some sharp things to stab with (+75 insane lightly armed cultists).

End of turn 6. Turn 7 begins.

score:
Big Dog: 10 cultists
Keeper: 120 cultists, 35 Active Inquisitors, 75 insane lightly armed cultists
Brok: 20 80 Inquisitors

Same thing to my inquisitors. I will crush all who oppose me.
[1] Your attempts to cause explosions on top of the inquisition give you a nasty headache. The slight rumbling causes them to start worrying about all this seismic activity, and they begin efforts to save people from them (inquisitors activated).

Big Dog: sing through my likeness to the minds of the masses, entrench myself deeper into the psyche of all of developed humanity. Not to gain cultists specifically, but to simplify the acquisition of them in the future.

Remaining cultists: base yourselves around the orb, you buncha dumbasses. Prepare the summoning ritual.


"hey hey. keeper dude. mind joining forces. rule the world together."
[6] Your song is graceful and wondrous, people are enamored by your image, but they think of you more as an adorable plant than as a master. Tee shirts with pictures of singing dandelions are now available at major retailers. Your cultists make sure to get some before taking their next action.

[1] The cultists dare each other to drink the dragon blood. They die (-10 cultists).
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 01:43:43 pm
Big Dog: speak into the minds of the people of the world, and give them an inkling of purpose... have them seek the orbs, as many as they can...
Title: Re: RTD horrors
Post by: NAV on March 10, 2015, 02:02:14 pm
Okay, I really need some cultists. Try to browbeat my inquisitors into switching sides, and if they refuse, well the earthquakes are getting a bit stale so if they refuse enrage and buff all the beasts near them and make the beasts kill them.
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 02:04:05 pm
((Shouldn't Brok have 80 Active Inquisitors, though?))
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 02:08:49 pm
((whoops, forgot to add the 60 guys from the volcano attack on your cultists, thanks for reminding me. They weren't active until this round though...))
Title: Re: RTD horrors
Post by: Pancaek on March 10, 2015, 02:53:25 pm
Myself: animate skeletons of the inquisitors

Cultists: 10 cultists in high places: convert your underlings
             75 insane but lightly armed cultists: Go after the inquisitors
             remaining 35 110? cultists: convert more cultists, actually
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 03:23:50 pm
Myself: animate skeletons of the inquisitors

Cultists: 10 cultists in high places: convert your underlings
             75 insane but lightly armed cultists: Go after the inquisitors
             remaining 35 cultists: convert more cultists, actually

Keeper: [4] You succeed in animating the skeletons of the inquisitors, should they die they will become zombies for all intents and purposes

Cultists: [6] The important guys are very persuasive and gain you more cultists. Some of their political opponents join the opposition (+100 cultists, +10 inquisitors in high places)
[6] The insane cultists strike with zealous fervor not seen outside of druggies and psychopaths. They slay all the normal cultists, but many end up getting themselves killed in the process, mostly due to being reckless (-35 inquisitors, +35 risen cultists, -50 insane armed cultists)
[6] They are very successful at handing out flyers and gaining more support, but some people are sour on the idea of learning (+50 cultists, +25 inquisitors)

Inquisitors: High places - recruit more
[5] They are extremely successful  at getting more ranks (+100 inquisitors)
the rest - train for battle
[4] The 25 inquisitors left train so they hopefully won't get butchered when the psychos come charging through. (25 trained inquisitors)

End of turn 7. Begin turn 8.

score:
Big Dog: Supplies to perform summoning, but no cultists
Keeper: 305 cultists, 25 trained inquisitors, 100 Active Inquisitors, 10 inquisitors in high places, 25 insane lightly armed cultists
Brok: 80 Active Inquisitors

Big Dog: speak into the minds of the people of the world, and give them an inkling of purpose... have them seek the orbs, as many as they can...
[2] You fail to get people's attention, they are too busy playing the Big Dog RPG on their Nintendo 3DSes

Okay, I really need some cultists. Try to browbeat my inquisitors into switching sides, and if they refuse, well the earthquakes are getting a bit stale so if they refuse enrage and buff all the beasts near them and make the beasts kill them.
[5] You are extremely convincing and manage to get some of the inquisitors to switch sides at the risk of being brutally murdered (-40 inquisitors, +40 cultists). ((with low appeal and taking from the inquisitor pool you don't get nearly as many cultists as you could have unfortunately))

[3] The animals in the area go wild and kill a few inquisitors, but mostly get scared off when the inquisitors start shouting and fighting back (-20 inquisitors)

Inquisitors: kill those turncoats!
[2] They are too freaked out about all those bears suddenly attacking to do anything.
Title: Re: RTD horrors
Post by: Harry Baldman on March 10, 2015, 03:33:20 pm
Fascinating. See if I can work in information about the Orbs of Stalwart and the other mystical components into media about me, so that knowledge of them spreads among the populace.
Title: Re: RTD horrors
Post by: Pancaek on March 10, 2015, 03:45:07 pm
myself: imbue as many inquisitors as possible with non-stop violent and horrible images, and the message that it will only stop should they kill themselves.

Cultist: 10 in high places: start a smear campaign against the inquisitors
            25 skeletons and 25 lightly armed insanos: gaurd the other cultists
            140 cultists: keep spreading the good word
            130 cultist :gather enough supplies and make 25 suicide-bomber vests
Title: Re: RTD horrors
Post by: Aslandus on March 10, 2015, 04:09:03 pm
myself: imbue as many inquisitors as possible with non-stop violent and horrible images, and the message that it will only stop should they kill themselves.

Cultist: 10 in high places: start a smear campaign against the inquisitors
            25 skeletons and 25 lightly armed insanos: gaurd the other cultists
            140 cultists: keep spreading the good word
            130 cultist :gather enough supplies and make 25 suicide-bomber vests

[4] You manage to wage extreme psychological warfare against the inquisitors, some take their lives immediately, but most are merely inconvenienced by the imagery popping into their heads (-50 cultists Inquisitors, remaining are now burdened). ((You must maintain this action to continue barraging them with images, you can't just have this running in the background I'm afraid))

[6] The Inquisitors have lost all credibility and cannot gain much support. However, your cultists are also less popular due to taking time out of their day to argue with them rather than ignoring them like everyone else.
[no roll unless combat] the undead and madmen will stick around the rest in case they need to do some fightin'
[2] Unfortunately, and possibly due to the recent loss in credibility, nobody wants to join your merry band of madness.
[5] They get enough supplies for the bomber vests and manage to assemble them in short order, just strap them on and soon you'll have a pile of unrevivable slag that used to be a person (ideally taking out some people from the other team as well).

Inquisitors: high places - try to be relevant
[6] They don't seem as crazy anymore, but they still seem like extremists that most don't want to join neither do your cultists.
other - get weapons
[6] They get nuclear weapons. Several die to radiation (-25 inquisitors, +nuke (Inquisitors)).

((I'll move the turn later, got stuff to do now))
Title: Re: RTD horrors
Post by: NAV on March 10, 2015, 04:39:50 pm
Arm my cultists heavily.

Cult: Recruit more cult.
Title: Re: RTD horrors
Post by: Aslandus on March 11, 2015, 01:54:17 pm
End turn 8. Begin turn 9.

score:
Big Dog: Supplies to perform summoning, but no cultists
Keeper: 305 cultists, 25 trained inquisitors, 25 Inquisitors, 10 inquisitors in high places, 25 insane lightly armed cultists, Inquisitors active, 25 suicide bomber vests, Inquisitors have a nuke
Brok: 40 cultists, 20 Inquisitors, Inquisitors active

Fascinating. See if I can work in information about the Orbs of Stalwart and the other mystical components into media about me, so that knowledge of them spreads among the populace.
[5] Everyone knows what the orbs of stalwart are now and exactly where  they are... or they would if you had the power to imbue knowledge. Instead they simply become inexplicably fixated upon the crystal orbs and start marking them out on maps and/or moving them to public museums where they will be easy to find in the future. (now everybody can get to the orbs, yay!)

Arm my cultists heavily.

Cult: Recruit more cult.

[6] You summon a nuclear missile for your minions to use. They can deal severe damage to another horror but it may be a bit overkill to use it on your 20 inquisitors. Since the nuke was summoned by you, you successfully warn them about the radiation before they all die, though a few were too eager and got irradiated anyway (+nuke, -20 minions).

[2] Somehow, the new signs that say "we have nukes" didn't get people to join your cult. Curses.

Inquisitors: Build a stronghold
[5] With great fervor the 20 inquisitors build a central base complete with charge breakers, metal doors and a bomb shelter. It will be much harder to attack them or steal from them now. (Inquisitors well fortified)
Title: Re: RTD horrors
Post by: Ardent Debater on March 11, 2015, 03:12:33 pm
Ptw, And Maybe Join Later...
Title: Re: RTD horrors
Post by: Pancaek on March 11, 2015, 03:50:32 pm
Me: Whisper to the minds of mortals to gain more cultists

Cultists: Strap the suicide bomber vests on the 25 slightly insane ones, then have them suicide attack inquisitor places while shouting "hail to the gret Brok" "In the name of Brok" "Brok says ALLAHU SNACKBAR" and other Brok related slogans
             10 cultists in high places: recruit people
             105 cultists: loan these out to big dog
             200 cultists: train to become less shit overall


"Flower, I present to you these men and woman. A gift, for our future cooperation."
Title: Re: RTD horrors
Post by: Aslandus on March 11, 2015, 04:21:55 pm
Me: Whisper to the minds of mortals to gain more cultists

Cultists: Strap the suicide bomber vests on the 25 slightly insane ones, then have them suicide attack inquisitor places while shouting "hail to the gret Brok" "In the name of Brok" "Brok says ALLAHU SNACKBAR" and other Brok related slogans
             10 cultists in high places: recruit people
             105 cultists: loan these out to big dog
             200 cultists: train to become less shit overall


"Flower, I present to you these men and woman. A gift, for our future cooperation."
[4] You successfully convince people to join your book club (+75 cultists)

Suiciders: [4] They are successful in equipping and charging at the inquisitors during a meeting between the trained and standard inquisitors (the guys in high places were elsewhere). There isn't enough left to fill a coffee mug, so what they say is irrelevant (-25 insane lightly armed cultists, -25 suicide bomber vests, -25 Inquisitors, -25 trained Inquisitors)
high guys: [5] They are extremely convincing in their call to action and people swarm to join your cause (+150 cultists)
loaners: [no roll] These guys are now Big Dog's, to return when (or if) he sees fit. Due to not actually doing anything they don't screw anything up.
Other guys: [2] They fail to become less shit. But also they don't get any more shit. They are just as shit as they were before, basically.

Inquisitors in high places: recruit
[2] Nobody attended the speeches, they missed all the cookies (+nothing).

End turn 9. Begin turn 10.

score:
Big Dog: Supplies to perform summoning, 105 cultists (given by keeper)
Keeper: 350 cultists, 10 inquisitors in high places, Inquisitors active, Inquisitors have a nuke, presumably Big Dog's gratitude and Brok's hatred
Brok: 40 cultists, 20 Inquisitors, Inquisitors active, Inquisitors well fortified
Title: Re: RTD horrors
Post by: Harry Baldman on March 11, 2015, 04:27:51 pm
"thanks dude. these'll come in real handy soonish."

Have my new loaner cultists summon me, Big Dog, with the supplies secreted away and the orbs in relatively easy availability. Though their devotion may be cut-rate, their true test of quality is now,

Fill the world with fascination for dragon's blood as well.
Title: Re: RTD horrors
Post by: Aslandus on March 11, 2015, 04:40:36 pm
"thanks dude. these'll come in real handy soonish."

Have my new loaner cultists summon me, Big Dog, with the supplies secreted away and the orbs in relatively easy availability. Though their devotion may be cut-rate, their true test of quality is now,

Fill the world with fascination for dragon's blood as well.

loaned cultists: [1] They've never seen this mysterious red kool-aid before and some take a sip (-50 cultists)

You: [5] The alternative medicine world has taken an interest in this "dragon blood" orchid and start making medicine out of it. Due to lack of regulation thousands die and a whole political fiasco fiasco begins, resulting in some minor politicians taking the "Dragon blood challenge" to gain popularity and prove it isn't dangerous. It still is (-10 all people belonging to other horrors, assuming your cultists learned their lesson). Luckily this disaster means that dragon blood is readily available whenever you need it (Dragon blood can now be acquired cheaply at all major retailers, yay!).
Title: Re: RTD horrors
Post by: NAV on March 11, 2015, 06:30:10 pm
Arm my cultists with some non-nuclear weapons, like tanks and guns and stuff. Try to create a surplus, so I can arm any new cultists I get.

Cultists: Keep trying to recruit some more mercenaries, anarchists, terrorists, or anyone else who is willing to fight.
Title: Re: RTD horrors
Post by: Aslandus on March 11, 2015, 06:52:16 pm
Arm my cultists with some non-nuclear weapons, like tanks and guns and stuff. Try to create a surplus, so I can arm any new cultists I get.

Cultists: Keep trying to recruit some more mercenaries, anarchists, terrorists, or anyone else who is willing to fight.

[1] You try to create more weapons and accidentally turn all your cultists into sparrows. They fly away, leaving behind you and your problems. (-40 cultists).

[chirp] These skies are so free and these bugs are so tasty, what were we doing again?

Inquisitors: recruit
[2] Nobody wants to join them in staring down volcanoes and punching bears... Weird, because that sounds awesome...
Title: Re: RTD horrors
Post by: NAV on March 11, 2015, 09:36:37 pm
Get more cultists by means of intimidation. I can't wait till I get my body. It sucks having to rely on incompetent weaklings.
Title: Re: RTD horrors
Post by: Harry Baldman on March 11, 2015, 11:46:54 pm
Loaner cultists: summon Big Dog! Try not to die!

Big Dog: gain some actual competent cultists, mayhap?
Title: Re: RTD horrors
Post by: Pancaek on March 12, 2015, 03:28:28 pm
Me: imbue the minds of the 10 high placed cultists with horrible imagery and constant orders detonate their nuke in their own base to make the horror stop

200 cultists: go on a recruitment drive

150 cultists: Go buy some dragons blood and get one of those orbs
Title: Re: RTD horrors
Post by: Aslandus on March 12, 2015, 04:26:27 pm
Me: imbue the minds of the 10 high placed cultists with horrible imagery and constant orders detonate their nuke in their own base to make the horror stop

200 cultists: go on a recruitment drive

150 cultists: Go buy some dragons blood and get one of those orbs

[???] You imbue horrific images into the dead bodies of the cultists, but it doesn't matter because they poisoned themselves with Dragon blood already.

[4] They are successful at their recruiting efforts (+200 cultists)

[1] They accidentally mix up the grape juice and dragon blood (-50 cultists)

Inquisitors: Everyone's dead, inquisition goes inactive.

End of turn 10. Begin turn 11.

score:
Big Dog: Supplies to perform summoning, 55 cultists (given by keeper)
Keeper: 490 cultists, Inquisitors would have a nuke if they were around
Brok: 10 Inquisitors, Inquisitors active, Inquisitors well fortified
-All supplies for summoning can be acquired easily

Get more cultists by means of intimidation. I can't wait till I get my body. It sucks having to rely on incompetent weaklings.
[2] You aren't able to get people to join you, however your inquisitors gain some popularity by helping refugees from all the towns you destroy as demonstrations of your power...

Loaner cultists: summon Big Dog! Try not to die!

Big Dog: gain some actual competent cultists, mayhap?

[6] You are summoned with a great fanfare, several of your cultists are overjoyed that their overlord has finally arrived and some of your fans try to get you to sign their merchandise. Your cultists are filled with a serene calmness from your presence. Unfortunately one of the Orbs of Stalwart shatters when you burst onto the stage, because a cultist dropped it on some of their comrades. (1 orb of stalwart destroyed, -25 cultists)

[2] Nobody wants to serve you, they think you are too adorable to be a good leader. Must be summoning sickness keeping your natural charm from working.
Title: Re: RTD horrors
Post by: Pancaek on March 12, 2015, 04:39:14 pm
Me: try and whisper to the minds of more high places people to recruit them

Cultists: 190: recruit moar cultists
             150: get dragons blood
             150: get an orb
Title: Re: RTD horrors
Post by: Aslandus on March 12, 2015, 05:20:48 pm
Me: try and whisper to the minds of more high places people to recruit them

Cultists: 190: recruit moar cultists
             150: get dragons blood
             150: get an orb

[4] You manage to convince some more politicians to join you (+10 cultists in high places)

[5] They recruit with great efficiency , finding people all around willing to join (+380 cultists) ((good god, do you have enough of these guys yet?))
[3] They get the dragon blood, and resist the urge to drink it. They soon realize they didn't get enough to actually paint the welcome circle and will miss their next turn fixing that (150 cultists occupied for next turn).
[5] They find and set up an orb of Stalwart, the ritual is ready as soon as those lazy other cultists get the dragon blood ready (ritual nearly ready)

End turn 11. Begin turn 12.

score:
Big Dog: 30 cultists (given by keeper), Has been summoned, has destroyed 1 Orb of Stalwart
Keeper: 870 cultists (150 are busy), 10 cultists in high places, Inquisitors would have a nuke if they were around, summoning ritual almost ready
Brok: 10 Inquisitors, Inquisitors active, Inquisitors well fortified
-All supplies for summoning can be acquired easily

((I kinda want to see a betrayal as soon as Keeper get summoned, the mental image of a dandelion suplexing a fat lich with a lizard mask amuses me...))
Title: Re: RTD horrors
Post by: Harry Baldman on March 12, 2015, 05:35:45 pm
"i've got a pot. i've got a friend. what else could i need?"

Locate a currently unused Orb of Stalwart (that is to say, one that the Keeper's not using) and smash it into tiny little bits. Convince any guards present that this is how it should be. Maybe recruit them if they go for it.

Oh, and return the loaner cultists to the Keeper. They've done good work.
Title: Re: RTD horrors
Post by: Aslandus on March 12, 2015, 06:03:26 pm
"i've got a pot. i've got a friend. what else could i need?"

Locate a currently unused Orb of Stalwart (that is to say, one that the Keeper's not using) and smash it into tiny little bits. Convince any guards present that this is how it should be. Maybe recruit them if they go for it.

Oh, and return the loaner cultists to the Keeper. They've done good work.

[4] You lift the orb with your mighty dandelion strength and crush it to tiny bits. The guards are appeased by your words and some of them ask for your autograph. A few join you, but there aren't that many guards (+20 cultists, destroyed one more orb of Stalwart)

[] The surviving loaner cultists have returned to their old master, and Keeper now get slightly closer to 1000 cultists (-30 cultists).
Title: Re: RTD horrors
Post by: Harry Baldman on March 13, 2015, 01:27:09 am
Great! Now find another unused orb and repeat the process, hopefully leaving two in the entire world!

Cultists: recruit more cultists!
Title: Re: RTD horrors
Post by: Pancaek on March 13, 2015, 01:01:53 pm
Me: Relax for now, everything is good.

Cultists: 150 (busy): fix their fuckup as stated before, then get on with the summoning
             10 in high places + 400 others: secure funding and location for the Great Library. If no decent building can be found, start on the construction.
             rest of cultists: begin resource gathering and construction of gift baskets. Lots of gift baskets.
Title: Re: RTD horrors
Post by: NAV on March 13, 2015, 01:37:45 pm
Nuke Big Dog.
Title: Re: RTD horrors
Post by: Aslandus on March 13, 2015, 03:18:34 pm
Me: Relax for now, everything is good.

Cultists: 150 (busy): fix their fuckup as stated before, then get on with the summoning
             10 in high places + 400 others: secure funding and location for the Great Library. If no decent building can be found, start on the construction.
             rest of cultists: begin resource gathering and construction of gift baskets. Lots of gift baskets.

[1] You are too nervous from all the stuff going on and from your imminent summoning to relax. You get a migraine (You can't take an action next turn, though your cultists can still perform the summoning).

[no roll] They buy the rest of the dragon blood they need and complete the summoning circle, now all that's left is to do that actual summoning. (summoning prepared)
[2] They get caught up in paperwork and can't get the Great Library started. Look like you'll have to research your techs the old fashioned way, unless you are willing to invest another turn to it.
[3] They get supplies and build a couple gift baskets, but not nearly enough for whatever you have planned. (+ some gift baskets).

Nuke Big Dog.
[2] Due to your lack of cultists and inability to focus you can't use your nuke to send Big Dog straight to hell, nor can you summon another one directly over his head.

End of turn 12. Begin turn 13 (the luckiest number).

Big Dog: 20 cultists, Has been summoned, has destroyed 2 Orbs of Stalwart
Keeper: 900 cultists, 10 cultists in high places, Inquisitors would have a nuke if they were around, summoning ritual ready, lost turn, some gift baskets
Brok: 10 Inquisitors, Inquisitors active, Inquisitors well fortified, has a nuke
-All supplies for summoning can be acquired easily

Great! Now find another unused orb and repeat the process, hopefully leaving two in the entire world!

Cultists: recruit more cultists!

[3] You locate and break a giant crystal orb, but it's not one of the Orbs of Stalwart, just a cheap knockoff made by some scam artist to try and pawn off to a museum. We'll give you points for trying though (+1 destroyed decoy orb, +glass shards). ((the real orbs break into useless grains of glass, the shards let you know that this one was fake))

[5] The cultists do a very impressive job handing out flyers and get a ton of new recruits (+100 cultists)
Title: Re: RTD horrors
Post by: Harry Baldman on March 14, 2015, 06:36:20 am
"breaking the orbs breaking the orbs. breaking the orbs breaking the orbs."

Me: go break yet another Orb of Stalwart!

Cultists: help out Brok's inquisitors by collectively figuring out a method to shield the world from his pernicious influence.
Title: Re: RTD horrors
Post by: Pancaek on March 14, 2015, 09:10:15 am
Me: do nothing, apparently

150 cultist: do the summoning
10 high placed + 400 regular cultists: get me my library, get the high placed ones to cut through some of the red tape if need be
rest of cultists: continue making gift baskets
Title: Re: RTD horrors
Post by: Aslandus on March 14, 2015, 09:23:37 am
Me: do nothing, apparently

150 cultist: do the summoning
10 high placed + 400 regular cultists: get me my library, get the high placed ones to cut through some of the red tape if need be
rest of cultists: continue making gift baskets

[skip] You do nothing successfully with no ill effects
[4] The cultists perform the summoning and it goes off without a hitch (summoned). Your minions fall into a peaceful state from your presence and everyone else nearby starts babbling about how they stole a cookie from the cookie jar and how they love the smell of feet among other things.
[3] They get a shoddy warehouse that you could appropriate into a library. You could renovate it, tear it down and replace it, or simply put your books in here and hope it doesn't rain too hard. (+shoddy base)
[3] They continue making gift baskets, though due to their pace it doesn't seem like they are getting much done (+more gift baskets)
Title: Re: RTD horrors
Post by: NAV on March 14, 2015, 05:38:41 pm
Nuke. Big. Dog.  >:(
Title: Re: RTD horrors
Post by: Aslandus on March 14, 2015, 06:03:08 pm
Nuke. Big. Dog.  >:(
fair enough... shit...
[1] The nuke explodes far away from big dog and his minions. The disaster is quickly cleaned up by your inquisitors, who manage to get many volunteers to help with the unfortunate incident (+50 inquisitors).

...sorry...

Inquisitors: train yourselves for battle
[1] They have several amusing accidents during training, causing several deaths and many injuries (-20 inquisitors, remaining inquisitors wounded)
End turn 13. Begin turn 14.

score:
Big Dog: 120 cultists, Has been summoned, has destroyed 2 Orbs of Stalwart and 1 decoy orb, has glass shards
Keeper: 900 cultists, 10 cultists in high places, Inquisitors would have a nuke if they were around, summoning ritual ready, lost turn, some gift baskets, more gift baskets, shoddy base, has been summoned
Brok: 40 Injured Inquisitors, Inquisitors active, Inquisitors well fortified
-All supplies for summoning can be acquired easily

"breaking the orbs breaking the orbs. breaking the orbs breaking the orbs."

Me: go break yet another Orb of Stalwart!

Cultists: help out Brok's inquisitors by collectively figuring out a method to shield the world from his pernicious influence.

[3] You break an Orb of storms, stopping a hurricane that was headed toward a city. Some  people join you, but there are still just as many orbs of Stalwart left in the world (+50 cultists).

[1] You accidentally send them the document for the summoning ritual instead of the ritual of purging, and they begin summoning Brok (inquisitors performing summoning ritual, if not stopped they will  attempt to summon Brok on their next turn, until they succeed or are killed).
Title: Re: RTD horrors
Post by: Harry Baldman on March 14, 2015, 06:05:46 pm
Me: contact the nice inquisitor fellows and explain their mistake. Or, if I'm not in time, casually rip Brok in half with dandelion strength.

Cultists: also prevent Brok's summoning, and give the inquisitors the proper instructions.
Title: Re: RTD horrors
Post by: Pancaek on March 14, 2015, 06:53:53 pm
Me: Oversee my cultists work on building the library

10 high placed and 700 cultists: tear down the shoddy building and begin construction of great library

200 cultists: Hand out gift baskets in the name of keeper to people on the street. No hidden agenda, no converting, just free gift baskets.
Title: Re: RTD horrors
Post by: NAV on March 14, 2015, 07:05:31 pm
Me: contact the nice inquisitor fellows and explain their mistake. Or, if I'm not in time, casually rip Brok in half with dandelion strength.

Cultists: also prevent Brok's summoning, and give the inquisitors the proper instructions.

Prevent this from happening by any means possible. Earthquakes, volcanos, beasts, bombs, anything to prevent Big Dog from getting the message through.
Title: Re: RTD horrors
Post by: Aslandus on March 14, 2015, 07:50:24 pm
Me: Oversee my cultists work on building the library

10 high placed and 700 cultists: tear down the shoddy building and begin construction of great library

200 cultists: Hand out gift baskets in the name of keeper to people on the street. No hidden agenda, no converting, just free gift baskets.

[2] You want to supervise your minions, but you get distracted reading a really good book and they are left to their own devices.

[5] In record time the cultists tear down the old warehouse and build a grand library able to keep centuries worth of knowledge, or even eons if you arrange it properly. They waste no time moving copies of books from your collection of knowledge into its grand shelves and some even study a few of them and gain a lesser amount of your power (grand library base, 20 cultists converted into Keeper's Chosen).

[5] They hand out many gift baskets, spreading your literature and knowledge among many people. Some of these people keep blogs, and tell people around the globe how awesome you are and how many amazing things they've learned from you sharing a bit of your knowledge (You're now popular, yay!).

Me: contact the nice inquisitor fellows and explain their mistake. Or, if I'm not in time, casually rip Brok in half with dandelion strength.

Cultists: also prevent Brok's summoning, and give the inquisitors the proper instructions.

Prevent this from happening by any means possible. Earthquakes, volcanos, beasts, bombs, anything to prevent Big Dog from getting the message through.
He hasn't started doing that yet, but you start attacking him and his cultists because of your amazing foresight... also because you just really hate Big Dog...
[6] Big Dog's utter lack of resistance to your manipulation allows you to completely wreck him even from the "comfort" of your home world. Volcanoes erupt, the earth shakes, and summon explosives all around him and his cult. One of big dog's leaves is torn off and several petals from his head burn up. His cultists are culled until only the strong remain and Big Dog himself is wounded, though he will recover given time. (Big Dog moderately wounded, BD: -75 cultists, remaining BD cultists are now empowered and harder to kill

Inquisitors: Perform the purge!
[4] Big Dog knows what he's doing and would never help one as wretched as Brok, so you perform the ritual he sent you to the letter, luckily these Orbs of Stalwart and dragon blood are so easy to find, eh? A portal opens and from it steps what appears to be a giant spiked humanoid crocodile statue. The inquisitors draw their weapons raise their fists and are filled with a berserk rage that empowers them to strike harder and move faster. Nonetheless, there is only so much unarmed humans can do against a giant spiky stone crocodile septuple-wielding hammers and axes, so the ones who escape run for the security of their base, so they may fight another day, leaving only a few scratches and bruises on the behemoth for their effort (Brok summoned, -30 inquisitors, Brok slightly wounded).
((PS: how big is Brok supposed to be? Large for a crocodile? Only a foot or two taller than a human? The size of a building? Just want to make sure I'm describing the fights correctly... also this one might seem more dramatic due to it being more dramatic that the other summonings...))

-3 Horrors have been summoned, Folston's inherent magic is driven back by their eldritch power.
End of turn 14. Begin turn 15.

Big Dog: 95 empowered cultists, Has been summoned, has destroyed 2 Orbs of Stalwart, 1 Orb of Storms, and 1 decoy orb, has glass shards, Horrible embarrassment over his mistake, moderately wounded
Keeper: 880 cultists, 20 Keeper's Chosen 10 cultists in high places, Inquisitors would have a nuke if they were around, Grand library base, has been summoned
Brok: 10 Injured Inquisitors, Inquisitors active, Inquisitors well fortified, Brok summoned, Brok slightly wounded
-All supplies for summoning can be acquired easily
-Folston destroyed
((moderate wounds = weaker in a physical fight. slight wounds = not weakening in itself, but easily exploited in a fight by, for example, throwing salt in the wounds))

Me: contact the nice inquisitor fellows and explain their mistake. Or, if I'm not in time, casually rip Brok in half with dandelion strength.

Cultists: also prevent Brok's summoning, and give the inquisitors the proper instructions.

[2] You decide in light of your recent exploding that trying to choke out a giant crocodile would be a less than ideal strategy. Also you can't close the barn after the cows run away.

[5] The cultists are too late to stop the summoning, but they do give medical aid to the surviving inquisitors and give them some glass shards that they can use as weapons. They also give them some advice on how to not get killed by earthquakes and explosions, which greatly increases their chances of success against the patron saint of destruction (Brok inquisitors no longer wounded, Brok inquisitors now lightly armed, Brok inquisitors now empowered). ((don't worry, you still have most of your glass shards, but I figured you wanted this to do something impressive despite being too late))
Title: Re: RTD horrors
Post by: Harry Baldman on March 15, 2015, 04:01:50 am
Me: relax a little. Time heals all wounds, as they say.

Empowered cultists: spread far and wide the knowledge of how to defend against and attack Brok.
Title: Re: RTD horrors
Post by: NAV on March 15, 2015, 11:00:36 am
((About 10-12 feet tall.))

At last, I am summoned! It is good to have a physical form again, now I can experience the destruction first hand! And second, third, fourth, fifth, and sixth hands. All my hands are built for destruction. Finish off the weak pitiful crippled flower known as Big Dog.
Title: Re: RTD horrors
Post by: Pancaek on March 15, 2015, 11:03:30 am
Me and my chosen 20: train 80 other cultists to become keeper's chosen

10 in high places and 200 cultists: procure armaments

600 cultists: Get combat training

all cultists: if any of our number dies, have his remains brought to the library
Title: Re: RTD horrors
Post by: Aslandus on March 15, 2015, 04:38:38 pm
((About 10-12 feet tall.))

At last, I am summoned! It is good to have a physical form again, now I can experience the destruction first hand! And second, third, fourth, fifth, and sixth hands. All my hands are built for destruction. Finish off the weak pitiful crippled flower known as Big Dog.
[5] You track down and rend poor Big Dog stem from root. He is mortally wounded and will die at the end of next turn if he is unable to get some form of healing (real healing, not just recovery over time, for example having his cultists bandage him up). You also summoned a giant hammer for the sake of the beatdown that you didn't even get to smash over his dandelion head (Big Dog mortally wounded, no damage taken, +Giant hammer).

Inquisitors: Recruit!
[5] They are overwhelmingly successful at getting people to rally against the dangerous monster that will soon ravage the land (+100 inquisitors).

Me and my chosen 20: train 80 other cultists to become keeper's chosen

10 in high places and 200 cultists: procure armaments

600 cultists: Get combat training

all cultists: if any of our number dies, have his remains brought to the library

[3] You manage to get a few of them to pick up your lessons, but many are unable to grasp the lessons (+40 Keeper's Chosen).

[2] They picked a bad spot to search and can't find anything big enough to wield in battle.

[5] All 600 quickly grasp the concepts of hand to hand fighting, they could probably stand a decent chance against even conditioned soldiers (600 cultists now well trained)

[no roll] Due to lack of dying nobody needs to be brought to the library

Turn end actions: Brok healed to uninjured
End of turn 15. Begin turn 16.

Score:
Big Dog: 95 empowered cultists, Has been summoned, has destroyed 2 Orbs of Stalwart, 1 Orb of Storms, and 1 decoy orb, has glass shards, mortally wounded
Keeper: 240 cultists, 600 well trained cultists, 60 Keeper's Chosen, 10 cultists in high places, Inquisitors would have a nuke if they were around, Grand library base, has been summoned, has a few piles of loose bones I forgot about
Brok: 10 Lightly armed Empowered Inquisitors, 100 Inquisitors, Inquisitors active, Inquisitors well fortified, Brok summoned, giant hammer
-All supplies for summoning can be acquired easily
-Folston destroyed

Me: relax a little. Time heals all wounds, as they say.

Empowered cultists: spread far and wide the knowledge of how to defend against and attack Brok.

((Due to Big Dog being on Death's door, I'll give him a chance to reconsider this choice of action))
Title: Re: RTD horrors
Post by: Harry Baldman on March 15, 2015, 05:04:17 pm
Well then, get replanted. Not much else for it, eh?
Title: Re: RTD horrors
Post by: Aslandus on March 15, 2015, 05:32:20 pm
Well then, get replanted. Not much else for it, eh?
[4] Your cultists manage to get you planted in a fresh pot of soil with some rooting hormone, as long as you don't get attacked again until you heal some more, you'll live (stabilized, now merely heavily wounded).
Title: Re: RTD horrors
Post by: Harry Baldman on March 16, 2015, 12:20:33 am
Well now, better heal myself in any case.

Cultists, though, they better try and research some defensive rituals to help protect themselves and me.
Title: Re: RTD horrors
Post by: Pancaek on March 16, 2015, 03:26:03 pm
Me +40 cultists: try to train another 40 cultists to keeper's chosen

All other cultists + 10 cultists in high places: try and procure weapons
Title: Re: RTD horrors
Post by: Harry Baldman on March 16, 2015, 03:28:25 pm
"hey, keeper guy. wanna help me maybe. will keep big lizard busy if yes."
Title: Re: RTD horrors
Post by: Pancaek on March 16, 2015, 04:13:50 pm
"Certainly, friend. What seems to be the trouble?"
Title: Re: RTD horrors
Post by: Aslandus on March 16, 2015, 05:10:12 pm
Me +40 cultists: try to train another 40 cultists to keeper's chosen

All other cultists + 10 cultists in high places: try and procure weapons

((as well as that has been going...))
[1] You fail to give them the strength you want, and they commit seppuku in shame (-40 cultists)

[6] They find a ludicrous number of explosives and neurotoxins, it's kinda scary how effective the toxins are (-100 cultists, gained explosives, gained canisters of toxins). Luckily there's no potential legal trouble since your cultists in high places sign it off.
Title: Re: RTD horrors
Post by: Aslandus on March 16, 2015, 08:26:57 pm
In the interest of moving things along I'm going to assume NAV wants to attack Big Dog again, unless he says otherwise in the next hour
Title: Re: RTD horrors
Post by: Aslandus on March 16, 2015, 09:43:51 pm
This is taking forever, let's get this moving
Finish off the weak pitiful crippled flower known as Big Dog.
[4] You raise your mighty hammer to the sky, and bring it down crushing Big Dog to mush, shattering the pot he's planted in and sending soil flying everywhere. His cultists lament his death, but will continue to act in his name to the end of their lives (Big Dog is dead).

End of turn 16. Begin turn 17.

score:
Title: Re: RTD horrors
Post by: NAV on March 17, 2015, 01:09:21 am
All will fall before Brok the Strong!
Go demolish the library.
Title: Re: RTD horrors
Post by: Pancaek on March 17, 2015, 08:09:47 am
me: send word to Brok's inquisitors as to where he is. Ask that they join us in fighting this evil

50 normal cultists: Go after brok first with the neurotoxins, do this before the rest of our force gets close.

50 normal cultists: spread the word that Brok killed our beloved Big Dog through the news/internet. Hope to rally some auxiliary forces from the ensueing outrage

600 well trained cultists: hole up in the library and attack Brok with the explosives at range

10 cultists in high places: use every available contact to call in mercenary reinforcements/police/military

60 keeper's chosen: keep animating those who die in the assault so they might fight once more


"It seems we cannot live in peace after. I suppose total war was inevetable"
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 09:33:48 am
All will fall before Brok the Strong!
Go demolish the library.

[1] You attempt to summon a mighty earthquake to destroy the Great library, but just as he who gazes too long into the void, Keeper gazes back into you. He learns your darkest secrets and changes where you think the library is, so you actually destroy an orphanage. Your inquisitors help out and gain more volunteers (+50 inquisitors, Keeper knows your secrets) ((feel free to tell him what those secrets are, or we'll just assume they're weak spots in combat and holes in your power))

Armed Inquisitors: train for battle
[3] They don't improve very much, but they at least have a thorough understanding of which end of the blade to stick into the enemy (armed inquisitors now minimally trained).

Other inquisitors: get weapons
[6] Now who would leave this nuke just lying around? Someone could get hurt! (-50 inquisitors, inquisitors gain a nuke)

me: send word to Brok's inquisitors as to where he is. Ask that they join us in fighting this evil

50 normal cultists: Go after brok first with the neurotoxins, do this before the rest of our force gets close.

50 normal cultists: spread the word that Brok killed our beloved Big Dog through the news/internet. Hope to rally some auxiliary forces from the ensueing outrage

600 well trained cultists: hole up in the library and attack Brok with the explosives at range

10 cultists in high places: use every available contact to call in mercenary reinforcements/police/military

60 keeper's chosen: keep animating those who die in the assault so they might fight once more


"It seems we cannot live in peace after. I suppose total war was inevetable"
[4] The inquisitors are on their way, with luck Brok won't be alive two turns from now (Inquisitors called in).

[5] The neurotoxins paralyze Brok for the next turn and he's having trouble breathing. None of your cultists get caught in the gas (Brok paralyzed (can't move, can only use his powers and has less power due to his brain being numbed)).

[6] There is a huge upsurge of sympathy for Big Dog's demise and his cultists get gifts from around the globe as well as many people demanding Brok be punished. Naturally since this is the internet, trolling and hate on Big Dog also rises (Big Dog's followers are now spirited, +20 Big Dog inquisitors).

[6] You blast him with so many explosives that the vibrations knock some of the shelves over in the great library, and some cultists get crushed. Damn, that stony carapace of his is tough (Brok moderately wounded, Great library damaged, -50 well trained cultists).

[5] The entire military force of humanity is now aware of how dangerous Brok is. They are descending upon him (human faction activated, humanity is against Brok).

[6] They cast and they cast as fast as they can, raising the dead as they fall. They get a little too excited with their casting and accidentally move some of Brok's bones back into place (Brok now only lightly wounded, +50 Skelebros)

End turn 17. Begin turn 18.

score:
Big Dog: 95 empowered spirited cultists, Has been summoned, has destroyed 2 Orbs of Stalwart, 1 Orb of Storms, and 1 decoy orb, has glass shards, DEAD, knowledge of Binding and Shielding rituals, 20 inquisitors
Keeper: 100 cultists, 550 well trained cultists, 60 Keeper's Chosen, 10 cultists in high places, Inquisitors would have a nuke if they were around, lightly damaged Grand library base, has been summoned, has a few piles of loose bones I forgot about, and 40 cultists who died in training, Brok's secrets, 50 raised cultists
Brok: 10 Lightly armed minimally trained Empowered Inquisitors, 100 Inquisitors, Inquisitors active, Inquisitors well fortified, Inquisitors have a nuke, Brok summoned, giant hammer, has slain Big Dog, lightly wounded, hated by humanity, paralyzed
-All supplies for summoning can be acquired easily
-Folston destroyed
-human faction now active
((Jeez, a lot of stuff just happened, I probably missed something on the score chart...))
Title: Re: RTD horrors
Post by: Harry Baldman on March 17, 2015, 09:50:53 am
Hey, can my fair cultists resummon me? Failing that, resurrect me? That sounds like it'd be handy. Maybe use an Orb of Stalwart for it?

Or heck, vegetative reproduction, man. Just need some appropriate eldritch hormones and some of that mush and you'll have a new Big Dog in no time.
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 11:31:39 am
Hey, can my fair cultists resummon me? Failing that, resurrect me? That sounds like it'd be handy. Maybe use an Orb of Stalwart for it?

Or heck, vegetative reproduction, man. Just need some appropriate eldritch hormones and some of that mush and you'll have a new Big Dog in no time.

Dead is dead man, you can have your cultists turn your body into skin cream or something if you want, but you can't come back. As for reproduction...

[2] Your cultists, even determined as they are, cannot get Big Dog's pollen to work with normal plants. Maybe it has something to do with the fact that they keep trying to rub it on the leaves and not the flower, but hey, they're no plant pros...
Title: Re: RTD horrors
Post by: NAV on March 17, 2015, 11:45:36 am
Get some beasts to come aid me in this battle.
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 12:06:33 pm
Get some beasts to come aid me in this battle.
[6] You summon beasts of the forest to aid you, mighty falcons and bears come running to join you in besting this freak of nature that calls himself the Keeper. Of course, bird talons are rather sharp and the bears are a little too happy to see you, especially with their boosted strength from your presence, and you get a little damaged from their enthusiasm (Now moderately wounded, but you have 30 Falcons and 50 bears come to fight with you).

Edit: forgot about the inquisitors
Normal Inquisitors: Launch ze Nuke!
[4] The nuke is launched and blasts through your stony skin, rending your nerves and flesh asunder. With luck your regenerative healing would save you, but I wouldn't hold my breath. (Brok mortally wounded)
Armed inquisitors: attack Brok!
[5] They tear into your now exposed flesh with their glass shivs and rip your organs apart. You simply can't fight back, but your beasts remain to fight for you despite your power being gone. (Brok is dead)
Title: Re: RTD horrors
Post by: Harry Baldman on March 17, 2015, 12:08:33 pm
Hm... well, for one, I said vegetative reproduction. Can't blame the poor buggers, really, considering I'm dead and all. Nevertheless!

Cultists! Supply the remnants of Big Dog to science! Like, biological science, so they can make more. Perhaps they can make something good out of them yet! They should be reasonably lively, after all.
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 12:43:04 pm
Just realized I didn't give Brok's inquisitors a turn... whoops, looks like Brok is dead and Keeper has won, unless you guys want another turn or two for your cultists/beasts to try to make the ending more memorable...
Title: Re: RTD horrors
Post by: Harry Baldman on March 17, 2015, 12:55:15 pm
((I say we go for a more elaborate ending!))
Title: Re: RTD horrors
Post by: Ardent Debater on March 17, 2015, 01:02:39 pm
((I say we go for a more elaborate ending!))

((And then a Sequel!))
Title: Re: RTD horrors
Post by: Pancaek on March 17, 2015, 02:38:27 pm
((If we're going for an elaborate ending, without rolls, here's what keeper would do with his victory and subsequent dominion of earth.))

Have cultists/police/army/inquisitros deal with Brok's beasts. Springtime cleanup, if you will.

Have myself and cultists help advance the knowledge and education of the human race

Build a monument and dedicate a few libraries to Big Dog

Pay special care to science. The Keeper would like nothing more than for his loyal minions to rule the stars.
Title: Re: RTD horrors
Post by: NAV on March 17, 2015, 03:45:19 pm
Beasts kill Keeper. Avenge me!
Title: Re: RTD horrors
Post by: Pancaek on March 17, 2015, 03:58:07 pm
((Right, that reminds me. Should probably deal with those))
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 04:58:20 pm
((If we're going for an elaborate ending, without rolls, here's what keeper would do with his victory and subsequent dominion of earth.))
Beasts kill Keeper. Avenge me!
((Are you sure you don't want any rolls, Pancaek? Otherwise he could totally do that just out of spite, you can't stay in that library forever... Though I'll still have your actions for the turn take rolls at least))

Have cultists/police/army/inquisitros deal with Brok's beasts. Springtime cleanup, if you will.

Have myself and cultists help advance the knowledge and education of the human race

Build a monument and dedicate a few libraries to Big Dog

Pay special care to science. The Keeper would like nothing more than for his loyal minions to rule the stars.

[6] Your cultists attack the bears with great fervor, killing a few and the rest disperse. Some of your cultists are lost in the fight (-50 well trained cultists, -15 bears)

[4] Your chosen aid humans in discovering many secrets of the mind, and in the secrets of raising the dead. Your other cultists do the best they can, but are only able to do so much on their own. (human science advanced)

[1] Wait, did you mean Big Dog your friend and not a big dog? Whoops... (Large canine statue built)

[2] Sadly you are unable to explain nth dimensional geometry to the simple minded humans, who can't fathom more than the dimensions their physics can show.

End turn 18. Begin epilogue 1.
Winner: Keeper
Title: Re: RTD horrors
Post by: Pancaek on March 17, 2015, 05:21:10 pm
you can't stay in that library forever...
((Like hell I can't. But yeah, do the epilogue as you see fit.))
Title: Re: RTD horrors
Post by: Aslandus on March 17, 2015, 05:41:40 pm
((I think I'll give you guys 3 rounds to do what you want, I'll try to soften up bad results and blunt epic results a bit so the ending will be a bit more controllable but it's still up to you guys what to do))
Hm... well, for one, I said vegetative reproduction. Can't blame the poor buggers, really, considering I'm dead and all. Nevertheless!

Cultists! Supply the remnants of Big Dog to science! Like, biological science, so they can make more. Perhaps they can make something good out of them yet! They should be reasonably lively, after all.

[3] They manage to scrounge up enough to deliver at least part of your body to research and culturing labs, who successfully get your body cells to multiply and have enough material to supply research into eldritch biology. Though the immediate benefits are a bit lackluster, such as some cream that makes your skin glow in the dark, the long term benefits for things like medicine and perhaps cloning your body look promising.

Beasts kill Keeper. Avenge me!
[6] Your bears dive through the window of the great library and maul Keeper. Turns out some of that neurotoxin got into his cloak and the bears just swallowed a lethal amount. The falcons stayed back since they aren't fond of indoors (-35 bears, Keeper heavily damaged)

((remember, you can have your cultists patch you up... also, those falcons might be better used not directly attacking a skeleton in a cloak surrounded by his own followers, especially since they're not being buffed by your presence anymore...))

edit: dammit, forgot these guys again...

Inquisitors: build a Disaster Relief Center
[1] They accidentally destroy a hospital while trying to build a relief center. Some people quit out of fear of doing more harm than good (-50 Inquisitors)
Title: Re: RTD horrors
Post by: NAV on March 17, 2015, 06:06:39 pm
Just go all out attacking Keeper. Hopefully we can end this like Hamlet. There's even poison!
Title: Re: RTD horrors
Post by: Harry Baldman on March 18, 2015, 03:34:37 am
Cultists: obtain successful careers in Big Dog-related media and similar enterprises, including the already burgeoning cell culture industry.
Title: Re: RTD horrors
Post by: Aslandus on March 19, 2015, 12:25:32 pm
((Kinda need Pancaek to post what he's doing in the next hour or so, lest I be forced to make him repeat his prior actions))
Title: Re: RTD horrors
Post by: Pancaek on March 19, 2015, 12:29:58 pm
((done))


Me and Keeper's chosen: fall back and have my chosen mend me

Other cultists + whatever police/non-cultists will heed my calling: Deal with the rest of Brok's menacing animals, then provide relief for the populace that has been hit by our little kerfuffle.

Title: Re: RTD horrors
Post by: Aslandus on March 19, 2015, 01:41:30 pm
((done))


Me and Keeper's chosen: fall back and have my chosen mend me

Other cultists + whatever police/non-cultists will heed my calling: Deal with the rest of Brok's menacing animals, then provide relief for the populace that has been hit by our little kerfuffle.

[1] Your chosen accidentally open your wounds with their attempts to fix your broken bones, you are now dumping bones from your body onto the ground (mortally wounded).

[5] Your cultists use rocks sitting around to knock the birds out of the sky. Some falconry specialists manage to save a few of them from their injuries, and a few of your cultsits keep some as pets... non-Brok aligned pets, that is... The rest of the falcons are eaten by local wildlife (+5 falcons, Brok's falcons are gone)

End epilogue 1. Begin epilogue 2.

Just go all out attacking Keeper. Hopefully we can end this like Hamlet. There's even poison!
[irrelevant] Your birds are dead now and your power has faded from the world. You are gone, but not forgotten by mankind (*taps plays*). On the bright side, Keeper is bleeding out and the Hamlet ending will still happen as long as he can't mend himself.

Cultists: obtain successful careers in Big Dog-related media and similar enterprises, including the already burgeoning cell culture industry.
[6] They are able to get successful career marketing your brand and manipulating your eldritch genes into things. So successful in fact that they overproduce and oversell, to the point that there is little demand left. Everyone has your stuff, so nobody has reason to buy it. (market saturated, cultists wealthy).
Title: Re: RTD horrors
Post by: NAV on March 19, 2015, 01:52:13 pm
Hey come on, I still had some bears left too!
Title: Re: RTD horrors
Post by: Pancaek on March 19, 2015, 01:57:07 pm
Me: mend myself

All cultists: also mend myself. And don't fuck up this time, I'm not losing at the last minute because you incompetents made things worse
Title: Re: RTD horrors
Post by: Harry Baldman on March 19, 2015, 01:58:48 pm
Ooh, try and fix the Keeper (or his remains) with the healing touch of Big Dog Stem Cell Treatments! Now a proudly offered service of Big Dog FutureTech Ltd.! Get your infusion of Big Dog today!
Title: Re: RTD horrors
Post by: Aslandus on March 19, 2015, 02:12:32 pm
Hey come on, I still had some bears left too!
((They all died of poison, sorry. This is why I was keeping a score/inventory this whole time, I knew things were going to get confused if I left it up to memory.))

Inquisitors: retire
[irrelevant] The inquisitors decide their job is done and go back to their normal lives (-110 inquisitors).

Me: mend myself

All cultists: also mend myself. And don't fuck up this time, I'm not losing at the last minute because you incompetents made things worse

[2] You can't pull the bandages on fast enough to stop the bleeding of your essence. Your consciousness starts to fade from the world.

[1] They try their best but ultimately decide the only way they can help is to put you out of your misery (Keeper is dead).

End Epilogue 2. Begin epilogue 3.

Score: Winner = Keeper (even postmortem)
Big Dog: 95 wealthy empowered spirited cultists, Has been summoned, has destroyed 2 Orbs of Stalwart, 1 Orb of Storms, and 1 decoy orb, has glass shards, DEAD, knowledge of Binding and Shielding rituals, 20 inquisitors, market saturated
Keeper: 100 cultists, 550 well trained cultists, 60 Keeper's Chosen, 10 cultists in high places, Inquisitors would have a nuke if they were around, lightly damaged Grand library base, has been summoned, has a few piles of loose bones I forgot about, and 40 cultists who died in training, Brok's secrets, 50 raised cultists, has won, DEAD, 5 falcons
Brok: Brok summoned, giant hammer, has slain Big Dog, DEAD

Ooh, try and fix the Keeper (or his remains) with the healing touch of Big Dog Stem Cell Treatments! Now a proudly offered service of Big Dog FutureTech Ltd.! Get your infusion of Big Dog today!
[6] The injection fills the marrow of some of the more recent bones. As Keeper has no blood and therefore no way to actually regenerate even with super injections, he's still dead. However, a strange algal material grows on Keeper's remains and starts to sprout leaves and flowers along his bony carcass. It quickly overtakes what was once his body and a bizarre amalgam horror rises, what will you name this new monstrosity? And more importantly, should it try to add Brok's remains to itself to become even stronger?
Title: Re: RTD horrors
Post by: NAV on March 19, 2015, 02:16:56 pm
Never mind
Title: Re: RTD horrors
Post by: Harry Baldman on March 19, 2015, 02:44:15 pm
Let's name ourselves Kudzu, for poetry's sake.

And no, Brok's remains go in the bin, where they shall languish until they are taken to a landfill in New Mexico. There they shall properly mature for a while.

Then after, say, a year has passed, absorb these more palatable remains.

And then, hell, do whatever! But break the Orbs of Stalwart beforehand, just to be safe.
Title: Re: RTD horrors
Post by: Pancaek on March 19, 2015, 02:51:33 pm
Let's name ourselves Kudzu, for poetry's sake.

And no, Brok's remains go in the bin, where they shall languish until they are taken to a landfill in New Mexico. There they shall properly mature for a while.

Then after, say, a year has passed, absorb these more palatable remains.

And then, hell, do whatever! But break the Orbs of Stalwart beforehand, just to be safe.

Whatever remains of keeper's consciousness concurs with this
Title: Re: RTD horrors
Post by: Aslandus on March 19, 2015, 03:25:30 pm
Let's name ourselves Kudzu, for poetry's sake.

And no, Brok's remains go in the bin, where they shall languish until they are taken to a landfill in New Mexico. There they shall properly mature for a while.

Then after, say, a year has passed, absorb these more palatable remains.

And then, hell, do whatever! But break the Orbs of Stalwart beforehand, just to be safe.

Whatever remains of keeper's consciousness concurs with this
Kudzu it shall be, and the cultists burn Brok's remains to ensure he doesn't have some kind of resurrection ability (he doesn't, but they are being paranoid).

Alas, you don't get to tell Kudzu exactly what to do, he is his own abomination and will walk the Earth doing as he sees fit with his mighty strength and moderate psionic power. He eats the ashes and gains much higher power, enough to rip entire lands asunder. Will he use this for good or evil? Only time will tell.

[6] The cultists find the remaining orbs and smash them, since they know that's what you would've wanted. Some of them get hurt by the orbs rolling around, but they manage to get medical treatment.

Final results: Kudzu has become a sort of new leader and symbol of hope for many cultists. While he does cause some trouble, such as knocking over a building or killing some people who used to be inquisitors for his various components. Mostly however, he simply wanders and uses his powers of necrokinesis, knowledge weaving, and Earth shaping to help those around him.

Keepers followers continue working to advance science and knowledge of humanity, leading to a new era of enlightenment in the ways of the eldritch. His Chosen manage to maintain his power through their bloodlines and eventually create their own school, "Keeper's school of knowledge and necromancy". Time is taken to repair the Great library and over time integrate the knowledge within into other places. The wealth of this information within brings even more progress to this age of learning.

Big Dog's followers become extremely successful in getting people's favor and pull people toward more research. Though the market for Big Dog merchandise is limited, many new products become available based on Big Dog's tissues and genes, and eventually a cloning project successfully makes a new strange singing plant. It finds its new home in "The Little shop of Horrors," as the store is named. His few inquisitors spend a lot of time badmouthing him, but mostly go ignored.

Brok, though his influence is gone from the world, lives on in memory. A successful movie franchise springs from tales of his rampage and his power. Coming this spring, it's "Brok the mighty and the land of broken limbs". His inquisitors occasionally meet up to talk about how much they love giving to charity and helping the less fortunate.

End of Game 1.

Sign ups for game 2 are now open.
Title: Re: RTD horrors
Post by: UnicodingUnicorn on March 21, 2015, 10:29:24 am
We just post a new character sheet, right?

Spoiler (click to show/hide)
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 21, 2015, 11:36:14 am
Yep, I just now figured out how to change the title of the thread, so hopefully we'll get more than 3 participants this time :)
Title: Re: RTD horrors
Post by: Ardent Debater on March 21, 2015, 11:48:09 am
Will this work?

Spoiler: Yippee! (click to show/hide)
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 21, 2015, 12:37:18 pm
Yeah, you can have a 30 foot tall guy made of tissue paper if you want, just like Big Dog was a dandelion strong enough to lift a battleship...
Title: Re: RTD horrors
Post by: Sl4cker on March 22, 2015, 04:07:15 am
Spoiler: First sheet ever! (click to show/hide)
oh god this is such a bad idea
Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 23, 2015, 08:40:44 am
Spoiler: Character Sheet: (click to show/hide)
Title: Re: RTD horrors - game 2 has begun
Post by: Aslandus on March 23, 2015, 09:16:31 am
Game 2 start

Characters:
Spoiler (click to show/hide)
Spoiler: Yippee! (click to show/hide)
Spoiler: First sheet ever! (click to show/hide)
Spoiler: Character Sheet: (click to show/hide)

Turn 1:
[5] Nightmare screams into the ears of humanity and drives them to do her bidding. Few are willing, but many are compelled (+100 cultists).

[2] Carl Yelvin has a bit of trouble getting the psychic link to the human world connected. Please try again later.

[2] The Plauge Doctor is unable to find support among the human populace. Come on guys, disease is a gift, not a curse!

[4] The mad matron whispers to people in a stern motherly tone. Their inner child feels they must help (+50 cultists)

End of turn 1
Score:
Nightmare - 100 cultists
Carl Yelvin - 404 error: unable to connect to mortal plane
Plauge Doctor - Intentionally misspelled name
Mad matron - 50 cultists
Title: Re: RTD horrors - game 2 signups open
Post by: Sl4cker on March 23, 2015, 09:26:27 am
If I could, I would abstain from the use of such...counter-productive pawns entirely. But one needs to be summoned to be at full power, regrettably.

Try again to gain followers, this time aimed at people who...aren't necessarily in the right state of mind. I need bodies, not souls; this might be easier than converting sane people.

EDIT: Intentionally misspelled name? What intentionally misspelled name?
*Holds hand over edit marker*
Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 23, 2015, 09:27:29 am
Continue whispering in the ears of humans.
Cultists: Search for the artifacts.
Title: Re: RTD horrors - game 2 signups open
Post by: UnicodingUnicorn on March 23, 2015, 10:53:00 am
Ah, I see that these weaklings may yet accept the beauty of the Night.

Continue trying to recruit cultists from people like clubbers, those who stay up late.

Cultists: 25 - Keep tabs on the cultists of the Mad Matron and their activities
                75 - Establish a base in a cave system of some sort.

Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 23, 2015, 12:36:01 pm
Turn 2:
If I could, I would abstain from the use of such...counter-productive pawns entirely. But one needs to be summoned to be at full power, regrettably.

Try again to gain followers, this time aimed at people who...aren't necessarily in the right state of mind. I need bodies, not souls; this might be easier than converting sane people.

EDIT: Intentionally misspelled name? What intentionally misspelled name?
*Holds hand over edit marker*
((I've been calling him plauge doctor because I think it's funnier than plague doctor, if you want me to stop just say so))
[6] In your attempt to find madness you create it yourself, driving those you manage to contact mad. They will still do what you want, but they may be a bit unreliable. Also, some people start investigating what's driving people mad (+50 mad cultists, +10 inquisitors).

Continue whispering in the ears of humans.
Cultists: Search for the artifacts.

[6] You manage to get some people to join you, but as it turns out not everyone wants their childhood fears reawakened. What a bunch of jerks (+50 cultsists, +20 inquisitors)

[6] They successfully locate one of the Orbs of Stalwart, but the elusive dragon flower remains hidden. Several cultists get lost in the forest and never return (Orb of Stalwart 1 found, -25 cultists).

Ah, I see that these weaklings may yet accept the beauty of the Night.

Continue trying to recruit cultists from people like clubbers, those who stay up late.

Cultists: 25 - Keep tabs on the cultists of the Mad Matron and their activities
                75 - Establish a base in a cave system of some sort.


[4] You get several ravers to join your merry band of madness. They love the idea of eternal night, partying forever! (yeah, they don't have much foresight) (+50 cultists)

[5] They keep a keen eye on Momthulhu's cultists and jot down the location of the Orb of Stalwart they found (+location of Orb of Stalwart 1)

[6] They find a cave system with plenty of space for your great horsiness... unfortunately it has bears living in it. They still get the base set up after driving them away though (-35 cultists, cave base built).
Title: Re: RTD horrors - game 2 signups open
Post by: Ardent Debater on March 23, 2015, 02:28:12 pm
Reattempt to contact Basement Dwellers who live with their parents and hardcore Larpers, Then order them to spread the Cult, Along with throwing around a few Miracles to convert more Nerds to my cause.
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 23, 2015, 02:54:51 pm
Reattempt to contact Basement Dwellers who live with their parents and hardcore Larpers, Then order them to spread the Cult, Along with throwing around a few Miracles to convert more Nerds to my cause.
[6] You convert many nerds to your cause. They think the minor tricks you can pull from the land of fables are awesome. The local jocks are less impressed (+100 cultists, +35 inquisitors).

End turn 2.
Score/inventory:
Nightmare - 115 cultists, access to Orb of Stalwart 1, cave base
Carl Yelvin - 100 cultists, 35 inquisitors
Plauge Doctor - 50 mad cultists, 10 inquisitors
Mad matron - 75 cultists, 20 inquisitors, access to Orb of Stalwart 1
Edit: accidentally shorted Yelvin on cultists, fixed
Title: Re: RTD horrors - game 2 signups open
Post by: Ardent Debater on March 23, 2015, 05:12:27 pm
Summon a Lot of Medival Weaponry and Armor and teach the Nerds how to use them and give The 5 most Nerdy among them the ability to use Minor Destruction magic. Then order them to slaughter the Jocks and Carl Preforms more Miracles to convert more Nerds to his cause.
Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 23, 2015, 05:42:52 pm
Make the inquisitors suffer hallucinations about their parents.
35 cultists: Recruit more 45 cultists: search for the dragon's blood.
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 23, 2015, 06:42:08 pm
Summon a Lot of Medival Weaponry and Armor and teach the Nerds how to use them and give The 5 most Nerdy among them the ability to use Minor Destruction magic. Then order them to slaughter the Jocks and Carl Preforms more Miracles to convert more Nerds to his cause.
((You can't teach your cultists magic until you're summoned, and you didn't put "summon weapon" on your character sheet, so unless your cultists have gotten some random junk they are willing to have turned into maces and axes you're going to need to take a different course of action. Your cultists can still attack the inquisitors if you want though.))

Turn 3:
Make the inquisitors suffer hallucinations about their parents.
35 cultists: Recruit more 45 cultists: search for the dragon's blood.

[2] You aren't able to focus enough to manifest your power on the mortal plane. Nothing happens.

[5] Your cultists recruit many more people to the cause of your summoning. The recruits think it's a free childhood trauma help agency, but is that really much of a difference? (+100 cultists)

[5] The other cultists find a few of the rare flower that is used to make dragon's blood, and mix it into the ceremonial ichor without trouble. They are ready to start the summoning when you are (summoning ready).
Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 23, 2015, 06:49:20 pm
Make the inquisitors suffer debilitating hallucinations.
100 cultists: Attack Nightmare's cultists. 35 cultists:Put the artifacts in a safe hiding spot.
40 cultists: Recruit parents.
Title: Re: RTD horrors - game 2 signups open
Post by: Sl4cker on March 23, 2015, 11:34:07 pm
((Meh, if you want to call me a typo, that's alright. Don't really care.))
Hm? A group of individuals that want to destroy a being such as me? How pitiful. They shall be the first of my victims.

And what is this? Another being like me, intent on creating more fear, whereas I want to destroy it? This will not do. Pawns, after them!

Me: Spread disease on the inquisitors; better cut the weed before it grows and strangles the crop.
Cultists: Try to steal the dragons blood, or the orb of stalwart. Do NOT try to face The Matrons cultists head on if you can, but if things get desperate, destroy either artifact.
Title: Re: RTD horrors - game 2 signups open
Post by: UnicodingUnicorn on March 24, 2015, 04:53:25 am

Continue whispering to those who love the night.

Cultists:
95 - Attack the cultists of the Mad Matron surrounding the Orb of Stalwart. Try and establish a foothold there.
10 - Hold the base and buy guns and the like
5 - Find dragon's blood
5 - Keep tabs on the Mad Matron's cultists
Title: Re: RTD horrors - game 2 signups open
Post by: Ardent Debater on March 24, 2015, 09:01:13 am
RECRUIT MORE CULTISTS! And Try To Find Summoning Materials.
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 24, 2015, 09:36:18 am
((Meh, if you want to call me a typo, that's alright. Don't really care.))
Hm? A group of individuals that want to destroy a being such as me? How pitiful. They shall be the first of my victims.

And what is this? Another being like me, intent on creating more fear, whereas I want to destroy it? This will not do. Pawns, after them!

Me: Spread disease on the inquisitors; better cut the weed before it grows and strangles the crop.
Cultists: Try to steal the dragons blood, or the orb of stalwart. Do NOT try to face The Matrons cultists head on if you can, but if things get desperate, destroy either artifact.

[1] You accidentally send a plague upon your own followers... dammit, all these humans look the same to you! (mad cultists now plagued)

Cultists:
[5] They find it difficult due to not knowing where any of that stuff is and having never met the Mad matron or any of her followers, but by sheer luck they happen to find an orb of stalwart. Praise be to madness! (gained access to orb of stalwart 2)


Continue whispering to those who love the night.

Cultists:
95 - Attack the cultists of the Mad Matron surrounding the Orb of Stalwart. Try and establish a foothold there.
10 - Hold the base and buy guns and the like
5 - Find dragon's blood
5 - Keep tabs on the Mad Matron's cultists

[1] Turns out, some people actually enjoy sunlight. Weirdos (+20 inquisitors).

Cultists:
[6] They charge furiously into battle carrying the fury of the night and slaughter many of the matron's cultists, but in their fervor forget to set up an outpost. The inquisitors take notice of your influence (inquisitors activated, 75 matron cultists dead).
[2] They get distracted by the starry sky and stand outside all night instead of guarding the base.
[2] They find nothing. Oh well, it's not like they had enough manpower to collect a ritual's worth anyway.
[3] They watch the horrific slaughter of the Mad matron's cultists at the hands of your own cultists. They are extremely unphased. (nothing happens) ((you can't accomplish much with groups this small))

RECRUIT MORE CULTISTS! And Try To Find Summoning Materials.
[1] Those jocks don't like all these nerds organizing and join you hate club (+25 inquisitors).

cultists:
[4] They split into two groups and successfully find an orb of stalwart and some dragon blood flowers. They mark them out on a map for when you actually want to do the ritual. (gain access to orb of stalwart 3, dragon blood found, need to collect dragon blood before you can begin ritual)

End of turn 3.

Score/inventory:
Nightmare - 115 cultists, access to Orb of Stalwart 1, cave base, 20 inquisitors, inquisitors active, badge of poor prioritization
Carl Yelvin - 100 cultists, 60 inquisitors, access to orb of stalwart 3, dragon's blood found
Plauge Doctor - 50 plagued mad cultists, 10 inquisitors, access to orb of stalwart 2
Mad matron - 100 cultists, 20 inquisitors, access to Orb of Stalwart 1, summoning ready

Make the inquisitors suffer debilitating hallucinations.
100 cultists: Attack Nightmare's cultists. 35 cultists:Put the artifacts in a safe hiding spot.
40 cultists: Recruit parents.
[6] You force images of clowns and shadows in coat closets into the heads of all the inquisitors. They become paranoid and determined to stop your influence (inquisitors activated, inquisitors paranoid)

Cultists: ((gonna take the 75 dead guys out of the 3 groups, 50 from first group, 5 from second group, 10 from third group))
[1] Not one to be one-upped, you order the cultists to charge the enemy! Alas, it is a logistical failure as your cultists get lost in Nightmare's cave system and starve to death (-50 cultists).
[6] Your cultists haul this giant orb into a hidden location that nobody will be able to find ever. It's so well hidden that even your cultists can't find it (access to orb of stalwart 1 lost).
[2] They refuse to talk to their parents, possibly due to poor childhood experiences. ((I assume you're recruiting adults here and not 5 year olds as cultists, but feel free to correct me))
Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 24, 2015, 09:55:50 am
Make the inquisitors go mad.
20 cultists: Recruit more people. 60 cultists: Find the Orb of Stalwart again. 20 cultists: Do good deeds.
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 24, 2015, 10:07:55 am
Make the inquisitors go mad.
20 cultists: Recruit more people. 60 cultists: Find the Orb of Stalwart again. 20 cultists: Do good deeds.
((Just so we're clear, you're aiming at your inquisitors and not all inquisitors, right?))
Title: Re: RTD horrors - game 2 signups open
Post by: UnicodingUnicorn on March 24, 2015, 10:12:41 am

If I am able to, cause a partial solar eclipse. Otherwise, continue the whole whispering recruitment drive.

Cultists:
75 - Do recon on the other horrors and my inquisitors.
40 - Procur weaponry for the base.

Title: Re: RTD horrors - game 2 signups open
Post by: wipeout1024 on March 24, 2015, 10:31:43 am
Make the inquisitors go mad.
20 cultists: Recruit more people. 60 cultists: Find the Orb of Stalwart again. 20 cultists: Do good deeds.
((Just so we're clear, you're aiming at your inquisitors and not all inquisitors, right?))
Yes.
Title: Re: RTD horrors - game 2 signups open
Post by: Aslandus on March 24, 2015, 11:36:32 am

If I am able to, cause a partial solar eclipse. Otherwise, continue the whole whispering recruitment drive.

Cultists:
75 - Do recon on the other horrors and my inquisitors.
40 - Procur weaponry for the base.


You find your meager power cannot influence the mortal world from where you are, but you can still recruit
[4] You coax several people to join you. Who says the night has no friends? (+50 cultists)

Cultists:
[2] With all this light in the inquisitors' vicinity, they have trouble seeing what's happening.
[2] What is this "weaponry" you speak of? Your cultists certainly don't know.

Edit because I forgot:
Inquisitors: recruit
[5] They call on many people and hand out flyers to spread word of the eternal night that is coming and to enlist help in preventing it. They find many volunteers (+80 inquisitors).
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 24, 2015, 11:50:50 am

Cultists:
75 - Find an Orb of Stalwart of my own
40 - Find the rest of the things needed for the ritual.
50 - Buy guns and ammunition and fortify the base.
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 24, 2015, 02:32:00 pm

Me: Turn my Cultists worthless Electronic Junk into War Golems and then Attempt to summon a Beserk Balrog in the midst of the Jocks.
Balrog: Smite the Jocks
War Golems: Fight the Jocks if any are left, Otherwise Get the Dragon Blood.
90 Cultists: Get the Dragon Blood.
10 Cultists: Recruit more Cultists.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 24, 2015, 03:39:11 pm

Me: Turn my Cultists worthless Electronic Junk into War Golems and then Attempt to summon a Beserk Balrog in the midst of the Jocks.
Balrog: Smite the Jocks
War Golems: Fight the Jocks if any are left, Otherwise Get the Dragon Blood.
90 Cultists: Get the Dragon Blood.
10 Cultists: Recruit more Cultists.

[4] You use your power to make several small golems out of scrap electronics. Alas, they aren't very strong, partially due to your limited power from being in a different world and partially due to being made of cheap circuit boards rather than solid metal, but they can still perform some tasks that you deem to hazardous or too menial for your cultists (+50 scrap golems)

Fresh war golems (bold move ordering them when you just summoned them, but just fine)
[3] The tiny robots kick the jocks in the shins and give them some nasty cuts, that'll teach them to mess with you and your adorable robot army! (Inquisitors lightly injured)
Cultists:
[6] They find and collect the dragon blood, bringing several vials back with them. As it turns out, it's also highly toxic when ingested. Who knew? (gained dragon blood, -45 cultists)
[4] They find others to join in your cause. Some of them just came for the free pizza, but most are here for the fun of bringing fantasy into the real world (+50 cultists).

((dammit, I keep forgetting about inquisitors, I gotta edit Nightmare's turn to add the inquisitors' actions))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 24, 2015, 11:50:52 pm
Bah, why do all these humans look so similar? No matter. When they die to my plague, at least I can reanimate them.

Me: Once more, plague those inquisitors!
Soon-to-be-dead-cultists: Search for suitable replacements before you become much less charismatic. Don't you dare spread the disease to your replacements before I'm done with them!
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 25, 2015, 09:52:33 am
Bah, why do all these humans look so similar? No matter. When they die to my plague, at least I can reanimate them.

Me: Once more, plague those inquisitors!
Soon-to-be-dead-cultists: Search for suitable replacements before you become much less charismatic. Don't you dare spread the disease to your replacements before I'm done with them!

[6] You unleash a wave of pestilence onto the inquisitors. They realize this is your doing and will try to accomplish something before their untimely demise (Inquisitors plagued, inquisitors activated)

cultists:
[6] They enthusiastically bring more into your cult, and even keep them from getting sick. Unfortunately, seeing the state you leave your own followers in convinces some people they should try to keep you away, and having known crazy people tell you to do something isn't very convincing (+25 cultists, +25 inquisitors)

End of turn 4.
Score/inventory:
Nightmare - 165 cultists, cave base, 100 inquisitors, inquisitors active
Carl Yelvin - 105 cultists, 35 lightly injured inquisitors, 50 scrap golems, dragon blood
Plauge Doctor - 50 dying mad cultists, 25 cultists, 10 plagued inquisitors, 25 inquisitors, inquisitors activated
Mad matron - 25 cultists, 20 paranoid inquisitors, inquisitors active

Make the inquisitors go mad.
20 cultists: Recruit more people. 60 cultists: Find the Orb of Stalwart again. 20 cultists: Do good deeds.

[6] You push their minds to the brink of madness and shove them right past it. Try and recruit now you psychos! (inquisitors have gone mad)

cultists:
[6] They go around handing out flyers and shouting at people to serve the Mad Matron. Some people join, but others are convinced to fight against you (+40 cultists, +25 inquisitors)
[1] They find a giant boulder, some of them get crushed trying to bring it back to the ritual site (-30 cultists)
[2] They fail to do much of anything, especially good deeds. They are too distracted by all the bad dreams they've been having.

Inquisitors: madmen - kill cultists, other guys - recruit
[4] they strike with maddening fervor, slaying some of your cultists and escaping with most of their forces intact (-20 cultists, -10 mad inquisitors)
[2] They can't get anyone to join, and don't extend themselves so far as to make people hate them.

Cultists:
75 - Find an Orb of Stalwart of my own
40 - Find the rest of the things needed for the ritual.
50 - Buy guns and ammunition and fortify the base.

You decide to take a breather and let your cultists do the work for once.
[4] Your cultists find the orb of stalwart, it was hidden twelve feet from where it was originally, covered in a colorful blanket (regained access to Orb of Stalwart 1)
[1] They find nothing, and some of them get lost in the forest, never to return (-30 cultists).
[3] None of them have gun permits, so they just buy water guns and fill them with gasoline. Very low range, but they should be fine for defending your cave... at least, assuming they don't eat up all the air in here... (+cave defense (crude flamethrowers))

Inquisitors: get weapons
[2] They get distracted by some of the restaurants near the weapon shop and miss their turn
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 25, 2015, 10:02:03 am
It appears that we need to attain more appeal to win the hearts of the populace.

Try and give the inquisitors nightmares, persuading them to stop inquisiting.

Cultists:
130 - Attack the Cult of Carl Yelvin for dragon blood. Retreat if losses are great or if target is attained.
35 - Create and market a line of Nightmare plushies. Plushies make everything appealing.
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 25, 2015, 05:30:02 pm
Recruit more people.
Cultists: Find the Orb of Stalwart.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 25, 2015, 11:40:30 pm
They think they can stop death do they? Well, can they stop the dying?

Dying cultists: SUICIDE RUSH INTO THE INQUISITORS! ATTACK! It will not matter if you die, for you will be reborn anew.
Me: Reanimate any and all cultists that die into plague zombies! If (somehow) none die, grab any more followers I can.
Not-dying-cultists: Search for dragon blood.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 26, 2015, 12:10:30 pm
They think they can stop death do they? Well, can they stop the dying?

Dying cultists: SUICIDE RUSH INTO THE INQUISITORS! ATTACK! It will not matter if you die, for you will be reborn anew.
Me: Reanimate any and all cultists that die into plague zombies! If (somehow) none die, grab any more followers I can.
Not-dying-cultists: Search for dragon blood.

Suicidal loonies:
[6] They charge headlong into battle against those damned doctors, who do they think they are trying to heal the sick? Naturally, some of them fall in the charge, but it's not too high a price for getting rid of opposition. You let the bastards who are already on death's door off easy, partly because they are in another area away from the healthy guys (-25 inquisitors, -10 plagued inquisitors, -35 mad dying cultists).

Alas, it is not within your power to resurrect those who die while diseased, only those who die OF disease:
* The Plague Doctor can reanimate those who died of disease.
So you just try to recruit
[1] Seems not many people approve of your "100 plagues of victory" campaign. Some health advocates pick up where the other guys left off, and are very aware of how dangerous you are (+20 inquisitors, still active).

Other guys:
[4] They find enough dragon blood to perform the ritual of summoning. All you need now is the Orb of Stalwart and to actually do the ritual (dragon blood acquired).

Inquisitors: look for a cure
[4] They can't find any vaccinations or a specific cure, but antibiotics seem to work fine for getting rid of the plague (can now treat plague victims).
Title: Re: RTD horrors - game 2 running
Post by: Urist Arrhenius on March 26, 2015, 12:15:45 pm
((You should just convince everyone the treatments lead to autism. Then they'll happily accept disease and death over a happy life. ))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 26, 2015, 12:32:30 pm
((You should just convince everyone the treatments lead to autism. Then they'll happily accept disease and death over a happy life. ))
((There's no vaccinations yet, only generic antibiotics. Granted, a smear campaign against medicine could still work, but the reference you're going for is misplaced.))
Title: Re: RTD horrors - game 2 running
Post by: Urist Arrhenius on March 26, 2015, 12:38:17 pm
((You should just convince everyone the treatments lead to autism. Then they'll happily accept disease and death over a happy life. ))
((There's no vaccinations yet, only generic antibiotics. Granted, a smear campaign against medicine could still work, but the reference you're going for is misplaced.))
((Vaccines, antibiotics, doesn't much matter to the public. A single fraudulent study is all it takes.))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 27, 2015, 03:13:42 am
Alas, it is not within your power to resurrect those who die while diseased, only those who die OF disease:
((I realized that while at school after I posted. I feel ashamed.))
Other guys:
[4] They find enough dragon blood to perform the ritual of summoning. All you need now is the Orb of Stalwart and to actually do the ritual (dragon blood acquired).
((Wait, don't I already have access to the orb of stalwart? The second one?))
Cultists:
[5] They find it difficult due to not knowing where any of that stuff is and having never met the Mad matron or any of her followers, but by sheer luck they happen to find an orb of stalwart. Praise be to madness! (gained access to orb of stalwart 2)

These thrice damned wastes of oxygen humans call "inquisitors" just keep coming. Enough games! The world shall know my name!

And they will fear it!

Me: Convince everyone the treatments lead to autism Start plaguing the inquisitors again!
Cultists: If we have the orb of stalwart, START SUMMONING GO GO GO
If retcon happens;
15 plagued cultists: find the orb of stalwart again!
Rest of you blokes: Recruit more!
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 27, 2015, 10:05:27 am
Alas, it is not within your power to resurrect those who die while diseased, only those who die OF disease:
((I realized that while at school after I posted. I feel ashamed.))
Other guys:
[4] They find enough dragon blood to perform the ritual of summoning. All you need now is the Orb of Stalwart and to actually do the ritual (dragon blood acquired).
((Wait, don't I already have access to the orb of stalwart? The second one?))
Cultists:
[5] They find it difficult due to not knowing where any of that stuff is and having never met the Mad matron or any of her followers, but by sheer luck they happen to find an orb of stalwart. Praise be to madness! (gained access to orb of stalwart 2)

These thrice damned wastes of oxygen humans call "inquisitors" just keep coming. Enough games! The world shall know my name!

And they will fear it!

Me: Convince everyone the treatments lead to autism Start plaguing the inquisitors again!
Cultists: If we have the orb of stalwart, START SUMMONING GO GO GO
If retcon happens;
15 plagued cultists: find the orb of stalwart again!
Rest of you blokes: Recruit more!

((Whoops, I forgot to copy it down in the inventory and didn't realize you had it, you can perform the ritual if you want... If AD doesn't take his turn in the next two hours he doesn't get a turn and he can whine about it later))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 27, 2015, 02:57:09 pm
((OK, I'm going to be camping for two days and probably won't be able to Post until Monday, For my following actions I just recruit more Followers, Create actual Metal Golems from Car Metal and grant the Nerdiest Cultists Magical Powers.))

Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 27, 2015, 03:22:06 pm

Me: Order my Followers to Summon Me!
100 Cultists: Summon Me!
5 Cultists: Recruit more Cultists and use the Scrap Golems as Proof.
25 Scrap Golems: Prove My Existence.
25 Scrap Golems: Defend My Cultists.

technically you're late, but I had a blood bowl game I forgot about, so I'll let you have this action
[3] You successfully order them to summon you. It doesn't change much.
[5] They summon you super goodly, some more cultists join in having heard those other guys weren't crazy (+50 cultists)
[3] They show everyone their cool scrap golems. Some people think they're cool. (+25 cultists)
[4] They back up the other guys in recruiting, showing off your ability to be real. It makes the results of the recruiting better than otherwise.
[3 - degree irrelevant] They will defend your cultists should something attack them, with all of their tiny scrap metal power.

End of turn 5.
score:
Nightmare - 135 cultists, cave base with flame thrower defenses, 100 inquisitors, inquisitors active, access to Orb of Stalwart 1
Carl Yelvin - 180 cultists, 35 recovering lightly injured inquisitors, 50 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned
Plauge Doctor - 15 corpses of mad cultists, 25 cultists, 20 inquisitors, inquisitors activated, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood
Mad matron - 15 cultists, 10 mad inquisitors, 25 inquisitors, inquisitors active

((son of a bitch, everyone reminds me when I forget their orb, but nobody tells be when I neglect to give the active inquisitors a turn even if it's for somebody else, some minor retconning to be done))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 27, 2015, 03:53:28 pm
It appears that we need to attain more appeal to win the hearts of the populace.

Try and give the inquisitors nightmares, persuading them to stop inquisiting.

Cultists:
130 - Attack the Cult of Carl Yelvin for dragon blood. Retreat if losses are great or if target is attained.
35 - Create and market a line of Nightmare plushies. Plushies make everything appealing.

[3] You try to give them nightmares, but your power can barely reach the mortal plane. It's like trying to build a model ship though a pin hole. You do manage to make them lose a bit of sleep with your efforts though (inquisitors drowsy).
Cultists:
[2] They notice those terrifying machine monsters standing between them and the cultists and decide not to attack.
[4] They work to put a hundred or so plushies out on the market, and people love the huggable version of you. Now you just need to convince your cultists to stop keeping them all for themselves.

Inquisitors: Collect light sources
[6] They collect dozens of lamps, flashlights, lanterns, and torches to illuminate their path. Some people leave the inquisition to avoid having to pay the bill for all this stuff (-20 inquisitors).

Recruit more people.
Cultists: Find the Orb of Stalwart.
[6] You find people with weak psyches that you can exploit, but some of their friends are less than pleased (+50 cultists, +25 inquisitors)
[2] They can't find it, but it was so cleverly hidden that nobody would find it, don't you worry!

Inquisitors:
mad - kill cultists
[1] They get so excited for murder that they kill each other. Whoops (-10 mad inquisitors)
other: find some defense against this, maybe psych help or something
[1] They believe tin foil hats will protect them from you. They are wrong. They also look silly, so nobody will want to work with them (inquisitors look silly).

These thrice damned wastes of oxygen humans call "inquisitors" just keep coming. Enough games! The world shall know my name!

And they will fear it!

Me: Convince everyone the treatments lead to autism Start plaguing the inquisitors again!
Cultists: If we have the orb of stalwart, START SUMMONING GO GO GO
If retcon happens;
15 plagued cultists: find the orb of stalwart again!
Rest of you blokes: Recruit more!

You:
[3] You convince some of the nuttier people that antibiotics are the work of the devil, but most love their medicine too much to give it up (some will refuse treatment now).
cultists:
[6] They successfully summon you, as well as someone else:
Spoiler: Jeff (click to show/hide)
(Summoned both Plauge doctor and Jeff the diseased lung in a cowboy hat (10))

Inquisitors: Find a vaccine
[4] They find a decent way to reliably vaccinate people against the plague to prevent getting infected with it, and make reports of their success to the scientific and medical communities. Now they just need to figure out a way to actually get people to take the damned thing with that stupid rumor going around (plague vaccine found).
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 27, 2015, 06:02:33 pm
Looks like the summoning ritual reached a bit farther than expected. No matter, atleast I am summoned. As for you, get out.

Me:Drag Paul Jeff into the inquisitor's base. Don't want him recruiting MY hard earned followers.
Dying guys: Spread the plague wherever you can! Though maybe not where the other cultists are.
Other blokes: Recruit recruit recruit recruit...


((his name is Jeff
heehee
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 27, 2015, 06:49:40 pm
Make the Plauge Doctor's followers worst nightmares come true.
25 Cultists; Recruit more. The rest: Find the Orb of Stalwart.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 27, 2015, 09:30:02 pm
Looks like the summoning ritual reached a bit farther than expected. No matter, atleast I am summoned. As for you, get out.

Me:Drag Paul into the inquisitor's base. Don't want him recruiting MY hard earned followers.
((his name's Jeff, Paul is the sapient pineapple from my other RTD (http://www.bay12forums.com/smf/index.php?topic=149690.0;topicseen), though we could bring Paul in if someone else botches the summoning or you perform the ritual again having already been summoned))
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 27, 2015, 10:46:23 pm

Continue trying to make the inquisitors lose sleep.

Cultists:
50 - Move the Orb of Stalwart back to base
50 - Find dragon's blood
65 - Assault the inquisitors.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 28, 2015, 06:27:04 am
[Redacted, there was nothing important here]
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 28, 2015, 08:59:27 am
Dammit AD, take your frickin turn already! Everyone else has already cued up their next actions!
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 28, 2015, 10:35:25 pm
You know what?
Carl Yelvin and his followers sleep through their turn.

End of turn 6.

Score:
Nightmare - 135 cultists, cave base with flame thrower defenses, 80 drowsy inquisitors, inquisitors active, access to Orb of Stalwart 1, has plushies
Carl Yelvin - 180 cultists, 35 recovering lightly injured inquisitors, 50 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned
Plauge Doctor - 15 corpses of mad cultists dead from plague, 25 cultists, 20 inquisitors, inquisitors activated, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (10), has been summoned, people will sometimes refuse treatment for plague
Mad matron - 65 cultists, 50 silly looking inquisitors, inquisitors active

Looks like the summoning ritual reached a bit farther than expected. No matter, atleast I am summoned. As for you, get out.

Me:Drag Paul Jeff into the inquisitor's base. Don't want him recruiting MY hard earned followers.
Dying guys: Spread the plague wherever you can! Though maybe not where the other cultists are.
Other blokes: Recruit recruit recruit recruit...


((his name is Jeff
heehee
You:
[4] The inquisitors don't have a base, but you physically drag Jeff into the inquisitors' general area (Jeff now in inquisitors' nonbase)

[irrelevant] They can't do that because they are already dead. Luckily you can resurrect them as zombies on your next turn.
[2] They can't find anyone to join them

Since you didn't tell Jeff to do something he'll do his own thing:
[4] He gets to do something this turn, he will try to recruit those around him, ie the inquisitors
[4] He successfully recruits all of the inquisitors as his followers
Inquisitors Cultists of Jeff: Attempt to learn Jeff's power
[3] Some of them gain part of Jeff's powers of persuasion and ability to smoke out those around them. Others just get faces full of smoke (25 cultists become Jeff's chosen)
Jeff now has 9 turns to live. He returns home, because he misses you.

Make the Plauge Doctor's followers worst nightmares come true.
25 Cultists; Recruit more. The rest: Find the Orb of Stalwart.
[4] You can't really make them come true, but you make him believe they're true. The world has been cleansed of disease and his power is now worthless (Plauge doctor loses a turn because he believes he is powerless).

[3] they bring as many people as they can find into the cult, though not as many as you had hoped (+25 cultists).
[5] They find an orb of stalwart, and some dragon blood conveniently set up. It's almost like someone performed a summoning here recently and didn't clean up (gained access to Orb of Stalwart 2 and gained dragon blood).

Inquisitors: destroy the Orb of Stalwart!
[1] They completely fuck up destroying the orb and several of them get crushed (-25 inquisitors).

Continue trying to make the inquisitors lose sleep.

Cultists:
50 - Move the Orb of Stalwart back to base
50 - Find dragon's blood
65 - Assault the inquisitors.

[4] You deprive the inquisitors of their sleep further. They miss a turn because they keep nodding off (inquisitors miss turn).

[4] You move the Orb of Stalwart back to your cave. No reason to leave it out where you're exposed when you've got a "nice", "safe" base to keep it in (Orb of Stalwart 1 secured).
[5] They find such a quantity of the stuff that they decide to try dipping darts in it and shooting them at people (gained dragon blood, 25 cultists now have poison darts/assassin ability)
[6] They charge into battle and strike with the fury of the night. Some of them don't make it home, astonishing considering that the inquisitors were asleep at the time (-65 inquisitors, -30 cultists).

Inquisitors: do a thing
[irrelevant] They miss their turn due to being asleep
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 28, 2015, 11:16:39 pm
((Wait. How does this work? So I cannot do anything for a turn, I get that, but what about my cultists? Are they powerless too?

Also, I can tell Jeff to do stuff? I thought he was a hindrance))
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 28, 2015, 11:27:06 pm
At last, this world shall know the glory of the Night!

Bask in glory and magnificence
Cultists:
50 - Do the summoning ritual
85 - Make more plushies and distribute them in celebration.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 12:15:42 am
((Wait. How does this work? So I cannot do anything for a turn, I get that, but what about my cultists? Are they powerless too?

Also, I can tell Jeff to do stuff? I thought he was a hindrance))
((You personally can't do anything, but your cultists can still do things, and Jeff and his cultists are still on your side even though his abilities are annoying. Remember he has to roll once to tell whether he's allowed to do anything at all, and he's still going to have passive effects on those around him even if he doesn't take action. I've been assuming you didn't want to poison your allies so I've been ignoring your presence effects thus far.))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 29, 2015, 12:41:22 am
((In that case))

Wh-what is this? There is no disease? At all? My powers... have been taken away? How?! I...

FAILED?!

Me: Cry tears of liquid radiation
Cultists: Move the base of operations away from Jeff, Then recruit maybe
Jeff and co: Politely ask Nightmare to stop scaring one of your dear friends.


((and yes, I most certainly do not want allies poisoned thanks))
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 29, 2015, 03:52:19 am
Start the summoning.
20 cultists: Spread awareness about the Plauge doctor's plague.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 10:22:45 am
Given Ardent Debater's lack of posts in the last day or two, I'll assume he's dropped from the game. He can pick up his character if he comes back but I'm not holding things up for him anymore.
End of turn 7.
Score:
Nightmare - 80 cultists, 25 assassin cultists, cave base with flame thrower defenses, 15 drowsy inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies
Carl Yelvin - 180 cultists, 35 recovering lightly injured inquisitors, 50 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned
Plauge Doctor - 15 corpses of mad cultists dead from plague, 25 cultists, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (9), 20 chosen of Jeff, has been summoned, people will sometimes refuse treatment for plague
Mad matron - 90 cultists, 25 silly looking inquisitors, inquisitors active, access to Orb of Stalwart 2, has dragon blood

((Just realized I was looking at Nightmare's scores while writing Plague doctor's stuff, hopefully won't do that again))
At last, this world shall know the glory of the Night!

Bask in glory and magnificence
Cultists:
50 - Do the summoning ritual
85 - Make more plushies and distribute them in celebration.

[5] You bask so gloriously that everyone is in awe of you.
cultists:
[6] They summon you from your homeworld. And you brought a friend!
Spoiler: Lucius (click to show/hide)
[6] So many plushies! You flood the market for Nightmare Plushies before there is any reasonable demand (Plushies distributed, market overflow).

((In that case))

Wh-what is this? There is no disease? At all? My powers... have been taken away? How?! I...

FAILED?!

Me: Cry tears of liquid radiation
Cultists: Move the base of operations away from Jeff, Then recruit maybe
Jeff and co: Politely ask Nightmare to stop scaring one of your dear friends.


((and yes, I most certainly do not want allies poisoned thanks))
[no roll] You are busy rocking back and forth in a stupor and miss your turn.
Cultists:
[4] You pick up all your stuff and leave for elsewhere. Hopefully an area that isn't being flooded with tobacco smoke constantly. (base of operations moved).
Jeff:
[1] Jeff can't do anything, and his cultists stay with him, missing their turns due to hacking coughs

Jeff loses another turn of health and can't pursue his overlord. You can't give him orders until he gets back to you. ((Did you really think you could just run away from your problems with no consequences?))

Start the summoning.
20 cultists: Spread awareness about the Plauge doctor's plague.

[6] They summon you from the ethereal land, but you're not alone.
Spoiler: Paul (click to show/hide)
[1] They can't get the word out because they all lost their cell phones. Bummer. (Cultists lose long range communication, you need to be with them to give them orders)
((I'll post end of turn in a bit, it's hard to do two of these things on the same post))
Edit: Retconned Nightmare's millstone, it seemed a little too mean to give you someone that couldn't succeed at anything
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 11:12:18 am
End of turn 8.
Score:
Nightmare - 80 cultists, 25 assassin cultists, cave base with flame thrower defenses, 15 drowsy inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned, Diabolus Lucius (5), plushies distributed, plushie market flooded
Carl Yelvin - 180 cultists, 35 recovering lightly injured inquisitors, 50 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned, AWOL
Plauge Doctor - 15 corpses of mad cultists dead from plague, 25 cultists, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (8_), 20 chosen of Jeff, has been summoned, people will sometimes refuse treatment for plague, escaped Jeff for now
Mad matron - 90 cultists w/o cell phones, 25 silly looking inquisitors, inquisitors active, access to Orb of Stalwart 2, has dragon blood, has been summoned, Paul (5)
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 29, 2015, 05:28:55 pm
I HAVEN'T ABANDONED YOU GUYS!


Give some of My Nerds Magical Powers, Summon several Minotaurs, Create more Golems, And Attack the Inquisitors!
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 29, 2015, 05:37:04 pm
Kill Paul!
Cultists: Attack Paul too!
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 06:46:29 pm
I HAVEN'T ABANDONED YOU GUYS!


Give some of My Nerds Magical Powers, Summon several Minotaurs, Create more Golems, And Attack the Inquisitors!

Carl Yelvin returns to the brawl!
Presence - [3] You turn some of your cultists into wizards (25 chosen created)
[5] You summon a couple of minotaurs. They don't have weapons or armor, but they still look cool and could probably fight better than a human (+50 25 minotaurs) ((If they're gonna be twice as powerful as cultists you only get half as many))
[no roll] You're only one horror, you can't do that much at once and your chosen haven't quite gotten the hang of golemancy yet.
[4] Your cultists and minions charge into battle against the meager inquisitors. They healed recently from their old wounds, but they still got crushed (-35 inquisitors, -5 minotaurs, -10 scrap golems, -15 cultists).

Inquisitors: be dead
[irrelevant] They succeed at being dead. They technically don't get a turn because they were never activated, but they are still dead.

Kill Paul!
Cultists: Attack Paul too!
[6] You sock Paul in the face with your fists. You get wounded by his spines and he doesn't look too bothered (both lightly wounded).
cultists:
[6] They charge at Paul and start tearing at the rind of his hide with their fingernails. They manage to tear off a few bits, but the damage they inflict was likely not worth the number who got impaled on his spines (Paul moderately wounded, -45 cultists)
Paul: show these aggressive people the meaning of friendship.
[4] Paul gives them a big smile and all your living cultists decide to join him rather than staying with you (45 cultists converted). ((dat 3 appeal, man))

Inquisitors: get weapons
[6] They acquire several tanks of liquid nitrogen. Freezing stuff, it's a bit more than they probably should have taken... (-10 cultists, gained liquid nitrogen)
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 29, 2015, 07:08:06 pm
Recruit more people.
Cultists: Tell Paul to go after the Plague Doctor.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 07:11:20 pm
Recruit more people.
Cultists: Tell Paul to go after the Plague Doctor.
((You can just order Paul to do that yourself, you don't have to waste his cultists' turn to make Paul do something))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 29, 2015, 08:07:39 pm
((I'm so popular :D))

What the..? It was an illusion?! Who could have the gall to...
...
I'll kill those horses. I'll kill all of those goddamn horses.

Me: Resurrect dead cultists! LIVE ONCE MORE!
Not dead cultists: Spread awareness about the fact that eternal night will come If we don't kill the evil nightmare horse!
Jeff: If you are not stuck and here with us, tell the Mad Matron's cultists and Paul not to bother us!
If not, atleast my cultists aren't getting recruited...
((Did you really think you could just run away from your problems with no consequences?))
((You better believe!))
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 29, 2015, 08:49:05 pm
Recruit more people.
Cultists: Tell Paul to go after the Plague Doctor.
((You can just order Paul to do that yourself, you don't have to waste his cultists' turn to make Paul do something))
It's fine, I need to use my turn recruiting cultists, because I don't have any.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 29, 2015, 09:42:55 pm
((I'm so popular :D))

What the..? It was an illusion?! Who could have the gall to...
...
I'll kill those horses. I'll kill all of those goddamn horses.

Me: Resurrect dead cultists! LIVE ONCE MORE!
Not dead cultists: Spread awareness about the fact that eternal night will come If we don't kill the evil nightmare horse!
Jeff: If you are not stuck and here with us, tell the Mad Matron's cultists and Paul not to bother us!
If not, atleast my cultists aren't getting recruited...
((Did you really think you could just run away from your problems with no consequences?))
((You better believe!))
[1] You accidentally blow up the corpses and those nearby get covered in plague-spreading goo (15 cultists plagued).
cultists:
[6] They spread word of the night and draw attention to the horror of Nightmare... of course they accidentally let slip a little about you too, so that's not great... (Nightmare: +50 inquisitors, You: +25 inquisitors)
Jeff: do something
[2] Nope, Jeff's not doing anything himself
Jeff's cultists: bring Jeff to Nightmare so you can recieve orders
[2] They can't haul him over to the new base, they'll have to wait until he coughs up a pound of tar or two...
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 30, 2015, 09:14:04 am

Me: Make some Magical Artifacts and Potions and Give them to the Wizards! Afterwards Summon an Elder Platinum Dragon and catch up on Pop Culture!
Elder Platinum Dragon: Advertise The Fantasy Store!
25 Wizards: Convert more Cultists!
45 Minotaurs: Guard the Cultists!
40 Scrap Golems: Help the Wizards!
150 Cultists: Find The Orb of Stalwart!
15 Cultists: Start up a Fantasy Store to sell the left-over Magical Items and Recruit more Cultists!


((I think I'm the Strongest Horror so far...))
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 30, 2015, 09:28:17 am

Ah! The moment has come at last! I will teach these mortals to love the night!
Announce my arrival with a partial solar eclipse and a showering of a great many plushies to show that not everything about me is fear and trembling.

Cultists:
65 - Take Lucius somewhere out of the way, preferably as a peace offering to the Mad Matron. He is a kid after all...
25 assassins and 15 normals - Attack those who insult my great horsiness! (Attack the Plague Doctor)

Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 30, 2015, 12:40:24 pm

Me: Make some Magical Artifacts and Potions and Give them to the Wizards! Afterwards Summon an Elder Platinum Dragon and catch up on Pop Culture!
Elder Platinum Dragon: Advertise The Fantasy Store!
25 Wizards: Convert more Cultists!
45 Minotaurs: Guard the Cultists!
40 Scrap Golems: Help the Wizards!
150 Cultists: Find The Orb of Stalwart!
15 Cultists: Start up a Fantasy Store to sell the left-over Magical Items and Recruit more Cultists!


((I think I'm the Strongest Horror so far...))
((If you're just talking support wise, then you're hands down the strongest with over twice as much manpower as the next most supported horror, but as for actual horror power you're not really that great, the other guys just haven't been pushing themselves very hard. Also, you can't summon an elder dragon, maybe a baby dragon, but nothing that strong.))


Ah! The moment has come at last! I will teach these mortals to love the night!
Announce my arrival with a partial solar eclipse and a showering of a great many plushies to show that not everything about me is fear and trembling.

Cultists:
65 - Take Lucius somewhere out of the way, preferably as a peace offering to the Mad Matron. He is a kid after all...
25 assassins and 15 normals - Attack those who insult my great horsiness! (Attack the Plague Doctor)


[1] You can't seem to move the moon into the right place and accidentally flood your cave with the tides... whoops... The plushies don't solve much, but plenty of people try to hug you when you arrive... (cave base flooded out).
cultists:
[3] They carry the small boy to the nearest mother figure you can think of, the Mad Matron. But they get lost and defer to Lucius to lead them back (Lucius takes 25 cultists)
[3] the assassins kill off a few of Plague doctor's cultists with their poison darts, but your normal guys just get slaughtered trying to attack Plague doctor's gelatinous body (-15 cultists, killed 15 PD cultists).
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 30, 2015, 02:23:34 pm
((Oh, OK then, Would 4-5 Mountain Giants be out of the question?))

Me: Make some Magical Artifacts and Potions and Give them to the Wizards! Afterwards Summon a few Mountain Giants and catch up on Pop Culture!
Mountain Giants: Advertise The Fantasy Store!
25 Wizards: Convert more Cultists!
45 Minotaurs: Guard the Cultists!
40 Scrap Golems: Help the Wizards!
150 Cultists: Find The Orb of Stalwart!
15 Cultists: Start up a Fantasy Store to sell the left-over Magical Items and Recruit more Cultists!
((If I can't summon Mountain Giants I replace them with around a Dozen Ogres.))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 30, 2015, 03:20:30 pm
((It is if you're adding all that shit as well, one action per group per turn. Though I will let you cue up for another turn if you want... of right, end of turn.))

End of turn 9.
Nightmare - 65 cultists, 25 assassin cultists, flooded cave base with flame thrower defenses, 15 drowsy inquisitors, 50 inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned, Lucius (4), 25 lucuis' cultists, plushies distributed, plushie market flooded
Carl Yelvin - 145 cultists, 25 chosen, 20 minotaurs, 40 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned
Plauge Doctor - 10 plagued cultists, 25 inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (7), 20 chosen of Jeff, has been summoned, people will sometimes refuse treatment for plague, escaped Jeff for now
Mad matron - 15 silly looking inquisitors, inquisitors active, access to Orb of Stalwart 2, has dragon blood, has been summoned, Moderately wounded Paul (4), 45 Paul's cultists, lightly wounded
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 30, 2015, 05:18:27 pm
Recruit more people.
Cultists: Tell Paul to go after the Plague Doctor.
[5] You do a superb job bringing people to your side. And by "bring" I of course mean "force with psychological manipulation", and by "to your side" I mean "under your command" (+100 cultists).

Paul's cultists:
[4] They successfully tell Paul to do a thing. (Paul will do a thing... I guess...)
Paul: do the thing
[6] Paul rolls off with all his pineappley might to go after this "Plague Doctor" and/or his cultists. This proves to be unwise as he gets himself covered in plague ilk which will infect those he touches. He also gets a little battered up on the way, negating his regen. (Paul is now a plague carrier, no heal this turn).

Inquisitors: recruit
[4] They manage to get people to join them despite their silly appearance (+25 cultists).

((Oh, OK then, Would 4-5 Mountain Giants be out of the question?))

Me: Make some Magical Artifacts and Potions and Give them to the Wizards! Afterwards Summon a few Mountain Giants and catch up on Pop Culture!
Mountain Giants: Advertise The Fantasy Store!
25 Wizards: Convert more Cultists!
45 Minotaurs: Guard the Cultists!
40 Scrap Golems: Help the Wizards!
150 Cultists: Find The Orb of Stalwart!
15 Cultists: Start up a Fantasy Store to sell the left-over Magical Items and Recruit more Cultists!
((If I can't summon Mountain Giants I replace them with around a Dozen Ogres.))

[3] You summon some low level magic stuff from the world you got sent to all those centuries ago. It's not much, but it's more than you had before. You also manage to bring some potions out, they are too small to work on you anymore, but they should keep your magically tuned cultists and minions alive a bit longer than otherwise. (gained 20x magic staff, gained 10x healing potion).
Minions:
Giants: [irrelevant] They can't do anything because they were never summoned because you can only summon so much.
Minotaurs: [4] They guard as well as can be expected for a bunch of literally bull-headed dudes. (minotaurs guarding cultists).
Golems: [6] There's not really anything they can do to make the cultists learn besides be test subjects. They can do that. (-15 golems).
Cultists:
Chosen: [6] they push the cultists to learn as hard as they can while the cultists scramble to carry out your other orders. Several cultists die from the lessons and the frustrated wizards, but you manage to get a few more wizards (10 wizards made, -50 cultists in addition).
the rest: [1] They fail to you find another orb of stalwart and misplace the one you already have. Whoops (lost access to orb of stalwart 3)
[6] They set up a grand shop and business is booming. They sell all your artifacts for tons of money and hire a few new employees/cultists (-20 magic staff, -10 healing potions, +a bunch of money, +15 cultists).
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 30, 2015, 07:00:17 pm
Summon the nightmares of Carl Yelvin's cultists.
Cultists: Divert the Inquisitor's attention.
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 31, 2015, 05:02:25 am

Recruit more by being huggable!
Cultists:
Assassins: Assassinate Lucius.
Normal: Unflood the base.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 31, 2015, 07:11:01 am
It's times like these where I wish I was summoned during The Dark Ages...
Alright, all I have are ten dying cultists, a diseased lung, and ten people who might develop lung cancer on my side.
Time to fix that.

Me: Recruit people around the world under the guise of being inquisitors to other horrors instead of wanting to destroy the world!
Cultists: Spread the plague, I dunno.
Paul and co: Make the nightmare horse feel bad about killing my poor, innocent bringers of doom!... I mean, if you're still alive?


[6] Paul rolls off with all his pineappley might to go after this "Plague Doctor" and/or his cultists. This proves to be unwise as he gets himself covered in plague ilk which will infect those he touches. He also gets a little battered up on the way, negating his regen. (Paul is now a plague carrier, no heal this turn).
[3] the assassins kill off a few of Plague doctor's cultists with their poison darts, but your normal guys just get slaughtered trying to attack Plague doctor's gelatinous body (-15 cultists, killed 15 PD cultists).
((DON'T MESS WITH THE BIG SCARY PLAGUE DOCTOR GUY WHO IS INTENT ON ENDING THE WORLD VIA A GLOBAL PANDEMIC

JUST SAYING))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 31, 2015, 09:02:30 am

Me: Summon Many Dwarves
Wizards: Preform Spells to convert Cultists
50 Cultists: Look for the Orb of Stalwart
Rest of the Cultists: Attempt to find a Large Mountain
Golems: Also Recruit Cultists
Minotaurs: Again, Recruit Cultists
Dwarves: Start up a Fortress
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 31, 2015, 09:29:10 am
((DON'T MESS WITH THE BIG SCARY PLAGUE DOCTOR GUY WHO IS INTENT ON ENDING THE WORLD VIA A GLOBAL PANDEMIC

JUST SAYING))
((I'M THE BIG CUTE SCARY HORSE NIGHT THING!))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 31, 2015, 10:06:45 am

Recruit more by being huggable!
Cultists:
Assassins: Assassinate Lucius.
Normal: Unflood the base.

[6] You make yourself as huggable as possible and get several new recruits. Alas, you get some haters too who say you're too childish. Ironically, these are mostly younger people, the older ones like huggable Nightmare (+60 cultists, +25 inquisitors)
cultists:
[4] They succeed in attacking Lucius, but their poison is ineffective because he's a horror and not a human. They still attack him, but it's far less useful due to their few numbers (Lucius lightly wounded, -12 assassin cultists).
[4] They work to carry water out of the base and get enough out to use the base again, but another flood will likely ruin everything if you don't install a drain (cave base useable)
Lucius: Bring the light back home
[5] He leads his merry band of cultists back to the base, and discovers you've flooded everything. He summons the power of the sun to dry out some of your stuff because he feels like doing you a favor (cave base dry)
L. cultists: learn Lucius' ways
[6] Some of them learn the path of light. Others find themselves burned (15 lucius chosen, -10 L. cultists).

Inquisitors: Strike quickly, attack Nightmare while she's outside the base
[5] They strike quickly and with surprising ferocity, tearing at your hide with their hands and escaping without too much damage. Luckily due to your physique they don't do too much damage. (Lightly wounded, no damage to inquisitors)

It's times like these where I wish I was summoned during The Dark Ages...
Alright, all I have are ten dying cultists, a diseased lung, and ten people who might develop lung cancer on my side.
Time to fix that.

Me: Recruit people around the world under the guise of being inquisitors to other horrors instead of wanting to destroy the world!
Cultists: Spread the plague, I dunno.
Paul and co: Make the nightmare horse feel bad about killing my poor, innocent bringers of doom!... I mean, if you're still alive?


[6] Paul rolls off with all his pineappley might to go after this "Plague Doctor" and/or his cultists. This proves to be unwise as he gets himself covered in plague ilk which will infect those he touches. He also gets a little battered up on the way, negating his regen. (Paul is now a plague carrier, no heal this turn).
[3] the assassins kill off a few of Plague doctor's cultists with their poison darts, but your normal guys just get slaughtered trying to attack Plague doctor's gelatinous body (-15 cultists, killed 15 PD cultists).
((DON'T MESS WITH THE BIG SCARY PLAGUE DOCTOR GUY WHO IS INTENT ON ENDING THE WORLD VIA A GLOBAL PANDEMIC

JUST SAYING))
((seems like the thing to do honestly, since you'll probably bring the pandemic regardless of who's there))
[6] You put on a human mask and pretend to be the good guy for once. Your acting is so effective that people join all the inquisitions, even your own (+25 inquisitors to all, +25 cultists).
Cultists:
[5] They run through towns infecting dozens more people, who in turn infect dozens more. There are now about 150 infected peoples around. (150 plagued civilians).
Paul: Jeff: ((Paul's not your horror even if he does carry your plague))
[5] Jeff does a thing!
[1] Terribly, he can't get back to his old buddy and ends up even more lost (Jeff even more lost).
Jeff's cultists: use smoke signals to get help
[6] They send up a bunch of smoke to get attention. It's not necessarily the kind they wanted (Can find Jeff and co., Inquisitors active)

Mad Matron heals
End of turn 10.
score:
Nightmare - 125 cultists, 13 assassin cultists, cave base with flame thrower defenses, 15 drowsy inquisitors, 100 inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned, Lucius (3), 15 lucuis' chosen, Lucius lightly wounded, plushies distributed, plushie market flooded, lightly wounded
Carl Yelvin - 100 cultists, 35 chosen, 20 minotaurs, 25 scrap golems, dragon blood, access to Orb of Stalwart 3, summoned, 25 inquisitors
Plauge Doctor - 10 dying cultists, 25 cultists, 50 inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (6), 20 chosen of Jeff, has been summoned, people will sometimes refuse treatment for plague, escaped Jeff for now but can find him, inquisitors active, 150 plagued civilians
Mad matron - 100 cultists, 15 silly looking inquisitors, 50 inquisitors, inquisitors active, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Moderately wounded Paul (3), Paul carries the plague, 45 Paul's cultists
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on March 31, 2015, 10:13:02 am

Do an eclipse as a show of power.
Cultists:
Recruit!
Assassins:
Assassinate inquisitors
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on March 31, 2015, 11:47:20 am
Summon the nightmares of Carl Yelvin's cultists.
Cultists: Divert the Inquisitor's attention.
[3] You summon the nightmares of CY's cultists, and they now believe there are 50 inquisitors surrounding them. In the panic, some minions and cultists get killed (-2 minotaurs, -10 cultists, -3 golems).
cultists:
[3] They manage to get the attention of the inquisitors off you temporarily. They will focus on the cultists for the next turn.
Paul: Make friends with the inquisitors
[5] He does an outstanding job convincing the cultists that they are doing things wrong (inquisitors now cultists of Paul).
P. cultists: wash the plague off of Paul
[5] They manage to clean Paul's hide without anyone getting infected (Paul no longer carrying plague).

Inquisitors: do a thing
[irrelevant] They are now Paul's cultists, why would they do a thing?


Me: Summon Many Dwarves
Wizards: Preform Spells to convert Cultists
50 Cultists: Look for the Orb of Stalwart
Rest of the Cultists: Attempt to find a Large Mountain
Golems: Also Recruit Cultists
Minotaurs: Again, Recruit Cultists
Dwarves: Start up a Fortress

[2] You start to summon dwarves, but then realize that a bunch of short, bearded drunks probably wouldn't help you in any way and decide that resting would be a better use of your time.
cultists:
[1] They accidentally cast disintegration instead. Whoops. (-50 cultists).
[5] They find two Orbs of Stalwart, what luck! Now you can summon extra support!
[3] They locate a small hill... that's kind of like a mountain, right?
Minions:
[4] Your golems use gestures to communicate with strangers and get them to join you (+25 cultists).
[2] They spend an hour bellowing and stomping without accomplishing anything.
[no roll] The dwarves don't exist, so they have a lot of trouble making a fortress.


Do an eclipse as a show of power.
Cultists:
Recruit!
Assassins:
Assassinate inquisitors

[1] You accidentally flood your base again. Dammit! (cave base flooded)
cultists:
[3] They pull in some recruits from all over. They decide to be selective and only bring in half as many, with no benefits as far as you can tell (+50 cultists).
[3] They manage to kill off some of the inquisitors, but mostly just miss (-6 inquisitors).
Lucius: try to heal yourself with light
[irrelevant] He can't heal himself with light, that would be silly.
L. cultists: patch up Lucius
[6] They wrap the bandages too tight, he can't move next turn (Lucius now uninjured).

Inquisitors: Get real weapons this time
[1] They find nothing, and several of them quit in frustration (drowsy inquisitors left).
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on March 31, 2015, 02:29:26 pm

Me: Summon Several Dozen Minotaurs
Minotaurs, Wizards, Scrap Golems And 50 Cultists: Attack Nightmare's Cult
10 Cultists: Train to Be Wizards
5 Wizards: Guard my Delicate Face
Any Left-Over Cultists: Set-Up Youtube Videos of me Summoning Minoutaurs to Recruit More Cultists


Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on March 31, 2015, 05:05:16 pm
Send Carl Yelvin's cultists into a blind rage, against their parents.
20 cultists: Recruit The rest: Find a base.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on March 31, 2015, 09:28:20 pm
Paul: Jeff: ((Paul's not your horror even if he does carry your plague))
((GODDAMNIT WHY DO I KEEP CONFUSING THEM
ONE IS A PINEAPPLE AND ONE IS A SMOKING LUNG
GET IT RIGHT BRAIN)

Alright, I have followers. few, but I will likely gain more soon.
Me: Physically walk to each of the inquisitors and STAMP ON THEIR PUNY BODIES.
Cultists: Get the people who think antibiotics are evil and get them to join "a righteous campaign against the evils of modern medicine"!
(ie; recruit them)
Plagued: Judging from how long the last guys lived, you should be dead right now.
If not, Spread disease on Carl's followers!
Jeff, not Paul goddamnit: Are you still there? He might have died prematurely from lung cancer...
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on April 01, 2015, 05:37:41 am

Summon an eclipse again dammit.

Cultists:
Start promoting the big nightmare horse thing to the leaders of the world.
Assassins
Assassinate inquisitors.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 01, 2015, 02:09:07 pm
Paul: Jeff: ((Paul's not your horror even if he does carry your plague))
((GODDAMNIT WHY DO I KEEP CONFUSING THEM
ONE IS A PINEAPPLE AND ONE IS A SMOKING LUNG
GET IT RIGHT BRAIN)

Alright, I have followers. few, but I will likely gain more soon.
Me: Physically walk to each of the inquisitors and STAMP ON THEIR PUNY BODIES.
Cultists: Get the people who think antibiotics are evil and get them to join "a righteous campaign against the evils of modern medicine"!
(ie; recruit them)
Plagued: Judging from how long the last guys lived, you should be dead right now.
If not, Spread disease on Carl's followers!
Jeff, not Paul goddamnit: Are you still there? He might have died prematurely from lung cancer...

((It's ok, everyone wants Paul on their side))
[6] You bring the fight to the inquisitors, striking them with your mighty feet while crossing through them. They fight back and deal some damage, but are ultimately their meager numbers are crushed (-50 inquisitors, lightly wounded).
cultists:
[3] They get some crazy people to say that medicine is evil. It's not as effective as you thought it would be, stupid humans and their politics. Still, it does sway some people.
Well, the plagued guys are on death's door now, so they can still take one action:
[6] They spread the plague to Carl Yelvin's cultists, infecting 2 people apiece before being punched to death (-10 dying cultists, 20 CY cultists plagued).
Jeff: [5] He gets to do a thing
[3] Yes, Jeff is still here, and he's nearly found his way back to you (he now has 5 turns before his death, it's the number next to his name in the score list)
J cultists: find your way home
[1] They get lost again, and lead Jeff back into the woods. Whoops.

Night mare and Paul heal.
End turn 11.
Score:
Nightmare - 175 cultists, 13 assassin cultists, flooded cave base with flame thrower defenses, 94 inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned, Lucius (2), 15 lucuis' chosen, plushies distributed, plushie market flooded
Carl Yelvin - 45 cultists, 20 plagued cultists, 35 chosen, 18 minotaurs, 22 scrap golems, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 25 inquisitors
Plauge Doctor - 25 cultists, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (5), 20 chosen of Jeff, has been summoned, people will sometimes refuse treatment for plague, escaped Jeff for now, inquisitors active, 150 dying civilians, lightly wounded
Mad matron - 100 cultists, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Lightly wounded Paul (2), 110 Paul's cultists
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 01, 2015, 02:46:16 pm
((What about The Cultist Attack?))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 01, 2015, 03:00:15 pm
((What about The Cultist Attack?))
((What cultist attack? His inquisitors are dead and nobody ordered an attack...))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 01, 2015, 04:03:04 pm

Me: Summon Several Dozen Minotaurs
Minotaurs, Wizards, Scrap Golems And 50 Cultists: Attack Nightmare's Cult
10 Cultists: Train to Be Wizards
5 Wizards: Guard my Delicate Face
Any Left-Over Cultists: Set-Up Youtube Videos of me Summoning Minoutaurs to Recruit More Cultists




((That one.))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 01, 2015, 06:19:17 pm

Me: Summon Several Dozen Minotaurs
Minotaurs, Wizards, Scrap Golems And 50 Cultists: Attack Nightmare's Cult
10 Cultists: Train to Be Wizards
5 Wizards: Guard my Delicate Face
Any Left-Over Cultists: Set-Up Youtube Videos of me Summoning Minoutaurs to Recruit More Cultists


((That one.))
((That's this turn's action, you already went on the turn that just ended, be patient... also, you might want to update it given the recent infecting of your cultists with the plague...))

Send Carl Yelvin's cultists into a blind rage, against their parents.
20 cultists: Recruit The rest: Find a base.
[1] You can't get connected to their minds, curses! And now you have a headache! (horror misses next turn)
cultists:
[2] They can't print enough flyers to hand out and cancel the recruitment
[6] They find a base, and excellent base! Only 2 problems: 1) It's full of water 2) It's currently owned by Nightmare
Paul: make more friends!
[2] He can't get your cultists to join his cult, whether because of loyalty or fear they refuse to say.
P. cultists: Build Paul a base
[2] They can't find enough materials for a base.


Summon an eclipse again dammit.

Cultists:
Start promoting the big nightmare horse thing to the leaders of the world.
Assassins
Assassinate inquisitors.

[1] You accidentally flood the warehouse where you keep all your plushies. No! Where will people get their exposure to Nightmare now?1?!? (plushie warehouse flooded)
cultists:
[4] They go around holding parades and sending letters to all the world leaders telling them how awesome you are. Surprisingly, the letters aren't immediately sent back, so presumably they've been taken and read (known to the government).
[4] They kill several more inquisitors with no risk to themselves. Boy, it sure would be useful if you had more assassins, if only there was some way to do that (-13 inquisitors)
Lucius: contemplate the meaning of power
[6] He spends so long thinking about how to make himself stronger that he misses his opportunity to tell you about it.
L cultists: turn other cultists to the way of light
[5] they do an extremely good job, turns out it's easier to convince people to do things when those things are actually in their best interest (30 cultists to Lucius).
Inquisitors: Attack Nightmare while she's exposed!
[3] They manage to attack you and deal some damage, but the results were probably not worth the price in blood (lightly injured, -50 inquisitors)
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 02, 2015, 04:10:14 am
50 cultists: find a better base. Rest: Recruit
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on April 02, 2015, 07:45:52 am

Can I deport Lucius and make him the Mad Matron's responsiblity?

Cultists: Save the plushies!
Assassins: Train 35 cultists to become assassins.
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 02, 2015, 09:33:14 am
((Updated Action.))

Me: Summon As Many Minoutars as Possible.
20 Wizards: Convert more Cultists at Comicon and use Spells as proof of my existence.
18 Minotaurs and 20 Scrap Golems: Kill the Inquisitors.
40 Cultists: Attempt to Build a Bad-Ass Wizard Tower in the Mountains.
Newly Summoned Minotaurs: Help the Cultists with any heavy Labor while Building.
5 Wizards: Supervise The Cultists Building to minimize the chance of them screwing up.
10 Wizards: Create some Durable Metal Golems using the Car Metal from the Deceased Inquisitor's Cars.
5 Cultists and 2 Scrap Golems: Recruit more Followers and use The Scrap Golems as Proof.
10 Plagued Cultists: Unleash an Internet Campaign against The Plague Doctor's Cruelty and Encourage Fellow Nerds to join Carl Yelvin to defeat them in Glorious Combat.
10 Plagued Cultists: Attempt to Spread Diseases to Nightmare's Cult, Along with Attacking them.Carl Yelvin tells them that they'll finally get a Girlfriend in the Afterlife.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 02, 2015, 12:03:08 pm
((Updated Action.))

Me: Summon As Many Minoutars as Possible.
20 Wizards: Convert more Cultists at Comicon and use Spells as proof of my existence.
18 Minotaurs and 20 Scrap Golems: Kill the Inquisitors.
40 Cultists: Attempt to Build a Bad-Ass Wizard Tower in the Mountains.
Newly Summoned Minotaurs: Help the Cultists with any heavy Labor while Building.
5 Wizards: Supervise The Cultists Building to minimize the chance of them screwing up.
10 Wizards: Create some Durable Metal Golems using the Car Metal from the Deceased Inquisitor's Cars.
5 Cultists and 2 Scrap Golems: Recruit more Followers and use The Scrap Golems as Proof.
10 Plagued Cultists: Unleash an Internet Campaign against The Plague Doctor's Cruelty and Encourage Fellow Nerds to join Carl Yelvin to defeat them in Glorious Combat.
10 Plagued Cultists: Attempt to Spread Diseases to Nightmare's Cult, Along with Attacking them.Carl Yelvin tells them that they'll finally get a Girlfriend in the Afterlife.

[4] You summon minotaurs, they are here now (+25 minotaurs).
Wizards: [4] They conjure and recruit and recruit and conjure for most of the day. (+50 cultists)
Minotaurs and SGs: [4] they attack the inquisitors and kill them all (-25 inquisitors, -9 minotaurs, -7 golems)

cultists: [4] They build a decent tower out of lumber. It's not big enough to house the veritable army of followers you have, but it's enough to house your huge form, which is impressive for a day's work on such short notice. (Tower built)
New minotaurs: [2] They spend the whole day snarling and stomping. It actually slows down construction a little, but not enough to make a difference.
Wizards: [5] They expertly direct the building without getting into arguments over semantics. It allows the builders to finish in a timely manner, despite your lack of materials.
Other wizards: [6] They build a bunch of huge durable golems out of metal and give it life. They probably should have made sure it was friendly life. (+20 steel golem inquisitors, inquisitors activated))

And now for the ridiculously understaffed crews:
Cultists and golems: [2] Remarkably, 5 dudes waving dolls made of circuit boards doesn't enthrall people to join you.
PC 1: [6] They don't know anything about the Plague Doctor's tyranny, but they make stuff up for you. they just happen to forget the part about joining you and end up causing a huge flame war between PD's cultists and inquisitors, and people sympathetic to both (+50 PD inquisitors, +25 cultists).
((For future reference, this is how that sort of action is usually going to go, if you try to cause controversy over someone else you'll get more inquisitors on them, not more followers for yourself))
PC 2: [4] One thing at a time, they go to plague Nightmare's cultists, and infect 2 people per person. Some of them get shot by the assassins on the way out (-5 Plagued cultists, 20 plagued NM cultists)

((In the future, don't have more than one group of cultists doing recruiting, otherwise I'll just lump them all together. I'll let you get away with it this time though.))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 02, 2015, 02:57:41 pm
((Hey Aslandus, Can you Post a Troop/Supplies/Status Update every time you Update? It makes it easier to plan.))


Me: Remove the Life Force from the Hostile Golems and create some More Wizards, Then Command that Only Wizards and High-Ranking Cultists are to dwell in the Tower.
10 Wizards: Go To The Nearest Nerd Convention and Recruit Cultists using Spells as Proof.
15 Plagued Cultists, 100 Cultists, 15 Scrap Golems, and 34 Minotaurs: Attack Nightmare's Cult.
15 Cultists: Find an abandoned Scrapyard near the Wizard Tower.
15 Wizards: Blanket the Wizard Tower with Wards Spells and Incantations.
10 Wizards: Summon some more Minotaurs.
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 02, 2015, 03:03:32 pm
((Oh Yeah, Sorry to Double Post, But Aslandus, I'm not going to be able to Access the Internet for the next three days so Posts are Likely to be scarce, I Just Summon Minotaurs until the Number is above 250, If it's above 250 I Make more Wizards. Half of the Wizards recruit Cultists with Spells and the Other Half Create Steel Golems. The Minotaurs, Cultists, and Golems guard the Wizard Tower unless They have the Plague, In which case they Attack Nightmare's or The Mad Matron's Cult, If My Horde of Followers out number any other Cult by a 5-1 Margin than half of them attack unless they have Fortifications, In which case they only do so if they outnumber the Enemies by 10-1. Any Idlers just Guard the Tower.))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 02, 2015, 03:48:31 pm
((Hey Aslandus, Can you Post a Troop/Supplies/Status Update every time you Update? It makes it easier to plan.))
((So much changes every turn that it's already hard enough to get this stuff written out between turns (even with me putting the stuff that actually changes in parentheses), it would only be of marginal benefit anyway since most of these guys aren't minmaxing things as much as you. If they all agree we should have a score tracker every action, then I'll do it, but right now it seems like too much work for not enough benefit.))

((Oh Yeah, Sorry to Double Post, But Aslandus, I'm not going to be able to Access the Internet for the next three days so Posts are Likely to be scarce, I Just Summon Minotaurs until the Number is above 250, If it's above 250 I Make more Wizards. Half of the Wizards recruit Cultists with Spells and the Other Half Create Steel Golems. The Minotaurs, Cultists, and Golems guard the Wizard Tower unless They have the Plague, In which case they Attack Nightmare's or The Mad Matron's Cult, If My Horde of Followers out number any other Cult by a 5-1 Margin than half of them attack unless they have Fortifications, In which case they only do so if they outnumber the Enemies by 10-1. Any Idlers just Guard the Tower.))
((Just so you know, the spells aren't actually helping recruiting at all, they're not really any better at recruiting than most of your cultists. Fair enough on the orders though, see you in three days.))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 03, 2015, 02:31:56 am
((I'M BACK BABY))
Enough dilly-dallying. It is time to tear through my rivals, so that they cannot interfere.

Me:Go to Carl's base, activate presence skill, and TEAR THROUGH EVERYTHING! Use Plague, spit acid, crush their weak bodies, DESTROY DESTROY DESTROY!
Cultists: Keep on recruiting anti-medicine crazies
Jeff: Make friends with the other horrors or something. I dunno.


((Wait, shoudn't I have a couple more cultists? Or did my last "recruit anti-medicine crazies" not do anything?))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 03, 2015, 08:14:16 am
((OK, Got access to a Computer. Also, I'd be a Lot more Enticed to Join a Cult after witnessing it's Followers fling around Fireballs and Lightning, I figure the Wizards would do at least slightly better than the Average Cultist. Not Counting convincing Power Hungry Nerds to join.))

((Updated Action))

Me: Magically Speak to the PD Inquisitors and encourage them to Join me In a Final Battle against the Forces of Pestilence, Inspire The Steel Inquisitors to Attack The Plague Doctor instead of me,Then Command that Only Wizards and High-Ranking Cultists are to dwell in the Tower. When the Plague Doctor Shows up I UTTERLY FRICKEN' NUKE HIM with Enough Destructive Magic to Outdo 10 Archmages, I do this from a VERY FAR distance, Of course. When he Shows up I use Magic to Teleport to the Fantasy Shop until the Battle's Over.
10 Wizards, 100 Cultists, 15 Scrap Golems, The PD Inquisitors if they show up, and All Minotaurs: Attack The Plague Doctor when he Shows up at the Tower
15 Cultists: Find an abandoned Scrapyard near the Wizard Tower.
15 Wizards: Blanket the Wizard Tower with Defensive Wards to make it as Strong as Steel, Then Provide Defensive Support for the Battle.
10 Wizards: Summon some more Minotaurs, Then Provide Defensive Support for the Battle.
15 Plagued Cultists: Keep up the Smear Campaign.


"May The Better Eldritch Horror win. Also, I just realized that I'm pretty much the Good Guy! That's So Awesome!"
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 03, 2015, 09:54:11 am
((OK, Got access to a Computer. Also, I'd be a Lot more Enticed to Join a Cult after witnessing it's Followers fling around Fireballs and Lightning, I figure the Wizards would do at least slightly better than the Average Cultist. Not Counting convincing Power Hungry Nerds to join.))

((Updated Action))

Me: Magically Speak to the PD Inquisitors and encourage them to Join me In a Final Battle against the Forces of Pestilence, Inspire The Steel Inquisitors to Attack The Plague Doctor instead of me,Then Command that Only Wizards and High-Ranking Cultists are to dwell in the Tower. When the Plague Doctor Shows up I UTTERLY FRICKEN' NUKE HIM with Enough Destructive Magic to Outdo 10 Archmages, I do this from a VERY FAR distance, Of course. When he Shows up I use Magic to Teleport to the Fantasy Shop until the Battle's Over.
10 Wizards, 100 Cultists, 15 Scrap Golems, The PD Inquisitors if they show up, and All Minotaurs: Attack The Plague Doctor when he Shows up at the Tower
15 Cultists: Find an abandoned Scrapyard near the Wizard Tower.
15 Wizards: Blanket the Wizard Tower with Defensive Wards to make it as Strong as Steel, Then Provide Defensive Support for the Battle.
10 Wizards: Summon some more Minotaurs, Then Provide Defensive Support for the Battle.
15 Plagued Cultists: Keep up the Smear Campaign.


"May The Better Eldritch Horror win. Also, I just realized that I'm pretty much the Good Guy! That's So Awesome!"
((A little late on the draw there compadre, by the time this action goes through he will have attacked and left. Next time post guards BEFORE he attacks, you have the personnel to spare.))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 03, 2015, 10:17:15 am
((I'M BACK BABY))
Enough dilly-dallying. It is time to tear through my rivals, so that they cannot interfere.

Me:Go to Carl's base, activate presence skill, and TEAR THROUGH EVERYTHING! Use Plague, spit acid, crush their weak bodies, DESTROY DESTROY DESTROY!
Cultists: Keep on recruiting anti-medicine crazies
Jeff: Make friends with the other horrors or something. I dunno.


((Wait, shoudn't I have a couple more cultists? Or did my last "recruit anti-medicine crazies" not do anything?))
((Partial success ain't enough for both actions, even if they are minor, so I just did the first one))
[5] You traipse through CY's base making people feel a little itchy as you pass by because you don't actually have a malignant presence. You also punch through the walls of his tower and tear his golems to bits, and spray acid onto his cultists and minions, melting several of them into viscous goo and leaving the rest horrified. all without getting a single scratch on yourself. (CY: tower badly damaged, -10 minotaurs, -50 cultists, -10 scrap golems)
cultists:
[6] they go around recruiting the loonies that hate medicine, thereby taking them out of the general public (People will no longer refuse treatment, +50 antimedicine cultists)
Jeff: [2] he decides to take a smoke break
J. cultists: Get some weapons
[1] They accidentally impale themselves on stakes. Whoops (-20 Jeff's chosen).

Paul heals. At the end of next turn he and Lucius will transform.
End of turn 12.
Score:
Nightmare - 125 cultists, 20 plagued cultists, 13 assassin cultists, flooded cave base with flame thrower defenses, 31 inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned, Lucius (1), 15 lucuis' chosen, 30 Lucius cultists, plushies distributed, plushie market flooded, plushie warehouse literally flooded, lightly wounded
Carl Yelvin - 45 cultists, 15 dying cultists, 35 chosen, 24 minotaurs, 5 scrap golems, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 25 inquisitors, 20 steel inquisitors, inquisitors active, has a badly damage flimsy tower base
Plauge Doctor - 50 cultists,  50 antimedicine cultists, 50 inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (4), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, lightly wounded
Mad matron - 100 cultists, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Paul (1), 110 Paul's cultists, has found Nightmare's base
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 03, 2015, 10:45:06 am

Me: Summon Ogres and Personally Recruit more Cultists with the Recruiters.
New Ogres, 10 Wizards, 5 Scrap Golems and 10 Minotaurs: Attack the Inquisitors.
10 Minotaurs: Guard the Tower.
5 Wizards: Try to find a Scrapyard near the Wizard Tower.
5 Wizards and 30 Cultists: Repair The Wizard Tower while the Wizards supervise.
15 Cultists and 4 Minotaurs: Recruit more Cultists while using the Minotaurs as Proof.
15 Dying Cultists: Again, Use the Internet Smear Campaign and Encourage Governments Worldwide to Take Military Action against The Plague Doctor. Also Pull up some Photos of The Dying Cultists to inspire Rage and Monetary Donations.
10 Wizards: Make some actual Friendly Steel Golems.
5 Wizards: Attempt to get the Plague Doctor's Inquisitors to heal my Dying Cultists in exchange for Magical Favors.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 03, 2015, 10:45:26 pm
It seems as though my rival is a bit bitter about my recent successful razing of his base. I think that I will require more allies.

Me: Make friends with Lucius (Without Nightmare knowing) before he transforms into an adult and murders everyone!
75 Cultists: Find weapons to guard thyself with!
25 Cultists: call up, win over, enlist, enroll, induct and build up all of the cultists you can!
Jeffrey: If you are still here, Smoke out the guys that are trying to give me a bad name!
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 04, 2015, 12:23:53 pm
50 cultists: find a better base. Rest: Recruit
[1] They are too busy tasting all the dragon blood to looks for a base (-50 cultists).

[1] Apparently they missed a day in their recruiting sessions and only told people the bad things about you rather than the good things... there are good things right? (+25 inquisitors)

Paul: recruit from MM's cultists
[1] He does such a bad job that some of his cultists feel like they made a mistake joining him and return to you. (25 P. cultists to MM)
P. cultists: get weapons
[4] They find some handguns and combat knives at a weapon shop/black market. They are combat-ready (Paul's cultists now armed).


Can I deport Lucius and make him the Mad Matron's responsiblity?

Cultists: Save the plushies!
Assassins: Train 35 cultists to become assassins.

[4] You can send him to the Mad Matron, but do you really want to be that guy? I guess so (Lucius now being cared for by MM).
cultists:
[2] They are already thoroughly soaked, they decide it isn't worth the effort.
assassins: [6] They do well at teaching some of your cultists how to not poison themselves and do poison others. Their practice dummies are not salvageable, I'm afraid (+20 assassins, -20 plagued cultists).

Lucius: ask your new mother figure why Nightmare is such a meanie-face
[4] He asks, but the only response he gets is a low groaning sound. Turns out Mad Matron isn't much of a conversationalist.
Chosen: forge a weapon for your soon-to-be-grown lord
[4] They use light magic to create a sword that rends the darkness. They build it as well as they can with their limited numbers, but the magic is definitely what gives it the oomf, not the admittedly lackluster craftsmanship. (Shadow's bane forged)
Cultists: acquire armor for Lucius, maybe a little larger so he can wear it after he grows
[5] They happen to find some excellent armor that looks like it would fit a large person and has some weird slots in the back. Why does this exist? They're not sure, but it seems to be pretty useful (angelic armor found).

Inquisitors: recruit
[3] They find some support, but they don't get as far as they wanted to (+25 cultists inquisitors).


Me: Summon Ogres and Personally Recruit more Cultists with the Recruiters.
New Ogres, 10 Wizards, 5 Scrap Golems and 10 Minotaurs: Attack the Inquisitors.
10 Minotaurs: Guard the Tower.
5 Wizards: Try to find a Scrapyard near the Wizard Tower.
5 Wizards and 30 Cultists: Repair The Wizard Tower while the Wizards supervise.
15 Cultists and 4 Minotaurs: Recruit more Cultists while using the Minotaurs as Proof.
15 Dying Cultists: Again, Use the Internet Smear Campaign and Encourage Governments Worldwide to Take Military Action against The Plague Doctor. Also Pull up some Photos of The Dying Cultists to inspire Rage and Monetary Donations.
10 Wizards: Make some actual Friendly Steel Golems.
5 Wizards: Attempt to get the Plague Doctor's Inquisitors to heal my Dying Cultists in exchange for Magical Favors.

((Jesus christ, how many commands is that?))
Summoning Ogres: [2] You can't seem to find any ogres... oh right, they went extinct after the swamps in the land of Myth were drained to make room for the Arcane Libraries...
Summoning steel golems: [3] They summon a few steel golems, but these things are hard to make. Presumably because they are so powerful in combat (+5 steel golems)
guarding: [5] They hold a solid patrol and will keep all trespassers at bay. Well, all the trespassers they can given their few numbers (10 minotaurs guarding base).
Attacking inquisitors: [1] It is a catastrophic failure. Nobody even makes it back to tell you how badly it went. (-10 wizards, -5 scrap golems, -10 minotaurs)
Finding scrapyard: [1] They get lost. Forever. (-5 wizards)
Repair: [2] They can't seem to organize well enough to get started. Ah well, at least it's still standing for the most part.
Recruit: [3] they manage to get some people to join them, but then some of the new recruits get eaten by your minotaurs (+25 cultists, -16 cultists).
Smear campaign: [6] They do an expert job of getting people to hate Plague doctor. Of course, some new loonies come out of the woodwork and support him, but that's neither here nor there. (+50 PD inquisitors, +25 PD cultists)
Ask for healing: [6] They agree to give treatment at no cost (they are a charitable organization after all), but it turns out quite a few of those dying cultists were allergic to the antibiotics. Whoops (15 cultists cured of plague, -10 cultists).

Steel inquisitors: DESTROY DESTROY DESTROY!
[5] They march right up to your tower and are confronted by your minotaurs. It's a pretty one sided battle, and they push over your tower afterwards. (-10 minotaurs, tower destroyed)

It seems as though my rival is a bit bitter about my recent successful razing of his base. I think that I will require more allies.

Me: Make friends with Lucius (Without Nightmare knowing) before he transforms into an adult and murders everyone!
75 Cultists: Find weapons to guard thyself with!
25 Cultists: call up, win over, enlist, enroll, induct and build up all of the cultists you can!
Jeffrey: If you are still here, Smoke out the guys that are trying to give me a bad name!

[3] You send a fruit basket with a letter asking Lucius not to attack you. He'll go after you last if he survives that long. (PD now Lucius' least hated)
cultists:
[4] They find combat gear at the gun store. Just some handguns, pepper spray, and knives, but they'll reliably win over someone that doesn't have that stuff (75 cultists armed).
[1] They accidentally tell everyone how you keep plaguing your own followers. Turns out people don't like that. (+25 inquisitors)
Jeff: [5] Jeff does a thing, hopefully well. Though he's still not here so you still can't give him orders.
J. Recruit:
[2] He can't seem to stop coughing long enough to ask people to follow him.

Inquisitors: treat some of those poor saps with the plague
[3] They are too late for many, but through number manage to cure the plague victims in NM's cult (20 NM cultists cured... but they're dead, so it doesn't matter).
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 04, 2015, 01:06:12 pm
Double posting for end turn:

Paul grows into Giant Paul and Lucius into Lucifer the Lightbringer. Heals for everyone: woohoo!
Spoiler: Giant Paul (click to show/hide)
Spoiler: Lucifer (click to show/hide)
End of turn 13.
Score:
Nightmare - 105 cultists, 33 assassin cultists, flooded cave base with flame thrower defenses, 56 inquisitors, inquisitors active, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin - 59 cultists, 20 chosen, 4 minotaurs, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 25 inquisitors, 20 steel golem inquisitors, inquisitors active, 5 steel golems
Plauge Doctor - 75 armed cultists,  50 antimedicine cultists, 125 inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (4), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, least hated by Lucifer
Mad matron - 75 cultists, 25 inquisitors, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Giant Paul, 85 armed Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor, 15 Lucifer's chosen, 30 Lucifer cultists
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 04, 2015, 06:34:16 pm
Recruit more people.
Cultists: Make the inquisitors focus on somebody else.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 05, 2015, 12:38:01 pm
Recruit more people.
Cultists: Make the inquisitors focus on somebody else.
[5] You call out to the denizens of the night and recruit all you can (+100 cultists).

cultists: [5] They draw the inquisitors' attention away from you, and manage to wrestle them down causing them to miss this turn

Inquisitors: do a thing
[irrelevant] They are busy being distracted and can't do anything

Giant Paul: Use psionics to bother Plague doctor
[4] He moves gravel around Plague doctor's feet so Plague doctor is constantly stepping on sharp bits.
P. cultists: Attack Carl Yelvin, his heresy against the great Paul is UNFORGIVABLE!
[6] They go into a righteous fervor and strike at CY, who is undefended but manages to fight them off... barely... (CY heavily wounded, -25 P. cultists)

Lucifer:[3] He doesn't betray MM, but he's considering it.
Slay the beast of the night!
[4] He dives for Nightmare, exposed due to the cave base still being flooded and having no followers defending her. With his higher strength and weapons he demolishes her, leaving her on death's door (Nightmare mortally wounded).
L. cultists/chosen: bring forth the light! Reveal these creatures to the world!
[3] They make internet videos and write articles about the various horrors that are running around now. Word is out there now, but most think they're just a bunch of nutjobs. (Existence of horrors poorly revealed).
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 05, 2015, 07:10:55 pm
Empower cultists.
70 cultists: Finish off Carl Yelvin 50 cultists: Protect Mad Matron The rest: Distract inquisitors
Title: Re: RTD horrors
Post by: Sl4cker on April 05, 2015, 10:32:55 pm
It seems as though one of my rivals, no, OUR rivals are on their way into the afterlife. I say we band together, just for one moment, to make sure this 'Nightmare', this being of fear, is destroyed once and for all.

I say we band together for an...

All out attack
(http://i57.tinypic.com/ranmlj.png)

Me: Use my wings to not step on sharp, pointy objects any more and FRIGGIN MURDER NIGHTMARE!
He also has massive shadowy wings which are much, much larger than needed for flight.
Anti-medicine cultists: Make friends with Giant Paul and co.!
Armed dudes: Assassinate as many inquisitors as you can! From a distance of course.
Jeffrey: Wow, looks like we really did run from our problems with no consequences.
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on April 06, 2015, 07:58:17 am

Heal myself.

Cultists:
Smite that ungrateful wretch who dared to raise a finger against me

Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 06, 2015, 09:14:27 am
"I Really hate those Steel Golems."

Me: Summon some Ogres from the Land of FABLES, Not the Land of Myths. That place is a Dump. If I have leftover time I Magically Heal Myself. If the Steel Golems attack I Teleport the Heck away from them, After Carpet Bombing them with Heavenly(Magical) Lightning while Flying in the Sky.
Ogres: Try to put a *Dent* in The Steel Golem Inquisitors using Tree Trunks as Clubs.
10 Wizards: Create Steel Golems.
10 Wizards: Defend Me.
4 Minotaurs+5 Steel Golems: Attack the Jock Inquisitors, Not the Murderous Terminators.
19 Cultists: Recruit, Recruit, and then Recruit some More.
20 Cultists: Start up a Propaganda Campaign to spread Knowledge of me, And hopefully Recruit more Cultists.
10 Cultists: Find an Abandoned Warehouse to serve as a Headquarters.
Title: Re: RTD horrors
Post by: Aslandus on April 06, 2015, 12:44:37 pm
It seems as though one of my rivals, no, OUR rivals are on their way into the afterlife. I say we band together, just for one moment, to make sure this 'Nightmare', this being of fear, is destroyed once and for all.

I say we band together for an...

All out attack
(http://i57.tinypic.com/ranmlj.png)

Me: Use my wings to not step on sharp, pointy objects any more and FRIGGIN MURDER NIGHTMARE!
He also has massive shadowy wings which are much, much larger than needed for flight.
Anti-medicine cultists: Make friends with Giant Paul and co.!
Armed dudes: Assassinate as many inquisitors as you can! From a distance of course.
Jeffrey: Wow, looks like we really did run from our problems with no consequences.

[1] You suddenly remember why you don't use your wings: you are really bad at flying from lack of practice. You fall flat on your face and get cut up by gravel (lightly wounded).
cultists:
[4] They make friends with Giant Paul and his followers (well, some of them anyway). Paul and his followers won't attack you if they can help it (friends with Giant Paul).
[1] They accidentally shoot each other. Damn you, poor organization! (-50 armed cultists).
Jeff: [6] He does a thing, and it comes back to bite you
Jeff: smoke upwind from cultists
[5] He fills his lungs with some black murk and, somehow despite not knowing where you are, sends some into the noses of your cultists. They are afflicted by black lung, and will die in 5 turns if not cured. They also have an extra roll to see if they fail to do anything, but it's only a 1-in-6 chance (cultists have black lung).

Inquisitors: arm yourselves
[6] they get access to a large amount of pure alcohol. That stuff will burn organic matter like nobody's business (-60 inquisitors, inquisitors have access to pure alcohol)

Heal myself.

Cultists:
Smite that ungrateful wretch who dared to raise a finger against me


[1] Whoops, you try to lick your wounds and open them further. You bleed out (Nightmare is dead).
cultists:
[3] they attack Lucifer with all they can, but Lucifer is not exactly a pushover. They manage to damage him, but the victory is pyrrhic if it can be considered a victory at all (-50 cultists, -25 assassin cultists, Lucifer lightly wounded).

Inquisitors: Arm yourselves!
[6] They get access to a bank of missiles. It will surely destroy your entire legion if used. Also, some of them get shot by the guys guarding said missiles (inquisitors gain missiles, -40 inquisitors).

"I Really hate those Steel Golems."

Me: Summon some Ogres from the Land of FABLES, Not the Land of Myths. That place is a Dump. If I have leftover time I Magically Heal Myself. If the Steel Golems attack I Teleport the Heck away from them, After Carpet Bombing them with Heavenly(Magical) Lightning while Flying in the Sky.
Ogres: Try to put a *Dent* in The Steel Golem Inquisitors using Tree Trunks as Clubs.
10 Wizards: Create Steel Golems.
10 Wizards: Defend Me.
4 Minotaurs+5 Steel Golems: Attack the Jock Inquisitors, Not the Murderous Terminators.
19 Cultists: Recruit, Recruit, and then Recruit some More.
20 Cultists: Start up a Propaganda Campaign to spread Knowledge of me, And hopefully Recruit more Cultists.
10 Cultists: Find an Abandoned Warehouse to serve as a Headquarters.

[5] You manage to summon a great number of ogres, and luckily they actually like you. You gain nothing else because you are still only one horror and can't do more than one thing at a time (+50 ogres).
Ogres: [6] They don't have time to rip frickin trees out of the ground so they just charge into battle empty handed. There is a cacophony of clangs and crunching of bones. You are too nervous to look, but you can tell that nobody survived the fight (-20 steel inquisitors, -50 ogres).
wee-zards: [2] They can't conjure the golems, they're too scared from seeing what happened to the minotaurs.
[2] They don't wanna guard, they care for their own lives more than yours, the selfish bastards.
Attacking inquisitors: [1] The attack is a logistical nightmare. The golems mistook your minotaurs for inquisitors because they had the blood of your cultists on their mouths, and the minotaurs fought back. They never even got near the inquisitors (-4 minotaurs, -2 steel golems).

Recruiting (with 39 cultists because you only get one recruiting action): [4] They pull together many people and get them to join your cult (+50 cultists).
find warehouse: [4] With their limited numbers they see a potential base off in the distance, but you'll have to actually put some personnel into moving there and actually making it a decent base (found abandoned warehouse, not moved in).

Inquisitors: recruit
[3] They manage to find some people to join them, but not that many (+25 inquisitors)

((I'll post the end of turn tally momentarily))
Edit: dammit AD, why must you take so many actions? I might have to start auto-failing them if actions have too few people taking them to succeed... Also, forgot the inquisitors again.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 06, 2015, 01:16:39 pm
End of turn 14.
score:
Nightmare - 55 cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, 16 inquisitors, inquisitors active, inquisitors have missiles, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded, DEAD
Carl Yelvin - 109 cultists, 20 chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 50 inquisitors, inquisitors active, 3 steel golems, heavily wounded, found abandoned warehouse (not moved in)
Plauge Doctor - 25 armed cultists with black lung,  50 antimedicine cultists with black lung, 65 inquisitors, inquisitors have pure alcohol (weapon), inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (3), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul, lightly wounded
Mad matron - 175 cultists, 25 inquisitors, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Giant Paul, 60 armed Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (lightly wounded), 15 Lucifer's chosen, 30 Lucifer cultists
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 06, 2015, 02:30:59 pm
((Sorry, I just wanna maximize my Turn's Effectiveness,I'll try to use less actions from now on.))


Me: Create some FRIENDLY Steel Golems and Move into the Warehouse.
15 Wizards: Create some FRIENDLY Steel Golems and Move into the Warehouse.
79 Cultists+All Steel Golems: Purge The Inquisitors.
30 Cultists+5 Wizards: The Cultists Build Barricades and Defenses around the Warehouse to make it harder to Attack/Damage while The Wizards make sure the Cultists don't screw up anything.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 06, 2015, 05:40:29 pm
Empower cultists.
70 cultists: Finish off Carl Yelvin 50 cultists: Protect Mad Matron The rest: Distract inquisitors
[2] You can't help them, all you know is fear TnT.
cultists:
[4] They charge into battle and attack Carl Yelvin, who is undefended because his wizards a bunch of lazy asses. They trip him and he gets cut up falling through trees, and with only a few casualties because he's a bit of a nancyboy in physical combat. (Carl Yelvin mortally wounded, -20 cultists)
[3] They protect you, but they could probably be scared off fairly easily with an overwhelming force. (50 cultists guarding)
[5] They prevent the inquisitors from doing anything once again (Inq. miss turn)

Paul: steal some cultists from Nightmare, she won't need them anymore
[2] Paul fails his subterfuge, they are too loyal to give up serving Nightmare just because of a little thing like her death.
P. cultists: guard Paul
[2] As if the big lug needs MORE protection, they decide to grab some beers instead.

Lucifer: [5] He doesn't feel at all compelled to turn on MM right now, instead he will: Attack this heathen who is bringing these hideous abominations into the world! Down with the giant warlock!
[2] Actually, nah, he seems like he's had enough.
L. cultists: learn the ways of light! Become the chosen!
[4] They manage to learn the ways of light, but Lucifer leaves out the parts about treachery. His other chosen help out (30 cultists made into chosen).

Inquisitors: do a thing
[irrelevant] They are too distracted. Stupid sexy cultists.
((Sorry, I just wanna maximize my Turn's Effectiveness,I'll try to use less actions from now on.))


Me: Create some FRIENDLY Steel Golems and Move into the Warehouse.
15 Wizards: Create some FRIENDLY Steel Golems and Move into the Warehouse.
79 Cultists+All Steel Golems: Purge The Inquisitors.
30 Cultists+5 Wizards: The Cultists Build Barricades and Defenses around the Warehouse to make it harder to Attack/Damage while The Wizards make sure the Cultists don't screw up anything.

((That's fine, but I'm always a little unsure whether I should let you do something or not, since you clearly don't want something that badly if you'll only devote ten people to doing it, and having to roll eight times for one person's action for one turn is a little tedious. Wipeout gets a pass because he has three horrors using his turn slot, but you were munchkin (http://tvtropes.org/pmwiki/pmwiki.php/Main/Munchkin)-ing it up over here.))
Golemancy: [6] You and your wizards create some steel golems out of wreckage. Not all of them are friendly (+7 steel golems, +3 steel inquisitors)
purge: [4] They strike with righteous fervor and crush all the inquisitors. They were NOT prepared. Quite fortunate that there were so few (-50 inquisitors, -3 steel inquisitors, -2 steel golems, -25 cultists).
building: [3] They put up a few dozen sticks around the warehouse. Yep, that'll keep them out (no, it won't). (weak twig fence made)

Inquisitors: do a thing
[irrelevant] they are all dead
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 06, 2015, 05:46:19 pm
Recruit more people.
50 cultists: Kill Carl Yelvin 60 cultists: Keep on guarding Mad Matron. The rest: Find weapons for all of the Mad Matron's cultists.
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 06, 2015, 09:12:38 pm
I...we... didn't even need to do anything. She killed herself.
I'm starting to reconsider my choices in rivalry.

Me: Swoop in and recruit as many of the dead Nightmare's cultists before they disband! Remind them that I might be able to smog up the world, thus creating eternal night. Jeff probably can too.
Unarmed dudes: Try to make some full-body armor that is NOT made out of organic matter and give it to the armed guys!
Armed dudes: I just realized that Carl might be mortally wounded, so snipe him, I guess.
Geoffrey: As you will die not too soon from now, contemplate the meaning of life.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 06, 2015, 10:17:15 pm
I...we... didn't even need to do anything. She killed herself.
I'm starting to reconsider my choices in rivalry.

Me: Swoop in and recruit as many of the dead Nightmare's cultists before they disband! Remind them that I might be able to smog up the world, thus creating eternal night. Jeff probably can too.
Unarmed dudes: Try to make some full-body armor that is NOT made out of organic matter and give it to the armed guys!
Armed dudes: I just realized that Carl might be mortally wounded, so snipe him, I guess.
Geoffrey: As you will die not too soon from now, contemplate the meaning of life.

[4] They aren't moved by your demands until you mention eternal night. Suddenly some of them join you for hopes of the dream they never had before. Of course, they don't know how unreliable Jeff is, but that's not going to come back to bite you right? (stole 25 cultists from Nightmare).
Cultists:
[1] Your unarmed guys are too busy hacking their lungs out (no, not with an axe, though given what's coming out of their lungs they're considering it) to find body armor
armed: [6] They manage to not waste a turn coughing
[2] They decide that since he's on death's door anyway they'll just drink some cough syrup and rest for the turn instead.
Jeff: [1] Instead of doing that, he spends the entire turn staring into space contemplating the meaning of... wait a minute...

((Nightmare still gets a turn because she still has cultists to act out her will for her... though if you'd rather just dissolve your cult that's fine too))
Edit: Jeez, I'm doing badly at keeping the inquisitors moving

Inquisitors: Dump alcohol on Plague doctor
[6] They manage to creep in and dump some raw alcohol directly onto plague doctor's body. Being made of disease, it has some... rather nasty effects on his physiology, including large pustules erupting and spewing diseased slime everywhere.  Several of the inquisitors get caught in the pus and catch the plague. (Plague doctor moderately wounded and burning, inquisitors plagued)
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 06, 2015, 11:32:48 pm
Great, just what has he discovered this time? You better not smog up my healthy cultists... at least, not yet anyway.

Me: Walk up to Carl and murder him myself. Stupid humans can't get anything done...
Smoked cultists: Go to the inquisitors for help with your illness. Do not reveal that you are followers of me. Be sure to poison the water supply on your way back.
Non- smoked cultists minus one: Tell everyone that the Mad Matron is real, and also very evil. Exaggerate if you have to.
Single non-smoked cultist: Take some weapons from one of the armed guys and go find Jeff, then ask him what he's found.
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on April 07, 2015, 04:01:17 am
((Aww...I'm dead. Can I still control my remaining cultists?))
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 07, 2015, 06:03:13 am
((Nightmare still gets a turn because she still has cultists to act out her will for her... though if you'd rather just dissolve your cult that's fine too))
((Two posts above you man. Two posts above you.))
Title: Re: RTD horrors - game 2 running
Post by: UnicodingUnicorn on April 07, 2015, 08:06:08 am
((Oops. Time to get my eyes checked.))


Cultists: Live on in the name of eternal night! And plushies. But hopefully mostly eternal night. Recruit more with promises of soft snuggly goodness.
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 07, 2015, 09:05:14 am

Me: USE MAGIC TO HEAL MYSELF! If I can't Heal Myself I expend the Last of my Magic to go to the Land Of Fables in the hopes that being in my Home Dimension will be enough to keep me Alive in a Coma.
All Wizards: USE MAGIC TO HEAL ME!
All Remaining Followers: Guard Me!


((Sidenote: I'm so screwed, And it's kind of hard to Not Min-Max when you have the Physique of a wet paper bag and are Frequently battling Cthuloid Monstrosities, Also,  I Called It for the Next Game. (http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster) :P))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 07, 2015, 09:23:27 am

Me: USE MAGIC TO HEAL MYSELF! If I can't Heal Myself I expend the Last of my Magic to go to the Land Of Fables in the hopes that being in my Home Dimension will be enough to keep me Alive in a Coma.
All Wizards: USE MAGIC TO HEAL ME!
All Remaining Followers: Guard Me!


((Sidenote: I'm so screwed, And it's kind of hard to Not Min-Max when you have the Physique of a wet paper bag and are Frequently battling Cthuloid Monstrosities, Also,  I Called It for the Next Game. (http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster) :P))
((You don't have healing magic, you can't use magic to heal yourself... You also can't teleport, and never have been able to... here's what you CAN do:
- Summon Hordes of Fantasy Monsters to aid himself and his Followers
- Turn Electronics and Pop Culture Memorabilia into Spell Components, Golems, Medieval Weaponry, and so on and so on...
- Singlehandedly Pwn Pretty Much anybody in a Video Gaming Contest
- Strike Fear into those of the opposite Gender and Rage into those who are skilled in Athletic Sports
- Research new spells/rituals, not an ability but a thing you can do
- Have your cultists patch you up, which runs the risk of making things worse, but that's dice based games for ya
As long as you can figure out how to make the character fit on the character sheet, you can make whatever dinner based monster you want.))

((Oops. Time to get my eyes checked.))


Cultists: Live on in the name of eternal night! And plushies. But hopefully mostly eternal night. Recruit more with promises of soft snuggly goodness.

[5] They manage to recruit many more people, even more than usual. Apparently you unlikable enough that they can get more people to join them when you're not there. (+120 cultists)

Inquisitors: celebrate a job well done
[2] Wait, what? They didn't even get to do anything, though they'll admit, the moment when you ripped your own heart out with your teeth was pretty cool.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 07, 2015, 09:51:45 am
End of turn 15:
Nightmare(DEAD) - 150 cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, 16 inquisitors, inquisitors active, inquisitors have missiles, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin(Mortally wounded) - 134 cultists, 20 chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 50 inquisitors, inquisitors active, 8 steel golems, found abandoned warehouse (not moved in)
Plauge Doctor(Moderately wounded and burning) - 25 cultists, 25 armed cultists with black lung(4),  50 antimedicine cultists with black lung(4), 65 plagued inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (2), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul
Mad matron(uninjured) - 50 cultists (guarding), 105 cultists, 25 inquisitors, Inquisitors have liquid nitrogen, access to Orb of Stalwart 2, has dragon blood, has been summoned, Giant Paul, 60 armed Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (lightly wounded), 45 Lucifer's chosen
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 07, 2015, 10:08:18 am
((So I'm guessing Nightmare can still control her cultists, huh?
Or are they NPCs now?))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 07, 2015, 11:45:15 am
((So I'm guessing Nightmare can still control her cultists, huh?
Or are they NPCs now?))
((She can still control her cultists, despite being dead. She can't win, but she can still screw over the rest of the players))
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 07, 2015, 02:23:55 pm
((I can work with that.))

Me: Try to get the Plague Doctor Inquisitors to heal my wounds in exchange for Magical Items once I'm Healed.
All Wizards: Research Healing Magic.
All Cultists: Recruit more Cultists.
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 07, 2015, 08:14:54 pm
Recruit more people.
50 cultists: Kill Carl Yelvin 60 cultists: Keep on guarding Mad Matron. The rest: Find weapons for all of the Mad Matron's cultists.
[3] Not many willing to join you, even in the face of all the horrors being slaughtered... or perhaps because of... (+25 cultists)
cultists:
[5] They charge up and deliver the coup de grace to kill the poor bastard, since nobody else is apparently willing to get near him. (CY is dead)
[2] They don't feel they need the extra ten people and tell them to take the turn off. (cultists guarding remain at 50) ((From now on, you don't have to refresh guarding, just don't have them do anything else and they'll stay guarding))
[6] Oh, they find weapons all right, they find some amazing weapons... Well, they find one really powerful weapon, and several people decide their job is basically done and quit (gained nerve gas, -20 cultists).

Inquisitors: Use the Liquid Nitrogen on Mad Matron
[6] The freezing liquid strikes your flesh and crystallizes it in short order, though they only manage to get a dash of it on your since your guards are fighting them. None of the inquisitors escape alive. (-25 inquisitors, MM lightly wounded, -10 cultists)

Paul: steal MM's cultists
[5] He does an excellent job of convincing your peons that he would be a better leader. (Steals 75 cultists from MM)
P. cultists: guard Paul
[5] They set up patrol schedules and have a defense perimeter set up in no time, nobody's getting at Paul without going through them first... at least, not physically... (60 armed cultists guarding Giant Paul, 75 cultists guarding Giant Paul)

Lucifer: [2] Oh damn, it's going down now
Attack Mad Matron
[3] He strikes at you, but doesn't seem to be putting much effort into it. It does hurt you, but mostly because you were already hurt and because he's so ridiculously powerful. He sprains his wrist from swinging that sword too much (MM heavily wounded, Lucifer lightly wounded).
L. cultists: Lucifer might not realize the threat, but you do. Kill Plague doctor!
[1] Well, that could've gone better (-40 L. chosen).

Great, just what has he discovered this time? You better not smog up my healthy cultists... at least, not yet anyway.

Me: Walk up to Carl and murder him myself. Stupid humans can't get anything done...
Smoked cultists: Go to the inquisitors for help with your illness. Do not reveal that you are followers of me. Be sure to poison the water supply on your way back.
Non- smoked cultists minus one: Tell everyone that the Mad Matron is real, and also very evil. Exaggerate if you have to.
Single non-smoked cultist: Take some weapons from one of the armed guys and go find Jeff, then ask him what he's found.

[3] Seems someone beat you to it, you poke his corpse.
cultists:
[5] They don't start coughing and get to do a thing; [2] They beg for help but the inquisitors aren't buying it. Perhaps covering all your followers in pustules having a hacking cough constantly tipped them off
[5] They run through the streets telling everyone of the horrific monster that comes for their children in the night. They only spread word so far because of their few numbers, but they manage well enough (MM now hated by humanity)
[2] Going Rambo ain't happening, the guy decided to just take the weapons and sit around doing nothing...

Inquisitors: cure yourselves
[2] Nope, these drugs must be a bit old, no effect (hey, at least they are still around in case you want to try to cure your cultists again).

Jeff: [4] He does a thing ((lucky you))
Smoke upwind of the PD cultists
[4] The thick acrid stench in the wind causes the ones who are healthy to require a cough roll next turn. Dammit Jeff! (cough rolls for everyone)
The alcohol burns into your "flesh" (now heavily wounded)

((I can work with that.))

Me: Try to get the Plague Doctor Inquisitors to heal my wounds in exchange for Magical Items once I'm Healed.
All Wizards: Research Healing Magic.
All Cultists: Recruit more Cultists.

[irrelevant] Tragically, they are not good enough medics to bring your butchered corpse back to life.
Weezzards: [1] While researching, they discover a spell that causes the caster's blood to ignite. They don't get a chance to write it down before they pass out from being cooked alive. Some of them miraculously survive, but they're not doing much in the near future (-15 chosen, 5 chosen miss next turn).
cultists: [5] They manage to somehow convince more people to join the cult of your dismembered corpse. (+134 cultists)

Inquisitors: mess up his shitty base!
[3] Like the mature adults they are, they run toward your base and kick over the useless stick wall you had around that warehouse you don't live in.
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 07, 2015, 08:20:32 pm
Use the nerve gas on Plague Doctor.
30 cultists: Attack Plague Doctor.
Title: Re: RTD horrors - game 2 running
Post by: FallacyofUrist on April 07, 2015, 08:36:13 pm
I'll sign up for the next game.

Name: Unescargot
Abilities:
Manipulating, controlling, summoning lightning (all one ability)
Controlling weather
Infusing electricity into objects
Appearance: A bubble of dark clouds constantly shifting into other shapes, sometimes taking a humanoid form.
Homeworld: Esivous, a world constantly under storms. Mostly water although a few isles exist.

Skills:
Presence: 0
Mindlock: 1
Power: 2
Physique: 2
Appeal: 0

will this work?
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 07, 2015, 08:47:24 pm
May I already apply for the next game, even if I'm already playing this game?
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 07, 2015, 08:59:49 pm
I'll sign up for the next game.

Name: Unescargot
Abilities:
Manipulating, controlling, summoning lightning (all one ability)
Controlling weather
Infusing electricity into objects
Appearance: A bubble of dark clouds constantly shifting into other shapes, sometimes taking a humanoid form.
Homeworld: Esivous, a world constantly under storms. Mostly water although a few isles exist.

Skills:
Presence: 0
Mindlock: 1
Power: 2
Physique: 2
Appeal: 0

will this work?
Looks good, I just gotta make a waitlist to store this until this round ends

May I already apply for the next game, even if I'm already playing this game?
Sure, if you've got another character in mind go for it (But if it's "Furious Father" I'm going to be annoyed)
Title: Re: RTD horrors - game 2 running
Post by: Sl4cker on April 07, 2015, 09:10:32 pm
I've seen this happen before... It will not happen to me! I am deafeated, but not yet dead.
Me: Hide in a random swamp and spread a toxic gas to kill any and all mortals that come too near my hiding spot! Imagine I use the whole "Whisper into minds of mortals" innate ability to communicate to my cultists.
50 Cultists: wear random disguises and ask for help again! Poison the water supply when you're done. Like I told you to last time.
Armed Cultists: Assassinate the Mad Matron! from a distance of course.
Jeff: Die already!
Title: Re: RTD horrors - game 2 running
Post by: wipeout1024 on April 07, 2015, 10:46:30 pm
Spoiler: Tavern Wench (click to show/hide)
Title: Re: RTD horrors - game 2 running
Post by: Ardent Debater on April 08, 2015, 02:57:59 pm


Current Game Actions:
All Cultists: PROTECT THE WIZARDS!
Title: Re: RTD horrors - game 2 running
Post by: Adragis on April 08, 2015, 03:11:45 pm
((I take it I can apply?))
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 08, 2015, 05:07:47 pm
((Sure, and if Nightmare doesn't post an action in the next hour or so her cultists are just gonna sit around for the turn doing nothing.

On another note, how do you guys like the game? I assume you do enjoy it since you're signing up for a second round of it, but is there anything in particular you like?))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 08, 2015, 05:32:39 pm
I like it for Bay 12 brand crazyness. Its fun to be the villain sometimes. The cultists and special powers are my favorite parts.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 08, 2015, 09:07:43 pm
I think it's the humour, and how open-ended it is.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 08, 2015, 09:50:32 pm
((Ooh, we're doing sheets now, huh? Well, allow me to jump on the bandwagon!))
Spoiler: Crazy cat god (click to show/hide)
((What I like about the game? I dunno, I guess the idea of eldritch beings duking it out sounds neat. And it is.))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 08, 2015, 10:10:10 pm
Nightmare's cultists honor their deity of the dark by doing absolutely nothing. Except being alive, so I suppose that's something.

end of turn 16.
score:
Nightmare(DEAD) - 150 cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, 16 inquisitors, inquisitors active, inquisitors have missiles, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin(SUPER DEAD) - 268 cultists, 5 unconscious chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 50 inquisitors, inquisitors active, 8 steel golems, found abandoned warehouse (not moved in)
Plauge Doctor(Heavily wounded and burning) - 25 cultists, 25 armed cultists with black lung(3),  50 antimedicine cultists with black lung(3), 65 dying inquisitors, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (1), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul, everyone has caught THE COUGH
Mad matron(Heavily wounded) - 50 cultists (guarding), 35 cultists, access to Orb of Stalwart 2, has dragon blood, has been summoned, has nerve gas, hated by humans, Giant Paul, 60 armed Paul's cultists, 75 Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (Moderately wounded), 5 Lucifer's chosen
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)

((wow, if this ends in a double fatality I might have to call it a draw... or give it to the NPC horrors just for outliving the actual players...))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 08, 2015, 10:18:04 pm
((Swamp water beats fire, right?
Right?
Either way, this will probably be a good finale))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: InsaneRationalist on April 08, 2015, 10:32:47 pm
I would like to play.

Spoiler: Koshu (click to show/hide)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 08, 2015, 10:37:46 pm
((Swamp water beats fire, right?
Right?
Either way, this will probably be a good finale))
((It would, but that's alcohol burning you. Don't worry, it won't kill you... not by itself, at least...))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 08, 2015, 11:22:42 pm
Can you add the nerve gas I got last turn, to the inventory?
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 08, 2015, 11:24:39 pm
I changed my cultists action to 30 cultists attacking Plague Doctor.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 08, 2015, 11:37:11 pm
Can you add the nerve gas I got last turn, to the inventory?
Sorry, I thought I had missed something... I'll do the turn tomorrow if you guys want to adjust  your actions, I need to get some sleep. Which probably makes skipping Nightmare's turn unnecessary, but oh well...
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Ardent Debater on April 09, 2015, 02:33:41 pm
((I'll change my actions.))

68 Cultists: Acquire 100 Assault Rifles and Corresponding Ammunition.
50 Cultists: Recruit More Cultists.
25 Cultists: Try to Spread Carl Yelvin Propaganda to improve public opinion of the Cult.
75: Attack The Inquisitors.
20 Cultists: Build Defenses for the Warehouse Base and Attack anybody or anything that attempts to harm The Wizards.
8 Steel Golems and 30 Cultists: Guard The Unconscious Wizards.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 09, 2015, 04:30:49 pm
Use the nerve gas on Plague Doctor.
30 cultists: Attack Plague Doctor.
[4] You pour the debilitating smog onto Plague doctor's form. He stiffens up and loses his next turn. (PD paralyzed)
[6] They strike with righteous fury and rend his gelatinous body asunder. Naturally, they all choke on the goo and die, but he's definitively dead, though he survives long enough to take one last action, or he would if he wasn't paralyzed (Plague Doctor is dead, -30 cultists).

Lucifer: slay the final beast of horror!
[6] He gets a little too rowdy and nearly kills himself in the effort, but it is not in vain especially given his overwhelming strength (Lucifer mortally wounded, Mad Matron is dead).
L. cultists: heal Lucifer
[1] Whoops, which part was supposed to go on the inside again? (Lucifer is dead)

Giant Paul: get Jeff to join you
[3] A bit of a lackluster victory, he say's he'll be Paul's friend, but not help. He's also on death's door himself. (Paul and Jeff are friends)
P. cultists: learn a ritual
[2] Nothing, apparently humans and their "magic" are just illusions and hype. How disappointing.

I've seen this happen before... It will not happen to me! I am deafeated, but not yet dead.
Me: Hide in a random swamp and spread a toxic gas to kill any and all mortals that come too near my hiding spot! Imagine I use the whole "Whisper into minds of mortals" innate ability to communicate to my cultists.
50 Cultists: wear random disguises and ask for help again! Poison the water supply when you're done. Like I told you to last time.
Armed Cultists: Assassinate the Mad Matron! from a distance of course.
Jeff: Die already!

[irrelevant] You have a lot of difficulty getting your own dead body to do what you want. Must be lag.
cultists:
[3] They don't get stopped by coughing. [5] They manage to get disguises and get treated for their black lung, even some of the ones who hate medicine. Then they poison the water supply, which kills them outright with their weakened immune systems. In hindsight, perhaps it wasn't wise to trust people dumb enough to fall for these disguises with treating a life-threatening disease, but you can't argue with the results. (Inquisitors are dead, 25 cultists cured of black lung, 25 antimedicine cultists cured of black lung)
[6] Theses guys don't get stopped by coughing either. [2] But then fuck up the assassination, because they are too distracted watching that huge winged guy in silver armor chopping her to pieces.

Jeff:[4] He gets to do a thing
Recruit cultists:
[4] He manages to convince some people to follow his stylish cowboy hat to victory. Of course, they are about to be very disappointed (+100 cultists)

Jeff dies of lung disease

((I'll change my actions.))

68 Cultists: Acquire 100 Assault Rifles and Corresponding Ammunition.
50 Cultists: Recruit More Cultists.
25 Cultists: Try to Spread Carl Yelvin Propaganda to improve public opinion of the Cult.
75: Attack The Inquisitors.
20 Cultists: Build Defenses for the Warehouse Base and Attack anybody or anything that attempts to harm The Wizards.
8 Steel Golems and 30 Cultists: Guard The Unconscious Wizards.

Wep: [2] Sorry, Assault Rifles-R-Us was closed today.
Rec: [4] They find more people to join their magic club. Your recent death does little to hamper their efforts. (+50 cultists)
PR: [4] They spread the word about this amazing cult club where people can cast real magic. They talk about you, but say you are unable to make any public appearances. There are only a couple of them, so word only travels so far (Good local public relations)
Attack: [5] They slaughter the inquisitors to the last, and get away scot free (-50 inquisitors)
Build: [1] No! Stop! The nails are supposed go in the building, not in you! (-20 cultists)
Guard: [2] The wizards have some slight PTSD and keep running away from the steel golems. Dammit, they're trying to protect you!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 09, 2015, 08:42:19 pm
((Well, this is a predicament.))
My body may be rendered, but my soul still lingers. My followers shall carry on.

50 non diseased cultists: Take weapons from the armed guys because apparently they can't seem to be able to use them, then assassinate Lucifer Carl's wizards. While wearing the disguises.
Diseased bros minus 25: Convince the dead Jeff's followers to join our group, as Jeff used to be loyal to us.
25 Diseased blokes: Conserve my body, tar-like flesh, mask and wings included, somewhere safe.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 09, 2015, 09:52:46 pm
Cultists: Redeem the Mad Matron's reputation.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: UnicodingUnicorn on April 10, 2015, 04:19:45 am

The period of mourning is over.
Cultists: Go out and recruit more! Amass our forces!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Ardent Debater on April 10, 2015, 08:31:17 am

58 Cultists: Again, Acquire 100 Assault Rifles and corresponding Ammunition.
40 Cultists: Solicit Donations from fellow Nerds for the Cause.
50 Cultists: Recruit more Cultists.
50 Cultists: Build some Fortifications for the Warehouse Base.
50 Cultists: Spread Internet Propaganda showing the Wizards casting spells to improve public opinion of the Cult.
50 Cultists: Protect The Wizards.
5 Wizards:  Train more Wizards, Without Magic we'd just be a bunch of Overly Enthusiastic Larpers!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 10, 2015, 08:33:55 am
((Ardent is going to win; more cultists also means more backup for when you die))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Ardent Debater on April 10, 2015, 08:41:48 am
((I Just Hope beyond Hope, That my Wizards don't die off before I can get 100 or so of them, And 298 Cultists and 8 Steel Golems aren't strong enough to Kill either The Mad Matron or The Plague Doctor in combat with losing at least half of their numbers. Not counting Effects and Powers. Now, 298 Wizards and a few hundred Armed Minotaurs on the other hand....))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 10, 2015, 09:05:39 am
((I Just Hope beyond Hope, That my Wizards don't die off before I can get 100 or so of them, And 298 Cultists and 8 Steel Golems aren't strong enough to Kill either The Mad Matron or The Plague Doctor in combat with losing at least half of their numbers. Not counting Effects and Powers. Now, 298 Wizards and a few hundred Armed Minotaurs on the other hand....))
Both the Mad Matron and the Plague Doctor are dead. Read last turn's post.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 10, 2015, 09:11:40 am
((I Just Hope beyond Hope, That my Wizards don't die off before I can get 100 or so of them, And 298 Cultists and 8 Steel Golems aren't strong enough to Kill either The Mad Matron or The Plague Doctor in combat with losing at least half of their numbers. Not counting Effects and Powers. Now, 298 Wizards and a few hundred Armed Minotaurs on the other hand....))
Both the Mad Matron and the Plague Doctor are dead. Read last turn's post.
Actually, we happen to be all dead.
Lucifer is heavily wounded, and Giga Paul is untouched.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 10, 2015, 10:13:37 am
((I Just Hope beyond Hope, That my Wizards don't die off before I can get 100 or so of them, And 298 Cultists and 8 Steel Golems aren't strong enough to Kill either The Mad Matron or The Plague Doctor in combat with losing at least half of their numbers. Not counting Effects and Powers. Now, 298 Wizards and a few hundred Armed Minotaurs on the other hand....))
Both the Mad Matron and the Plague Doctor are dead. Read last turn's post.
Actually, we happen to be all dead.
Lucifer is heavily wounded, and Giga Paul is untouched.
Lucifer's dead too, Paul is the only one still alive, and that's probably because he's ludicrously protected and can't attack anyone else, just steal their cultists.


The period of mourning is over.
Cultists: Go out and recruit more! Amass our forces!

[2] They can't convince anyone to join their dead overlord's following... curses!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Ardent Debater on April 10, 2015, 02:04:49 pm
((Hey, I might not be able to post for a day or two, Here are my commands,

All Followers: Move into the Warehouse.
Quarter of the Cultists: Keep up the Reputation Boosting Internet Propaganda Campaign, If another Cult/Inquisitors attack The Warehouse, Change The Focus of the Propaganda Campaign towards Lowering their Reputation and making the Public Hate the Attackers.
Quarter of the Cultists: Recruit more Cultists.
Quarter of the Cultists: Acquire Weaponry and equip The Guard Cultists, If all of The Guard Cultists are equipped, Recruit more Cultists with the Recruiting Group.
Quarter of the Cultists: Stand Guard at the Warehouse and if at all possible, Do so using weapons and train during their free time.
If the Number of Cultists falls below 200, 100 Recruit more Cultists and 100 guard the Warehouse.
Wizards: Train more Wizards and move into the Warehouse.
If there are more than 100 Wizards, 50 of them make Friendly Steel Golems and 25 Magically Enchant The Warehouse Defences to make them more effective.
Friendly Steel Golems: Protect the Wizards, If there are Hostile Steel Golem Inquisitors and the Friendly Steel Golems outnumber them 2:1 attack them.

Again, Sorry about this, Stuff came up.
If the New Game Starts and I haven't posted in half a day, My first commands are as follows,


To Recruit Anti-Civilization Nutjobs to my cult and devolve the strongest into Neanderthals when the number exceeds 25.
All Cultists: Gather Summoning Materials.
Neanderthals: Attack any Inquisitors that emerge using sticks as makeshift clubs.
))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 10, 2015, 03:44:21 pm
End of turn 17. All horrors dead, epilogue is beginning.
score:
Nightmare(DEAD) - 150 cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, 16 inquisitors, inquisitors active, inquisitors have missiles, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin(SUPER DEAD) - 298 cultists, 5 unconscious chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 8 steel golems, found abandoned warehouse (not moved in)
Plauge Doctor(SQUASHED INTO A FINE JELLY... ALSO DEAD) - 25 cultists, 25 armed cultists, 25 antimedicine  cultists, 25 antimedicine cultists with black lung(2), inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (DEAD), has been summoned, escaped Jeff for now, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul, 100 Jeff's cultists
Mad matron(DEAD) - 50 cultists (guarding), 5 cultists, access to Orb of Stalwart 2, has dragon blood, has been summoned, has nerve gas, hated by humans, Giant Paul, 60 armed Paul's cultists, 75 Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (DEAD), 5 Lucifer's chosen
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 12, 2015, 09:17:11 am
((Well, this is a predicament.))
My body may be rendered, but my soul still lingers. My followers shall carry on.

50 non diseased cultists: Take weapons from the armed guys because apparently they can't seem to be able to use them, then assassinate Lucifer Carl's wizards. While wearing the disguises.
Diseased bros minus 25: Convince the dead Jeff's followers to join our group, as Jeff used to be loyal to us.
25 Diseased blokes: Conserve my body, tar-like flesh, mask and wings included, somewhere safe.

[1] They spend the whole turn coughing and fail to do the task They gut themselves on the knives and forget which side of the gun the bullet comes out of. Maybe we should leave weapon handling to the professionals... well, the slightly more experienced, at least (-30 cultists).
[irrelevant] All your zero diseased cultists-25 try to convince Jeff's followers  to join your gang. It is ineffective, despite their heroic efforts. (you only have 25 diseased cultists)
[5] they do a thing [6] A little too well. They seal your remains in a coffin, and themselves as well. I guess we're going egyptian-pharoah-style burial then. (-25 black lung antimedicine cultists).

J. cultists: build a shrine to Jeff
[2] Dammit, can't seem to get the pieces to fit together right

Cultists: Redeem the Mad Matron's reputation.
[5] They salvage your reputation and turn the tide. Now it's common belief that you were a misunderstood benevolent soul while Plauge doctor was a malignant scourge upon the land. Well, they're half right at least. (MM loved by humanity, PD hated by humanity)

L. cultists: recruit
[2] despite their efforts, five crazy guys isn't enough to convince people to join the cult

Giant Paul: Steal CY's cultists
[1] curses, that display was so embarrassing some of Paul's cultists left in shame (-25 P. cultists)
Armed P. cultists: were you guarding? I don't remember, but guard now
[1] Nah, Paul's so tough he could probably do with even fewer cultists if he wanted (-20 armed cultists)
Other cultists: recruit Lucifer's chosen, they shouldn't have to stand alone
[4] They convince all 5 of the chosen to join. Not sure what they'll add, but it's nice to have them around (5 L. chosen join Paul)

((Hey, I might not be able to post for a day or two, Here are my commands,

All Followers: Move into the Warehouse.

((I'm doing these at a more reasonable rate than they were posted at, one action per group per turn at the very least))
Moving in: [6] They scramble into the warehouse, but some people get trampled in the rush. (-100 cultists, moved into warehouse)

Your store has been abandoned for months, and you failed to pay the lease once the initial money ran out, so the owners of the building cloesd it down and leased it to someone else. (store closed)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 12, 2015, 09:24:37 am
((Wait, what if someone does the Cascade while everyone is dead?))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 12, 2015, 09:57:24 am
((Wait, what if someone does the Cascade while everyone is dead?))
((They can't, it doesn't work if we've already summoned all the horrors (Technically three is all that's needed by the original ruleset, but I may change that if we have more people). Hypothetically if it did happen, then the surviving horrors would all appear, which at this point would mean Paul just moves to Folston and the game ends anyway.))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 12, 2015, 10:15:15 am
[1] They spend the whole turn coughing and fail to do the task
((Wait just a bloody moment, Did I not tell the non-diseased guys to kill the wizards? Why do they have to roll to see if they can actually do the thing?))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 12, 2015, 10:44:32 am
[1] They spend the whole turn coughing and fail to do the task
((Wait just a bloody moment, Did I not tell the non-diseased guys to kill the wizards? Why do they have to rol to see if they can actually do the thing?))
((I may have forgotten to remove the coughing thing from the inventory for the turn, sorry, I'll fix that))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 12, 2015, 05:41:52 pm
Cultists: Preserve Mad Matron's body.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 12, 2015, 09:26:48 pm
They gut themselves on the knives and forget which side of the gun the bullet comes out of. Maybe we should leave weapon handling to the professionals... well, the slightly more experienced, at least (-30 cultists).
((No regrets.))
This may be it. I might have lost, because these stupid, good for nothing humans keep on disappointing me, even in death.
35 guys: Take the weapons, and assassinate Carl's wizards like real men! find a good, discreet base.
Everybody: Go into hiding. Take everything we have, and erase our existence from the minds of the mortals..
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 13, 2015, 10:10:34 am
Name: Rabe
Abilities: Does not age, Uses her limited psychic talent skilfully, is supernaturally cute. Has some general modern knowledge (architecture, weaponry and physics in particular) from observation and some magical knowledge (from association with a wizard) however has no more innate casting/runic ability than a human.
Appearance: A adorable kitten. Was a wizards familiar whose "master" is long dead, she did not survive a hundred or so years by being careless.
Homeworld: The land of myth.
Skills:
        -Presence:0 (Is more slightly more effective when recruiting in person.)
        -Mindlock:1 (Knows how minds work, hers in particular.)
        -Power:0 (Has some slight psychic ability but to use it beyond communication will need subtlety.)
        -Physique:0 (Is a kitten.)
        -Appeal:4 (Is a kitten.)
Goal: Power, at least have no beings and/or groups that have the power or potential to contest.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 13, 2015, 10:11:39 am
now that it's here how long do turns typically take? in real life and in game.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 13, 2015, 12:51:51 pm
Name: Rabe
        -Mindlock:1 (Enough to influence humans and recognise most illusions)
You don't get any influence points for having mindlock, just block other horrors form using their powers on you or your followers (well, at this level, just your chosen).

now that it's here how long do turns typically take? in real life and in game.
Depends on the players mostly (and sometimes I have days that I just slack off on the forum), but a day or two per turn is normal. As for in game, it's vague, but a few hours to a day seems like a reasonable guess. Just one action though, stuff takes time and you need to prioritize things, especially since your... kitten is very squishy, so a base and guards would probably be high on your list of priorities.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 13, 2015, 02:25:08 pm
Got it, edited my post

EDIT: For the sake of speed(and impatience) my first (when the new game starts) turn is... RECRUIT (obviously) but also focus on trained professionals who won't kill themselves bi-weekly if left alone with heavy machinery.
sorta http://www.catthulhu.com/ in reverse
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 14, 2015, 03:19:50 pm
Name: carp

Abilities: - is a carp but every body thinks he's a cod except cultist's.
- swim's through anything except carp.
- can turn anything into a writhing mass of carp.
- can control any carp.
- if 100 people scream out will turn into a classic dwarf fortress carp.
- if 1,000 scream out in pain or terror anything that carp eats will add it's mass his so he grows whenever he eats something (growth rate similar to that of the audrey II in little shop of horrors).
- oh also if if 1,000,000,000 people cry out in terror at once it turns into a 1 light year long god that strikes terror into the hearts of masses wreaks havoc upon reality can set planets ablaze with the touch of it's fin and most horrifying of all it can get whatever song it wants stuck in your head and prevents you from dying it's artist of choice justin bieber.

Appearance: carp. looks like a carp. sounds like a carp. walks/swims like a carp. smells like a carp. feels like a carp. tastes like a carp. thinks like a carp except sentient. splat's on the ground when from a high building like a carp. it's probably a cod.

Homeworld: the plane of infinite carp a writhing mass of carp see http://www.scp-wiki.net/scp-2559-j (http://www.scp-wiki.net/scp-2559-j) except read everywhere it says kitten cat or the like read carp.

-Presence: 0
-Mindlock: 1
-Power: 4
-Physique: 0
-Appeal: 0

Goal: (in order) 1 escape from plane of infinite carp. 2 rule by threatening the populace with being turned into masses of carp, and occasionly popping out at them from walls 3 suddenly turn 3 quarters of the planet into carp have the remaining masses scream in terror and proceed to go session hopping( will probably die in some humorous way like when it grows it gets impaled by a nearby planet it turned to carp)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 14, 2015, 04:33:09 pm
Got it, edited my post

EDIT: For the sake of speed(and impatience) my first (when the new game starts) turn is... RECRUIT (obviously) but also focus on trained professionals who won't kill themselves bi-weekly if left alone with heavy machinery.
sorta http://www.catthulhu.com/ in reverse
You don't exactly have the privilege of choice for followers when you are an eldritch horror, but you can drive the new recruits insane if you want. You'll take what you get and you'll like it :P

Also, I'll be busy for the next two hours or so and if Nightmare hasn't posted an action we're moving to the next turn of the epilogue without her...
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 14, 2015, 04:43:29 pm
So in summary, we have a mass of clouds, an alcoholic, a cockroach gorilla crusher thingy, a mummy jackal cat thing, a magic crystal thing, and a kitten. Also possibly a carp. This will be fun.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 14, 2015, 05:16:45 pm
That was my brother. Please ignore his insane babbling.(the car-(I will not say the last letter of this fish) I mean)

FINE...  I mean how bad can it be? It's not like they're going to try to move a multi ton boulder by hand, or get confused about where a bullet comes out of a gun, I mean no species is THAT stupid...      I hope
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 14, 2015, 05:33:46 pm
a kitten. Also possibly a carp. This will be fun.

carp carp CARP car-ARP carp-arp CAAAAAAArrrp carp carp carp-CAR carp-c-c-carp-carp
carpity carpity carp
carpity carpity CARP
c-c-carp carpity carp
carpity capity CARP!!!!







p.s. basically why possibly?


Title: Re: RTD horrors - game 2 running, waitlist open
Post by: InsaneRationalist on April 14, 2015, 06:03:07 pm
a magic crystal thing

A psychic/psionic crystal thing, really. Kind of scientific, even, though I don't know if that will come up much.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 14, 2015, 06:21:27 pm
FINE...  I mean how bad can it be? It's not like they're going to try to move a multi ton boulder by hand, or get confused about where a bullet comes out of a gun, I mean no species is THAT stupid...      I hope

yes there is a species that stupid it's called humans may i refer you to the darwin awards and Arkansas (pronounced Ar-kin-saw)  where it is illegal to mispronounce the states name even though it isn't enforced at some point someone that that it would be a good idea to make that a law. and more importantly half the internet.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 14, 2015, 06:24:14 pm
Esivous happens to hate carp. They are a major nuisance in his home world.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 14, 2015, 07:02:47 pm
So in summary, we have a mass of clouds, an alcoholic, a cockroach gorilla crusher thingy, a mummy jackal cat thing, a magic crystal thing, and a kitten. Also possibly a carp. This will be fun.
All we need is a monster made of hamburger meat and a talking grapefruit and we've got ourselves a fun kids show.
Or alternatively:
Business as usual in RTD horrors
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 14, 2015, 07:29:03 pm
Nightmare's cult remains in the shadows... waiting... Not in their flooded cave, but in other places...

End of Epilogue 1.
score:
Nightmare(DEAD) - 150 cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, 16 inquisitors, inquisitors active, inquisitors have missiles, secured Orb of Stalwart 1, has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin(SUPER DEAD) - 198 cultists, 5 unconscious chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 8 steel golems, abandoned warehouse base
Plauge Doctor(SQUASHED INTO A FINE JELLY... ALSO DEAD) - 25 armed cultists, 20 antimedicine  cultists, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (DEAD), has been summoned, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul, 100 Jeff's cultists, hated by humanity
Mad matron(DEAD) - 50 cultists (guarding the remains), 5 cultists, access to Orb of Stalwart 2, has dragon blood, has been summoned, has nerve gas, loved by humans, Giant Paul, 40 armed Paul's cultists, 50 Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (DEAD), 5 Lucifer's chosen (Joined Paul)
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 15, 2015, 06:43:47 am
FINE...  I mean how bad can it be? It's not like they're going to try to move a multi ton boulder by hand, or get confused about where a bullet comes out of a gun, I mean no species is THAT stupid...      I hope

yes there is a species that stupid it's called humans may i refer you to the darwin awards and Arkansas (pronounced Ar-kin-saw)  where it is illegal to mispronounce the states name even though it isn't enforced at some point someone that that it would be a good idea to make that a law. and more importantly half the internet.
I did, I prayed to myself that it was just an overly elaborate joke.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 15, 2015, 07:03:20 am
Esivous happens to hate carp. They are a major nuisance in his home world.

well maybe if I turn enough of their homeworld into carp they'll scream in terror then i'll pop into their sky every so often.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: UnicodingUnicorn on April 15, 2015, 12:09:56 pm
((Oops, thought the game ended.))


Assassin Cultists: Acquire missiles from inquisitors.
Cultists: Arm thyselves!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 15, 2015, 12:39:48 pm
Good the inept worshipers of dead gods and a pineapple can hoist themselves on their own petards so the climatic battle between a puff of smoke, a bartender, a bug, some guy in a desert, a rock, a small mammal and a fish can commence.

(Also can you announce when the game will begin?)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 15, 2015, 01:34:31 pm
Good the inept worshipers of dead gods and a pineapple can hoist themselves on their own petards so the climatic battle between a puff of smoke, a bartender, a bug, some guy in a desert, a rock, a small mammal and a fish can commence.

(Also can you announce when the game will begin?)
When it does, I will, but there's this turn then one more before this game is completely over.

Cultists: Preserve Mad Matron's body.
[3] They manage to embalm the... sort of recognizable remains of the Mad Matron before the rotting really sets in. It's not permanent, but it'll keep for a bit longer. (MM body embalmed)

Paul: Party time!
[3] It's an alright party, but nobody comes but his own cultists and L. chosen (small party is had).
P. Cultists: attend party
[3] They hang around, but it's not as much fun without all the other guests they invited. All of them are too busy messing around with the remains of their dead gods to have a party.

They gut themselves on the knives and forget which side of the gun the bullet comes out of. Maybe we should leave weapon handling to the professionals... well, the slightly more experienced, at least (-30 cultists).
((No regrets.))
This may be it. I might have lost, because these stupid, good for nothing humans keep on disappointing me, even in death.
35 guys: Take the weapons, and assassinate Carl's wizards like real men! find a good, discreet base.
Everybody: Go into hiding. Take everything we have, and erase our existence from the minds of the mortals..

[6] They manage to find a base, but an argument breaks out and several end up dead (-20 cultists) ((Why do you keep trying to take weapons away from your armed cultists, do you think they're going to rise against you or something?))
The rest: [2] What is this hiding you speak of? Does it have to do with parties? Oh darn, already missed it, oh well.

((Oops, thought the game ended.))


Assassin Cultists: Acquire missiles from inquisitors.
Cultists: Arm thyselves!

[2] Where did those inquisitors go again? Dammit, we lost them! Oh well, they could only have stolen one missile with the eight of them anyway.
[4] They find weaponry to prepare for the coming end times. (150 cultists armed)

Inquisitors: What was that? A bunch of ravers stealing weapons? Dammit, weren't we done with this? Fire the missiles, we'll finish this.
[6] The one of the missiles goes off in the inquisitor's base and blows up the inquisitors, but they managed to get the rest to fire perfectly. On the bright side, you technically got the missiles. (missiles used, -16 inquisitors, -100 cultists).

Quote from: Carl Yelvin
Quarter of the Cultists: Keep up the Reputation Boosting Internet Propaganda Campaign, If another Cult/Inquisitors attack The Warehouse, Change The Focus of the Propaganda Campaign towards Lowering their Reputation and making the Public Hate the Attackers.
Quarter of the Cultists: Recruit more Cultists.
Quarter of the Cultists: Acquire Weaponry and equip The Guard Cultists, If all of The Guard Cultists are equipped, Recruit more Cultists with the Recruiting Group.
Quarter of the Cultists: Stand Guard at the Warehouse and if at all possible, Do so using weapons and train during their free time.
4 quarters, 4 actions, each gets 49-50 cultists
[6] They go on such an internet rampage that they lose all credibility and are seen as a group of trolls out to mess with everyone (credibility ruined).
[1] Oh no, it's more of those jocks, why does this world have so many of them? (+30 inquisitors)
[5] They get the finest weaponry they can find, including guns, explosives, and armored vehicles. Don't ask where they got that stuff. Also, what guards? Nobody's on guard yet (+50 heavily armed cultists)
[4] They stand guard over the base. No time for training, there's guarding to do (50 cultists guarding)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Ardent Debater on April 15, 2015, 02:35:42 pm
EDIT: Ignore this.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Adragis on April 15, 2015, 03:35:46 pm
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 15, 2015, 05:34:22 pm
An aura ability with no presence? Are you sure? It won't do much without that...

End of Epilogue 2.
score:
Nightmare(DEAD) - 50 armed cultists, 8 assassin cultists, flooded cave base with flame thrower defenses, secured Orb of Stalwart 1 (underwater), has plushies, glorious presence, has been summoned,  plushies distributed, plushie market flooded, plushie warehouse literally flooded
Carl Yelvin(SUPER DEAD) - 98 cultists, 50 heavily armed cultists, 50 cultists guarding, 5 unconscious chosen, dragon blood, access to Orb of Stalwart 3, access to orb of Stalwart 4, access to orb of stalwart 5, summoned, 8 steel golems, abandoned warehouse base, 30 inquisitors
Plauge Doctor(SQUASHED INTO A FINE JELLY... ALSO DEAD) - 25 armed cultists, inquisitors can treat plague victims, access to Orb of Stalwart 2, has dragon blood, Jeff (DEAD), has been summoned, remains sealed away, inquisitors active, 150 civilians dead of disease, least hated by Lucifer, friends with Giant Paul, 100 Jeff's cultists, hated by humanity
Mad matron(DEAD) - 50 cultists (guarding the remains), 5 cultists, access to Orb of Stalwart 2, has dragon blood, has been summoned, body embalmed, loved by humans, Giant Paul, 40 armed Paul's cultists, 50 Paul's cultists, has found Nightmare's base, Lucifer w/ Shadowbane and angelic armor (DEAD), 5 Lucifer's chosen (Joined Paul)
Other: existence of horrors poorly revealed (in spite of the inquisitors' efforts and CY's reckless exposing of his summoned beasts)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 15, 2015, 05:43:12 pm
Continue to preserve Mad Matron's body.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Adragis on April 15, 2015, 05:43:29 pm
Whoops, edited. Forgot that stat existed :P
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 15, 2015, 08:18:58 pm
This is it. I have realized that the world is too strong for a full on attack, and my cult has suffered greatly for it. I will poison the world slowly, surely. One person at a time.

Everybody: Go into hiding, amass a great number of people decades from now and THEN you can poison the world. I'm throwing my hopes into the future here, and I don't have much hope.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 16, 2015, 09:13:59 am
ignore this
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 16, 2015, 06:58:42 pm
I am an idioto and this is totally something I evonix wrote



(don't worry he's my brother I can literally walk over and hug him)
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 17, 2015, 06:59:45 pm
why don't we try getting it so we can all be on at once and make turns go faster maybe posting a schedule of when were available?
i'll post mine
6-8'o'clock weekdays all day weekend
will try to say if and when i'm not available during these times.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 17, 2015, 07:44:41 pm
Double posting is frowned upon. Editing your previous post would have worked better.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 17, 2015, 09:29:08 pm
Yeah, but then we wouldn't get it on our "new replies" feed. I'm just going to wrap up the game at midnight if anyone wants to post one last thing, but the next game will have to wait until Sunday (Or late in the day tomorrow), I'm going to be busy for most of tomorrow.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 17, 2015, 11:57:29 pm
Continue to preserve Mad Matron's body.
[2] Dammit, they can't find a refrigeration unit and decay catches up with your remains. (rotted)

Paul: try to go home
[irrelevant] That's a pretty steep demand for his 0 power, best look up a ritual for this one.
P. cultists: look up a ritual to send Paul home
[3] They find *a* ritual, but the demands are pretty steep, it would take years to find this stuff and get it correctly arranged. Well, best get to work.

This is it. I have realized that the world is too strong for a full on attack, and my cult has suffered greatly for it. I will poison the world slowly, surely. One person at a time.

Everybody: Go into hiding, amass a great number of people decades from now and THEN you can poison the world. I'm throwing my hopes into the future here, and I don't have much hope.
[6] They amass many and hide in the shadows. This leads to great advances in medical technology as diseases are created and immediately cures and vaccines are created for them. The irony is palpable.

Quote from: Carl Yelvin
If the Number of Cultists falls below 200, 100 Recruit more Cultists and 100 guard the Warehouse.
Wizards: Train more Wizards and move into the Warehouse.
If there are more than 100 Wizards, 50 of them make Friendly Steel Golems and 25 Magically Enchant The Warehouse Defences to make them more effective.
Friendly Steel Golems: Protect the Wizards, If there are Hostile Steel Golem Inquisitors and the Friendly Steel Golems outnumber them 2:1 attack them.
Recruit: [6] They call together many people to join their cause... what cause that is, nobody is quite sure. Some aren't too happy (+98 cultists, +49 inquisitors).
The guards continue guarding.
armed guys: [2] Nah, they decide to just go play some card games instead of guard.
Friendly steel golems: [4] they protect the wizards from those that would do them harm. There are no hostile golems because you haven't fucked up while summoning golems recently, so there' no reason to overstretch.
Wizards: [6] Well, they wake up first, then they manage to train a dozen or so cultists in the ways of magic, but evidently you shouldn't have trainees test spells by casting them on each other (10 wizards trained, -25 cultists)

GAME 2 END:
Carl Yelvin's followers continue flipping the fuck out and trying desperately to do as much as they can. They soon realize that in trying to do everything they failed to do anything actually important or useful. They eventually grow out of this habit and begin using their access to magic and knowledge of franchising to accomplish many things in the world.

Plague Doctor's cult works to bring an era of pestilence upon the world, but they have a steep fight ahead of them with medical technology developing so rapidly. It's almost like they're pacing themselves to let it stay one step ahead... strange...

Mad Matron's cult ultimately fails to serve their "god", though whether this was actually an accident is debatable.

Nightmare's cult continues working in the background to one day bring eternal darkness to the world. Whether they will ever succeed remains to be seen.

And now for the B-team:
Paul eventually gets his cultists to send him home, where he is welcomed back as a savior. Whether he deserves this title given his stunning lack of actual action is unlikely, but he's not about to argue.

Lucifer's chosen try to start up an order of templars to protect humanity from future horror incursions, but their work is slow and they are few. It is doubtful they will succeed at keeping the world safe, but at least they can make sure any horrors that try to come here in the future will have a hard time taking over.

Jeff's cultists start a cigarette company. They refuse to tell anyone how business is doing, but they seem to be making money on it, at least.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 18, 2015, 02:19:45 am
It's almost like they're pacing themselves to let it stay one step ahead... strange...
Me: Cry metaphysical tears of liquid radiation and dissolve back into humanity's hearts.
((This is fun! GG Aslandus for bringing us this awesome game!))
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 18, 2015, 08:44:37 am
my first move in the new game will be to turn part of a river into carp but not regular carp dwarf fortress carp
MUAHHAHAHAHAAH MUAHAHHAH MUAHAHAHAHHAHAHAAHAAAAAAAAAAAAAAA
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 18, 2015, 09:08:33 am
My first action in the 3rd game will be to whisper into the minds of mortals in California, which happens to be experiencing a large drought. Promise them rain if they serve me.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Sl4cker on April 18, 2015, 09:18:11 am
The world has changed. Barely anything of me and my siblings' mighty civilization remains upon the desert, and what's left is but crumbling rock and sandstone.

It is time to change it back.

Me: Recruit archeologists, museum-goers, and generally anyone interested in ancient Egypt!
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 18, 2015, 09:26:17 am
As I said recrute(when you said that nightmare's cultists are attempting to bring eternal night I imagined them setting up hundreds of big umbrellas in a field.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: wipeout1024 on April 18, 2015, 09:46:23 am
Recruit barflies, and waitresses.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: UnicodingUnicorn on April 18, 2015, 09:47:13 am

Cultists: Train in the use of weaponry
Assassins: Assassinate the head of operations of the funny geek guy.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 18, 2015, 10:41:47 am
my first move in the new game will be to turn part of a river into carp but not regular carp dwarf fortress carp
MUAHHAHAHAHAAH MUAHAHHAH MUAHAHAHAHHAHAHAAHAAAAAAAAAAAAAAA

Wouldn't they be your empowered carpists?
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 18, 2015, 11:14:04 am
My first action in the 3rd game will be to whisper into the minds of mortals in California, which happens to be experiencing a large drought. Promise them rain if they serve me.

Instead of what I said I will promise citizens of congo* fresh healthy carp for aeons if they join my cause as my first move.

*has the least food in the world.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: InsaneRationalist on April 18, 2015, 03:10:38 pm
(For third game, since we are apparently doing actions for that now.)
Koshu: recruit cultists. Especially those interested in space exploration, but no need to be picky at this point.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: carp on April 18, 2015, 04:47:43 pm
(For third game, since we are apparently doing actions for that now.)

mostly to tide the time until the third game starts this chat room is getting kinda stale.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 18, 2015, 05:49:20 pm
I thought he said that it was over in the last post.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: FallacyofUrist on April 18, 2015, 05:52:14 pm
He said Game Two End. Which seems like an end to Game Two to me.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Evonix on April 18, 2015, 06:00:24 pm
Trogdor The Primal(Ardent Debater)
and
The Smiling One. Also known as The Peaceful One. Also known as Joyful. Also known as Rosabel.(Adragis029)
have not gone. Then we can finish the first turn of the 3rd game.
Title: Re: RTD horrors - game 2 running
Post by: carp on April 18, 2015, 07:07:29 pm
Looks like the summoning ritual reached a bit farther than expected. No matter, atleast I am summoned. As for you, get out.

Me:Drag Paul into the inquisitor's base. Don't want him recruiting MY hard earned followers.
((his name's Jeff, Paul is the sapient pineapple from my other RTD (http://www.bay12forums.com/smf/index.php?topic=149690.0;topicseen), though we could bring Paul in if someone else botches the summoning or you perform the ritual again having already been summoned))

is this the origin of this rtd?

Turn Paul into an undying, indigestible pineapple-shaped eldritch horror.
Title: Re: RTD horrors - game 2 running, waitlist open
Post by: Aslandus on April 18, 2015, 07:31:51 pm
Game 3 begins
Characters:
Spoiler: Cloud thing (click to show/hide)
Spoiler: Tavern wench (click to show/hide)
Spoiler: TROG (click to show/hide)
Spoiler: Egyptian thing (click to show/hide)
Spoiler: Rocky (click to show/hide)
Spoiler: Kitty (click to show/hide)
Spoiler: CARP (click to show/hide)
Spoiler: Smiley (click to show/hide)
Actions will come in a bit

Subhorrors: (Shh, this one is actually a little spoilery if you're just getting here. These guys get summoned when you screw up, or do very well on, the summoning ritual. The list is mostly for me to reference stats and abilities later.)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 2 running
Post by: Aslandus on April 18, 2015, 07:39:48 pm
Looks like the summoning ritual reached a bit farther than expected. No matter, atleast I am summoned. As for you, get out.

Me:Drag Paul into the inquisitor's base. Don't want him recruiting MY hard earned followers.
((his name's Jeff, Paul is the sapient pineapple from my other RTD (http://www.bay12forums.com/smf/index.php?topic=149690.0;topicseen), though we could bring Paul in if someone else botches the summoning or you perform the ritual again having already been summoned))

is this the origin of this rtd?

Turn Paul into an undying, indigestible pineapple-shaped eldritch horror.
No, this RTD came first, I actually made that one because I wanted to try out more a more minimalist style than this one had. Of course, what Paul actually does is a reference to "Don't eat the pineapple" since he's supposed to be the same "creature", like growing huge and being incredibly passive. Whether Empiricist saw this thread and decided to pull them together is not within my knowledge.

Trogdor The Primal(Ardent Debater)
and
The Smiling One. Also known as The Peaceful One. Also known as Joyful. Also known as Rosabel.(Adragis029)
have not gone. Then we can finish the first turn of the 3rd game.
Well, for the last two games the first action is always to recruit, but if you guys would rather just mess around with each other and the planet I guess we'll start with that...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 18, 2015, 07:45:59 pm
just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 18, 2015, 08:01:37 pm
What if a result is more/less likely than the dice give credit for? I attack trog 1v1, vise versa or trog attacks 1 of 375 separate identical bases in hopes of it being the right one or ask a single newborn baby to build all those aforementioned bases or turn into a pineapple or......

(also 6's, they are acting more like 3's)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 18, 2015, 08:11:12 pm
What if a result is more/less likely than the dice give credit for? I attack trog 1v1, vise versa or trog attacks 1 of 375 separate identical bases in hopes of it being the right one or ask a single newborn baby to build all those aforementioned bases or turn into a pineapple or......
Well, it's still a d6 regardless of what the actual odds would be, but if the odds would be against them then even a successful roll might not give everything they want. As such, building 300 identical bases would be a waste of time, but if you have the manpower to build a second base then a partial success might show up as "they attack the wrong base" rather than "You break into the base and manage to get a punch on *insert horror name here* but they punch you back". (If you have higher physique then maybe you would rather have them attack you and get their faces bashed in, but if you're made of tissue paper not getting into the fight to begin with is probably best)

I don't know if I've properly upheld that the whole time, but that's how it's supposed to be, better preparation and skill allowing for more impressive feats.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 18, 2015, 08:21:25 pm
What if a result is more/less likely than the dice give credit for? I attack trog 1v1, vise versa or trog attacks 1 of 375 separate identical bases in hopes of it being the right one or ask a single newborn baby to build all those aforementioned bases or turn into a pineapple or......

(also 6's, they are acting more like 3's)
I AM ASHAMED TO HAVE YOU AS A BROTHER WHY ARE BRINGING LOGIC INTO THIS WORLD OF PREVIOUSLY DIVINE SILLIENESS
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 18, 2015, 08:22:55 pm
just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
PLEEEEAAASE
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 18, 2015, 08:32:58 pm
However this cuts off strategic possibilities that are essential for squishy ol me, I mean it will be hard living with the fact that however well hidden, defended, and guarded my base is I'm still one roll from death... guess I will just need to get the first strike in (en.wikipedia.org/wiki/Pre-emptive_nuclear_strike). (6v3?)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 18, 2015, 08:44:26 pm
However this cuts off strategic possibilities that are essential for squishy ol me, I mean it will be hard living with the fact that however well hidden, defended, and guarded my base is I'm still one roll from death... guess I will just need to get the first strike in (en.wikipedia.org/wiki/Pre-emptive_nuclear_strike). (6v3?)
Indeed, that's the general idea. Keep in mind, these are all psionic horrors from beyond the rift, they probably won't be fooled by little parlor tricks unless they're having an off day.

Also, if something is straight up impossible, usually because you don't have the stats/abilities for it or you're demanding too much from your cultists, then the action auto-fails.

just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
PLEEEEAAASE
Don't worry, I went and found the changed version of your character sheet and posted it. As long as you're sure on your action before I start doing the rolls you're fine, but I wouldn't rely too much on being able to change your action once the game gets going if I were you.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 18, 2015, 08:58:29 pm
I also changed my character sheet, it's on page 18.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 18, 2015, 09:03:39 pm
My first action in the 3rd game will be to whisper into the minds of mortals in California, which happens to be experiencing a large drought. Promise them rain if they serve me.
[5] They love the idea of not drying into husks, and send some peons to support you. (+100 cultists)

The world has changed. Barely anything of me and my siblings' mighty civilization remains upon the desert, and what's left is but crumbling rock and sandstone.

It is time to change it back.

Me: Recruit archeologists, museum-goers, and generally anyone interested in ancient Egypt!
[4] They want to hear all about your firsthand accounts of history, especially about how your siblings interacted. Seems they aren't all that good at things, but they are very interested in interacting with a living piece of history like you (+75 historian cultists).

Recruit barflies, and waitresses.
[1] Turns out a lot of them hate their jobs and they hate you for being an embodiment of it (+30 inquisitors).


Cultists: Train in the use of weaponry
Assassins: Assassinate the head of operations of the funny geek guy.

[what?] Wait, you're not a horror that exists in this fold of time! Chronosian guards! Escort this fool out of here!

My first action in the 3rd game will be to whisper into the minds of mortals in California, which happens to be experiencing a large drought. Promise them rain if they serve me.

Instead of what I said I will promise citizens of congo* fresh healthy carp for aeons if they join my cause as my first move.

*has the least food in the world.
((Put actions in bold in the future, please, it makes it much easier to keep gameplay separated from banter))
[4] Yeah! Not starving! Sounds like a good deal to them! Of course, their population isn't very high to begin with, sot hey can't offer much (+50 starving cultists).

(For third game, since we are apparently doing actions for that now.)
Koshu: recruit cultists. Especially those interested in space exploration, but no need to be picky at this point.
((Actions in bold please, in case you're ignoring other people's actions))
[4] You recruit a bunch of people, who apparently have no problem following a giant flying rock. (+75 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 18, 2015, 09:05:44 pm
I also changed my character sheet, it's on page 18.
Fine, but anyone else who's changed their character sheet had better say so now or learn to live with the old version.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 19, 2015, 12:05:02 am
((Actions in bold please, in case you're ignoring other people's actions))
[4] You recruit a bunch of people, who apparently have no problem following a giant flying rock. (+75 cultists)
((Ah, missed that, thanks.))
Koshu: recruit additional cultists
75 cultists: recruit additional cultists
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 19, 2015, 12:14:06 am
Ah, the ancient times... It was a wonderful time back then, before the Persians arrived...

Me: Stupefy my followers with first-hand tales of ancient egypt! Then ask them If they would like to be given the powers of the dead! If so, grant them their wish. Afterwards, try to recruit some more, I guess.
50 cultists: Spread the word to those who are fed up with the current world and want to make it into something better, offer recruitment!
Rest of em: Begin searching for this "Orb of Stalwart" thing.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 12:24:49 am
Ah, the ancient times... It was a wonderful time back then, before the Persians arrived...

Me: Stupefy my followers with first-hand tales of ancient egypt! Then ask them If they would like to be given the powers of the dead! If so, grant them their wish.
50 cultists: Spread the word to those who are fed up with the current world and want to make it into something better, offer recruitment!
Rest of em: Begin searching for this "Orb of Stalwart" thing.

((Even with 2 power and a specific power dedicated to it, you can't give your followers powers until you've been summoned, sorry. If it's any consolation, they'll be super powerful once you get summoned and grant the powers.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 19, 2015, 02:52:13 am
Try recruiting waitresses and barflies again. Summon a feast.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 08:20:42 am
you appear to have skipped me so I want 2 actions (I did put up my command but maybe you missed it, or did I miss your comment?) :
1.get cultists 2.if I got some put up "I can haz minion" posters of me in the local campus. otherwise retry 1.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 19, 2015, 08:54:39 am
((He didn't post your action because you haven't posted your action yet, and because the turn isn't done yet. It's not done until he posts the statuses of everyone; he just did our actions first to get us out of the way.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 09:04:59 am
I distinctly remember posting it, twice. 3 times now. I also remember the first time he said that I couldn't be specific about who I recruit so posted the second time.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 09:41:55 am
I distinctly remember posting it, twice. 3 times now. I also remember the first time he said that I couldn't be specific about who I recruit so posted the second time.
Were those supposed to be actions? I hadn't even ended that last game yet! You get one action per turn, and the turn's not over until I post "End of turn (number)". When I say you can't be specific I actually meant it wouldn't make a real difference, maybe for the flavor text, but they would still be the same scrubs that anyone can hire in terms of success rate and results.

you appear to have skipped me so I want 2 actions (I did put up my command but maybe you missed it, or did I miss your comment?) :
1.get cultists
It's still turn 1, ya nutbar, you haven't been skipped except that I wasn't accepting commands yet.
[3] You go on lolcats and find a bunch of people to join you. Not as many as you would like, but a lot more than your should probably need immediately (+100 cultists)

Other guys: recruit (because it's turn 1 and what else are you gonna do?)
TROG: [6] You somehow convince people to join you in spite of your goals, however some saner people rally against you (+50 cultists, +30 inquisitors).
Smiley: [2] Can't seem to reach the mortal plane... odd, must be some psychic interference.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 11:02:33 am
I posted my action early because I was impatient also I was thinking that trained professionals would have smaller failures and bigger successes? for example if I have some scrap and tell some normal guys to make weapons out of it they might end up dead with a 1 while trained professionals may just waste the scrap. And if I ask them to make a base the average joes may make a bunker while the trained professionals may put some missile turrets on it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 11:20:52 am
Smiley's gotta recruit y'know
Although her main goal is to recruit everyone on the planet, in theory,  and also get rid of all these evil people things. Gotta have people to do that.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 19, 2015, 11:33:14 am

just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
PLEEEEAAASE
Don't worry, I went and found the changed version of your character sheet and posted it. As long as you're sure on your action before I start doing the rolls you're fine, but I wouldn't rely too much on being able to change your action once the game gets going if I were you.

the one i found that you posted isn't up to date my character sheet is on page 21 sorry about this but this final version is alot mote orderly and it's my favourite.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 19, 2015, 11:36:07 am
Me: turn a house sized boulder into carp and use this as a show of power to recruit more cultists
75 starving cultist's: EAT THE CAAAAARRRRRP 
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 11:39:37 am

just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
PLEEEEAAASE
Don't worry, I went and found the changed version of your character sheet and posted it. As long as you're sure on your action before I start doing the rolls you're fine, but I wouldn't rely too much on being able to change your action once the game gets going if I were you.

the one i found that you posted isn't up to date my character sheet is on page 21 sorry about this but this final version is alot mote orderly and it's my favourite.
I'm on 30 posts per page, I only have 15 pages on the thread and have no idea what page you're referring to, but I'll search for it if it's that important

Edit: seriously, you have me look up and change the character sheet so you can make the cod joke canon? I've gone out of the way for a joke before, but this is a little much, hope you can live with it now because I'm not changing it again.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 11:46:22 am
I posted my action early because I was impatient also I was thinking that trained professionals would have smaller failures and bigger successes? for example if I have some scrap and tell some normal guys to make weapons out of it they might end up dead with a 1 while trained professionals may just waste the scrap. And if I ask them to make a base the average joes may make a bunker while the trained professionals may put some missile turrets on it.
If there was a real difference like that then you would recruit significantly fewer of the "professionals" than you could the normal guys, and since "professional" is such a vague term I could easily say that they are professional bakers or something and have no idea how to build a bunker. You can always train your standard guys and will probably end up with a lot more competent workers a lot faster than trying to recruit them directly, but keep in mind that's an extra dice roll and they might get frustrated and leave (not everyone exits cultism in a coffin).

For this specific example, I would be a little more lenient on "making" weapons than "acquiring" weapons since you're not stealing them from a nameless source, you're using stuff you've got, but you would be limited by the resources you're using, for example broken glass or chunks of metal would only be useful for light weaponry, but if you've got a bunch of black powder you could make explosives (albeit at the risk of destroying your peons and possibly your base).

No reason to delay this:

End of turn 1.
Score:
Unescargot: 100 cultists
Tavern wench: 30 inquisitors
TROG: 50 cultists, 30 inquisitors
Anthaju: 75 cultists
Koshu: 75 cultists
Rabe: 100 cultists
CARP: 50 starving cultists
Rosabel: Nothing
Chronosian guard: 1 suspect detained

Overall a pretty good start, unless you're rosabel or TW
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 19, 2015, 11:46:38 am

just make sure you see the edit for what my first turn is and my character i changed it a few times along with my character and no i didn't change it after the game started.
PLEEEEAAASE
Don't worry, I went and found the changed version of your character sheet and posted it. As long as you're sure on your action before I start doing the rolls you're fine, but I wouldn't rely too much on being able to change your action once the game gets going if I were you.

the one i found that you posted isn't up to date my character sheet is on page 21 sorry about this but this final version is alot mote orderly and it's my favourite.
I'm on 30 posts per page, I only have 15 pages on the thread and have no idea what page you're referring to, but I'll search for it if it's that important

Edit: seriously, you have me look up and change the character sheet so you can make the cod joke canon? I've gone out of the way for a joke before, but this is a little much

I am REEEAAAALLY sorry but i agree with my brother (evonix) the character sheet you have looks a bit like insane rambling and I got the abilities right though making the cod joke canon was only JUUUUUUST 75% of the reason  ;D

p.s. how do i change it to thirty post's per page? that sounds better than whatever i have.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 11:53:48 am
~snip~

I am REEEAAAALLY sorry but i agree with my brother (evonix) the character sheet you have looks a bit like insane rambling and I got the abilities right though making the cod joke canon was only JUUUUUUST 75% of the reason  ;D

p.s. how do i change it to thirty post's per page? that sounds better than whatever i have.
Go to profile > look and layout > messages to display per page
I actually have it set at 25, which is the closest to 30 you can get from the drop down list

Edit: also, you made a character entirely based on carp, with the word carp making up about 50% of the description, insane rambling is sort of a given
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 12:04:11 pm
Me: Recrute
50 Cultists: Put up "I can haz minion posters" with an artist's depiction (I'm not here yet so they can't take an actual photo of me) of me in the local college.
50 Cultists: Found the extradimensional kitten party and put me in the running for president.



Does Smiley come from the same place as Big Dog?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 19, 2015, 01:30:40 pm
50 cultists: Recruit more cultists, promising once I have been summoned that rain will be brought to California.
Me: Whisper into the minds of wealthy humans in California, recruiting them for the cause.
50 other cultists: Start social media campaign alerting everybody to the dangers of CARP.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 02:17:27 pm
I don't know where Smiley's from. She might be.
Recruit followers, telling them of my plans for the preservation of their world. I can't let these fiends kill off this beautiful planet.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 03:12:46 pm
Koshu: recruit additional cultists
75 cultists: recruit additional cultists

Recruiting is all counted as one action I'm afraid... oh dear...
[1] As it turns out, some people aren't big fans of the whole "psychic flying obelisk" thing. So many people were working to spread the word that more heard there was chaos to wrought (+45 inquisitors).

Ah, the ancient times... It was a wonderful time back then, before the Persians arrived...

Me: Stupefy my followers with first-hand tales of ancient egypt! Then ask them If they would like to be given the powers of the dead! If so, grant them their wish. Afterwards, try to recruit some more, I guess.
50 cultists: Spread the word to those who are fed up with the current world and want to make it into something better, offer recruitment!
Rest of em: Begin searching for this "Orb of Stalwart" thing.

Tales: [6] They are enamored with the stories until you get to the parts about slave labor and god-kings. Apparently that's not an accepted thing anymore, whoops.
Recruit: [5] You and your followers do an excellent job calling for support from the populace of the local area. Many join you in... trying to bring back ancient egypt? Well, nobody said it was a good plan, but they'll support you in it regardless (+250 cultists)
Orb: [4] They manage to find the Orb of Stalwart you described for them... damn, that thing's big, there's no way these guys can bring it back alone... (Orb of Stalwart 1 found).

Try recruiting waitresses and barflies again. Summon a feast.
[5] You manage to recruit many sad bar-folk to your cause, and have enough time left over to summon a feast. The feast doesn't really do anything. But they appreciate it. (+200 cultists)

Me: turn a house sized boulder into carp and use this as a show of power to recruit more cultists
75 starving cultist's: EAT THE CAAAAARRRRRP 

Power: [5] You use your power to turn rocks into fish for your cultists to eat. More join your cause as a result, and there's just enough to go around. (+25 cultists, cultists no longer starving, cultists have a bunch of fish)

Me: Recrute
50 Cultists: Put up "I can haz minion posters" with an artist's depiction (I'm not here yet so they can't take an actual photo of me) of me in the local college.
50 Cultists: Found the extradimensional kitten party and put me in the running for president.



Does Smiley come from the same place as Big Dog?
((No, if I remember correctly big dog's planet didn't have any dirt or grass, which was the biggest reason he wanted to leave))
[6] You get many to join you, but some haters arise due to your immense popularity. (+150 cultists, +30 inquisitors)
[5] They make excellent pictures of you, they almost look exactly like you with a little kitten smile, resisting the urge to give you a big cheshire cat grin, so that's good. (Posters put up)
[3] Well, election season isn't for three more years, but it's never too early right? (campaign for president started)

50 cultists: Recruit more cultists, promising once I have been summoned that rain will be brought to California.
Me: Whisper into the minds of wealthy humans in California, recruiting them for the cause.
50 other cultists: Start social media campaign alerting everybody to the dangers of CARP.

recruiting: [4] You successfully get some wealthy people to join the cause, your cultists manage to get a couple on their side as well (+50 cultists, +10 wealthy cultists)
media: [2] They can't seem to figure out where to start without seeming like a bunch of nutjobs talking about a fish god harassing a small African country.

I don't know where Smiley's from. She might be.
Recruit followers, telling them of my plans for the preservation of their world. I can't let these fiends kill off this beautiful planet.
[5] You recruit many and tell them of your plans. No secrets between this cultmaster and her followers, she's got nothing to hide (+200 cultists).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 03:20:16 pm
Send 50 or so of my followers out to tell people they know about me. Heal a few followers of minor illnesses, injuries and the like. One must take care of others.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 03:39:16 pm
Don't get ahead of yourself, grilla cockroach needs to go
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 03:41:31 pm
But I need to be absurdly nice to humans! :P
Anyhow, alright. Whoops. I take it there's an announcement when a turn is over?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 03:44:46 pm
Yes, for example on the last turn he said end of turn one and gave a summary of what we have.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 03:46:32 pm
Ah, right. I'll just linger 'til then.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 19, 2015, 03:51:57 pm

Me: Whisper into the minds of some Californian politicians, promising them rain once I have been summoned.
100 cultists: Recruit more!
50 cultists, 5 wealthy cultists: Do research, trying to find the location of an Orb of Stalwart
5 other wealthy cultists: Fund and set up a website exposing the mysteries of a certain carp god thing, and recruiting inquisitors to attack it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 03:52:46 pm
Ah, right. I'll just linger 'til then.
Yeah, I'm just gonna wait another hour or two in case Ardent Debater decides to show up, but he said earlier just to go after summoning supplies if he doesn't get back in time... Presumably because he knows I would just skip him if he left without giving any word :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 19, 2015, 04:11:54 pm
Recruiting is all counted as one action I'm afraid... oh dear...
[1] As it turns out, some people aren't big fans of the whole "psychic flying obelisk" thing. So many people were working to spread the word that more heard there was chaos to wrought (+45 inquisitors).

Bugger. Ah, well.
Koshu and 75 cultists: recruit more cultists, especially engineers and those interested in space exploration.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 19, 2015, 05:34:50 pm
Summon a feast right in the centre of the town, as a recruiting drive.
150 cultists: Run for local public office.
50 cultists: Attend the feast.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 05:41:02 pm
since everybody seems to be posting early my turn is:
Me: Suggest to TROG's malleable mind that since carp make nice squishing sounds when you step on them then carp cultists would make nice squishing sounds too.
kitten party: Just so the elections are not for a while you can still get some political acumen.(50 cultists attempt to become cultists in high places or help the others in the group do so.)
100 Cultists: Look for scrap/scrapyard.
100 Cultists: If scrap/scrapyard is found build improvised weapons/repair vehicles in the scrapyard otherwise learn ninjutsu.

(have I counted cultists right? if I havent then take away a few from the groups of 100.) Also can you just get TROG's prepared turn to go?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 06:59:34 pm
Quote from: TROG
Turn cultists into neanderthals
Cultists: find Orb of Stalwart
[irrelevant] as hilarious as it would be to let you turn your cultists into a bunch of apes before you are able to be there to keep them from running wild, you can't give cultists power without being there
[4] They successfully find an Orb of Stalwart and write its location on a map (Orb of Stalwart 2 found)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 07:11:18 pm
So can you give a proper turn end summary?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 07:33:42 pm
So can you give a proper turn end summary?
Sure:

End of turn 2.
score:
Unescargot: 150 cultists, 10 wealthy cultists
Tavern wench: 200 cultists, 30 inquisitors
TROG: 50 cultists, 30 inquisitors, access to Orb of Stalwart 2
Anthaju: 325 cultists, access to Orb of Stalwart 1
Koshu: 75 cultists, 45 inquisitors
Rabe: 250 cultists, 30 inquisitors, posters put up, campaign for president started
CARP: 75 cultists, a bunch of fish
Rosabel: 200 cultists
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 19, 2015, 08:22:05 pm
Who has not said their second turn?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 19, 2015, 08:37:31 pm
Who has not said their second turn?
Fairly sure we're on third turns now. Since we just got
End of turn 2.

This is my third turn:
Koshu and 75 cultists: recruit more cultists, especially engineers and those interested in space exploration.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 19, 2015, 08:45:22 pm
What? No slave labor? No god-kings I can understand, we really were just bored and it escalated from there, but no slave labor? How do you get anything done?

Me: Try to mummify a few people from history that are notable for being good at fighting. If I cannot, then I will weigh the soul of the... Tavern Wench.
75 cultists: Try to find weapons. These weird assault rifles are apparently far better than my scimitars and spears.
50 cultists: Try to find the dragon blood plant!
100 cultists: Spread nasty messages about carp! Say it causes cancer. If I recall correctly people today are stupid and will believe anything.
Rest of 'em: Being allying with this "Trogdor" character. He seeks to reverse the world into a primal state, correct? See if we can set that point in history to the Egyptian times.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 19, 2015, 09:32:30 pm
Send 50 or so of my followers out to tell people about me. Send another 50 out to look for one of these 'orbs of Stalwart'. Heal a few followers of minor illnesses, injuries and the like. One must take care of others.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 19, 2015, 09:42:01 pm
Nobody? I counted 8 horrors on the second turn, or are you asking why I haven't started on the third turn actions yet?

Send 50 or so of my followers out to tell people they know about me. Heal a few followers of minor illnesses, injuries and the like. One must take care of others.
informing: [1] they put their description of you in the most awkward way you can imagine. Everyone thinks you're really weird and possibly nefarious. (bad PR)
healing: [3] You manage to comfort them while they recover but for some reason they don't seem to be getting bonus healing from you. Strange. (100 cultists slightly healthier)


Me: Whisper into the minds of some Californian politicians, promising them rain once I have been summoned.
100 cultists: Recruit more!
50 cultists, 5 wealthy cultists: Do research, trying to find the location of an Orb of Stalwart
5 other wealthy cultists: Fund and set up a website exposing the mysteries of a certain carp god thing, and recruiting inquisitors to attack it.

Recruiting: [1] Oh dear, you word the message wrong and the politicians think you're holding back the rain and they have to funnel resources to fighting you. You cultists don't fare much better, accidentally pissing off some of the homeless vagrants that are living in the area (+10 inquisitors in high places, +60 inquisitors)
researching: [5] They discover the location of not one, but two Orbs of Stalwart (Orb of Stalwarts 2 and 3 found).
ihatecarp.com: [5] They create a website and rally internet hate against the cod-shaped beast that is CARP. They raise awareness of the human sphere to the danger he poses and based on some previously almost unread articles about rocks in the congo spontaneously turning into fish, reveal it as his base of operations. They can't track him down, but they manage to convince some people to start taking action against him. A remarkable feat for a mere 5 people, but they do have extensive resources at their disposal (carp gains 20 inquisitors, and they activate, also ihatecarp.com has been made)

Koshu and 75 cultists: recruit more cultists, especially engineers and those interested in space exploration.

[5] You and your followers recruit excellently, bringing people who will likely help you onto your side. Some of them have technical knowledge, but it's not really that remarkable a feature (+300 cultists).

Summon a feast right in the centre of the town, as a recruiting drive.
150 cultists: Run for local public office.
50 cultists: Attend the feast.
Summon food/recruiting [1] Oops, you tried to give everyone a feast and gave them liver failure instead... tis the season for giving? Some people rally against this clearly dangerous monster (+15 inquisitors, inquisitors active)
politics [4] Their beer and mutton campaign gets them a start in the political game. They're not quite in high places, but some of them have authority, though since most of them live in the same area their opponents are mostly each other. (50 cultists now recognizable, 5 cultists now in high places)
feasting [1] They attend the feast and suddenly keel over from liver failure. (-50 cultists)

since everybody seems to be posting early my turn is:
Me: Suggest to TROG's malleable mind that since carp make nice squishing sounds when you step on them then carp cultists would make nice squishing sounds too.
kitten party: Just so the elections are not for a while you can still get some political acumen.(50 cultists attempt to become cultists in high places or help the others in the group do so.)
100 Cultists: Look for scrap/scrapyard.
100 Cultists: If scrap/scrapyard is found build improvised weapons/repair vehicles in the scrapyard otherwise learn ninjutsu.

(have I counted cultists right? if I havent then take away a few from the groups of 100.) Also can you just get TROG's prepared turn to go?
Um... talking I guess? [3] Not sure if that actually matters, but you get a faint whisper into his mind that tells him to do things. It doesn't actually have any psychic power behind it, but he receives the message. (TROG pointed in CARP's general direction)
cultists:
politics [2] They can't seem to get any clout in the political arena. It's a cutthroat world in politics and having pictures of a cute kitten isn't enough to win votes it seems.
scrapyard [5] They find a field full of rusted out junk and discarded metal they could use for various purposes, and since nobody owns it they can take as much as they want for free. (gained a bunch of metal)
forging [2] What, with their hands? They spend the whole day brainstorming ideas for how to make chunks of metal into weapons without tools, and end up losing all their time to actually do it. They don't tell you whether they came up with anything.

What? No slave labor? No god-kings I can understand, we really were just bored and it escalated from there, but no slave labor? How do you get anything done?

Me: Try to mummify a few people from history that are notable for being good at fighting. If I cannot, then I will weigh the soul of the... Tavern Wench.
75 cultists: Try to find weapons. These weird assault rifles are apparently far better than my scimitars and spears.
50 cultists: Try to find the dragon blood plant!
100 cultists: Spread nasty messages about carp! Say it causes cancer. If I recall correctly people today are stupid and will believe anything.
Rest of 'em: Being allying with this "Trogdor" character. He seeks to reverse the world into a primal state, correct? See if we can set that point in history to the Egyptian times.

Summon mummy [6] You resurrect all the strong guys: Judas, Brutus, Gaius Cassius Longinus, Guy Fawkes and Bendict Arnold (The irony of all these guys being born hundreds of years after the fall of your empire is not lost on you, though it does explain why you didn't see the next part coming). They turn on you upon being summoned. (+5 strong mummy inquisitors)
You don't have time to weight TW's soul, but it is probably a bit heavy given that she just killed at least 50 people (and those were just the ones working for her).
cultists:
wepins [4] They find some old (but still fairly recent, a bit better than swords) military gear and suit up (75 armed cultists).
dragon blood [2] They can't seem to find this plant. Maybe they would have better luck if they weren't searching in the desert.
ihatecarp.net [3] They go around saying things about carp that they would rather their mothers not read. Of course, they don't end up accomplishing as much as they would like since they are seen as trolls, but they manage to find this handy website where people are already hating on carp and post their stories there. (carp gains 50 inquisitors)
diplomacy [1] Oh dear, you probably should've proofread what they wrote to him (well, to his cultists), they tried to write it in an ancient scrawl and accidentally said some VERY rude things about his parentage. (diplomacy mega fail with TROG)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 19, 2015, 10:09:51 pm
Such betrayal! Such a misuse of my gift! I gave you life, and you seek to end mine? This world makes me sick.
Me: Weigh the souls of the traitorous scum! I am certain they will find themselves regretting their decision.
Armed guys: Train yourselves in the use of these weapons; they seem complicated to use.
100 dudes: Make friends with the kitten! Not all might want to live in the desert, regrettably. As such, I need someone to be the face of my cult; someone that handles foreign affairs and the like, as you lot don't seem to be able to.
75 persons: Go hunt for the dragon blood! And understand that the desert really isn't a place where they would be likely to bloom!
Leftovers: Spread good word about me on this magical "internet" place.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 19, 2015, 11:46:39 pm
[5] You and your followers recruit excellently, bringing people who will likely help you onto your side. Some of them have technical knowledge, but it's not really that remarkable a feature (+300 cultists).

((Thats 375 cultists total, correct?))

Turn 4:
Koshu and 100 cultists: build and (using Koshu's telekinesis) launch a small communications satellite, à la Sputnik-1 (https://en.wikipedia.org/wiki/Sputnik_1).
75 cultists: improve PR. If the satellite launch is successful, use that to improve PR.
200 cultists: recruit.

then I will weigh the soul of the... Tavern Wench.
It occurs to me to point out that Koshu's soul is:
1. due to telekinesis effectively weightless,
2. in another dimension entirely,
3. prone to causing flaying storms of glass (sand is made of glass) when threatened.

Come to think of it, #2 applies to all not-yet-summoned horrors, so that probably wouldn't have worked anyway.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 20, 2015, 12:05:44 am
It occurs to me to point out that Koshu's soul is:
1. due to telekinesis effectively weightless,
Your soul is...? Does that mean you are holding up your soul using telekinesis? How materialistic, appropriate for a flying rock. Not that I would want to weigh you anyway; your soul seems pure enough that it would be a waste of my time. Believe me, There are other ways I can tear you asunder if the situation calls.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 20, 2015, 12:29:04 am
Try to convince the inquisitors to leave us in peace, as the Tavern Wench is benevolent.
Cultists in high places: Talk about the need for free beer, and keeping bars open till early morning.
Recognisable cultists: Start an awareness campaign about the need for healthy food.
All other cultists: Be the campaign team for the cultists in high places, and get out the word of the Alcohol Party, and of the Tavern Wench.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 20, 2015, 12:50:52 am
Turn 4?:
Curses.
Lightly chasten those 50 followers for their failure. Still, I suppose it wasn't their fault. I will allow them to attempt redemption.
50 cultists: Attempt to get my PR back up again.
Another 50 cultists: continue recruiting.
100 cultists, look for an 'Orb of Stalwart'.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 20, 2015, 07:13:14 am
Me: Fill the water in California with vicious dwarf fortress carp and tell politicians it was the cloud guy. and if they join me we can stop this fiend trying to dirty my good name.
Cultists: tell your friends how much food they can get if they join me also try to avoid guys who go on ihatecarp.com or ihatecarp.net


Turn four : (because people are posting that now) THIS IS OUTDATED Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me.
Carp: flail around comically to raise moral of cultists.
10 cultist: study why carp flailing is so funny with your new-found knowledge become jester cultist.
30 cultists: search for for dragon's blood flee and record the place if people start drinking it if not bring it back.
30 cultists: design saddles for giant carp about 2 meters and a half long.
5 cultist and half of any cultists gained in turn 3: start a smear campaign against ihatecarp.com say they are just jealous of all this free carp.
Half of any cultists gained in turn 3: found the extradimensional carp party and run for president wherever rabe is running for president.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 20, 2015, 07:40:17 am
Edit: also, you made a character entirely based on carp, with the word carp making up about 50% of the description, insane rambling is sort of a given
AAAAaaaaaaaaand?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 20, 2015, 07:44:10 am
Me: Ask if TROG'S cultist's would rather follow a kitten than a gorilla cockroach thing... promise better retirement benefits than being killed horribly.
Kitten party: Try again, talk about K.I.(Kitten Industries) and how they'r recycling and making jobs.
50 cultists: Create a sign up booth near the posters for K.I. now that the students have had time to warm up to me ("K.I. is just starting out and we need strong people with strong minds(Some people should be setting up a place to start up,"should".).").
70 Cultists: Build a base near the scrap heap.
50 Cultists: Look for orb of stalwart and if they find it hire a moving van to bring it back.
30 Cultists: Get materials for a solar forge (Lot's of mirrors focus sunlight to melt metal.).

Koshu I think an alliance would be beneficial, I'm also interested in space travel and I can send some help if you need it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 20, 2015, 09:37:46 am

TROGDOR: Telepathically Recruit some Anarchist Nutjobs as Cultists. Also, BE ANGRY.
50 Cultists: Get the Summoning Materials and Summon Trogdor NOW!
New Cultists: Use your Anarchist Rebel skills to acquire weapons.


"ME SMASH ONCE ME GET OUT! ME USE STEREOTYPE HULK-SPEAK AS SUBSTITUTE FOR CHARACTER BUILDING, RAH!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 20, 2015, 09:54:09 am
TROG did a thing? huray!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 02:00:47 pm
Me: Fill the water in California with vicious dwarf fortress carp and tell politicians it was the cloud guy. and if they join me we can stop this fiend trying to dirty my good name.
Cultists: tell your friends how much food they can get if they join me also try to avoid guys who go on ihatecarp.com or ihatecarp.net

[/b]
Summon bigger fish: [3] Well, there's still not much water even with the rain that hasn't been summoned yet, but there's now a bunch of carp in it. No DF carp though, since nobody was screaming in fear at the time. Somehow I don't think they're going to be fooled by a giant fish which is documented to summon fish telling them it was the cloud guy who put fish in their rain water, but you make the accusation anyway... (California plagued with carp, accusation failed against Unescargot)
cultists: [4] They tell them all about how good you treat them and what a bunch of chumps those guys on ihatecarp.com and .net are. Their friends don't have internet connectivity so they just believe them. (spreading the "good" word)

70 Inquisitors: search for an antidote to the carp plague
[1] They find and perform a ritual to turn a rock into an anti-carp rock. Whoops, they accidentally made a focusing stone. That would probably speed up his incursion if they don't destroy it. Of course, it would probably work for other horrors too, but best to get rid of it before it becomes a problem (focus stone made).

TROGDOR: Telepathically Recruit some Anarchist Nutjobs as Cultists. Also, BE ANGRY.
50 Cultists: Get the Summoning Materials and Summon Trogdor NOW!
New Cultists: Use your Anarchist Rebel skills to acquire weapons.


"ME SMASH ONCE ME GET OUT! ME USE STEREOTYPE HULK-SPEAK AS SUBSTITUTE FOR CHARACTER BUILDING, RAH!"
Recruit: [5] You gather people who hate civilization. They seem a big nuts, but that's sort of what you were aiming for. Also, you're ALWAYS angry. (+100 anarchist cultists).
cultists:
Gather! [1] Fuck that, man! They didn't join an anarchist revolution to get bossed around by someone they can't even see! They're outta here! (-50 cultists)
Steal some weapons [2] They can't seem to organize well enough to get anything done. Who would've thought people that hate civilization would have trouble coordinating?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 02:18:12 pm
End of turn 3.
score:
Unescargot: 150 cultists, 10 wealthy cultists, 10 inquisitors in high places, 60 inquisitors, host of ihatecarp.com, access to Orb of Stalwarts 2 and 3

Tavern wench: 95 cultists, 50 recognizable cultists, 5 cultists in high places, 45 inquisitors, inquisitors active

TROG: 100 anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2

Anthaju: 250 cultists, 75 armed cultists, access to Orb of Stalwart 1, 5 strong mummy inquisitors, mega failed diplomacy with TROG

Koshu: 375 cultists, 45 inquisitors

Rabe: 250 cultists, 30 inquisitors, posters put up, campaign for president started, has a bunch of metal

CARP: 75 cultists, a bunch of fish,has plagued California with carp, unsuccessfully accused Unescargot of doing it), 70 inquisitors, inquisitors active, inquisitors have a focus stone

Rosabel: 100 cultists, 100 slightly healthier cultists, bad PR

((Did I miss anything? I feel like I missed something...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 20, 2015, 02:19:42 pm
Turn 4?:
Curses.
Lightly chasten those 50 followers for their failure. Still, I suppose it wasn't their fault. I will allow them to attempt redemption.
50 cultists: Attempt to get my PR back up again.
Another 50 cultists: continue recruiting.
100 cultists, look for an 'Orb of Stalwart'.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 20, 2015, 02:25:51 pm

TROG: BE SLIGHTLY ANNOYED BY THE SETBACK! Then Recruit some more Anarchists.
50 Anarchist Cultists: Gather Summoning Materials.
50 Anarchist Cultists: Make Stone-Age Spears and SMASH THE INQUISITORS!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 20, 2015, 04:39:20 pm
Me: Recruit more wealthy people.
100 cultists and 5 wealthy cultists: Build a fortress for me and my minions.
50 cultists: Recruit more generics.
5 other wealthy cultists: Recruit military veterans.

((Does ihatecarp.com get an action?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 05:31:30 pm
((Does ihatecarp.com get an action?))
Not by itself, but you can have your cultists work through it...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 20, 2015, 07:29:11 pm
CARP thought "if they join me" was pretty clear recruiting (the sign up booth is recruiting too.)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 20, 2015, 07:29:36 pm
this is my new turn four
Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me where it is and join my cult.
10 cultist: study why carp flailing is so funny with your new-found knowledge become jester cultist.
40 cultists: search for for dragon's blood flee and record the place if people start drinking it if not bring it back.
10 cultists with internet and media knowledge: start a smear campaign against ihatecarp.com say they are just jealous of all this free carp.
15 cultists: get the focussing stone pretend to be the cloud guy's cultist and say it will be used to defeat the CARP or possibly cod not really sure which it is.

((when i was spreading the good word last time i meant recruiting))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 20, 2015, 07:34:49 pm
Koshu I think an alliance would be beneficial, I'm also interested in space travel and I can send some help if you need it.
Rabe helpfully would be, yes.

End of turn 3.

Updated Turn 4 Actions:
Koshu and 100 cultists: build and (using Koshu's telekinesis) launch a small communications satellite, à la Sputnik-1 (https://en.wikipedia.org/wiki/Sputnik_1).
75 cultists: improve PR. If the satellite launch is successful, use that to improve PR.
175 cultists: recruit.
25 cultists: politely inquire with CARP Inquisitors regarding puchasing their focus stone for aerospace purposes.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 20, 2015, 07:37:58 pm
Cultists (basic ones, anyway) are pretty much useless outside intervals of 50. I don't think your turn four actions are going to work, carp.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 20, 2015, 07:44:44 pm
Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me where it is and join my cult.
((Man, I sure am glad I am a vaguely octohedral chunk of obsidian!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 20, 2015, 07:45:44 pm
Cultists (basic ones, anyway) are pretty much useless outside intervals of 50. I don't think your turn four actions are going to work, carp.
I assigned them jobs that shouldn't need that much.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 20, 2015, 07:47:23 pm
Never underestimate Murphy's law and cultist stupidity. It seems to be a running joke in this game that cultists love to drink dragon blood.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 20, 2015, 07:50:26 pm
I think he meant an orb of stalwart.
\/                                           \/
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 20, 2015, 07:51:47 pm
Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me where it is and join my cult.
((Man, I sure am glad I am a vaguely octohedral chunk of obsidian!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 08:52:02 pm
Such betrayal! Such a misuse of my gift! I gave you life, and you seek to end mine? This world makes me sick.
Me: Weigh the souls of the traitorous scum! I am certain they will find themselves regretting their decision.
Armed guys: Train yourselves in the use of these weapons; they seem complicated to use.
100 dudes: Make friends with the kitten! Not all might want to live in the desert, regrettably. As such, I need someone to be the face of my cult; someone that handles foreign affairs and the like, as you lot don't seem to be able to.
75 persons: Go hunt for the dragon blood! And understand that the desert really isn't a place where they would be likely to bloom!
Leftovers: Spread good word about me on this magical "internet" place.

Weighing souls: [5] You weigh their souls. Their souls are some of the heaviest you've felt in a long time, and it wouldn't be surprising if these chaps had been stuck in the lowest part of your favorite afterlife until they were resurrected. Maybe bringing them here wasn't such a good idea. You make their bodies match their souls (mummy inquisitors now extremely heavy and slow)
cultists:
training: [4] They train with their new weaponry and are confident they can fend off most threats they come across now. They might even be able to deal some damage to a colossal monster if they have to. (armed cultists trained)
diplomacy: [5] They make such a convincing argument that Rabe is compelled to help you in the future (allies with Rabe)
gathering: [5] They find a bunch of the toxic plant and distill some extra dragon blood, they could use this to... remove some of the troublesome people they meet (gained dragon blood, 75 cultists now assassins)
internetery: [2] Dammit, they can't get the wifi working.

Altered for changed command
[5] You and your followers recruit excellently, bringing people who will likely help you onto your side. Some of them have technical knowledge, but it's not really that remarkable a feature (+300 cultists).

((Thats 375 cultists total, correct?))

Turn 4:
Koshu and 100 cultists: build and (using Koshu's telekinesis) launch a small communications satellite, à la Sputnik-1 (https://en.wikipedia.org/wiki/Sputnik_1).
75 cultists: improve PR. If the satellite launch is successful, use that to improve PR.
175 cultists: recruit.
25 cultists: politely ask for stone from inquisitors

then I will weigh the soul of the... Tavern Wench.
It occurs to me to point out that Koshu's soul is:
1. due to telekinesis effectively weightless,
2. in another dimension entirely,
3. prone to causing flaying storms of glass (sand is made of glass) when threatened.

Come to think of it, #2 applies to all not-yet-summoned horrors, so that probably wouldn't have worked anyway.
((Souls are a weird issue, I would probably let him do it but it wouldn't accomplish anything until she'd been summoned))
Satellite: [5]  You're not technically close enough to do anything(weakened with distance + being in another dimension) but you offer moral support as your cultists build and launch the satellite into orbit with a huge slingshot they found (Satellite built and launched with no problems, cultists feeling empowered)
PR: [6] They shout over the radio about how awesome you are. It gets rather grating rather fast. (PR mixed)
recruiting: [3] They manage to get some people to join, but they got a rather sparse part of town today and didn't get as many as they planned to (+100 cultists)
solicitation: [5] The inquisitors are hesitant at first but your cultists insist that once they get their space program running properly they will use it to fight CARP (gained focusing stone from inquisitors)

Try to convince the inquisitors to leave us in peace, as the Tavern Wench is benevolent.
Cultists in high places: Talk about the need for free beer, and keeping bars open till early morning.
Recognisable cultists: Start an awareness campaign about the need for healthy food.
All other cultists: Be the campaign team for the cultists in high places, and get out the word of the Alcohol Party, and of the Tavern Wench.

Begging for mercy: [2] They don't seem to be buying it.
cultists:
politics: [4] The campaigns and speeches go off without a hitch. Your PR gets better. You have the party-lovers' votes. (PR is good, more well known)

Inquisitors: Draw attention to flaws in campaign
[5] They expertly point out that beer and Leg O' Lamb aren't exactly healthy and that most bars are open in "early" mornings at 1 to 2 am already, they just close for the "later" morning when people are actually waking up. They also bring up several points about the recent bouts of liver failure and refer to the medical reports saying that they had died of alcohol poisoning. All in all, they lambast your political wing and leave you picking up the pieces. A few of the inquisitors even get some fame for it. (PR is moderately bad, 5 inquisitors are now in high places)

Turn 4?:
Curses.
Lightly chasten those 50 followers for their failure. Still, I suppose it wasn't their fault. I will allow them to attempt redemption.
50 cultists: Attempt to get my PR back up again.
Another 50 cultists: continue recruiting.
100 cultists, look for an 'Orb of Stalwart'.

RAGE: [1] YOUR RIGHTEOUS FURY IS UNRIVALED! YOU STRIKE THEM DOWN WHERE THEY STAND FOR THEIR INSOLENCE! YOU USE YOUR HEALING POWER TO MEND THE TUMOROUS CELLS IN THEIR BODIES! (50 cultists now have cancer)

cultists:
PR: [5] They do an excellent job of mending your lackluster reputation. Thank goodness, you wouldn't want to come to a world where you get death threats every day would you? (PR now good)
recruit: [6] They spread the word about the great Smiley and her magical healing power and coat of many colors (they made that part up). Unfortunately not all people agree with them and some even join the hate crew. (+50 cultists, +30 inquisitors)
gather: [5] They find an Orb of Stalwart and an Orb of Storms. Why would someone as peaceful as you want to summon hurricanes? Well, I think you'll find that the bigger a storm, the fewer the problems it can't solve. (Found Orb of Stalwart 4 and Orb of Storms 1)

Turn four : (because people are posting that now) THIS IS OUTDATED Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me.
Carp: flail around comically to raise moral of cultists.
10 cultist: study why carp flailing is so funny with your new-found knowledge become jester cultist.
30 cultists: search for for dragon's blood flee and record the place if people start drinking it if not bring it back.
30 cultists: design saddles for giant carp about 2 meters and a half long.
5 cultist and half of any cultists gained in turn 3: start a smear campaign against ihatecarp.com say they are just jealous of all this free carp.
Half of any cultists gained in turn 3: found the extradimensional carp party and run for president wherever rabe is running for president.

Outdated? Then post the thing you want to do.

Me: Ask if TROG'S cultist's would rather follow a kitten than a gorilla cockroach thing... promise better retirement benefits than being killed horribly.
Kitten party: Try again, talk about K.I.(Kitten Industries) and how they'r recycling and making jobs.
50 cultists: Create a sign up booth near the posters for K.I. now that the students have had time to warm up to me ("K.I. is just starting out and we need strong people with strong minds(Some people should be setting up a place to start up,"should".).").
70 Cultists: Build a base near the scrap heap.
50 Cultists: Look for orb of stalwart and if they find it hire a moving van to bring it back.
30 Cultists: Get materials for a solar forge (Lot's of mirrors focus sunlight to melt metal.).

Koshu I think an alliance would be beneficial, I'm also interested in space travel and I can send some help if you need it.
Hijacking cultists: [2] You can't seem to reach any of them, their primitive brains are clearly not evolved enough to appreciate the glory of catdom.

Politics: [5] They manage to make an impression on people and despite the fact that Kitten Industries doesn't exist because you never made it, people are ready to invest in your franchise.
recruiting: [2] Where is everybody? Oh dammit, these must be those annoying students that actually look things up and realized Kitten Industries doesn't exist.
base building: [5] They build a solid bunker out of concrete they got from the hardware store and metal, and it looks like it could withstand a few bombs. Of course, it's not indestructable, but you could probably hole up there for a week or so without worrying about break-ins. Whatever this quick-dry concrete they got is, you might want to get more of it. (Sturdy base built)
Orb hunt: [4] They find an Orb of Stalwart, but there's no time to bring it back so they just note where it is (found Orb of Stalwart 5)
Magic workshop: [3] They manage to get some materials for a regular forge, like brick and concrete, but your more technically minded minions tell you that a solar forge wouldn't really work without some EXTREMELY strong light, the sunlight filtered through Earth's atmosphere ain't gonna cut it. (gained bricks and concrete)

((I'll come back in a bit to roll for the next few actions, this is a lot of stuff to go through))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 20, 2015, 09:18:56 pm
Beg for mercy again.
Cultists: Fight the bad PR, and continue campaigning.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 09:26:30 pm
CARP thought "if they join me" was pretty clear recruiting (the sign up booth is recruiting too.)
Too much flavor, the substance was lost in the spice. also, recruiting and PR are separate things. Regular success only gets you one, and I defer to the first.

this is my new turn four
Me ask people in poor countries if they have seen a large quartz sphere tell them I will give them carp if they tell me where it is and join my cult.
10 cultist: study why carp flailing is so funny with your new-found knowledge become jester cultist.
40 cultists: search for for dragon's blood flee and record the place if people start drinking it if not bring it back.
10 cultists with internet and media knowledge: start a smear campaign against ihatecarp.com say they are just jealous of all this free carp.
15 cultists: get the focussing stone pretend to be the cloud guy's cultist and say it will be used to defeat the CARP or possibly cod not really sure which it is.

Finding orb: [5] You're not actually there but you manage to psychically commune with the locals enough to find that the nearest large crystalline sphere is two towns over. (Orb of Stalwart 3 found).

cultists:
jestery: [5] They learn the magiks of comedy and become JESTER CULTISTS. Of course, this means they will be exceptionally good at things revolving around raising morale. (10 jester cultists)
Dragon blood: [1] OH GOD IT HURTS SO BAD BUT TASTES SO GOOD! (-40 cultists)
Smear campaign: [1] your cultists get several death threats and alert the inquisitors that you're on your way to being summoned. Probably not a great move, in hindsight. (10 cultists depressed, +5 inquisitors)
Stealing the stone: [6] They slip it out of the hands of Koshu's cultists, then immediately drop it and the stone shatters on the ground. Dammit, all this carp must've made their hands all slippery (destroyed focus stone)

Inquisitors: break the Orb of Stalwart
[6] Their intel was good and they find the Orb of Stalwart and destroy it. The resulting dust chokes several of them to death. (Orb of Stalwart 3 destroyed, -40 inquisitors)

Whoops, missed one:

TROG: BE SLIGHTLY ANNOYED BY THE SETBACK! Then Recruit some more Anarchists.
50 Anarchist Cultists: Gather Summoning Materials.
50 Anarchist Cultists: Make Stone-Age Spears and SMASH THE INQUISITORS!

RAGE: [1] Actually you are quite calm. So calm you fall asleep and miss your next turn. No recruiting today! (sleeps through next turn)
Gather: [3] They find a few dragon lilies to make dragon blood from, but there's not enough to actually perform the ritual, they'll have to use their next turn gathering more (dragon blood found, needs one more turn to use for ritual)
Spears: [4] They build some rough spears out of sticks and rocks. Not too great, but if it was good enough for their ancestors it's good enough for them! They don't have time to kill the inquisitors, so they decide to hold off on alerting them until they can completely destroy them. (cultists lightly armed)

Me: Recruit more wealthy people.
100 cultists and 5 wealthy cultists: Build a fortress for me and my minions.
50 cultists: Recruit more generics.
5 other wealthy cultists: Recruit military veterans.

recruiting: [3] Meh, not a great haul but it could be worse (+25 cultists, +5 wealthy cultists, +2 veterans) ((dat 5 cultist recruitment man))
Building: [1] They spend a bunch of resources and accomplish nothing. Some cultists feel they are wasting time and money on nothing and decide to bail. (-5 wealthy cultists, -20 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 20, 2015, 10:25:06 pm
End of Turn 4.
score:
Unescargot: 155 cultists, 10 wealthy cultists, 2 veterans, 10 inquisitors in high places, 60 inquisitors, host of ihatecarp.com, access to Orb of Stalwart 2

Tavern wench: 95 cultists, 50 recognizable cultists, 5 cultists in high places, well known, moderately bad PR, 40 inquisitors, 5 inquisitors in high places, inquisitors active

TROG: 50 anarchist cultists, 50 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, partially gathered dragon blood, sleeps through next turn

Anthaju: 175 cultists, 75 armed trained cultists, 75 assassin cultists, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, 5 slow strong mummy inquisitors

Koshu: 375 cultists, 100 empowered cultists, mixed PR, satellite launched, 45 inquisitors

Rabe: 250 cultists, has sturdy base, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, access to Orb of Stalwart 5, investors on standby, 30 inquisitors

CARP: 55 cultists, 10 jester cultists, 10 depressed cultists, a bunch of fish, has plagued California with carp, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orb of Stalwart 3

Rosabel: 100 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, access to Orbs of Stalwart 4, access to Orb of Storms 1, 30 inquisitors
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 20, 2015, 10:51:41 pm
You're not technically close enough to do anything(weakened with distance + being in another dimension)
((Note to self: do not point out logical weaknesses in own powers.))
but you offer moral support as your cultists build and launch the satellite into orbit with a huge slingshot they found (Satellite built and launched with no problems, cultists feeling empowered)
... Rocket booster giant expensively?  ???
solicitation: [5] The inquisitors are hesitant at first but your cultists insist that once they get their space program running properly they will use it to fight CARP (gained focusing stone from inquisitors)
I kind of expected to have to pay for that, but okay.
Stealing the stone: [6] They slip it out of the hands of Koshu's cultists, then immediately drop it and the stone shatters on the ground. Dammit, all this carp must've made their hands all slippery (destroyed focus stone)
I am glad I did not pay for it.
Inquisitors: break the Orb of Stalwart
[6] Their intel was good and they find the Orb of Stalwart and destroy it. The resulting dust chokes several of them to death. (Orb of Stalwart 3 destroyed, -40 inquisitors)
This is a alarming development.

Turn 5 actions:
100 cultists: set up a base.
100 empowered cultists: aquire spacecraft components (solar panels, hardened computers, oxygen recyclers, etc) and bring them to the base. Do not bring rocket fuel or other explosives to the base. If the above group fails at setting up a base, help with recruiting.
125 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
Koshu and 150 cultists: recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 20, 2015, 11:40:43 pm
Sob slightly about my uncontrollable rage issues. Try and heal the poor souls I have diseased.
100 cultists: find dragon lilies.
50 cancerous cultists: Rest. Don't do anything strenuous, make sure you're comfortable.
Use happiness powers to make the cancerous cultists less upset.
Cry some more.
50 other cultists: Secure the Orb's position.

Dayum Smiley you're pretty nasty when you're mad :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 21, 2015, 04:33:37 am
I am the first of my many rivals to be summoned into the world!

The world will now know of my vengance! My revenge is at hand! Egypt shall rise again!


Me: Weigh the soul of Unescargot before I go; he seems dangerous.
100 cultists: Go to the Orb of Stalwart and do the summoning ritual there! Don't forget the dragon blood!
75 dudes: Try to find a suitable base of operations!
Armed guys: Attack some of Koshu's cultists! From a distance of course.
50 Assassins: Assassinate Tavern Wench's cultists in high paces!
25: Learn how to mass produce the poison these dragon blood things have.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 06:37:25 am
Never underestimate Murphy's law and cultist stupidity. It seems to be a running joke in this game that cultists love to drink dragon blood.

aaaaaaaand it just looks so delicious.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 06:38:32 am
I think he meant an orb of stalwart.

yes i did but that could still apply to him.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 06:49:04 am
ME: turn a block of ground about as big as a house or two into carp underneath an apartment building causing a sink hole hopefully be a DF carp.
10 jester cultists: TRAVEL AROUND DOING LITTLE COMEDY SHOWS REVOLVING AROUND CARP TO TRY AND RECRUIT
EVERYBODY ELSE: RECRUIT RECRUIT RECRUIT
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 21, 2015, 06:56:11 am
I'm made of clouds. Pretty much weightless.
Me: Whisper into the minds of more wealthy cultists
Military veterans: Train 55 of my normal cultists.
55 of normals: get trained.
100 cultists and 5 wealthy cultists: Build the fortress. I need a base dangit.
5 wealthy cultists: do research to find any useful rituals that my cultists might use.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 21, 2015, 06:59:09 am
I'm made of clouds. Pretty much weightless.
Is your soul weightless too? Heh heh.
... Well, it might be weightless, if you're a pure enough entity... We shall see.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 07:05:02 am
Magic workshop: [3] They manage to get some materials for a regular forge, like brick and concrete, but your more technically minded minions tell you that a solar forge wouldn't really work without some EXTREMELY strong light, the sunlight filtered through Earth's atmosphere ain't gonna cut it. (gained bricks and concrete)
no actually you can make one of those with a satellite dish and some mirrors
https://www.youtube.com/watch?v=TtzRAjW6KO0 (https://www.youtube.com/watch?v=TtzRAjW6KO0)
Imagine what you could do with a house sized version of this or even focussing it through an orb of stalwart hmmmmm
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 21, 2015, 07:12:17 am
This is carp my brother (evonix) left himself logged on anyone have any idea how to log him off?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 07:14:08 am
This is carp my brother (evonix) left himself logged on anyone have any idea how to log him off?
Got it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 21, 2015, 08:35:17 am
https://www.youtube.com/watch?v=8tt7RG3UR4c this is the best 1:20 especially
https://www.youtube.com/watch?v=eeSyHgO5fmQ
https://www.youtube.com/watch?v=i_8cynWnAw8
ME:Recrute
25 Cultists(and any I recruited): Go through the paperwork to make K.I. a registered company and put up a K.I. website.
75 Cultists: use investor money to set up liquid metal recycling and shaping equipment in the
25 Cultists: Use stand to ask students if they want to help build a solar death ray.
75 Cultists and any students: try building the furnace again, refer them to the above videos and remind them that fresnel lenses are found in old TVs(www.youtube.com/watch?v=p7dvd959wfg)that may be found in the junkyard and that mirrors aren't that expensive.
50 Cultists: bring the orb of stalwart back.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 21, 2015, 09:09:10 am
TROG: 50 anarchist cultists, 50 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, partially gathered dragon blood, sleeps through next turn

TROG: Dream about Smashing things!
25 lightly armed Anarchist Cultists: Recruit More Cultists!
25 lightly armed Anarchist Cultists: Make more Spears!
50 Anarchist Cultists: Keep Gathering the Dragon Blood!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 21, 2015, 11:34:16 am
Smiley may or may not snap and go full-ballistic-psycho if she inadvertently makes enough go wrong :P
TROG will have to do battle with someone with the power to make people happy
also she can give people cancer
why didn't I think of this sooner
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 21, 2015, 12:54:37 pm
Turn 5 actions:
100 cultists: set up a base.
100 empowered cultists: aquire spacecraft components (solar panels, hardened computers, oxygen recyclers, etc) and bring them to the base. Do not bring rocket fuel or other explosives to the base. If the above group fails at setting up a base, help with recruiting.
125 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
Koshu and 150 cultists: recruit.
recruit: [3] You and your cultists find more people to join your merry band of madness (+112 cultists)
cultists:
base: [3] Well, in the same manner that hotpockets are arguably food, this is arguably a shelter. (shoddy base built)
SPAAAACE: [4] They collect the materials and bring them to the "base". It's a bit heavy so that's all they manage to do this turn. (spaceship components gotten)
Orb: [2] That orb's really stuck in there isn't it? damn, no way they're moving it this turn.

Sob slightly about my uncontrollable rage issues. Try and heal the poor souls I have diseased.
100 cultists: find dragon lilies.
50 cancerous cultists: Rest. Don't do anything strenuous, make sure you're comfortable.
Use happiness powers to make the cancerous cultists less upset.
Cry some more.
50 other cultists: Secure the Orb's position.

Dayum Smiley you're pretty nasty when you're mad :P

Fixing your mistakes:[2] You are too broken up over your outburst to focus on using your power

cultists:
gather: [6] They pluck so many dragon lilies that they start to get afflicted with LILY MADNESS. Some of your cultists defect to the hate club, compelled by otherworldly forces. (gained dragon blood, 20 cultists defect to inquisitors)
rest: [no roll] I'm not mean enough to make you roll to rest, but they won't accomplish much here.
Using happy power: [irrelevant] You already tried using you power to heal and aren't there to help them with your presence.
Secure orb: [1] Haha! They pick up the orb and... wait, did they have a base to bring this back to? *CRUNCH* (-25 cultists)

I am the first of my many rivals to be summoned into the world!

The world will now know of my vengance! My revenge is at hand! Egypt shall rise again!


Me: Weigh the soul of Unescargot before I go; he seems dangerous.
100 cultists: Go to the Orb of Stalwart and do the summoning ritual there! Don't forget the dragon blood!
75 dudes: Try to find a suitable base of operations!
Armed guys: Attack some of Koshu's cultists! From a distance of course.
50 Assassins: Assassinate Tavern Wench's cultists in high paces!
25: Learn how to mass produce the poison these dragon blood things have.

Soul weigh: [3] You manage to find his soul, or the equivalent thing that cloud people have at least. Turns out he's not impure enough to punish. Dammit! (Unescargot weighed)

cultists:
Summoning: [4] They take the dragon blood and head to the orb. The summoning goes off without a hitch, and you're now in the world of the living. Of course, this means you're also now mortal and can be killed. (has been summoned)
house hunting: [3] They find an awesome house! And by "Awesome" they mean "affordable", and by "affordable" they mean cheap and shoddy. (shoddy base found)
Murder party fun time: [2] "Wait, where did those guys go?"
"Dammit Jim, I told you these blindfolds were a stupid idea!"
Murder party fun time part II: the murdering: [6] RAHH! THE BLOODLUST OVERTAKES THEM!!! They soon come to and realize they've managed to kill a few cultists in addition to the high places guys and that they are now in handcuffs. (TW loses 5 cultists in high places and 50 cultists, assassins arrested)
Poison making: [5] They figure out a way to distill the toxins in the flowers. Turns out the poisonous component is the same as commercial pesticide in even higher concentrations than you can make from the plant directly (no, the pesticide doesn't work in the ritual). (poison now available for purchase for this cult)

ME: turn a block of ground about as big as a house or two into carp underneath an apartment building causing a sink hole hopefully be a DF carp.
10 jester cultists: TRAVEL AROUND DOING LITTLE COMEDY SHOWS REVOLVING AROUND CARP TO TRY AND RECRUIT
EVERYBODY ELSE: RECRUIT RECRUIT RECRUIT

Well, this one looks simple enough:
CARPCARPCARPCARP: [3] You turn a bunch of earth beneath an apartment complex into dead carp. It smells really bad. Whether they are DF carp is a bit irrelevant since they are dead. The building's foundation looks pretty unstable since it's foundation just turned into a mass of flesh. (a nearby apartment is now filled with fish smell and surrounded by dead fish, and is highly unstable) ((maybe you should get something that lets you summon water, unless you love summoning dead fish))

RECRUIT: [5] They fins their fish-loving friends and get them to join in for a big barbecue. (+190 cultists)

Whoops, forgot this:
Inquisitors: Make a better anti-fish artifact
[2] "What? I could've sworn this Big book of rituals demanded cow blood, not sheep blood! Dammit, the ritual's ruined. Screw it, we'll pick up again tomorrow!"
I'm made of clouds. Pretty much weightless.
Me: Whisper into the minds of more wealthy cultists
Military veterans: Train 55 of my normal cultists.
55 of normals: get trained.
100 cultists and 5 wealthy cultists: Build the fortress. I need a base dangit.
5 wealthy cultists: do research to find any useful rituals that my cultists might use.

Chatting: [5] You tell them that you think they're an awesome bunch of dudes for helping you out. Morale improves. (wealthy cultists now high morale and empowered) ((I know that was supposed to be recruiting, but watch your wording better or I get to interpret as I like))

cultists:
Training: [1] Well, that could've gone better... (-25 cultists)
Building: [6] Is this a base or a deathtrap? Trick question: It's both! (Fortress with malevolent architecture built).
research: [6] They work their asses off to find some rituals you can do, and they find one after several hours of searching: the ritual of fading strength. It weakens anything, even eldritch horrors, but at the cost of something proportionally valuable to you (the price decided by the hand of fate of course). Essentially, it's useless unless the disadvantage you want to give is extremely petty or you're REALLY desperate, otherwise the cost would be too high to be worth it. These wealthy cultists get annoyed at being forced to do menial labor, but don't leave because of your awesome pep talk. (5 wealthy cultists now annoyed, Ritual of fading strength learned)

((I'll do the rest in a few hours, I have to do something now))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 21, 2015, 01:16:37 pm

Everybody but 10 cultists: Move into deathtrap fortress
10 Wealthy cultists: Supervise to make sure nothing bad happens as a result of fortress
Veterans: you supervise also.
Me: Recruit politicians from California to join my minions in serving me.
10 cultists: Next time Ajanthu recruits, join in with the other recruits and act as infiltrators.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 21, 2015, 02:05:46 pm
recruit: [3] You and your cultists find more people to join your merry band of madness (+112 cultists)
cultists:
base: [3] Well, in the same manner that hotpockets are arguably food, this is arguably a shelter. (shoddy base built)
SPAAAACE: [4] They collect the materials and bring them to the "base". It's a bit heavy so that's all they manage to do this turn. (spaceship components gotten)
Orb: [2] That orb's really stuck in there isn't it? damn, no way they're moving it this turn.

Turn 6 actions:
137 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
100 empowered cultists: build and launch a more sophisticated satellite. (We will hold off on manned launches for the time being.)
100 cultists: continue construction and fortification of the base. If second launch is successful, put up some signs for Koshu Aerospace.
Koshu: Use telepathy to console The Smiling One. (Edit: that is, try to give Smiley some of my boundless optimism and hope for expanding civilization throughout the stars.) If that is not possible (It should be possible, since telepathy does not have a range limit, but interdimensional effects are wierd like that.), assist with recruiting.
250 cultists: recruit.

Edit: knew I forgot something.
Edit 2: ordering.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 21, 2015, 02:17:26 pm
Turn 6 actions:
Sob about the deaths of my followers.
Continue trying to heal the cancerous cultists.
25 cultists: bury the dead 25 cultists and hold a mass funeral. A pity I cannot raise the dead easily.
All the other cultists, recruit.
If Koshu gets through, thank him and listen to his thoughts on space.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 03:29:14 pm
Well, this one looks simple enough:
CARPCARPCARPCARP: [3] You turn a bunch of earth beneath an apartment complex into dead carp. It smells really bad. Whether they are DF carp is a bit irrelevant since they are dead. The building's foundation looks pretty unstable since it's foundation just turned into a mass of flesh. (a nearby apartment is now filled with fish smell and surrounded by dead fish, and is highly unstable) ((maybe you should get something that lets you summon water, unless you love summoning dead fish))
is their any way of adding that to my powers like researching and memorizing a spell also when i said "hopefully be a df carp" i meant hopefully theyll all scream and i'll turn into a dwarf fortress carp (i turn into the classic DF carp) 55 cultists, 10 jester cultists, 10 depressed cultists, a bunch of fish, has plagued California with carp, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orb of Stalwart 3
turn five six(oops):
Me: turn the foundation of that apartment building into carp very suddenly hopefully the occupants will scream and i'll become a DF carp
10 jester: cultist's do the same thing as last time
50 cultists: research a spell to summon water
10 depressed cultists : each of you gets extra carp at the feast of carp i will throw for you.
10 cultists: get some more food than carp for the feast make everybody happy
50 cultists: get an orb of stalwart
50 cultists: get dragons blood
50 cultists: stay on standby indefinitely to perform the summoning ritual as soon as the materials are gained (on the same turn)
the rest: get weapons preferably carp themed like a carp shaped water gun with leftover dragons blood in it.
10 cultists: make carp themed armor.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 21, 2015, 03:39:34 pm
Well, this one looks simple enough:
CARPCARPCARPCARP: [3] You turn a bunch of earth beneath an apartment complex into dead carp. It smells really bad. Whether they are DF carp is a bit irrelevant since they are dead. The building's foundation looks pretty unstable since it's foundation just turned into a mass of flesh. (a nearby apartment is now filled with fish smell and surrounded by dead fish, and is highly unstable) ((maybe you should get something that lets you summon water, unless you love summoning dead fish))
is their any way of adding that to my powers like researching and memorizing a spell also when i said "hopefully be a df carp" i meant hopefully theyll all scream and i'll turn into a dwarf fortress carp (i turn into the classic DF carp)
You can try to research a ritual so your followers can perform majicks, or you can find/make a magic artifact thing to do cool stuff, or you could steal from one of your fellow horrors, or even try to negotiate for them to help you. I'm afraid your innate powers are final though, and maybe you should've specified that the apartment building be inhabited, that one was actually abandoned. I had assumed you were planning for it to become a base floating on a pit of fish...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 03:43:44 pm
Well, this one looks simple enough:
CARPCARPCARPCARP: [3] You turn a bunch of earth beneath an apartment complex into dead carp. It smells really bad. Whether they are DF carp is a bit irrelevant since they are dead. The building's foundation looks pretty unstable since it's foundation just turned into a mass of flesh. (a nearby apartment is now filled with fish smell and surrounded by dead fish, and is highly unstable) ((maybe you should get something that lets you summon water, unless you love summoning dead fish))
is their any way of adding that to my powers like researching and memorizing a spell also when i said "hopefully be a df carp" i meant hopefully theyll all scream and i'll turn into a dwarf fortress carp (i turn into the classic DF carp)
You can try to research a ritual so your followers can perform majicks, or you can find/make a magic artifact thing to do cool stuff, or you could steal from one of your fellow horrors, or even try to negotiate for them to help you. I'm afraid your innate powers are final though, and maybe you should've specified that the apartment building be inhabited, that one was actually abandoned. I had assumed you were planning for it to become a base floating on a pit of fish...
OH CARP darnio i posted this second one by accident I don't want to make anemone by seeming like a trawl i just want everyone to be fronds. cod bless my sole for for i have finned by double posting i'm feeling green about the gills with embarresment  maybe no-one will mind and it will all go swimmingly I should probably clam down and coral my feelings buoy i'v run out of fish puns.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 03:44:48 pm
Well, this one looks simple enough:
CARPCARPCARPCARP: [3] You turn a bunch of earth beneath an apartment complex into dead carp. It smells really bad. Whether they are DF carp is a bit irrelevant since they are dead. The building's foundation looks pretty unstable since it's foundation just turned into a mass of flesh. (a nearby apartment is now filled with fish smell and surrounded by dead fish, and is highly unstable) ((maybe you should get something that lets you summon water, unless you love summoning dead fish))
is their any way of adding that to my powers like researching and memorizing a spell also when i said "hopefully be a df carp" i meant hopefully theyll all scream and i'll turn into a dwarf fortress carp (i turn into the classic DF carp)
You can try to research a ritual so your followers can perform majicks, or you can find/make a magic artifact thing to do cool stuff, or you could steal from one of your fellow horrors, or even try to negotiate for them to help you. I'm afraid your innate powers are final though, and maybe you should've specified that the apartment building be inhabited, that one was actually abandoned. I had assumed you were planning for it to become a base floating on a pit of fish...
you also never said it wasn't inhabited until now so could you do a "mind retcon"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 21, 2015, 04:35:46 pm
https://www.youtube.com/watch?v=8tt7RG3UR4c this is the best 1:20 especially
https://www.youtube.com/watch?v=eeSyHgO5fmQ
https://www.youtube.com/watch?v=i_8cynWnAw8
ME:Recrute
25 Cultists(and any I recruited): Go through the paperwork to make K.I. a registered company and put up a K.I. website.
75 Cultists: use investor money to set up liquid metal recycling and shaping equipment in the
25 Cultists: Use stand to ask students if they want to help build a solar death ray.
75 Cultists and any students: try building the furnace again, refer them to the above videos and remind them that fresnel lenses are found in old TVs(www.youtube.com/watch?v=p7dvd959wfg)that may be found in the junkyard and that mirrors aren't that expensive.
50 Cultists: bring the orb of stalwart back.

I assume the stand is meant to be recruiting
Recruutng: [1] Shit, those aren't allies... (+55 inquisitors)
Making company: [3] They register the name and make a basic website, then go off to have lunch. They don't really get much done past that. (Kitten Industries made, basic website made)
Setting up stuff: [4] The recycling line and metal shaping are set up in the
Building: [2] "You're a kitten so I can understand if you're not that good with metallurgy, but I'm telling you man, a regular forge would be much better than this fancy sun-trapper. It might be possible but the sun is a really unreliable energy source, we'd only be able to use the forge at certain times of the day without having to constantly readjust it and without some excellent machinery it just wouldn't be viable. Not to mention we'd never be able to do it at night without artificial lights, and if we completely melted the metal we would be opening a whole can of worms with crystallizing and air bubbles when it cools that we could just avoid with simple heat. Really some of this scrap is pliable enough that we could probably bang out some rough tools and weapons in a day if we just had a few hammers, so the forge probably isn't necessary to begin with.

Don't get me wrong, we love you man, you want us to build a lollipop tower to the moon then we'll try our damnedest, but I just want to make sure you're aware that this light furnace would be hamstringing our production capacity more than just getting fuel or trying to make weapons now would." This argument ends up taking the entire day and nothing really gets done.
((This isn't an actual "scrapyard", it's a field with a bunch of scrap metal strewn around, you're not going to find any technology here, just cans, pipes and the like. I'm aware the sun is in fact hot enough, its a quintillion mile wide ball of fire for fuck's sake, but you wanted the "smart guy" cultists and you haven't been rolling well enough on the forge rolls to actually get what you want, so I have to come up with explanations for why. I know there's a reason solar forges haven't taken off in the real world, I just haven't bothered to actually look it up.))

Beg for mercy again.
Cultists: Fight the bad PR, and continue campaigning.

Beg for mercy: [3] They decide to let you off easier this turn but they're still resisting your incursion. (inquisitors ease up this turn)
politics: [6] they are rampant in their arguments and end up making you look worse overall (PR now bad)

Inquisitors: Recruit
[5] They manage to perform their speeches and gather a wealth of followers. Some of them may think it's just a political party, but they won't be in the dark for long... (+120 inquisitors)

TROG: 50 anarchist cultists, 50 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, partially gathered dragon blood, sleeps through next turn

TROG: Dream about Smashing things!
25 lightly armed Anarchist Cultists: Recruit More Cultists!
25 lightly armed Anarchist Cultists: Make more Spears!
50 Anarchist Cultists: Keep Gathering the Dragon Blood!

Dream: [2] Your sleep is like your love life as a freakish bug-gorilla: barren and dull
Recruit: [5] they do an excellent job of recruiting more people to join your side. Though with their limited numbers it is only a modest amount overall (+50 cultists)
Make weapons: [4] They make enough weapons for a few of the other cultists who are out gathering to be armed. (25 cultists lightly armed)
Gathering: [no roll] They finish gathering the plants and have enough dragon blood for the ritual. (gained dragon blood)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 21, 2015, 04:37:59 pm
~Carp-al tunnel~
you also never said it wasn't inhabited until now so could you do a "mind retcon"
What? It's still a partial success so you're not turning into a beard-slaying carp regardless, is it really that important to you that there are people inside?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 21, 2015, 05:44:35 pm
I assume that my cultists have put the standard metal recycler in                                                                                                (lol)the bunker.
Me+100 cultists: Recrute.
100 cultists: Set up some molds for metal bars and various metal things to sell and some molds for weapon parts then get the recycler connected to them.
50 Cultists: Get summoning ingredients from Anthaju, for trade the 50 cultists now work for him(An alliance works 2 ways remeber.).

There, no huge list of actions.
also when is the end of turn summary?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 21, 2015, 05:47:55 pm
Recruit more cultists
Cultists: Improve PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 21, 2015, 06:46:32 pm
End of Turn 5.
score:
Unescargot: 130 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 2 veterans, has a fortress with malevolent architecture, access to Orb of Stalwart 2, host of ihatecarp.com, knows ritual of fading strength, 10 inquisitors in high places, 60 inquisitors

Tavern wench: 45 cultists, 50 recognizable cultists, well known, bad PR, 160 inquisitors, 5 inquisitors in high places, inquisitors active

TROG: 75 anarchist cultists, 75 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, has dragon blood

Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a shoddy base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors

Koshu: 487 cultists, 100 empowered cultists, has a shoddy base, mixed PR, satellite launched, has spaceship components, 45 inquisitors

Rabe: 250 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, access to Orb of Stalwart 5, investors on standby, 85 inquisitors

CARP: 245 cultists, 10 jester cultists, 10 depressed cultists, has a bunch of fish, has surrounded an unstable apartment complex with dead fish, has plagued California with carp, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orb of Stalwart 3

Rosabel: 55 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, access to Orbs of Stalwart 4, access to Orb of Storms 1, has dragon blood, 50 inquisitors

((It's official, now TW has more inquisitors than followers...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 21, 2015, 06:50:55 pm
Heh heh... I may now be mortal, but I have more power in this world than my rivals... you know what that means? That means fun things are going to happen soon.

Me: Work with the carps inquisitors and active the purge! Death to the carp! Nevermind, I have bigger fish to fry, pun intended. Purge the Trogdor before he gets summoned!
125 cultists: Try to upgrade the house doing whatever you can!
50 dudes: Ask the kitten for good public relations as well for those summoning ingredients; I already have quite a few cultists.
50 guys with guns: Prison breakout! Retrieve assassin guys!
25 people with pistols: Attack the carps Trogs cultists! From a distance of course. And remember the blindfold was a stupid idea.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 21, 2015, 06:58:16 pm
Disregard earlier action post.


Me and 50 cultists: Recruit more generic people to join my cult.
80 cultists: Retrieve Orb of Stalwart 2 and bring it back to death-trap fortress.
((It won't kill me right?))
5 wealthy cultists: Fund retrieval of Orb of Stalwart 2. (Hauling equipment, vehicles, whatnot.)
2 military veteran cultists: Supervise the ones getting the Orb of Stalwart, make sure they don't break it or die to the traps in the fortress.
((Just in case))
5 other wealthy cultists: Hire journalists to work on ihatecarp.com to write articles about the carp plague caused by carp thing.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 21, 2015, 07:29:15 pm
~Carp-al tunnel~
you also never said it wasn't inhabited until now so could you do a "mind retcon"
What? It's still a partial success so you're not turning into a beard-slaying carp regardless, is it really that important to you that there are people inside?
But I want to eeat dwwwaaaarves  :'(
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 21, 2015, 07:35:45 pm
desert guy you seem to be asking me for summoning ingredients so can you clearly say that you are giving me them before the GM goes?
PS: I will give you good PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 21, 2015, 07:39:10 pm
I give you dragon blood, you give me 50 cultists and good PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 22, 2015, 07:55:50 am
Can you transport the orb too?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 22, 2015, 08:03:24 am
Rabe: 250 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, access to Orb of Stalwart 5, investors on standby, 85 inquisitors
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 22, 2015, 08:17:12 am
As I recall I never managed to move it anywhere, I guess I can transport my cultists+dragons blood to it.

What I'm worried about is that I am very squishy, mostly I want the ingredients so I can be summoned on demand.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 22, 2015, 09:09:22 am
TROG: 75 anarchist cultists, 75 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, has dragon blood


TROG: Telepathically Recruit some Like-Minded Individuals to be Cultists! That is, Rage Prone Psychopaths.
50 anarchist Cultists: SUMMON TROG!
25 anarchist Cultists: Try and Boost TROG'S Reputation Using the Stone-Age Version of the Internet, Rockernet!
75 lightly armed anarchist Cultists: Train to be as Strong as The Ancestors!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 22, 2015, 10:30:19 am
We should have done this earlier but if TROG fails being summoned then we need to get a banishing ritual.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 22, 2015, 02:24:03 pm
"HAHAHAHHAHAHA! SQUISHY HORRORS TRY TO STOP TROG! TROG WILL SMASH THEM, JUST AS SOON AS TROG FINISHES COFFEE BREAK!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 22, 2015, 02:36:12 pm
Turn 6 actions:
Sob about the deaths of my followers.
Continue trying to heal the cancerous cultists.
25 cultists: bury the dead 25 cultists and hold a mass funeral. A pity I cannot raise the dead easily.
All the other cultists, recruit.
If Koshu gets through, thank him and listen to his thoughts on space.


Once every malevolent being is finished I am happy with merely staying in the background as a force for good. Of course, that's if I'm left alive. I want to go about my work intact, thank you very much.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 22, 2015, 10:15:25 pm
Turn 6 actions:
137 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
100 empowered cultists: build and launch a more sophisticated satellite. (We will hold off on manned launches for the time being.)
100 cultists: continue construction and fortification of the base. If second launch is successful, put up some signs for Koshu Aerospace.
Koshu: Use telepathy to console The Smiling One. (Edit: that is, try to give Smiley some of my boundless optimism and hope for expanding civilization throughout the stars.) If that is not possible (It should be possible, since telepathy does not have a range limit, but interdimensional effects are wierd like that.), assist with recruiting.
250 cultists: recruit.

Edit: knew I forgot something.
Edit 2: ordering.

Secure orb: [3] They haul a big ball of nothing back to the base. When you ask them to explain themselves they say they don't know where any Orb of Stalwart is so they just got sandwiches instead. (You don't actually have access to an orb because you never found one, my bad for not checking the score properly)
SPAAACE: [1] OM NOM NOM SO TASTY OH WAIT OH GOD THIS TECHNOLOGY HURTS WHY WOULD WE DO SOMETHING LIKE THIS? (-20 empowered cultists, lose some spaceship parts)
Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Consolery: [2] You try to tell Smiley that everything is going to be ok, but you can't seem to get her to respond on psi-net, maybe it's the dead body you have as an avatar...
Recrootin: [3] They manage to bring some people in, but for 250 people it's not that impressive a haul (+125 cultists)

Turn 6 actions:
Sob about the deaths of my followers.
Continue trying to heal the cancerous cultists.
25 cultists: bury the dead 25 cultists and hold a mass funeral. A pity I cannot raise the dead easily.
All the other cultists, recruit.
If Koshu gets through, thank him and listen to his thoughts on space.


Once every malevolent being is finished I am happy with merely staying in the background as a force for good. Of course, that's if I'm left alive. I want to go about my work intact, thank you very much.

((You might want to train some of your followers in your majiks once you are summoned, given how the game's worked so far there won't be much left of you once the game ends but your goal could be accomplished posthumously...))
RAGE MEND: [2] This power seems to be a bit unreliable at this range, maybe you should try to get summoned. Don't worry, cancer is a slow killer.
Due to the dead: [5] They bury their idiot friends who got themselves killed over a stupid crystal ball *sniff*. Some of the attendees are touched by their emotions and offer support in any way they can (+sympathy points?)
RECRUUUT: [3] They find people to join the cause of goodwill and health. It wasn't hard but apparently they could only find a few people the lazy bastards
Listen (technically not an action): [3] You read the messages he leaves, but the dead body he has for an avatar just keeps reminding you of your poor cultists and you can't control yourself enough to respond.

turn five six(oops):
Me: turn the foundation of that apartment building into carp very suddenly hopefully the occupants will scream and i'll become a DF carp
10 jester: cultist's do the same thing as last time
50 cultists: research a spell to summon water
10 depressed cultists : each of you gets extra carp at the feast of carp i will throw for you.
10 cultists: get some more food than carp for the feast make everybody happy
50 cultists: get an orb of stalwart
50 cultists: get dragons blood
50 cultists: stay on standby indefinitely to perform the summoning ritual as soon as the materials are gained (on the same turn)
the rest: get weapons preferably carp themed like a carp shaped water gun with leftover dragons blood in it.
10 cultists: make carp themed armor.

Second verse, same as the first: [6] MWAHAHA! They sid it couldn't be done, but now you've turned into the most nefarious monster the world has ever seen: The DF carp! (new character sheet, you can't do some of the things you used to be able to, but you can do different things now)
Spoiler: DF carp (click to show/hide)
recruit: [4] They Dance their little hearts out to the audience and bring several comers to your cause (+20 cultists)
research: [4] They find a ritual to summon rain. It requires at least 50 people to perform.
FOOD: [6] Good news: they found some meat that's not fish. Bad news: the meat found them. (-10 cultists)
Orb: [4] they manage to find an Orb of Stalwart, and mark it out so they can find it again (found Orb of Stalwart 5)
Dragon blood: [3] They manage to find some dragon blood, but need another turn of work to get enough for the ritual (partially gathered dragon blood)
summoning: [no roll] Even if you did get all the materials, this ritual takes time to set up, you can't just get summoned all willy-nilly, they have to paint a ritual circle around a giant orb in plant goo for crier's sake. You'll get out of that rathole of a planet soon enough, be patient.
Weapons: [4] They "find" some weapons. Nothing carp themed sadly, unless you consider a gun that could be used to shoot carp as being "carp-themed" (25 cultists armed).
Armor (gonna assume it's meant for them and not you): [4] They make 10 sets of armor. This is nowhere near enough for your legion. (10 sets of armor created)

Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).

((Sorry guys, I don't have time to do the rest tonight, it's the end of the semester and stuff is kinda busy, but I should have this turn done by Friday.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 22, 2015, 10:36:36 pm
Secure orb: [3] They haul a big ball of nothing back to the base. When you ask them to explain themselves they say they don't know where any Orb of Stalwart is so they just got sandwiches instead. (You don't actually have access to an orb because you never found one, my bad for not checking the score properly)
((Note to self: "locate and" is apparently not implicit.))

SPAAACE: [1] OM NOM NOM SO TASTY OH WAIT OH GOD THIS TECHNOLOGY HURTS WHY WOULD WE DO SOMETHING LIKE THIS? (-20 empowered cultists, lose some spaceship parts)
Aaand there goes our perfect workplace safety record. Sigh.

Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Well, I had hoped for improvements to the actual base, but exellent work nonetheless; good job.

Consolery: [2] You try to tell Smiley that everything is going to be ok, but you can't seem to get her to respond on psi-net, maybe it's the dead body you have as an avatar...
Source corpse thereof? "-20 empowered cultists". Disappointment/dismay.

Listen (technically not an action): [3] You read the messages he leaves, but the dead body he has for an avatar just keeps reminding you of your poor cultists and you can't control yourself enough to respond.
Koshu is not a he, actually. And a giant chunk of glass for that matter.

Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).
Oh for crap's sakes. CARP! Deal with your damn inquisitors already!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 22, 2015, 10:49:48 pm
Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Well, I had hoped for improvements to the actual base, but exellent work nonetheless; good job.
Well, technically nobody can see how shoddy it is now with the big wall around it...

Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).
Oh for crap's sakes. CARP! Deal with your damn inquisitors already!
I'm surprised he didn't just turn them into piles of carp as soon as they activated... And now he can't :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 01:31:19 am
Smiley should have had angst powers instead :P

Anyway, those giant glass shards look a little bit like dead bodies if you squint and turn your head upsife-down.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 23, 2015, 01:47:47 am
those giant glass shards look a little bit like dead bodies if you squint and turn your head upsife-down.
Confusion?
*Squints.* Crap, they do.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 01:50:12 am
Oh, [a dead body] is his avatar on the psychic Internet, that's why.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 07:20:55 am
Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).
Oh for crap's sakes. CARP! Deal with your damn inquisitors already!
* for carp's sake. and yeah but it does work to stop other horror's summoning.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 23, 2015, 07:21:28 am
Disregard earlier action post.


Me and 50 cultists: Recruit more generic people to join my cult.
80 cultists: Retrieve Orb of Stalwart 2 and bring it back to death-trap fortress.
((It won't kill me right?))
5 wealthy cultists: Fund retrieval of Orb of Stalwart 2. (Hauling equipment, vehicles, whatnot.)
2 military veteran cultists: Supervise the ones getting the Orb of Stalwart, make sure they don't break it or die to the traps in the fortress.
((Just in case))
5 other wealthy cultists: Hire journalists to work on ihatecarp.com to write articles about the carp plague caused by carp thing.


((Ahem. My Turn 6 post. Unless you already rolled for this and I didn't see. Also score 2 to 0 for ihatecarp.com vs. carp.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 23, 2015, 07:24:33 am
((Sorry guys, I don't have time to do the rest tonight, it's the end of the semester and stuff is kinda busy, but I should have this turn done by Friday.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 07:29:33 am
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
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 07:39:49 am

Edit: also, you made a character entirely based on carp, with the word carp making up about 50% of the description, insane rambling is sort of a given

my profile is now entirely carp themed.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 23, 2015, 07:51:03 am
"TROG IS FINISHED WITH COFFEE BREAK!"


TROG: Telepathically Recruit some Like-Minded Individuals to be Cultists! That is, Rage Prone Psychopaths.
50 anarchist Cultists: SUMMON TROG!
25 anarchist Cultists: Try and Boost TROG'S Reputation Using the Stone-Age Version of the Internet, Rockernet!
75 lightly armed anarchist Cultists: Train to be as Strong as The Ancestors!

[/quote]
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 23, 2015, 10:44:28 am
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.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 10:58:26 am
Turn 7:
All cultists without cancer: recruit.
Cancer victims: Summon me, and I will cure you.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 02:44:02 pm
I assume that my cultists have put the standard metal recycler in                                                                                                (lol)the bunker.
Me+100 cultists: Recrute.
100 cultists: Set up some molds for metal bars and various metal things to sell and some molds for weapon parts then get the recycler connected to them.
50 Cultists: Get summoning ingredients from Anthaju, for trade the 50 cultists now work for him(An alliance works 2 ways remeber.).

There, no huge list of actions.
also when is the end of turn summary?
recrute: [3] You and you cultists try to bring more to your cause.  It's not as effective as it could have been, but you still get loads of people (+150 cultists).
molding: [5] They build molds for a dozen different things, including knives and gun parts (don't ask how they got authorization for that) as well as amulets, bars, and rings that they can sell for teh moneyz. (Weapon molds made, trade good molds made) ((Don't try to argue that you meant for them to also use them, I'm not retconning that))
demand aid: [6] They walk into his base and try to get the Orb of Stalwart, but there's no Orb there. They tell you where the Orb is and offer your cultists a drink. They get confused and drink dragon blood instead of the punch Anthaju's cult offers... (-25 cultists, found Orb of Stalwart 1)

((End of turn comes when the turn ends))

Recruit more cultists
Cultists: Improve PR.
Recruit: [1] Oh dear, maybe you put that last point wrong... (+30 inquisitors)
PR: [4] They manage to salvage your reputation, at least to a mere controversy rather than abominable levels (PR now mixed)

50 inquisitors: guard the important guys
[1] Nah, this "Tavern wench" doesn't seem nearly as dangerous as they said she would be when we signed up, I'm going home. (-25 inquisitors)
important guys: recruit
[6] They put out a call for more to join their cause. Some respond, but others feel bad for you and join you instead. (+25 inquisitors, +20 cultists)
The rest: get weapons
[3] They find some sharp things, but nothing too impressive... or even modern... (these guys are now lightly armed)

Heh heh... I may now be mortal, but I have more power in this world than my rivals... you know what that means? That means fun things are going to happen soon.

Me: Work with the carps inquisitors and active the purge! Death to the carp! Nevermind, I have bigger fish to fry, pun intended. Purge the Trogdor before he gets summoned!
125 cultists: Try to upgrade the house doing whatever you can!
50 dudes: Ask the kitten for good public relations as well for those summoning ingredients; I already have quite a few cultists.
50 guys with guns: Prison breakout! Retrieve assassin guys!
25 people with pistols: Attack the carps Trogs cultists! From a distance of course. And remember the blindfold was a stupid idea.

Purge: [2] They aren't even active, what the hell are they doing?
cultists:
Upgrade: [5] They turn the tiny shack into a large pyramid with a labyrinth beneath and a shoddy shack on top. Don't ask why they kept the shitty shack, it's a sentimentality thing. Humans are weird like that. (gained pyramid with shoddy shack on top) ((Cultists are a strange creature indeed, able to build large pyramids in a single day, but still dumb enough to drink something after everyone else who drank it died))
negotiation: [2] You can't seem to get in touch with him, he's not answering your messages on psinet.
Break-out: [5] They pull an amazing heist and liberate all of your assassins out without getting caught. You shoulda been there, it was amazing. (assassins liberated.
Murder party fun time III: electric boogaloo: [4] They are helpless to your assault. Turns out sharp sticks don't stop gunfire. Who knew? (Trog loses 50 lightly armed cultists)

Disregard earlier action post.


Me and 50 cultists: Recruit more generic people to join my cult.
80 cultists: Retrieve Orb of Stalwart 2 and bring it back to death-trap fortress.
((It won't kill me right?))
5 wealthy cultists: Fund retrieval of Orb of Stalwart 2. (Hauling equipment, vehicles, whatnot.)
2 military veteran cultists: Supervise the ones getting the Orb of Stalwart, make sure they don't break it or die to the traps in the fortress.
((Just in case))
5 other wealthy cultists: Hire journalists to work on ihatecarp.com to write articles about the carp plague caused by carp thing.


Ok
Recruit: [4] You and your aids recruit more to your following. Those stupid inquisitors don't even realize you're out and about! Well, working at any rate... (+100 cultists)
Secure Orb: ((No promises)) [2] Despite their efforts, they can't get the door to the fortress open. Dammit, where did the keys go?
Hiring: [5] they get some super pro journalists who make amazing articles about the carp plague that has contaminated the water supply in California with fish poop. (Carp's PR is now bad, gained professional journalist hirelings)

TROG: 75 anarchist cultists, 75 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, has dragon blood


TROG: Telepathically Recruit some Like-Minded Individuals to be Cultists! That is, Rage Prone Psychopaths.
50 anarchist Cultists: SUMMON TROG!
25 anarchist Cultists: Try and Boost TROG'S Reputation Using the Stone-Age Version of the Internet, Rockernet!
75 lightly armed anarchist Cultists: Train to be as Strong as The Ancestors!

Recruit: [3] You manage to bring a couple more to your side, you're on your way to almost making up for those guys that just died (+25 cultists)
Summon: [1] Haha! They managed to summo- wait, this isn't you... (summoned GORT)
Spoiler: GORT (click to show/hide)
Reputation buffing: [1] Oh dear, turns out caveman speak isn't appreciated on this forum... (reputation now bad)
Train: [1] Training got a little too rough, it got called in before things got too bad so nobody learned anything (-25 lightly armed cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 23, 2015, 03:08:25 pm

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!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 03:13:40 pm
Wait, you control Gort?
I'm not best pleased.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 23, 2015, 03:15:14 pm
"HAHA! ME HAVE MUMMY HORDE SOON!!!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 03:21:41 pm
Wait, you control Gort?
I'm not best pleased.
Only if he leaves commands and is in proximity to give said commands, which you can imagine would have some ill effects on the cult...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 03:23:11 pm
aslandus can you control DF carp as you would control gort lucius or paul and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
oops weird glitches and i used up all my fish puns last time i did this.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 03:24:24 pm
aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 03:26:52 pm
"And I, dear TROG, will have the support of the US military.  Such crude tactics, but you are clearly nought but evil."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 23, 2015, 03:49:23 pm
Can you give a summary?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 23, 2015, 03:50:57 pm
Ahem.
Me: Attack the carp cult with lightning bolts!
100 cultists: Get that orb at my fortress door inside! (( I assume the orb is at the door, after all if it wasn't there then they wouldn't be trying to open the door.)) In the event the orb is not at the door, get the orb into my fortress.
80 cultists: Gather dragon's blood. Under no circumstances should you drink it.
50 cultists: Research banishment rituals that can be used to banish summoned horrors back to where they came from.
5 wealthy cultists: Fund the research of banishment rituals, you don't have to do the research yourself.
5 other wealthy cultists: Recruit some politicians to join my cult.
Journalist hires: Assault the carp thing some more on ihatecarp.com!
2 veterans: Make sure my cultists gathering dragon's blood don't drink it.


"Soon I shall be summoned!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 04:09:12 pm
Can you give a summary?

I was in the middle of making it when you posted that comment.
aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate

End of Turn 6.
score:
Unescargot: 230 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 2 veterans, professional journalist hirelings, has a fortress with malevolent architecture, access to Orb of Stalwart 2, host of ihatecarp.com, knows ritual of fading strength, 10 inquisitors in high places, 60 inquisitors

Tavern wench: 65 cultists, 50 recognizable cultists, well known, mixed PR, 80 inquisitors, 110 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active

TROG: 100 anarchist cultists, access to Orb of Stalwart 2, has dragon blood, bad PR, 30 inquisitors
-GORT(uninjured): nothing

Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a pyramid with a shoddy shack on top for a base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors

Koshu: 612 cultists, 80 empowered cultists, has a shoddy base with excellent defences, mixed PR, satellite launched, has a few spaceship components, 45 inquisitors

Rabe: 375 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff, access to Orb of Stalwart 1, 85 inquisitors

DF CARP: 220 cultists, 10 jester cultists, 25 armed cultists, 10 armored cultists, 10 depressed cultists, has a bunch of fish, has turned into a DF carp (it's what you always dreamed of), has partially gathered dragon blood, bad PR, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orbs of Stalwart 3 and 5

Rosabel: 145 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, access to Orbs of Stalwart 4, access to Orb of Storms 1, has dragon blood, has humanity's sympathy, 50 inquisitors
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 23, 2015, 04:25:47 pm
Turn 7:
All cultists without cancer: recruit.
Cancer victims: Summon me, and I will cure you.
Use powers to make random people feel happy.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 04:46:04 pm

aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate
he doesn't follow anything I want but can i still control my cultist's as I asked?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 23, 2015, 04:50:23 pm
300 Cultists with help from TROG's inquisitors and other TROG haters: Buy tons of potassium nitrate, sulfur and charcoal (or acquire them in other ways...) then mix them up into gunpowder with metal scrap for shrapnel far away from anything important and far from any explosives already made then transport(practically everybody has a car these days.) the bags to orb of stalwart 1 (Or whichever I have access to.) and pile the gunpowder close.

50 Cultists with instruction from me: Follow the others with some landmines and dragons blood(If the idiots drank it all get some more from the egipt dude and tell him to get far away)bury the landmines (If you don't have landmines set up remote detonators or a fuse cord to detonate when he appears.) in the middle of the summoning circle and summon Trogdor The Primal (unless the others haven't brought the other explosives) then RUN(Or walk away casually wearing sunglasses as a mushroom cloud rises up and bits of TROG fall down...                                      photo OP!).

50 Cultists: Stand guard with guns for if TROG somehow survives.


BWAHAHAHAHA!!!!!!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 23, 2015, 05:53:25 pm
Ahem.
Me: Attack the carp cult with lightning bolts!
100 cultists: Get that orb at my fortress door inside! (( I assume the orb is at the door, after all if it wasn't there then they wouldn't be trying to open the door.)) In the event the orb is not at the door, get the orb into my fortress.
80 cultists: Gather dragon's blood. Under no circumstances should you drink it.
50 cultists: Research banishment rituals that can be used to banish summoned horrors back to where they came from.
5 wealthy cultists: Fund the research of banishment rituals, you don't have to do the research yourself.
5 other wealthy cultists: Recruit some politicians to join my cult.
Journalist hires: Assault the carp thing some more on ihatecarp.com!
2 veterans: Make sure my cultists gathering dragon's blood don't drink it.


"Soon I shall be summoned!"

So... turn 7 action? Also, summoning a different horror... that's a brilliantly mad idea.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 23, 2015, 06:02:08 pm
Improve PR.
Cultists: Search for the artifacts.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 06:06:12 pm

aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate
he doesn't follow anything I want but can i still control my cultist's as I asked?
You can control yourself and your cultists as usual, nothing's really changed aside from the things you can do as carpmaster extraordinaire. But if you want to play it as if that you've been overtaken by some kind of madness that causes you to act completely differently (or causes me to decide what you do), then that's fine too.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 07:00:42 pm

aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate
he doesn't follow anything I want but can i still control my cultist's as I asked?
You can control yourself and your cultists as usual, nothing's really changed aside from the things you can do as carpmaster extraordinaire. But if you want to play it as if that you've been overtaken by some kind of madness that causes you to act completely differently (or causes me to decide what you do), then that's fine too.

hmmmmm soooooooooo yes... i will use that AHEM yes maaadness... deeefinetly not anything else.












p.s. just noticed you said "planet of infinite carp" but it's actually the "plane of infinite carp" it is in fact a universe filled with carp and nothing but that. also they manage to survive read the link i have in my character sheet.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 23, 2015, 07:10:30 pm
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"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 23, 2015, 07:45:17 pm
((It might be hard to do that when people keep reading those wonderful articles on ihatecarp.com. Enjoy the bad PR.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 08:58:42 pm
p.s. just noticed you said "planet of infinite carp" but it's actually the "plane of infinite carp" it is in fact a universe filled with carp and nothing but that. also they manage to survive read the link i have in my character sheet.
If I don't have time to do a full turn in one sitting, what makes you think I have time to read an entire article about a place I don't really care about?
You want me to read it, sum it up in four sentences or less.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 23, 2015, 11:14:10 pm
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)
Spoiler (click to show/hide)
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))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 24, 2015, 12:35:14 am
the bloody inquisitors
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 24, 2015, 01:21:25 am
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)
To clairify: the orb is at our base, just not indoors yet, correct? That is, it is within the fortified outer walls?

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)
Good work.

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))
((Question, can I use Telepathy to mind-edit my inquisitors into being loyal to me? (Assuming adequate rolls that is.) That was originally supposed be a explicit effect/side-effect, but you had already quoted the character sheet by the time I realized it was basically completely unclear from the description, and I would rather not waste a turn trying to do something Koshu has (retroactively? -ish?) never been able to do.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 24, 2015, 03:20:37 am
Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a pyramid with a shoddy shack on top for a base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors
Well, it seems some of us here are getting ready to be summoned. Except I WON'T LET YOU.
125 cultists: Activate Koshu's inquisitors by making it look like a giant meteor falling to earth!
50 cultists: Activate Smiley or whatever her name is' inquisitors!
Murder party IV: Raid Koshu's base! Destroy their orb and steal their dragon blood! Kill anyone who gets in the way.
Assassins minus 25: Poison Trog's guys!
25 Assassins: Disguise yourselves and sell some of the poison in the black market!
Me: Weigh the soul of the Trog!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 07:16:57 am
Either:
1. I find out if you can summon someone whos in the same dimension but if I can't(Shouldn't it be easier?)
2. I change the target to the tavern wrench.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 07:18:43 am
((It might be hard to do that when people keep reading those wonderful articles on ihatecarp.com. Enjoy the bad PR.))
DEFINETLY a cod
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 07:27:07 am
p.s. just noticed you said "planet of infinite carp" but it's actually the "plane of infinite carp" it is in fact a universe filled with carp and nothing but that. also they manage to survive read the link i have in my character sheet.
If I don't have time to do a full turn in one sitting, what makes you think I have time to read an entire article about a place I don't really care about?
You want me to read it, sum it up in four sentences or less.

the plane of infinite kittens carp : an infinite plane of carp it is literally a universe made of carp when carp are in the pile they arent effected by pressure or needing to breathe hunger and the such when removed from the pile they are for all intents and purposes normal (need to breathe can get crushed can get hungry) but as we all know in an infinite universe pile of carp anything can and will happen as long as it is a carp eldritch carp are about the rarest carp in this plane only about one every 100000000000000000000000 light-years and in the farthest reaches relative to anything (the plane of infinite carp is weird they can only get places if they want to) are massive colony's of DF carp

p.s.  i think my carp making powers work by swapping something with the plane of infinte carp however it doesn't work on me.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 07:38:28 am
I think you just can't target it carpside.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 07:41:12 am
OH COD so ive gotten my self into taking massive amounts of actions each turn this'll take forever.
ok
DF carp: HAVDRAGUUL SAGADUUL FADRAGUL ZAGANUUUL FRADEIGOO NADRFOOL FAGDRAGOOL ZAGABOIN VAGLADOO**
50 DF carp cultists: find an orb of stalwart
50 DF carp cultists: find dragon's blood please refrain from drinking it unless you are a bearded alchoholic (if you are why would you be part of my cult)
cult of the plane of infinite carp jester cultists: do more shows get moar cultists.
cult of the plane of infinite carp: eat sandwiches made from the infidels flesh.(mostly tunas tey're jealous of carp)
cult of the holy glub: DESTROY THE INFIDELS WITH FIRE.
cult of the final carp:HAFRAGOR JACUNU LATHFOLAS CAREBEINF THEDYU OUS*.


*roughly translated as" SUMMON THE ELDRITCH LORD CTHULU.
** roughly translated as "sacrifice all the accessible humans to gain the power to dimension hop"if that's not possible then"sacrifice all the accessible humans to gain the power to absorb other horrors and gain their power"
((does human blood work for the summoning circle.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 07:42:18 am
OH COD so ive gotten my self into taking massive amounts of actions each turn this'll take forever.
ok
DF carp: get out of this body leave the old carp alive he will make a nice pet.
50 DF carp cultists: find an orb of stalwart
50 DF carp cultists: find dragon's blood please refrain from drinking it unless you are a bearded alchoholic (if you are why would you be part of my cult)
cult of the plane of infinite carp jester cultists: do more shows get moar cultists.
cult of the plane of infinite carp: turn me back before summoning me


sorry have to go i'll do the rest later
sorry about double posting again i'm not sure why my computer is doing this.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 24, 2015, 08:04:13 am
((Was that double post intentional? If it was, I'm going to focus on attacking you after I'm summoned.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 24, 2015, 09:17:43 am
"WE KEEP KONG AS BROTHER!!! KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!! BUT FIRST WE SHOW OFF!!!"


TROG: HELP KONG SMASH INQUISITORS!!!
Gort: Raid the Nearest Retirement home and turn everybody there into Mummies!
Mummies: Age The Elderly to make more Mummies!
KONG: SMASH INQUISITORS!!!
50 Old Anarchist Cultists: Post Videos of TROG AND KONG SMASHING The Inquisitors on YouTube to Boost Public Opinion of Them!
25 Anarchist Cultists: Use the Smashing Videos to get Cultists to Follow TROG AND KONG!
New Cultists: Get some Military Grade Weapons!


((OK, I Win, Gimme a Trophy.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 24, 2015, 10:10:16 am
"WE KEEP KONG AS BROTHER!!! KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!! BUT FIRST WE SHOW OFF!!!"
KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!!
UGLY EGYPTIAN FACE
(http://i.imgur.com/pgIU7xh.png)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 24, 2015, 10:45:09 am
Gwaaaaaah-
Right
Is it possible to persuade inquisitors to back down?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 11:01:06 am
Gwaaaaaah-
Right
Is it possible to persuade inquisitors to back down?

They're not active right now, but you might want to get yourself summoned before they Orb-block you
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 24, 2015, 11:16:16 am
All cultists summon me.
Use happiness powers to make them happier.

"Koshu, what would you do if you conquered this planet?"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 12:26:32 pm
I think he wants to go to other planets
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 12:58:22 pm
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)
To clairify: the orb is at our base, just not indoors yet, correct? That is, it is within the fortified outer walls?

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))
((Question, can I use Telepathy to mind-edit my inquisitors into being loyal to me? (Assuming adequate rolls that is.) That was originally supposed be a explicit effect/side-effect, but you had already quoted the character sheet by the time I realized it was basically completely unclear from the description, and I would rather not waste a turn trying to do something Koshu has (retroactively? -ish?) never been able to do.))
To the first: It is near your base, but outside and exposed. Anyone can use it, and it can be destroyed if some inquisitors (or cultists on a mission) get their grubby hands on it.

To the recruiting: you can indeed recruit from your inquisitors, but it is MUCH less effective than recruiting people neutral to you, since they already hate you. You'll get half hiring rates at best and your cultists can't help. Such is the danger of sending hundreds of cultists to recruit. Not to mention that if you fuck it up your cultists might join the inquisition instead of the other way around.

Ahem.
Me: Attack the carp cult with lightning bolts!
100 cultists: Get that orb at my fortress door inside! (( I assume the orb is at the door, after all if it wasn't there then they wouldn't be trying to open the door.)) In the event the orb is not at the door, get the orb into my fortress.
80 cultists: Gather dragon's blood. Under no circumstances should you drink it.
50 cultists: Research banishment rituals that can be used to banish summoned horrors back to where they came from.
5 wealthy cultists: Fund the research of banishment rituals, you don't have to do the research yourself.
5 other wealthy cultists: Recruit some politicians to join my cult.
Journalist hires: Assault the carp thing some more on ihatecarp.com!
2 veterans: Make sure my cultists gathering dragon's blood don't drink it.


"Soon I shall be summoned!"
((Oh god, the actions! So many actions!))
Assault on carp-an: [1] Damn, these lightning bolts are really hard to aim (-100 cultists)
Moving: [2] *Slip* What the? Who covered this thing in grease?
Gather the awesome koolaid mix dragon blood: [3] They collect a bit, but not enough... (dragon blood partially gathered)
"Go home" ritual: [1] They find the perfect ritual for banishing horrors back to the abyss! ("banishing" ritual found)
Lobbying: [5] They convince (well, pay off) a bunch of politicians to help you (gain 5 cultists in high places).
Badmouthing: [4] They make carp seem like a huge jerkoff (carp is now detested by humanity)

300 Cultists with help from TROG's inquisitors and other TROG haters: Buy tons of potassium nitrate, sulfur and charcoal (or acquire them in other ways...) then mix them up into gunpowder with metal scrap for shrapnel far away from anything important and far from any explosives already made then transport(practically everybody has a car these days.) the bags to orb of stalwart 1 (Or whichever I have access to.) and pile the gunpowder close.

50 Cultists with instruction from me: Follow the others with some landmines and dragons blood(If the idiots drank it all get some more from the egipt dude and tell him to get far away)bury the landmines (If you don't have landmines set up remote detonators or a fuse cord to detonate when he appears.) in the middle of the summoning circle and summon Trogdor The Primal (unless the others haven't brought the other explosives) then RUN(Or walk away casually wearing sunglasses as a mushroom cloud rises up and bits of TROG fall down...                                      photo OP!).

50 Cultists: Stand guard with guns for if TROG somehow survives.


BWAHAHAHAHA!!!!!!
Gunpowder R us: [4] They work like clockwork and deliver explosives to the inquisitors and cover the Orb of Stalwart in explosives (Trog's inquisitors have explosives, Orb of Stalwart 1 rigged to blow up)
Summoning: [4] They can't summon Trog because they don't know his language and he's already been summoned, but they summon you and carry you away as they blow up the Orb, screwing over everyone else who needed it. (summoned, Orb of Stalwart 1 destroyed)
Guard: [4] They stand guard over your base because if Trog's going to hit anywhere it'll probably be there.

Improve PR.
Cultists: Search for the artifacts.
PR: [6] You summon booze and snacks for crowds of people. They get rowdy and you are blamed for the damage. (moderately bad PR)
Search: [6] One of your cultists finds a funny mask. It sticks to his face and won't come off. He lets loose a laugh, fell and terrible. (-1 cultist, gained Crux the Mad) ((vagueness is my best weapon in this game, in case you can't tell))
Spoiler (click to show/hide)

Armed Inquisitors: kill the cultists
[6] TO THE SLAUGHTER! They charge into battle with righteous fervor and butcher your cultists to the last, but they are not without losses. It was pretty brutal, let's just leave it at that. You gain a little PR due to pity after reports of the tragedy spread. (-65 cultists, -50 recognizable cultists, -60 lightly armed inquisitors, PR now mixed) ((And that's why you don't let inquisitors get this much of an advantage, sorry))
Inquisitors in high places: recruit
[2] They have a busy schedule and can't fit more pep rallies into it, maybe later
Other inquisitors: train for battle
[5] They train with their best and manage to get some pretty impressive (80 inquisitors now well trained)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 01:55:11 pm
25 Cultists: Turn on and manage the smeltery.
Me and 175 Cultists: Go on an arrival tour to recruit, maybe if theres any musicians they can pick up some instruments from the forge to make a marching band.
25 Cultists: Get my inquisitors arrested before they can make trouble.
100 Cultists: Steal last orb of stalwart and transport it back to the bunker(Invite kosu's cultists so they can perform the summoning.).
50 Cultists(kitten party): Try to get into high places.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 24, 2015, 02:33:06 pm
"WE KEEP KONG AS BROTHER!!! KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!! BUT FIRST WE SHOW OFF!!!"
KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!!
UGLY EGYPTIAN FACE
(http://i.imgur.com/pgIU7xh.png)

((Pardon me Sl4cker, Just getting into Character. Also, Is the picture a reference? If so I'd appreciate a Link of some kind. Evonix, Good idea with the Explosives, Although I doubt anything short of a Nuclear Arsenal is going to save those Inquisitors at this point. In other news: I sense that Kong's going to be quite some trouble in a few turns...))

"HA! WANNABE PHARAOH TUTANKHAMUN'S REIGN WILL BE JUST AS SHORT! HECK, MY CLUB WOULD PROBABLY IMPROVE IT! HAHA, ME FUNNY!!! SILLY CUBE THINKS FLUTES AND TUBAS WILL SAVE HIM FROM TROG?!? RAGH!!!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 02:42:01 pm
Whoops, missed one
Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a pyramid with a shoddy shack on top for a base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors
Well, it seems some of us here are getting ready to be summoned. Except I WON'T LET YOU.
125 cultists: Activate Koshu's inquisitors by making it look like a giant meteor falling to earth!
50 cultists: Activate Smiley or whatever her name is' inquisitors!
Murder party IV: Raid Koshu's base! Destroy their orb and steal their dragon blood! Kill anyone who gets in the way.
Assassins minus 25: Poison Trog's guys!
25 Assassins: Disguise yourselves and sell some of the poison in the black market!
Me: Weigh the soul of the Trog!

Getting aggressive I see...
Activate inquisitors: [5] You get your cultists to send out letters to Smiley and Koshu's inquisitors telling them to get moving, along with telling them where their cults are situated. The letters get delivered and the party is beginning. (Rosabel and Koshu's inquisitors activate)
THE PARTY IS NOW: [6] They bash themselves against the door to the fortified walls repeatedly, while having heavy things dropped on them. Many of them die before they realize they can just smash the orb that's sitting outside and be done with it. Somewhere in the distance they hear the lamentation of two horrors screaming in fury (Orb of Stalwart 4 destroyed, -50 cultists)
POISON: [2] Trog's guys aren't allergic to peanuts, so your peanut oil-based poison didn't work. In the future, subtlety takes a backseat to effectiveness.
Selling out: [6] They sell a bunch of poison to the other horror's cults. Now everyone can get poison easily. You do make some money though. (poison now available for all, gained money)
Weigh: [5] Oh... oh my... you think it would be better not to say what you saw in that soul to polite company... This calls for SPECIAL treatment... (TROG now afflicted by 10 plagues of egypt)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 24, 2015, 02:54:48 pm
"OWIE! STUPID LOCUSTS! ME HIT BACK!!!"


TROG: Use Earth-Shaping Abilities to Destroy The Nile River and Flood Egypt.
Gort: Raid the Nearest Retirement home and turn everybody there into Mummies and use The Ancient Weapons ability on the Military Grade Weapons!
Mummies: AGE Anthaju's Cult!
KONG: SMASH ANTHAJU!!!
25 Old Anarchist Cultists: Post Videos of TROG AND KONG SMASHING and Flooding Egypt on YouTube to Boost Public Opinion of Them!
25 Anarchist Cultists and 25 Old Anarchist Cultists: Use the Flood Videos to show TROG'S POWER and Gather Followers!
New Cultists: Get some Military Grade Weapons!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 24, 2015, 02:55:50 pm
((..... oh come on.))


Me: Recruit more generics.
30 cultists: Recruit more generics.
80 cultists: Get the blasted Orb of Stalwart at our fortress door inside dangit!
5 wealthy cultists: Hire some herbalists, botanists, explorers, and guides (all as one group) to gather dragon's blood and bring it back to our fortress.
5 other wealthy cultists: Secretly fund Koshu's inquisitors, buy them weapons, armor, vehicles, whatnot.
5 politician cultists: Recruit more politicians to join our cult! ((I have a master plan involving politicians and wealthy people.))
Journalist hires: Write negative articles about Koshu's cult!
2 veterans... Talk to some of your veteran buddies and convince them to join our cult.
Anybody I may have missed: Post comments on ihatecarp.com about the carp plague and whatnot.



((I don't trust that banishing ritual... lets test it out on Koshu or carp one of these days.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 02:59:15 pm
((Was that double post intentional? If it was, I'm going to focus on attacking you after I'm summoned.))
no i'm not sure what's up with this thing double posting
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 03:12:34 pm
I don't even know if everyone has taken action this turn, but the turn's over now.
End of Turn 7.
score:
Unescargot: 130 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 5 cultists in high places, 2 veterans, professional journalist hirelings, has a fortress with malevolent architecture, access to Orb of Stalwart 2, partially gathered dragon blood, host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual, 10 inquisitors in high places, 60 inquisitors

Tavern wench: well known, mixed PR, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active
-Crux the mad: nothing

TROG (uninjured): summoned, afflicted with 10 plagues of egypt (10), 75 anarchist cultists, 50 middle aged cultists, access to Orb of Stalwart 2, has dragon blood, moderately bad PR, 30 heavily armed inquisitors, inquisitors have explosives, inquisitors activated
-GORT(uninjured): guarding 50 cultists and summoning site
-KONG(uninjured): nothing

Anthaju(uninjured): summoned, 175 cultists, 25 armed trained cultists, 75 assassin cultists, has a pyramid with a shoddy shack on top for a base, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot and TROG, destroyed Orb of Stalwart 4, has money, 5 slow strong mummy inquisitors

Koshu: 612 cultists, 80 empowered cultists, has a tool shed base with excellent defences, mixed PR, satellite launched, has a few spaceship components, 250 inquisitors, inquisitors activated

Rabe (uninjured): summoned, 375 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff, destroyed Orb of Stalwart 1, second in command to carp's faction, 85 inquisitors

DF CARP: 100 nonfactionated cultists, 220 cultists divided into 3 factions, 10 jester cultists (plane faction), 25 armed cultists (final faction), 10 armored cultists (final faction), 10 depressed cultists (glub faction), has a bunch of fish, has turned into a DF carp (it's what you always dreamed of), has partially gathered dragon blood, destroyed the focus stone, going crazy, detested by humanity, 52 inquisitors, inquisitors active, inquisitors destroyed Orbs of Stalwart 3 and 5

Rosabel: 145 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, has dragon blood, has humanity's sympathy, 172 inquisitors, inquisitors activated

Other: Poison widely available

((Well, down to one Orb of Stalwart, might be time for a little cascade if the ritual gets pulled off fast enough...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 03:15:07 pm
Egypt dude I want to summon kosu then I will help you destroy the orbs of stalwart.
I wish to change my last command in light of that information:125 Cultists+Final faction: Find and steal the last orb of stalwart.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 03:18:46 pm
Egypt dude I want to summon kosu then I will help you destroy the orbs of stalwart.
You're negotiating with the wrong guy, Trog and Unescargot are the only ones with access to the last orb... In hindsight, you really shouldn't be able to destroy orbs you don't have access to, even if you do attack someone that does...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 03:25:04 pm
Egypt dude I want to summon kosu then I will help you destroy the orbs of stalwart.
I wish to change my last command in light of that information:125 Cultists: Find and steal the last orb of stalwart.
Maybe you should edit the COMMAND ITSELF instead of this message then
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 03:25:21 pm
ok
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 24, 2015, 03:25:59 pm
aslandus are there other ways of getting to earth ii mean is it possible?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 24, 2015, 03:28:14 pm
((..... oh come on.))


Me: Attack anyone who tries to steal the orb at my fortress door with lightning. If nobody comes, just recruit generics.
30 cultists: Recruit more generics.
80 cultists: Get the blasted Orb of Stalwart at our fortress door inside dangit! ASAP!
5 wealthy cultists: Hire some herbalists, botanists, explorers, and guides (all as one group) to gather dragon's blood and bring it back to our fortress.
5 other wealthy cultists: Secretly fund Koshu's inquisitors, buy them weapons, armor, vehicles, whatnot.
5 politician cultists: Recruit more politicians to join our cult! ((I have a master plan involving politicians and wealthy people.))
Journalist hires: Write negative articles about Koshu's cult!
2 veterans... Talk to some of your veteran buddies and convince them to join our cult.
Anybody I may have missed: Post comments on ihatecarp.com about the carp plague and whatnot.



((I don't trust that banishing ritual... lets test it out on Koshu or carp one of these days.))
((My turn eight.))

aslandus are there other ways of getting to earth ii mean is it possible?

There is one way, possibly another: the cascade ritual. If your cult fires off the cascade ritual at the city of Folston, taking several turns, all horrors will be summoned there to do battle. I estimate my chances of winning that at 35%. I also have a "banishing" ritual wish I suspect may do the opposite. Or it may horribly rend whichever horror it is used on.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 03:34:13 pm
aslandus are there other ways of getting to earth ii mean is it possible?
The cascade summons all the horrors to earth, and forces a brawl royale. Are you a bad enough dude to wrestle all these bastards to death in three turns? (also if you don't then the game ends in a draw between the survivors)

No other way by default, though I might let you research one (but using it would definitely have a cost much higher than the default ritual)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 24, 2015, 03:40:40 pm
Do you need an orb of stalwart to do it? also I edited my command
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 04:03:45 pm
Do you need an orb of stalwart to do it? also I edited my command
I dunno, research it and I'll make it up, but if nobody cares enough to try then I won't bother to come up with a method...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 24, 2015, 04:21:37 pm
If things get out of hand, Rosabel may well put that Orb of Storms to good use.

All but 50 cultists: Summon me!
50 cultists: Attempt to begin negotiations with the inquisitors. Don't go out there physically: they're likely to paste you into dust.
Me: Use powers to influence the results of the negotiations in my favour.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 24, 2015, 05:43:22 pm
Improve PR.
Cultists: Search for the artifacts.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 24, 2015, 08:19:03 pm
Okay, first of all. we need Trog down first and foremost; he has the lead in terms of firepower...

So we'll just have to fight fire with fire.

50 cultists: Try to summon one of my siblings! If Trogdor wants a fight with the gods, He shall have it! Find the last Orb now!
Me: Give 75 cultists the power of the dead!
75 dudes: If you are currently beings of pure darkness and death, murder Rosabel's cultists! If not, use the money to bribe the military into blowing Trogdor up.
Pew pew crew: Guard the base!
Assassins: Find out how to do the banishing ritual, at all costs. What I am saying is kidnap Unescargot's cultists and torture them until they give information.
50 cultists: If 75 dudes are now using the power of the dead, bribe the military into blowing Trogdor up. If they are not, Recruit people!


Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 24, 2015, 09:38:13 pm
Turn 8 actions:

Koshu: if at any time Koshu is summoned (or otherwise ends up on or near Earth) grab Rosabel and Rabe (if present) and ascend to at least a kilometer away from the ground. If things have not gone so badly wrong that gaining altitude consumes Koshu's action for the turn, send flaying storms of telekinetic glass, rock and metal at anything that looks both hostile and capable of flight, high jumps or ranged attacks.

80 empowered cultists: research cascade ritual, knowing my luck we will likely need it. If anyone attacks or harrasses you, call the cops.

150 cultists: get dragon blood. Do not eat it.

312 cultists: assist Rabe's 125 cultists and (I think?) Rosabel's all but 50 cultists in stealing the Orb of Stalwart. Then guard the Orb of Stalwart to prevent anyone from destroying it. Alternatively, if Unescargot changes their mind about attacking us, do not bother stealing it and just assist Unescargot, Rabe, and Rosabel in securing and guarding it.

150 cultists: summon me.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 24, 2015, 10:05:30 pm
Sorry guys, just realized I missed a few of the Orbs on the inventory, the only Orb of Stalwart that isn't destroyed is OoS 2, so if you have any other orb in your score slot then I made a mistake and it's not supposed to be there.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 12:29:36 am
What happened to OoS 4?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 25, 2015, 01:50:15 am
((I blew it up.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 02:08:55 am
Darn.
What does the Orb of Storms do?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 07:24:48 am
Summon storms, more precisely call harsh wind and rain similar to a storm. Presumably it is used in a ritual similar to the summoning ritual.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 25, 2015, 08:29:29 am
I get the feeling I'm about to be swarmed with enemies. Hold on a minute...

5 wealthy cultists who would have otherwise funded Koshu's inquisitors: Hire a team of scholars to research a ritual that uses one Orb of Stalwart to summon multiple horrors.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 08:35:50 am
If it involves stealing the orb, I will cooperate with Koshu's plans. It seems reliable enough, and its goals interest me. 
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 25, 2015, 11:11:03 am
The cascade must not complete!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 25, 2015, 11:11:56 am
a ritual that uses one Orb of Stalwart to summon multiple horrors.
I do not belive the normal summoning ritual consumes the orb of stalwart, so that ritual could just be the concatenation of multiple consecutive standard summoning rituals.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 11:14:22 am
The cascade must not complete!
Agreed. We need to get 3 of us onto the planet.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 11:43:07 am
OH COD so ive gotten my self into taking massive amounts of actions each turn this'll take forever.
ok
DF carp: HAVDRAGUUL SAGADUUL FADRAGUL ZAGANUUUL FRADEIGOO NADRFOOL FAGDRAGOOL ZAGABOIN VAGLADOO**
50 DF carp cultists: find an orb of stalwart
50 DF carp cultists: find dragon's blood please refrain from drinking it unless you are a bearded alchoholic (if you are why would you be part of my cult)
cult of the plane of infinite carp jester cultists: do more shows get moar cultists.
cult of the plane of infinite carp: eat sandwiches made from the infidels flesh.(mostly tunas tey're jealous of carp)
cult of the holy glub: DESTROY THE INFIDELS WITH FIRE.
cult of the final carp:HAFRAGOR JACUNU LATHFOLAS CAREBEINF THEDYU OUS*.


*roughly translated as" SUMMON THE ELDRITCH LORD CTHULU.
** roughly translated as "sacrifice all the accessible humans to gain the power to dimension hop"if that's not possible then"sacrifice all the accessible humans to gain the power to absorb other horrors and gain their power"
((does human blood work for the summoning circle.))
*spritz spritz* bad carp, one action per group per turn! I'm cutting you off, only the first post gets done! ((No, human blood doesn't work, which is what those nutty cthulhu cultists need to get through their thick heads.))

Demand all teh summonz: [1] You go berserk while making demands and several of your followers go mad (50 cultists now insane)
Find Orb: [2] There don't seem to be many of those around anymore... they do find a bunch of crushed quartz though...
find dragon's blood: [no roll] They pick up where they left off and collect the rest of the dragon blood
recroot: [6] they find some people, but also gain some ire (+20 cultists, +20 inquisitors)
murder party fun time V: remastered: [6] "Yeah! Fuck those new age carp cultists! We were in this before it was cool!" (-120 cultists, -60 factionated cultists)
OP ritual research: [2] Nothing in any manuscripts or physics textbooks even suggests that's possible.

Inquisitors: get weapons
[6] Well, that operation could've gone better, but you can't argue with the results (inquisitors gain mustard gas, -30 inquisitors)
((These groups don't divide up evenly, how many people are supposed to be in each?))

"WE KEEP KONG AS BROTHER!!! KONG AND TROG BOTH SMASH ANTHAJU'S UGLY EGYPTIAN FACE IN!!! BUT FIRST WE SHOW OFF!!!"


TROG: HELP KONG SMASH INQUISITORS!!!
Gort: Raid the Nearest Retirement home and turn everybody there into Mummies!
Mummies: Age The Elderly to make more Mummies!
KONG: SMASH INQUISITORS!!!
50 Old Anarchist Cultists: Post Videos of TROG AND KONG SMASHING The Inquisitors on YouTube to Boost Public Opinion of Them!
25 Anarchist Cultists: Use the Smashing Videos to get Cultists to Follow TROG AND KONG!
New Cultists: Get some Military Grade Weapons!


((OK, I Win, Gimme a Trophy.))
((No trophy until all other horrors are dead))
Breaky breaky inquisitors: [3] They crush, maim, and destroy the inquisitors, except for the few that managed to hide. The explosives went off. All the explosives. (-25 inquisitors, TROG moderately wounded, KONG lightly wounded)
Mummies 4 lyf: [6] He creates dozens of mummified followers from the retirement home. It turns out it was closer to your cult than you realized. (older cultists now mummies, +25 mummies)
Youtube: [6] The videos get posted as planned, but it doesn't get the response you wanted. (TROG despised by humanity, humanity activated)
recruit: [4] They manage to find some who are still willing to join, despite the danger (+25 cultists).

Inquisitors: Aim and pray, attack TROG with your rocket launchers and hope for the best
[1] Malfunction. (-5 inquisitors)

((..... oh come on.))


Me: Recruit more generics.
30 cultists: Recruit more generics.
80 cultists: Get the blasted Orb of Stalwart at our fortress door inside dangit!
5 wealthy cultists: Hire some herbalists, botanists, explorers, and guides (all as one group) to gather dragon's blood and bring it back to our fortress.
5 wealthy cultists who would have otherwise funded Koshu's inquisitors: Hire a team of scholars to research a ritual that uses one Orb of Stalwart to summon multiple horrors.
5 politician cultists: Recruit more politicians to join our cult! ((I have a master plan involving politicians and wealthy people.))
Journalist hires: Write negative articles about Koshu's cult!
2 veterans... Talk to some of your veteran buddies and convince them to join our cult.
Anybody I may have missed: Post comments on ihatecarp.com about the carp plague and whatnot.



((I don't trust that banishing ritual... lets test it out on Koshu or carp one of these days.))
((Probably wise, considering you rolled a 1. I feel like I need to put your turn before the peeps trying to steal the orb.))
RECRUIT: [3] Everyone manages to find some people to join on, but not a very impressive margin. (+40 cultists, +3 cultists in high places, +1 veteran)
Secure the orb already!: [4] They finally haul the Orb inside after leaving it out in the rain for most of the day. A little tarnished, but still perfectly useable. (Orb of Stalwart secured, other horrors lose access unless they are allies)
collect dragon blood: [no roll] The last of the dragon blood required gets collected, and the herbalists etc. leave after the job is done (dragon blood collected)
research: [2] There aren't any scholars willing to look into something as silly as "rituals" ((though nothing says you can't use the summoning ritual multiple times if you have the stuff for it))
Mudslinging: [5] yeah, screw those guys! (Koshu now has very bad PR)
Internetery: [4] They make carp look even worse than he already does, though it's not very effective since carp's reputation is only slightly above hitler. (carp now detested by humanity)

25 Cultists: Turn on and manage the smeltery.
Me and 175 Cultists: Go on an arrival tour to recruit, maybe if theres any musicians they can pick up some instruments from the forge to make a marching band.
25 Cultists: Get my inquisitors arrested before they can make trouble.
100 Cultists: Steal last orb of stalwart and transport it back to the bunker(Invite kosu's cultists so they can perform the summoning.).
50 Cultists(kitten party): Try to get into high places.
Maintenance: [2] They don't tend the equipment properly, but it doesn't really do anything.
recruit: [2] Nobody wants to help you. Must be dog people.
whistle-blowing: [6] Your cultists try to sell out the inquisitors and end up on the news. Turns out the inquisitors didn't know where they were this whole time and now they do. The police manage to arrest some of them on trumped up charges, but the rest are gonna be trouble (inquisitors activated, 20 inquisitors arrested)
grand theft Orb: [1] Hey boss! We found that Orb! *boom*
There isn't enough left of those who were near the "orb" to fill a teacup. (-75 cultists)
high places: [4] Some of them manage to get into high places and others get some recognition. (10 cultists now in high places, 40 now recognizable)

If things get out of hand, Rosabel may well put that Orb of Storms to good use.

All but 50 cultists: Summon me!
50 cultists: Attempt to begin negotiations with the inquisitors. Don't go out there physically: they're likely to paste you into dust.
Me: Use powers to influence the results of the negotiations in my favour.

Summonz: [5] They try to use the orb of storms for the summoning ritual instead of an orb of Stalwart and summon a tornado which will obey your commands until it dissipates (gain one tornado (3))
Email power: [6] Your cultists manage to negotiate with them a little, but then say something rude and make it worse. (nothing really happens(

Inquisitors: destroy the orb!
[5] They smash the Orb of Storms. No more weather minions for you! (Orb of Storms 1 destroyed)

((Maybe you guys should stop posting their commands before the actions for the turn are done, it was fine when there were 3 or 4 people playing but now a lot happens within a turn and when you post new commands I can't tell which commands I'm supposed to be using))

((Sorry guys, my computer just crashed and these are all the commands I could salvage. I'll have to reroll and rewrite the rest.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 11:51:11 am
Well, TROG may soon have a tornado in his face.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 25, 2015, 11:51:55 am
TURN 9 ACTION
DF carp: sacrifice some people in a summoning circle see what happens
factioned cultists: turn me back
new cultists: make a war between a couple horrors
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 11:53:57 am
The cascade must not complete!
Agreed. We need to get 3 of us onto the planet.
Actually it's 7, I changed the rules since it doesn't seem like there was any way the cascade could happen if it became impossible the moment 3 horrors got summoned. That said, sub horrors count too so only one more horror needs to get summoned to disable it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 11:54:35 am
whoo
tornadoes = power
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 25, 2015, 12:04:00 pm
((Is turn eight done? By the way I might collect storm orbs.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 12:16:11 pm
((Is turn eight done? By the way I might collect storm orbs.))
Hell no, but I need to finish doing all these actions and wanted to take a break after losing about three people's actions from my computer crashing.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 25, 2015, 01:42:48 pm
((Maybe you guys should stop posting their commands before the actions for the turn are done, it was fine when there were 3 or 4 people playing but now a lot happens within a turn and when you post new commands I can't tell which commands I'm supposed to be using))
Sorry about that; I have been worried about missing a turn if I could not get back to the computer soon enough.
((Sorry guys, my computer just crashed and these are all the commands I could salvage. I'll have to reroll and rewrite the rest.))
My condolences.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 02:42:49 pm
Improve PR.
Cultists: Search for the artifacts.
PR: [4] You manage to get people back on your side after all this time. (now PR is good)
search: [irrelevant] all your nothing searches and finds nothing.
Crux: FIREWORKS! ALL THE FIREWORKS!!!
[7][2]=carp's cultists (plane faction) are targeted
[5] Massive explosions rend them apart. Well, they don't need to paint the plane faction's headquarters now... assuming they like blood-rust brown... (-70 cultists, -10 jester cultists)
GYUAHAHAHAHAA!!!

Inquisitors: find some cool stuff to use against TW
[2] Nope, no cool stuff here.

Okay, first of all. we need Trog down first and foremost; he has the lead in terms of firepower...

So we'll just have to fight fire with fire.

50 cultists: Try to summon one of my siblings! If Trogdor wants a fight with the gods, He shall have it! Find the last Orb now!
Me: Give 75 cultists the power of the dead!
75 dudes: If you are currently beings of pure darkness and death, murder Rosabel's cultists! If not, use the money to bribe the military into blowing Trogdor up.
Pew pew crew: Guard the base!
Assassins: Find out how to do the banishing ritual, at all costs. What I am saying is kidnap Unescargot's cultists and torture them until they give information.
50 cultists: If 75 dudes are now using the power of the dead, bribe the military into blowing Trogdor up. If they are not, Recruit people!

Orb: [1] They walk over to where they think the orb is and never come back. (-50 cultists)
Give power: [2] You can't muster your link the death enough to grant the power, they'll have to stay mundies for now...
bribe: [1] Turns out the military doesn't take bribes, nor do they appreciate the insinuation that they do. Who knew? (-75 cultists)
Guard: [5] They do an excellent job standing guard over the base, if anyone wants to get in they'll have to go through these guys. (25 badass dudes guarding)
research: [3] They "convince" one of Unescagot's cultists to tell them the ritual they'd found. Surprisingly, they tell the ritual before the torture starts. Your cultists release them without incident since they were so helpful. (learned "banishing" ritual)
recroot: [2] All by ourselves... fighting wars, all by ourselves!

Turn 8 actions:

Koshu: if at any time Koshu is summoned (or otherwise ends up on or near Earth) grab Rosabel and Rabe (if present) and ascend to at least a kilometer away from the ground. If things have not gone so badly wrong that gaining altitude consumes Koshu's action for the turn, send flaying storms of telekinetic glass, rock and metal at anything that looks both hostile and capable of flight, high jumps or ranged attacks.

80 empowered cultists: research cascade ritual, knowing my luck we will likely need it. If anyone attacks or harrasses you, call the cops.

150 cultists: get dragon blood. Do not eat it.

312 cultists: assist Rabe's 125 cultists and (I think?) Rosabel's all but 50 cultists in stealing the Orb of Stalwart. Then guard the Orb of Stalwart to prevent anyone from destroying it. Alternatively, if Unescargot changes their mind about attacking us, do not bother stealing it and just assist Unescargot, Rabe, and Rosabel in securing and guarding it.

150 cultists: summon me.
Koshu: [5] That'll be great when you actually do it.
Research: [3] They find some references to it, apparently it takes <equivalent time of 3 turns> to perform and requires at least 100 cultists to perform, and they must devote their undivided attention to it or it will dissipate. They can't find anything more about it, not even what materials to perform it, maybe in the library of the next town... (partially researched cascade)
dragon blood: [1] good news: they resist the urge to drink dragon blood. Bad news: they didn't find any dragon blood. Also bad news: Several of them are terrified of all the danger this cult is facing and flee for their lives. (-50 cultists)
Grand theft Orb: [2] "Huh? Where's the orb again? I don't remember seeing any orb but that one we used to summon you..."
sommunz: [irrelevant] You can't do the ritual now, not only do you not have the materials but there aren't enough hours left in the day to set up, it needs the whole turn to perform so you have to have all the materials one turn before.

Inquisitorz: arm yeselves
[4] They find a weapons cache from the military. The cases are a bit rusted so they are probably abandoned. Oh well, good enough for them! (250 inquisitors armed)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 25, 2015, 02:51:35 pm
((It occurs to me that I can summon myself, but nobody else can. I am now the Target, and I am targeted to a degree equal to that of the Target from the Warrens. Well crud.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 02:55:20 pm
((the cascade is not a valid option unless I can TORNADO everybody. I think I need to diplomacy my way outta this one.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 02:56:25 pm
((Maybe you guys should stop posting their commands before the actions for the turn are done, it was fine when there were 3 or 4 people playing but now a lot happens within a turn and when you post new commands I can't tell which commands I'm supposed to be using))
Sorry about that; I have been worried about missing a turn if I could not get back to the computer soon enough.
Sorry, I usually try to give at least day or two for last actions (if we haven't had all players submit yet) before ending a turn so you don't have to worry about missing it because you were sleeping or something.

That said, so far you guys have been on top of the actions pretty well so I haven't had to skip anyone this game, but between the banter and the "late" changes to actions it can get difficult to keep things straight, especially when people are just posting that they want to make a change and not editing their actions... (I told off Evonix about it and then FallacyofUrist and Adragis did the same thing >.<)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 25, 2015, 03:04:15 pm
I blame the spirit of Rosabel! :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 25, 2015, 03:14:52 pm
I think I missed something, where did crux come from?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 25, 2015, 03:17:49 pm
((Mind control mask found in a carnival or something. I'll post actions once Mr. Aslandus posts the turn summary. Unless the turn isn't over.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 06:07:11 pm
Humanity:
Attack TROG:
[5] They fire missiles and artillery on your position. Your natural toughness protects you some, but it's not enough to prevent the damage (TROG now heavily wounded)

Attack CARP's cult: (since you haven't been summoned)
[1] They have massive logistical failure and can't get to your cult.

End of Turn 8.
score:
Unescargot: 170 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 3 veterans, professional journalist hirelings, has a fortress with malevolent architecture, secured Orb of Stalwart 2, has dragon blood, host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual, 10 inquisitors in high places, 60 inquisitors

Tavern wench: well known, good PR, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active
-Crux the mad: nothing

TROG (heavily wounded): summoned, afflicted with 10 plagues of egypt (10), 100 anarchist cultists, has dragon blood, despised by humanity
-GORT(uninjured): 75 mummies
-KONG(Lightly wounded): nothing

Anthaju(uninjured): summoned, 50 cultists, 25 armed trained cultists (guarding base), 75 assassin cultists, has a pyramid with a shoddy shack on top for a base, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4, has money, 5 slow strong mummy inquisitors

Koshu: 562 cultists, 80 empowered cultists, has a tool shed base with excellent defences, very bad PR, partially researched cascade, satellite launched, has a few spaceship components, 250 armed inquisitors, inquisitors activated

Rabe (uninjured): summoned, 250 cultists, 40 recognizable cultists, 10 cultists in high places, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons are the important ones), destroyed Orb of Stalwart 1, second in command to carp's faction, 65 inquisitors, 20 jailed inquisitors, inquisitors activated

DF CARP: 90 cultists divided into 3 2 factions, 25 armed cultists (final faction), 10 armored cultists (final faction), 10 depressed cultists (glub faction), has a bunch of fish, has turned into a DF carp (it's what you always dreamed of), has dragon blood, destroyed the focus stone, going crazy, detested by humanity, 22 inquisitors, inquisitors have mustard gas, inquisitors active, inquisitors destroyed Orbs of Stalwart 3 and 5

Rosabel: 145 cultists, 50 cultists with cancer, 100 slightly healthier cultists, tornado minion (3), good PR, has dragon blood, has humanity's sympathy, 172 inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1

Other: Poison widely available
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 25, 2015, 06:09:10 pm
Recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 25, 2015, 06:56:49 pm

Ha!
120 cultists: Summon me!
Me: Be summoned!
50 cultists: Hide in various nooks and hidden places, whatnot, and ambush any enemies who enter my fortress.
3 veteran cultists: Do so as well.
10 wealthy cultists: Hire armed security guards to prevent any enemies from entering my fortress.
8 cultists in high places: Recruit more inquisitors to attack Koshu. Use bad PR to help with this.
Journalist hirelings: Write articles about Trog, recruiting inquisitors to attack him.
That should be everyone, but anyone I may have forgotten: Spread sudoku books through Koshu's base.


((I'm going to be assaulted now aren't I.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 07:40:18 pm
Recruit.
[1] It seems after the whole "crazy beer" fiasco people aren't too hyped for joining you. They love fighting against you though, which is weird given how you're generally considered a pretty cool horror. (+30 inquisitors)
Crux: Party time, Everybody!
[9] He targets the planet Earth itself, more precisely [2] the people on the planet
[5] He summons a huge storm that wipes out 10% of Earth's population (that's about 700 million people btw, "far more than anyone has killed so far" would be a bit of an understatement). If this keeps up there won't be much left to conquer by the end. (10% of Earth's population destroyed)
WHEEE!

Inquisitors: slay Crux the mad, this destruction cannot continue!
[4] Crux is helpless to defend himself against the combined might of the inquisitors with their weapons and training. Apparently that mask makes his skin pretty damn thick though (Crux mortally wounded)


Ha!
120 cultists: Summon me!
Me: Be summoned!
50 cultists: Hide in various nooks and hidden places, whatnot, and ambush any enemies who enter my fortress.
3 veteran cultists: Do so as well.
10 wealthy cultists: Hire armed security guards to prevent any enemies from entering my fortress.
8 cultists in high places: Recruit more inquisitors to attack Koshu. Use bad PR to help with this.
Journalist hirelings: Write articles about Trog, recruiting inquisitors to attack him.
That should be everyone, but anyone I may have forgotten: Spread sudoku books through Koshu's base.


((I'm going to be assaulted now aren't I.))
((Probs))
Summons: [5] You get summoned without incident, and also find this chap clinging to your coat cloudtails:
Spoiler (click to show/hide)
A nice strong breathe will send him back to his homeworld if you don't want him.
Ambush guarding: [3] They get ready to ambush comers, but there's not enough cover to prepare ambushes at all the entrances. Invaders could probably sneak in if they were lucky. (50 cultists and 3 veterans guarding in ambush poorly)
More hirelings! All ze hirelings!: [3] They hire some security, and those guys will help guard, but they're only mercenary and won't stick around past the beginning of your next turn. (Mercenary guards guarding)
Recruiting against the enemy: [1] Hmm, perhaps this is the wrong forum... (Koshu gains 40 cultists, Trog gains 25 cultists) ((Not sure what the journalists' recruiting power should be))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 25, 2015, 07:59:03 pm
150 Cultists(get cloud guys inquisitors to help): Attack cloud's minions before the ritual can complete and steal the orb.(Beg, bribe, seduce, steal, buy, conquer, forge certificate of ownership, ask nicely or remake the timeline with your time machine so we always had a time machine from a passing 5D anteater, time lord, time knight, time peon, time craftsman, Chronosian guard member, Chronosian guard, Chronosian guard fugitive, Chronosian, time tourist, mine turtle, or misc ameture time traveler if you are too late.)
50 Cultists: Turn on and monitor the smelter, make molds for armor and missiles (and use them)if you have the time.
50 Cultists+recognisable cultists and cultists in high places and me: Recrute.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 25, 2015, 08:24:39 pm
Koshu: 562 cultists, 80 empowered cultists, has a tool shed base with excellent defences, very bad PR, partially researched cascade, satellite launched, has a few spaceship components, 250 armed inquisitors, inquisitors activated
Wait, when did I get bad PR? I though it was still at mixed.

Recruiting against the enemy: SNIP Koshu gains 40 cultists
Can those be used this turn?

Turn 9 actions:
250 cultists: aquire weapons.
250 cultists and Koshu: recruit.
62 cultists and 40 new cultists (if able) and 80 empowered cultists: continue researching cascade (and any other ways of getting Koshu to Earth without a Orb of Stalwart, but focus on cascade).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 08:36:36 pm
150 Cultists(get cloud guys inquisitors to help): Attack cloud's minions before the ritual can complete and steal the orb.(Beg, bribe, seduce, steal, buy, conquer, forge certificate of ownership, ask nicely or remake the timeline with your time machine so we always had a time machine from a passing 5D anteater, time lord, time knight, time peon, time craftsman, Chronosian guard member, Chronosian guard, Chronosian guard fugitive, Chronosian, time tourist, mine turtle, or misc ameture time traveler if you are too late.)
50 Cultists: Turn on and monitor the smelter, make molds for armor and missiles (and use them)if you have the time.
50 Cultists+recognisable cultists and cultists in high places and me: Recrute.

Turn back time: [3] Unfortunately there is absolutely no way to turn back time, and nobody who you could possibly bluff, bribe, burglarize, badger or bully that can help you. They do find out that the Orb is in Unescargot's base though, and spot a way in that will probably be open in the future since only hirelings are guarding it. (limited access to Orb of Stalwart 2)
Molds: [4] They heat up the smelters for no reason and then make a couple molds for armor and missile shells. Of course, the explosive powder is the problematic part, especially since you sent all the explosives you had away earlier. (molds for armor and missile shell made)
recruit: [4] Everyone does a decent job of recruiting. (+380 cultists) ((dat 4 appeal man))

Koshu: 562 cultists, 80 empowered cultists, has a tool shed base with excellent defences, very bad PR, partially researched cascade, satellite launched, has a few spaceship components, 250 armed inquisitors, inquisitors activated
Wait, when did I get bad PR? I though it was still at mixed.

Recruiting against the enemy: SNIP Koshu gains 40 cultists
Can those be used this turn?

Turn 9 actions:
250 cultists: aquire weapons.
250 cultists and Koshu: recruit.
62 cultists and 40 new cultists (if able) and 80 empowered cultists: continue researching cascade (and any other ways of getting Koshu to Earth without a Orb of Stalwart, but focus on cascade).

((Meh, I've let it go so far, if you're allowed to use people you're not even sure you'll get then you should be allowed to use guys you just got too))
Weapons: [5] Your peons arm themselves with rocket launchers and machine guns they... found. They are not a force to be trifled with. (250 cultists heavily armed)
recruit: [2] You can't find any support in this area. Partially because of that huge storm that just swept through. ((What are you gonna do with all these people, eat them?))
research: [1] They find out that the ritual requires a mixture of dragon blood and wood ash. This is surely good information that will not have any negative repercussions. ("cascade" ritual learned).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 25, 2015, 10:15:09 pm
Yeah, okay, that could have gone a lot better.

A lot better, actually.

Me: Try to recruit more followers!
25 cultists: Assist in the recruiting!
Assassin x25: Attack Trog's life points directly!
Assassins minus 50: Hire mercenaries to kill Trog!
25 Assassins: So uh, how does this banishing ritual work, anyway? If it banishes horrors back into the abyss, great! Use it on Trog. If it requires them to be near the ritual, be as ready as you can to activate the ritual before actually activating, just in case.


Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 25, 2015, 11:11:19 pm
Yeah, okay, that could have gone a lot better.

A lot better, actually.

Me: Try to recruit more followers!
25 cultists: Assist in the recruiting!
Assassin x25: Attack Trog's life points directly!
Assassins minus 50: Hire mercenaries to kill Trog!
25 Assassins: So uh, how does this banishing ritual work, anyway? If it banishes horrors back into the abyss, great! Use it on Trog. If it requires them to be near the ritual, be as ready as you can to activate the ritual before actually activating, just in case.

Recruit: [1] It appears that you've angered the locals. Perhaps the lush meadow was a clue that they don't appreciate the desert as you do... (+55 inquisitors)
Attack: [4] They strike with their poison darts... strange, no effect. Maybe it's a matter of dose makes the poison or maybe he's just immune. They do ruffle his fur a bit before returning though, so he won't be healing at the end of the turn. (Trog doesn't heal this turn)
Hiring: [4] They manage to scrounge up enough money to hire some mercenaries to fight Trog. they have an equivalent strength of 100 cultists and will disband in two turns. (gained 100 mercenaries (2))
Ready the ritual: [4] they put all the pieces in place, light the candles to set the mood and get ready for some hardcore ritualizing ("banishment" ritual prepared)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 26, 2015, 01:48:58 am
Recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 26, 2015, 01:59:46 am
Tornado: Attack TROG.
Cultists: Continue email negotiations with the Inquisitors.
Rosabel: Try and support the cultists in doing so.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 10:27:44 am
dammit, how do I keep forgetting to finish the commands for things? Humanity turns fixed, all that happened was Trog is heavily wounded instead of moderately wounded
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 11:13:17 am
Tornado: Attack TROG.
Cultists: Continue email negotiations with the Inquisitors.
Rosabel: Try and support the cultists in doing so.
Assault: [3] The tornado moves directly over TROG, battering him with debris. He's not too damaged but some of his wounds open. (TROG mortally wounded)
Negotiate: [3] They manage to talk a few more out of fighting, but the inquisitors aren't backing down. (-150 cultists inquisitors >.<)

Inquisitors: Strike true! Slay the  cultists!
[4] They attack the unprepared cultists, and kill a few of them. They leave most of them merely wounded though, and barely escape alive. (-7 cultists, 15 cultists wounded)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 26, 2015, 01:19:59 pm
100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places:Organise a research program on the remains of a orb of stalwart.
Half of remaining cultists(the half with recognisable cultists):Recrute.
100 cultists and me: Learn, study and improve on my runic knowledge.
Rest of remaining cultists: make sure TROG dies.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 02:24:23 pm
Whoops, forgot to do this one:
DF carp: sacrifice some people in a summoning circle see what happens
factioned cultists: turn me back
new cultists: make a war between a couple horrors

SACRIFICE! SACRIFICE! SACRIFICE!: [1] You sacrifice many to the summoning circle in an attempt to reconcile not having an Orb of Stalwart. It doesn- Oh fuck, WHAT IS THAT? (-100 cultists, gained GOEARERKSFLES)
Spoiler (click to show/hide)
SOS: [irrelevant] They try to make 100 people un-scream, but nothing happens ((The transformation is permanent I'm afraid. You can tell by the way there are NO transformation abilities on DF carp's sheet. That is, unless you find an artifact/ritual of reversion which will set you back to your original state))
MAKE WAR, NOT LOVE: [5] You send several insulting letters to other horrors addressed from each other. All alliances are off. (alliances cancelled) ((No matter how good your diplomacy you can't actually force other horrors to comply, but they seem willing to fight well enough without encouragement))

Inquisitors: Use the mustard gas to wipe out one of the factions
[1] They crack the mustard gas open too early and gas themselves. Whoops. (-22 inquisitors)
There's nobody left to carry the flag (inquisitors deactivated)

you are starting to be deliberately obtuse.
"Obtuse" as in "misleading" or as in "You keep taking things the wrong way you asshole, stop it"? If it's the former then maybe my naming conventions are too subtle, but if its the latter, stop leaving open ends for me to fill in as I like because I always take the worst possibility.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 26, 2015, 02:39:04 pm
Koshu: 562 cultists, 80 empowered cultists, has a tool shed base with excellent defences, very bad PR, partially researched cascade, satellite launched, has a few spaceship components, 250 armed inquisitors, inquisitors activated
Wait, when did I get bad PR? I though it was still at mixed.


My journalist minions battered you around a bit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 26, 2015, 02:46:28 pm
But my diplomacy!
Damn carp!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 26, 2015, 03:08:56 pm
((So... who wants to finish off Trog? I've got lighting attacks!  8)  8)  8) ))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 26, 2015, 03:10:01 pm
((I'd Tornado him but you can have the honour))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 03:24:03 pm
((So... who wants to finish off Trog? I've got lighting attacks!  8)  8)  8) ))
((I'd Tornado him but you can have the honour))
((Trog hasn't taken his actions yet this turn, he might beat you to it :P))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 26, 2015, 03:30:40 pm
((He's mortally wounded, and I've got a 3 in power. I think. Besides, ZAP!!!, More ZAP!!! and Even More ZAP!!! !))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 26, 2015, 04:47:00 pm
((Meh, I've let it go so far, if you're allowed to use people you're not even sure you'll get then you should be allowed to use guys you just got too))
Well, no complaints here.

Weapons: [5] Your peons arm themselves with rocket launchers and machine guns they... found. They are not a force to be trifled with. (250 cultists heavily armed)
... yes, you totally found those because Koshu Aerospace is totally a legitimate scientific organization with security personnel and in no way a cult. Good work.

recruit: [2] You can't find any support in this area. Partially because of that huge storm that just swept through. ((What are you gonna do with all these people, eat them?))
Colonize Space. And by Space I mean everything that is not Earth, because Earth is already colonized.

research: [1] They find out that the ritual requires a mixture of dragon blood and wood ash. This is surely good information that will not have any negative repercussions. ("cascade" ritual learned).
This seems too easy; I think we should SCIENCE! it. And by SCIENCE! I mean research. But add mad scientists to the todo list.

Turn 10 act-- lets wait till turn 9 is actually done, shall we?

Fakeedit:

My journalist minions battered you around a bit.
Ah, found it, thanks.
Mudslinging: [5] yeah, screw those guys! (Koshu now has very bad PR)

But my diplomacy!
Damn carp!
I do not think either of us were actually in any alliances to begin with, so it is less of a problem for us.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 05:31:51 pm
Turn 10 act-- lets wait till turn 9 is actually done, shall we?
((Probably wise, no telling what Trog's actions could bring about, especially since he's on death's door and has two sub horrors in his employ...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 26, 2015, 05:47:03 pm
((Probably wise, no telling what Trog's actions could bring about, especially since he's on death's door and has two sub horrors in his employ...))
I am suddenly somewhat less displeased about not being on Earth at the moment.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 26, 2015, 05:55:05 pm
Too right.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 26, 2015, 06:03:05 pm
"OW! JUST, OW!"


TROG: He Tries to heal himself using natural regeneration abilities! ((He *is* Half Cockroach, after all...))
KONG: SMASH Anthaju!
Gort: Mummify Anthaju's Cult!
75 Mummies: Help Gort!
100 Anarchist Cultists: Guard TROG! Otherwise Civilization will Survive!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 26, 2015, 07:03:16 pm

100 Anarchist Cultists: Guard TROG! Otherwise Civilization will Survive!

((Otherwise Civilization will Survive! You know, I think you and carp are the only horrors opposed to some level of Civilization. No wonder everyone wants you dead.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 26, 2015, 07:45:15 pm
((Otherwise Civilization will Survive! You know, I think you and carp are the only horrors opposed to some level of Civilization. No wonder everyone wants you dead.))
((Well, the desert guy is (probably unwittingly) opposed to agriculture, but he is less blatant about it.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 08:07:32 pm
"OW! JUST, OW!"


TROG: He Tries to heal himself using natural regeneration abilities! ((He *is* Half Cockroach, after all...))
KONG: SMASH Anthaju!
Gort: Mummify Anthaju's Cult!
75 Mummies: Help Gort!
100 Anarchist Cultists: Guard TROG! Otherwise Civilization will Survive!

MEND THY FLESH: [3] You manage to close your wounds despite the poison slowing your recovery, but you're still in pretty bad shape. You'd best pray that nobody hits you while you're down. (now heavily wounded)
BREAKY ANTHAJU: [1] HUNGER!!! I DEMAND MEAT!!! He goes crazy and eats several of your cultists. Nobody can stop him, but luckily his gut isn't TOO big so he only eats a few. (-25 cultists)
Mummicize: [1] He decides that you're in no shape to order him around and decides to stick around the base instead of going out. (aura turns your cultists old)
Guard: [5] They do a phenomenal job, nobody is getting at you without getting through their weary aging bodies. (100 aging cultists guarding)

((Well, at least he didn't eat you...))

Edit: I forgot all about that plagues of egypt thing. I'll let the turn miss thing go since it was supposed to be last turn but this time it'll be a bit more solid.
CURSE: FROG BLIGHT
[5] Your cultists are surrounded by frogs. Hundreds and hundreds of frogs. They are in the way and overrun all your operations. They block you from leaving your ramshackle shelter until you promise not to attack Anthaju (you don't have to mean it, but you do have to say it). (Frogs blocking exits)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 26, 2015, 08:12:25 pm
((It's guaranteed that somebody, likely me will strike you next turn.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 26, 2015, 09:50:35 pm
Actually, It's probably going to be me.
75 Mercenaries: Do your job and Murder Trog! Hey, that rhymed. Just, uh, watch out for the frogs.
25 Mercenarios: Beat up some of my inquisitors!
Me: Recruit once again!
25 Cultists: assist in the recruiting!
25 Assassins: Ask Unescargot for a truce in the name of beating up carp! Invite him to the pyramid and give him a tour!
25 More Assassins: Assist assassination of the ascended asshole that is Trog!
Another 25 Assassins: Search for the last Orb of Stalwart!

((Otherwise Civilization will Survive! You know, I think you and carp are the only horrors opposed to some level of Civilization. No wonder everyone wants you dead.))
((Well, the desert guy is (probably unwittingly) opposed to agriculture, but he is less blatant about it.))
Hey, If my people can survive thousands of years in the unforgiving land of the desert, then so can the rest of humanity.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 10:21:07 pm
Humanity:
Attack TROG:
[4] Your cultists take the brunt of the attack for you. Many get killed. (-50 cultists)

Attack CARP's cult: (since you haven't been summoned)
[6] Rat-a-tat-tat. Some of your cultists die but they are able to fight off the task force sent after them. (-10 armed cultists)

The interdimensional presence on Earth overwhelms Folston and nullifies its magic.
End of Turn 9.
score:
Unescargot (uninjured): summoned
-cultists: 120 cultists, 50 cultists (guarding poorly) 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 3 veterans (guarding poorly), professional journalist hirelings
-Items: has a fortress with malevolent architecture, secured Orb of Stalwart 2, has dragon blood
-Inquisitors: 10 inquisitors in high places, 60 inquisitors
-Other: host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual
--Puff Puff: nothing (and will probably never have anything)

Tavern wench:
-Inquisitors: 30 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active
-Other: well known, good PR
-Crux the mad (mortally wounded): killed 10% of Earth's population

TROG (mortally wounded): summoned
-cultists: 100 aging anarchist cultists (guarding)
-Problems: afflicted with 10 plagues of egypt (8), despised by humanity, locked in by frogs
-Items: has dragon blood
--GORT(uninjured): 75 mummies
--KONG(uninjured): nothing

Anthaju(uninjured): summoned
-cultists: 50 cultists, 25 armed trained cultists (guarding base), 75 assassin cultists, 100 mercenaries (2)
-Items: has a pyramid with a shoddy shack on top for a base, has dragon blood, has money, prepared "banishment" ritual
-Inquisitors: 5 slow strong mummy inquisitors, 55 inquisitors
-Other: has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4

Koshu:
-Cultists: 352 cultists, 250 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences, has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: very bad PR, partially researched cascade, satellite launched, knows "cascade" ritual

Rabe (uninjured): summoned
-Cultists: 630 cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has sturdy base, metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), limited access to Orb of Stalwart 2
-Inquisitors: 65 inquisitors, 20 jailed inquisitors, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction

DF CARP:
-Cultists: 15 armed cultists (final faction), 10 armored cultists (final faction)
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES: unending hunger

Rosabel:
Cultists: 123 cultists, 15 wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists, tornado minion (2)
Items: has dragon blood
Inquisitors: 22 inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1
Other: good PR, has humanity's sympathy

Other: Poison widely available, 10% of Earth's population gone, cascade impossible

((Reorganized everything, hopefully this will streamline things and reduce mistakes for those who have a bazillion different things listed... Also, I've been keeping the effects of "bad rituals" a bit of a secret so it would be a surprise when you activate them and things go wrong (spoiled by the fact that you can see when you roll a 1 on research), but would you guys prefer that I tell you outright how your cultists fucked up instead?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 26, 2015, 10:45:49 pm
((Also, I've been keeping the effects of "bad rituals" a bit of a secret so it would be a surprise when you activate them and things go wrong (spoiled by the fact that you can see when you roll a 1 on research), but would you guys prefer that I tell you outright how your cultists fucked up instead?))
I would prefer the outright option, but if not that just means I have to have my cultists continue researching until they figure it out the tedious way.

Semi-relatedly, is it time for the end of turn 9 summary or are there still people left to go?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 10:55:14 pm
((Also, I've been keeping the effects of "bad rituals" a bit of a secret so it would be a surprise when you activate them and things go wrong (spoiled by the fact that you can see when you roll a 1 on research), but would you guys prefer that I tell you outright how your cultists fucked up instead?))
I would prefer the outright option, but if not that just means I have to have my cultists continue researching until they figure it out the tedious way.

Semi-relatedly, is it time for the end of turn 9 summary or are there still people left to go?
I didn't quite update it right, seems like it's always something but at least this time it was just the turn counter and removing the quote... I counted 8 people though so that should be everyone

edit:
I also just realized I didn't change TROG's cultist count, fixed
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 11:20:11 pm
Recruit.
[6] You manage to get a few people to join you, though it seems your inquisitors are a tempting alternative (+100 cultists, +30 inquisitors)
Crux: Light! Why do you fade so? COME BACK LIGHT!
[7][3] CARP's cultists get targeted
[6] They are filled with the light of Chaos. They can do some chaos magyks, but on their deaths they will violently explode. Speaking of which... (Carp's followers are now Crux's chosen... they are still cultists of carp though, it's weird)
TASTE THE Rainbow...
Crux has died from his wounds. His body explodes, taking his mask with him. (Crux is dead, mask of madness destroyed)

Inquisitors: Tavern Wench has been a bit quiet, best go back to your normal lives for now (inquisitors deactivated)

Actually, It's probably going to be me.
75 Mercenaries: Do your job and Murder Trog! Hey, that rhymed. Just, uh, watch out for the frogs.
25 Mercenarios: Beat up some of my inquisitors!
Me: Recruit once again!
25 Cultists: assist in the recruiting!
25 Assassins: Ask Unescargot for a truce in the name of beating up carp! Invite him to the pyramid and give him a tour!
25 More Assassins: Assist assassination of the ascended asshole that is Trog!
Another 25 Assassins: Search for the last Orb of Stalwart!

Murder Troggy pun time!: [4] They charge into battle against Trog's cultists and fight hard. The mercenaries put up an admirable effort and the assassins manage to support well from the back lines, killing most of Trog's cultists, but then KONG chases them away. (-15 mercs, TROG loses 100 aging cultists)
ISSUE ZE BEAT-DOWN: [4] They hit and run the inquisitors and spray paint "Anthaju 4 lyf" on the inquisitors' base as per you instruction. It doesn't go over as well as you might imagine. (-25 inquisitors, inquisitors activated)
RECROOT!: [1] Fek auf wit yer fekkin desert! (+55 inquisitors) ((dat recruiting luck, man))
Trucery: [4] You manage to convince him that you mean peace. Very noble of you considering those rude things he said about your mother in that letter he most assuredly wrote (Unescargot invited to base)
Orb hunt: [1] They got shot by armed strangled by cultists while snooping outside Anthaju's Unescargot's base. Hey, he was already just got summoned, he's probably hiding the orb (-25 assassins)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 26, 2015, 11:25:26 pm
Orb hunt: [1] They got shot by armed cultists while snooping outside Anthaju's base. Hey, he was already summoned, he was probably hiding the orb as far as they knew. (-25 assassins)
Uh..
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 26, 2015, 11:32:22 pm
I didn't quite update it right, seems like it's always something but at least this time it was just the turn counter and removing the quote... I counted 8 people though so that should be everyone
Ah, alright then, thought it looked a bit odd.

Turn 10 actions:
250 cultists and Koshu: improve PR.
102 cultists and 80 empowered cultists: research alternate ways of getting Koshu to Earth. Do not focus on the "cascade" ritual, but if you have any flashes of inspiration, feel free to look into it.
250 armed cultists: retrieve Orb of Stalwart 2 from Unescargot ('s base?) (or whereever it ends up at by the time our turn comes up). As soon as we have the Orb, bring it back to our base and guard it. If (and only if) the Orb is destroyed, attack Unescargot's base and/or cultists (or whoever was responsible) instead. (Note that this is worded such that Unescargot giving us the (no-longer-particularly-useful-to-Unescargot) Orb and telling us to piss off results in us turning around and hauling the Orb home without bothering with a actual fight.)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 26, 2015, 11:33:54 pm
Orb hunt: [1] They got shot by armed cultists while snooping outside Anthaju's base. Hey, he was already summoned, he was probably hiding the orb as far as they knew. (-25 assassins)
Uh..
Yes, they got shot searching your own base. It's their fault for being so sneaky that their allies didn't realize who they were.... Ok, so maybe I should've said the base of <anyone else> but they'll still be dead... fixed.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 27, 2015, 12:29:11 am
Recruit people of varying ethnicities, and races, for diversity.
50 cultists: Get the last Orb of Stalwart.
20 cultists: Run for office.
30 cultists: Start a small relief organization, to welcome refugeees.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 27, 2015, 12:54:40 am
Tornado: Attack TROG again.
Me: Recruit.
50 slightly healthier cultists: Try and steal the last Orb of Stalwart.
50 more slightly healthier cultists: Keep negotiations with the Inquisitors going.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 27, 2015, 06:36:52 am
YOU DIDN'T DO MY TURN, HOW COULD YOU BETRAY ME SOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 27, 2015, 06:57:59 am

Ha-di!
Me: Refuse invitation, but send a reply: "If you'd like to run a few trades... I've got some interesting rituals and the second Orb of Stalwart", also blast Trog with lighting.
100 cultists: Recruit more generics!
70 cultists: Guard, and study guarding while you're at it.
5 wealthy cultists: Recruit other wealthy cultists to join my cult.
other 5 wealthy cultists: Hire some scholarly interns to research rituals to boost a horror's power.
8 cultists in high places: Organize humanity against Koshu-or at least America.
3 veterans: Give guarding cultists lessons in guarding.
Journalist hirelings: Time to end carp. Recruit inquisitors against him.

Puff-Puff: Well... go off to Koshu's cult and pretty much ruin his? her? cultists.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 27, 2015, 09:31:24 am
"ME SORRY ANTHAJU! ME SWEAR ON MY HONOR NOT TO HURT YOU AS LONG AS YOU STOP THESE PLAGUES! ME WILL EVEN FORM ALLIANCE WITH ANTHAJU AND PROMISE TO LET HIM HAVE EGYPT AS LONG AS HE DOESN'T CURSE ME! ALSO, ANTHAJU'S FACE ISN'T THAT UGLY, ME WAS JUST TRASH TALKING."


TROG: He uses his Cockroach healing abilities again!
Gort: Mentally Attack Unescargot!
75 Mummies: Age Unescargot's Cult!
New Mummies: Age every Elderly Person in the nearest retirement home!
KONG: Protect TROG from other Horrors!
50 Aging Anarchist Cultists: Get KONG Food!
50 Aging Anarchist Cultists: Spread Internet Propaganda showing that TROG just wants to conserve the environment and doesn't hate humans and that he just hates pollution and industrialism.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 09:52:10 am
YOU DIDN'T DO MY TURN, HOW COULD YOU BETRAY ME SOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Yes I did, here it is:
150 Cultists(get cloud guys inquisitors to help): Attack cloud's minions before the ritual can complete and steal the orb.(Beg, bribe, seduce, steal, buy, conquer, forge certificate of ownership, ask nicely or remake the timeline with your time machine so we always had a time machine from a passing 5D anteater, time lord, time knight, time peon, time craftsman, Chronosian guard member, Chronosian guard, Chronosian guard fugitive, Chronosian, time tourist, mine turtle, or misc ameture time traveler if you are too late.)
50 Cultists: Turn on and monitor the smelter, make molds for armor and missiles (and use them)if you have the time.
50 Cultists+recognisable cultists and cultists in high places and me: Recrute.

Turn back time: [3] Unfortunately there is absolutely no way to turn back time, and nobody who you could possibly bluff, bribe, burglarize, badger or bully that can help you. They do find out that the Orb is in Unescargot's base though, and spot a way in that will probably be open in the future since only hirelings are guarding it. (limited access to Orb of Stalwart 2)
Molds: [4] They heat up the smelters for no reason and then make a couple molds for armor and missile shells. Of course, the explosive powder is the problematic part, especially since you sent all the explosives you had away earlier. (molds for armor and missile shell made)
recruit: [4] Everyone does a decent job of recruiting. (+380 cultists) ((dat 4 appeal man))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 27, 2015, 10:25:35 am
I made a turn after that on page 39:

100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places:Organise a research program on the remains of a orb of stalwart.
Half of remaining cultists(the half with recognisable cultists):Recrute.
100 cultists and me: Learn, study and improve on my runic knowledge.
Rest of remaining cultists: make sure TROG dies.

Edited version:
100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places: Organise a research program on the remains of a orb of stalwart.(maybe those posters will finally do something.)
100 Cultists and recognisable cultists): Recruit.
100 Cultists and me: Learn, study and improve on my runic knowledge.
230 Cultists(+any left): Get some guns and make sure TROG dies.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 10:35:42 am
I made a turn after that on page 39:

100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places:Organise a research program on the remains of a orb of stalwart.
Half of remaining cultists(the half with recognisable cultists):Recrute.
100 cultists and me: Learn, study and improve on my runic knowledge.
Rest of remaining cultists: make sure TROG dies.

Edited version:
100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places: Organise a research program on the remains of a orb of stalwart.(maybe those posters will finally do something.)
100 Cultists and recognisable cultists): Recruit.
100 Cultists and me: Learn, study and improve on my runic knowledge.
230 Cultists(+any left): Get some guns and make sure TROG dies.

A day late and a dollar short on that one, I had already rolled the other actions, no do-overs (can't have people changing their minds because they got bad rolls, after all). These can be your actions for this turn though.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 27, 2015, 12:02:41 pm
they are, you did do my last turn and I notest you rolled some actions for this turn and was surprised mine was not among them
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 12:19:14 pm
ffs, I haven't ended the turn yet, no reason to start flipping the fuck out and saying I "betrayed" you
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 01:04:17 pm
Turn 10 actions:
250 cultists and Koshu: improve PR.
102 cultists and 80 empowered cultists: research alternate ways of getting Koshu to Earth. Do not focus on the "cascade" ritual, but if you have any flashes of inspiration, feel free to look into it.
250 armed cultists: retrieve Orb of Stalwart 2 from Unescargot ('s base?) (or whereever it ends up at by the time our turn comes up). As soon as we have the Orb, bring it back to our base and guard it. If (and only if) the Orb is destroyed, attack Unescargot's base and/or cultists (or whoever was responsible) instead. (Note that this is worded such that Unescargot giving us the (no-longer-particularly-useful-to-Unescargot) Orb and telling us to piss off results in us turning around and hauling the Orb home without bothering with a actual fight.)
PR: [5] You do an excellent job convincing people you're not actually one of the antichrists. (PR now mixed)
Research: [3] They find references to an alternate method of summoning horrors from other worlds, it involves some old world rites and sacrificing a goat, but the actual methodology is a bit difficult to read without knowing ancient sumerian. (partially researched sacrificial summoning ritual)
Grabby grabby Orb is mine now: [6] They march up to the gate and demand to have the Orb. Koshu tells them to fuck off. They attack the gates and many get killed by the gratuitous amounts of spikes and pits in this place. Who built this death trap, and more importantly, who would willingly live in it? (-50 armed cultists, armed cultists no longer guarding, Unescargot's base damaged)

Inquisitors: Storm the base! Leave nobody alive!
[2] Nah, maybe tomorrow. Right now there's more important things to do, like catching up on sleep.

Tornado: Attack TROG again.
Me: Recruit.
50 slightly healthier cultists: Try and steal the last Orb of Stalwart.
50 more slightly healthier cultists: Keep negotiations with the Inquisitors going.

STORM THE TROG: [4] The whirlwind batters Trog with more debris. He succumbs to his wounds. (Trog is dead)
Recruit: [1] You accidentally get people angry. Maybe you need a new HR person... (+30 inquisitors)
Grand Theft Orb II: [4] They spot the Orb inside Unescargot's base and take note of the patrol schedule. Won't be too hard to get it out, or just sneak in and do the summoning here then sneak out again (gained access to Orb of Stalwart 2)
Negotiate more: [1] They say something wrong and rile up the inquisitors even more. Some of the defectors come back. (+50 inquisitors).
Other cultists: do nothing

Inquisitors: water down the dragon blood
[5] They pour so much water into the dragon blood that it becomes useless (lost dragon blood)


Ha-di!
Me: Refuse invitation, but send a reply: "If you'd like to run a few trades... I've got some interesting rituals and the second Orb of Stalwart", also blast Trog with lighting.
100 cultists: Recruit more generics!
70 cultists: Guard, and study guarding while you're at it.
5 wealthy cultists: Recruit other wealthy cultists to join my cult.
other 5 wealthy cultists: Hire some scholarly interns to research rituals to boost a horror's power.
8 cultists in high places: Organize humanity against Koshu-or at least America.
3 veterans: Give guarding cultists lessons in guarding.
Journalist hirelings: Time to end carp. Recruit inquisitors against him.

Puff-Puff: Well... go off to Koshu's cult and pretty much ruin his? her? cultists.


Zappity zap zap: [6] You zap Trog's dead body and accidentally resuscitate his recently fallen body. (Trog now mortally wounded)
Recruit: [1] Shit, everyone's getting super angry at you... (+100 inquisitors, +5 wealthy inquisitors, +25 carp cultists)
Guard better: [4] They set up a more sane patrol schedule and close off some of the easier strategies for sneaking in.  (70 cultists and 3 veterans guarding decently)
research: [2] they can't seem to get anyone to help them with the research.
Politics: [3] America is now against Koshu. But Koshu's in Russia, so it doesn't change much. (Koshu now has moderately bad PR)
Puff Puff (aura): [5] Puff Puff floats into Koshu's base and floats around while spreading dust everywhere. Koshu's cultists are tripping out like nobody's business (Koshu's cult is experiencing horrible hallucinations)

"ME SORRY ANTHAJU! ME SWEAR ON MY HONOR NOT TO HURT YOU AS LONG AS YOU STOP THESE PLAGUES! ME WILL EVEN FORM ALLIANCE WITH ANTHAJU AND PROMISE TO LET HIM HAVE EGYPT AS LONG AS HE DOESN'T CURSE ME! ALSO, ANTHAJU'S FACE ISN'T THAT UGLY, ME WAS JUST TRASH TALKING."


TROG: He uses his Cockroach healing abilities again!
Gort: Mentally Attack Unescargot!
75 Mummies: Age Unescargot's Cult!
New Mummies: Age every Elderly Person in the nearest retirement home!
KONG: Protect TROG from other Horrors!
50 Aging Anarchist Cultists: Get KONG Food!
50 Aging Anarchist Cultists: Spread Internet Propaganda showing that TROG just wants to conserve the environment and doesn't hate humans and that he just hates pollution and industrialism.

You shout out with your dying breaths and the curse of frogs releases, your cultists and underlings can now leave to do things.
HEAL, YE DAMNED FLESH!: [5] Your regeneration draws your wounds closed, still a bit sore but you're alive so it's hard to complain. (Now lightly wounded)
Psion: [4] Gort uses his powers to age Unescargot a decade or two. It makes his memory a bit worse but doesn't have much of an actual effect.
Cloud cult strike: [1] The mummies get confused and turn your cultists into mummies instead. They are still dead. Whoops. (75 cultists become mummies remain dead)
Mummify: [1 irrelevant] They age them to dust. Their families aren't very happy about it. (+75 inquisitors) there are no mummies and so nobody gets turned.
Protect: [1] KONG KNOWS NO PROTECT, ONLY MAIM!
KONG crushes your carapace and your bones. And you had just healed those too! (Now heavily wounded)
Feeding time: [4] They get some ground beef from the nearest store and feed it to KONG to calm him down before he kills you. (KONG heals a bit faster)
Lying: [4] They manage to convince the suckers that you mean the best for the world. (good PR)
CURSE: Lice
[3] The dust turns to bugs, it makes everyone itchy and annoyed but doesn't have any real effect. (lice infestation)

100 Cultists:Turn on and operate the forge and recycler then fill the molds with the molten metal then wait for it to cool then take out the parts and assemble the items out of the parts(sell all non weapon items, and you are starting to be deliberately obtuse.).
100 Cultists: Arm yourselves and retrieve the orb.
Cultists in high places: Organise a research program on the remains of a orb of stalwart.(maybe those posters will finally do something.)
100 Cultists and recognisable cultists): Recruit.
100 Cultists and me: Learn, study and improve on my runic knowledge.
230 Cultists(+any left): Get some guns and make sure TROG dies.

Making stuffs: [1] Oops, some people fall into the smelter and it ruins the whole batch. (-50 cultists)
Orb stealin: [5] They creep in and narrowly avoid the guards as they haul the Orb out of the base but run out of time halfway back so they leave the orb in the open. (Orb of Stalwart 2 no longer secured) ((You realize you're already summoned right? They did that earlier when they couldn't summon Trog))
Hire: [1] Your note got smudged so your cultists called the garbage guys to pick up the pieces instead of organizing a study. (lose pieces of Orb of Stalwart 1)
Study: [1] The cultists find a bunch of runes and tell you the wrong meaning for all of them. You tell them off for their foolishness and some of them quit. (-25 cultists)
Recruit: [3] They find some people to join. Not enough to replace today's losses but still more than you would have without them working (+50 cultists)
Bracketa bracketa: [3] They "find" some knives and hammers and go to mess up Trog's face. Turns out he's no slouch in combat even when injured. (100 cultists lightly armed, -50 lightly armed cultists, Trog now mortally wounded)

Non jailed inquisitors: get weapons
[4] They find some handguns and knives, they should be able to slaughter a few unarmed peons with these (inquisitors armed).
jailed inquisitors: get out of jail
[1] They try to escape and are killed during their attempt (-20 jailed inquisitors)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 27, 2015, 01:16:21 pm
((Wait. Trog dies. I zap him. He resurrects. AGGGGHHH!!!!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 27, 2015, 01:22:27 pm
YOU FOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLL!!!!!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 27, 2015, 02:35:10 pm
"YAY! ME ALIVE! TROG NO LIKE AFTERLIFE, TO MUCH FIRE AND EVIL MONSTERS. IT'S BETTER HERE. THANKS FOR THE CPR KOSHU, BUT YOU STILL TRIED TO KILL ME SO, SORRY! NO HARD FEELINGS, RIGHT?"


TROG: He Heals himself using his cockroach regenerative abilities!
Gort: Personally Mummify Koshu's Cult!
KONG: SMASH Koshu!
75 Mummies: Mummify The Inquisitor Filth!
75 Mummies: Guard TROG and Age anybody who comes near! Please keep in mind that TROG'S Species is Immortal.
New Mummies: Age The Nearest Smokestack Factory to dust to Fight Pollution and Cripple Industry!
25 Aging Anarchist Cultists: Recruit More Cultists! But this time, Try to recruit Naturalists and Wilderness Survivalists!
New Cultists: Recruit some More Naturalists and Survivalists!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 03:00:22 pm
((Wait. Trog dies. I zap him. He resurrects. AGGGGHHH!!!!))
The dance of death is a strange one indeed
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 27, 2015, 03:01:12 pm
((Wait. Trog dies. I zap him. He resurrects. AGGGGHHH!!!!))
The dance of death is a strange one indeed

"DON'T I KNOW IT."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 27, 2015, 03:12:01 pm
ffs, I haven't ended the turn yet, no reason to start flipping the fuck out and saying I "betrayed" you
Flipping out and being overly dramatic is fun.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 03:21:40 pm
ffs, I haven't ended the turn yet, no reason to start flipping the fuck out and saying I "betrayed" you
Flipping out and being overly dramatic is fun.
Well, I can't argue with that
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 27, 2015, 03:40:47 pm
((In conclusion... dangit. I'm probably going to just PM my next turn. Trog is going down.))

Edit: ((Is turn 10 done?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 05:25:53 pm
((In conclusion... dangit. I'm probably going to just PM my next turn. Trog is going down.))

Edit: ((Is turn 10 done?))
It appears there's one action left, unless I missed one that was posted last week or something >.<

It appears that carp hasn't taken his actions yet, though if he posted them six pages ago then I've just forgotten to roll for them
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 27, 2015, 05:27:22 pm
((Argh... Why did Trog have to become Frankenstein!>?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 27, 2015, 06:17:57 pm
Wait.. I have an idea.
Me: Summon mummies! This time I'll look into them before summoning...
Cultists: Research a ritual that might be able to perhaps fuse entities together!
Assassins: Poison the water supply of my inquisitors! They want their water, they get their water.
Mercenaries: Murder Trog! Murder Trog! Send him back where he came, into the bog!..

What? Egypt wasn't exactly known for its poets, y'know.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 27, 2015, 09:33:03 pm
PR: [5] You do an excellent job convincing people you're not actually one of the antichrists. (PR now mixed)
Well, it is progress.

Research: [3] They find references to an alternate method of summoning horrors from other worlds, it involves some old world rites and sacrificing a goat, but the actual methodology is a bit difficult to read without knowing ancient sumerian. (partially researched sacrificial summoning ritual)
Nice! Excellent work.

Grabby grabby Orb is mine now: [6] They march up to the gate and demand to have the Orb. Koshu tells them to fuck off. They attack the gates and many get killed by the gratuitous amounts of spikes and pits in this place. Who built this death trap, and more importantly, who would willingly live in it? (-50 armed cultists, armed cultists no longer guarding, Unescargot's base damaged)
So, wait, did we get the Orb? Six is supposed to be "you succeed, but at a nasty cost and/or it backfires". I would not be suprised if it failed even on a six, since we were going up against skilled and fortified defenders with only about a two-to-one numerical advantange, but you should probably say so explicitly.
Also, that is supposed to say "Unescargot tells them to fuck off.", right?

Inquisitors: Storm the base! Leave nobody alive!
[2] Nah, maybe tomorrow. Right now there's more important things to do, like catching up on sleep.
I ... probably need to do something about them. Eventually.

Grand Theft Orb II: [4] They spot the Orb inside Unescargot's base and take note of the patrol schedule. Won't be too hard to get it out, or just sneak in and do the summoning here then sneak out again (gained access to Orb of Stalwart 2)
Well at least someone is making progress Orb-wise.

Inquisitors: water down the dragon blood
[5] They pour so much water into the dragon blood that it becomes useless (lost dragon blood)
Why do I even say things.

Zappity zap zap: [6] You zap Trog's dead body and accidentally resuscitate his recently fallen body. (Trog now mortally wounded)
Recruit: [1] Shit, everyone's getting super angry at you... (+100 inquisitors, +5 wealthy inquisitors, +25 carp cultists)
I wonder why.

Guard better: [4] They set up a more sane patrol schedule and close off some of the easier strategies for sneaking in.  (70 cultists and 3 veterans guarding decently)
Dammit.

Politics: [3] America is now against Koshu. But Koshu's in Russia, so it doesn't change much. (Koshu now has moderately bad PR)
... Note to self: check that our sign is in Russian, that seems like the kind of mistake a cultist would make.
Кошу Аэрокосмический [Koshu Aerokosmicheskiy], rocket science by people who have to be explicitly told not to drink poison.
No wonder we have such PR problems.

Puff Puff (aura): [5] Puff Puff floats into Koshu's base and floats around while spreading dust everywhere. Koshu's cultists are tripping out like nobody's business (Koshu's cult is experiencing horrible hallucinations)
Sigh.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 09:53:46 pm
Grabby grabby Orb is mine now: [6] They march up to the gate and demand to have the Orb. Koshu tells them to fuck off. They attack the gates and many get killed by the gratuitous amounts of spikes and pits in this place. Who built this death trap, and more importantly, who would willingly live in it? (-50 armed cultists, armed cultists no longer guarding, Unescargot's base damaged)
So, wait, did we get the Orb? Six is supposed to be "you succeed, but at a nasty cost and/or it backfires". I would not be suprised if it failed even on a six, since we were going up against skilled and fortified defenders with only about a two-to-one numerical advantange, but you should probably say so explicitly.
Also, that is supposed to say "Unescargot tells them to fuck off.", right?
Bleh, my name skills are awful, it was only a matter of time before I started calling people by the wrong name, and only a matter of time before it happened several times in sequence. I assumed the command meant "take the orb if he'll let me, otherwise attack" in which case you have to break through the walls of the fortress first, then kill the guards before hitting the intended target (assuming it's secured, and a high roll can let you bypass them). However, now that it's damaged he, his cult, and his possessions are vulnerable...

Yeah, these rules seem to ebb and flow a bit, I should probably write stuff like this down so I don't forget...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 27, 2015, 10:19:23 pm
I assumed the command meant "take the orb if he'll let me, otherwise attack" in which case you have to break through the walls of the fortress first, then kill the guards before hitting the intended target (assuming it's secured, and a high roll can let you bypass them). However, now that it's damaged he, his cult, and his possessions are vulnerable...
It actually meant more along the lines of "burglarize Unescargot's base for Orb, and here are some contigency measures", but ah well.

We still have one person outstanding for turn ten, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 27, 2015, 10:23:15 pm
Yep, if Carp hasn't posted actions by tomorrow afternoon I'll end the turn without him, but I'll give him that much time to get on and post...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 28, 2015, 07:19:44 am
Yep, if Carp hasn't posted actions by tomorrow afternoon I'll end the turn without him, but I'll give him that much time to get on and post...
DF CARP:
-Cultists: 15 armed cultists (final faction), 10 armored cultists (final faction)
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES: unending hunger

sorry havent been on lately i just have to read what's happened
ok here it is
ME: ooooohhhh that GOEARERKSFLES sounds like he's taking all my fun maybe he can have some more (whisper into the mind of mortals saying that GOEARERKSFLES is vulnerable to human melee attack so they should do it"
GOEARERKSFLES: GO AFTER ANY OF MY LEFTOVER CULTISTS THOSE FACTIONED GUYS AND ANYONE YOU CAN FIND.
any factioned guys: RUUNN AWAAAAYYY maybe throw some innocent people at him as meatshields i mean what's the worst that could happen?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 28, 2015, 07:29:17 am
((Wait, why am I trying to keep the orb? I could [REDACTED]))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 09:14:20 am
Yep, if Carp hasn't posted actions by tomorrow afternoon I'll end the turn without him, but I'll give him that much time to get on and post...
DF CARP:
-Cultists: 15 armed cultists (final faction), 10 armored cultists (final faction)
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES: unending hunger

sorry havent been on lately i just have to read what's happened
ok here it is
ME: ooooohhhh that GOEARERKSFLES sounds like he's taking all my fun maybe he can have some more (whisper into the mind of mortals saying that GOEARERKSFLES is vulnerable to human melee attack so they should do it"
GOEARERKSFLES: GO AFTER ANY OF MY LEFTOVER CULTISTS THOSE FACTIONED GUYS AND ANYONE YOU CAN FIND.
any factioned guys: RUUNN AWAAAAYYY maybe throw some innocent people at him as meatshields i mean what's the worst that could happen?

If you say so:
Convince people to sacrifice: [4] You convince a few people to dive into his mass, they are absorbed and his form undulates. (50 civilians eaten, GOEAR gains 50 mass)
FLEE!: [2] No, we stay to fight!
DEVOUR: [3] "Om nom nom, ARGH! sharp bits!" The cultists who are eaten explode into a variety of colors (GOEAR gains 25 biomass, -10 armored cultists, 15 ciivilians eaten, GOEAR is heavily wounded)

Edot: forgot the "violently explode on death" part
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 28, 2015, 09:23:12 am
((What about the other actions?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 11:06:03 am
((What about the other actions?))
What other actions? All 8 players have had a turn this round, I'm writing the score up now
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 12:29:40 pm
Humanity:
Attack TROG:
[4] *bangbangpow* With all his meat shields having been smashed to a bloody pulp and his body being mangled and bloodied, TROG gets executed without a chance of getting up. (TROG is dead)

Attack CARP's cult: (since you haven't been summoned)
[1] There is a mix up and a bunch of soldiers try to fight the mass of flesh writhing around inside the base. It ends as we all expect. (50 soldiers eaten, GOEAR gains 1 physique and 50 mass)

End of Turn 10.
score:
Unescargot (uninjured): summoned, getting old
-cultists: 100 cultists, 70 cultists (guarding ) 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 3 veterans (guarding), professional journalist hirelings
-Items: has a damaged fortress with malevolent architecture, access to Orb of Stalwart 2, has dragon blood
-Inquisitors: 10 inquisitors in high places, 160 inquisitors, 5 wealthy inquisitors
-Other: host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual
--Puff Puff: nothing (and will probably never have anything)

Tavern wench:
-cultists: 100 cultists
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places
-Other: well known, good PR
-Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned
-cultists:
-Problems: afflicted with 10 plagues of egypt (7), despised by humanity, lice infestation
-Items: has dragon blood
--GORT(uninjured): 75 mummies
--KONG(uninjured): nothing

Anthaju(uninjured): summoned
-cultists: 50 cultists, 25 armed trained cultists (guarding base), 50 assassin cultists, 85 mercenaries (1)
-Items: has a pyramid with a shoddy shack on top for a base, has dragon blood, has money, prepared "banishment" ritual
-Inquisitors: 5 slow strong mummy inquisitors, 85 inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4

Koshu:
-Cultists: hallucinating like crazy from pink dust, 352 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences, has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: mixed PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Rabe (uninjured): summoned
-Cultists: 505 cultists, 50 lightly armed cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has sturdy base, metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), access to Orb of Stalwart 2
-Inquisitors: 65 armed inquisitors, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction

DF CARP:
-Cultists: 15 armed Crux chosen (final faction), 25 cultists
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (heavily wounded): unending hunger,  mass: 125, physique +1)

Rosabel:
Cultists: 123 cultists, 15 wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists, tornado minion (1)
Items: access to Orb of Stalwart 2
Inquisitors: 102 inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1
Other: good PR, has humanity's sympathy

Other: Poison widely available, 10% of Earth's population gone, cascade impossible

((I just realized Trog's cultists somehow did things despite being dead... I'll leave the feeding but the PR is too important to just leave and they don't become mummies))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 28, 2015, 12:55:42 pm
Tornado: Attack Carp!
100 cultists: search for and do not drink the dragon blood.
Me: provide healing for wounded cultists.
50 cultists: Give those who are dead a burial again.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 28, 2015, 01:21:26 pm
500 Cultists and 10 in high places: Construct and fire MIRV (google it) missile, targets are Unescargot, Gort, Kong and the cultists of tavern wrench
5 Cultists: Turn on and use the smeltery.
Rest of them and me: Recrute.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 28, 2015, 01:50:11 pm
Alright then...
Me: If any missiles or whatnot come my way, lighting said missile out of the sky. Otherwise... PM!
100 cultists: Recruit generics!
70 cultists plus veterans: keep guarding.
Puff Puff: Float into Rabe's base. Spread the doom powders.
5 wealthy cultists: Hire architects, engineers, and construction workers to repair my base and make it even more deadly!
other 5 wealthy cultists: Hire some odd college interns to research a ritual that causes two horrors to switch powers.
8 cultists in high places: Give my inquisitors directions to Rabe's base, tell them that the directions are to my base.
Journalist minions: Bombard Rabe with bad PR!
Anybody I may have forgotten: Spread Sudoku books through Rabe's base.
PM being sent!


((Grammar attack: "Unescargot, Gort, Kong and Tavern wrench's cultists"... we don't share cultists, therefore this action is invalid!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on April 28, 2015, 03:00:54 pm
Wait.. I have an idea.
Me: Summon mummies! This time I'll look into them before summoning...
Cultists: Research a ritual that might be able to perhaps fuse entities together!
Assassins: Poison the water supply of my inquisitors! They want their water, they get their water.
Mercenaries: Murder Trog! Murder Trog! Send him back where he came, into the bog!..

What? Egypt wasn't exactly known for its poets, y'know.


"YAY! ME ALIVE! TROG NO LIKE AFTERLIFE, TO MUCH FIRE AND EVIL MONSTERS. IT'S BETTER HERE. THANKS FOR THE CPR KOSHU, BUT YOU STILL TRIED TO KILL ME SO, SORRY! NO HARD FEELINGS, RIGHT?"


TROG: He Heals himself using his cockroach regenerative abilities!
Gort: Personally Mummify Koshu's Cult!
KONG: SMASH Koshu!
75 Mummies: Mummify The Inquisitor Filth!
75 Mummies: Guard TROG and Age anybody who comes near! Please keep in mind that TROG'S Species is Immortal.
New Mummies: Age The Nearest Smokestack Factory to dust to Fight Pollution and Cripple Industry!
25 Aging Anarchist Cultists: Recruit More Cultists! But this time, Try to recruit Naturalists and Wilderness Survivalists!
New Cultists: Recruit some More Naturalists and Survivalists!


((This one, and This one. Also, Wasn't TROG just Mortally-Wounded? And didn't my PR become Good?))

EDIT:((Never mind, I see where TROG died.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 28, 2015, 03:14:17 pm
Edot: forgot the "violently explode on death" part
i actually just kind of assumed he would considering when he dies the majycks holding him together will probably disappear
turn 10 actions: welp time to go totally batshit insane
ME: HEHEHE BANANANSA HEHEHEHEHHEEEEE I LIKE BANNNANANANANANNSA   (for this roll to go so insane i lose concept of three dimensions considering i have massive eldritch horror pwoers maybe i'l gain the ability to go into other dimension's)
ANY SURVIVING HUMANS I CAN CONTROL: write "to DF carp with love" with the dragon's blood summoning sludge in a ring sacrifice yourself
any thing else i have a control over: DO A JIG HEHEHE BANANANANANANS A BANANANnANANANNAanannNAnaNaNaNnNAnNAnnSNsNDSSSSSssSS JJJJJJJJJJJJJJJJJJJJjjjiiiiiiiiiiiiiiiiJJijijijijijijijiiiiiiiiiGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG!!!!!!!!!!! WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLLLLLLLLLFFFFFFFFFFFEEEEEEEEEERRRRRRRRRRRRRRRPPPPPPPPPP
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 28, 2015, 03:40:40 pm
((Trog died, then he revived, then he died again.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 28, 2015, 03:41:40 pm
((Trog got beat by humanity.
Good thing humanity sympathises with me.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 28, 2015, 04:10:39 pm
((If you anger me, you know what my success rate for ruining PR is.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 04:46:06 pm
Wait.. I have an idea.
Me: Summon mummies! This time I'll look into them before summoning...
Cultists: Research a ritual that might be able to perhaps fuse entities together!
Assassins: Poison the water supply of my inquisitors! They want their water, they get their water.
Mercenaries: Murder Trog! Murder Trog! Send him back where he came, into the bog!..

What? Egypt wasn't exactly known for its poets, y'know.


"YAY! ME ALIVE! TROG NO LIKE AFTERLIFE, TO MUCH FIRE AND EVIL MONSTERS. IT'S BETTER HERE. THANKS FOR THE CPR KOSHU, BUT YOU STILL TRIED TO KILL ME SO, SORRY! NO HARD FEELINGS, RIGHT?"


TROG: He Heals himself using his cockroach regenerative abilities!
Gort: Personally Mummify Koshu's Cult!
KONG: SMASH Koshu!
75 Mummies: Mummify The Inquisitor Filth!
75 Mummies: Guard TROG and Age anybody who comes near! Please keep in mind that TROG'S Species is Immortal.
New Mummies: Age The Nearest Smokestack Factory to dust to Fight Pollution and Cripple Industry!
25 Aging Anarchist Cultists: Recruit More Cultists! But this time, Try to recruit Naturalists and Wilderness Survivalists!
New Cultists: Recruit some More Naturalists and Survivalists!


((This one, and This one. Also, Wasn't TROG just Mortally-Wounded? And didn't my PR become Good?))

EDIT:((Never mind, I see where TROG died.))
Yeah, retcons are a bitch, I know, but I tend to make mistakes, especially when I have to remember things over the course of a few days. Maybe I actually should start keeping a tally at the end of every action section like you suggested last game, but I get the feeling that would just confuse when the end of turn is more than already happens...

((If you anger me, you know what my success rate for ruining PR is.))
The dice are fickle, I wouldn't use luck as a threat if I were you...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 04:50:22 pm
Recruit people of varying ethnicities, and races, for diversity.
50 cultists: Get the last Orb of Stalwart.
20 cultists: Run for office.
30 cultists: Start a small relief organization, to welcome refugeees.
Recruit:  [3] You convince a couple more people to join your quest for victory. (+50 cultists)
Secure orb: [irrelevant] without a base it would be pointless to move it, but they follow the trail the orb left when it was rolled out and find it again.
Campaign: [5] Your cultists set up a campaign for you to become president... or senator... or representative... or chairman... really, whatever type of leader they have in this town... You initial reception is good (campaign started, very good PR)
Bezniss start: [6] They set up the relief organization adn get so caught up in the work that they don't have time for the cult anymore (-30 cultists, refugee relief organization made)

Tornado: Attack Carp!
100 cultists: search for and do not drink the dragon blood.
Me: provide healing for wounded cultists.
50 cultists: Give those who are dead a burial again.

Attack CARP: [irrelevant] He hasn't been summoned, so it just sort of runs toward the base and then runs away... also, your tornado dissipates because it's run out of energy.
Dragon blood: [2] Dammit, those inquisitors must have hidden all the dragon lilies... or maybe they should just look somewhere else...
Let me heal your wounds: [3] You get them back to usable condition, but they're still looking a bit rough. (wounded cultists now lightly wounded)
Redead: [4] They go to the other horrors and bury their dead for them. What a nice, civilized bunch of folks. Some of them are less than happy about being buried and escape (dead are buried, mummies buried, but they escape)

Edit: forgot these guys
Inquisitors: arm yourselves
[5] they find explosives and machines guns. Things are getting real now. (inquisitors heavily armed)

Wait.. I have an idea.
Me: Summon mummies! This time I'll look into them before summoning...
Cultists: Research a ritual that might be able to perhaps fuse entities together!
Assassins: Poison the water supply of my inquisitors! They want their water, they get their water.
Mercenaries: Murder Trog! Murder Trog! Send him back where he came, into the bog!..

What? Egypt wasn't exactly known for its poets, y'know.

Summon more mummies: [3] You ressurrect Lloyd Fargley, Tanya Rreknos, Brian Ekleres, Yonti Likles, and Sarah Ileuts. who are those guys? I dunno, and neither does anyone else. (gain 5 weak mummies)
Research: [5] They find a ritual that enables you to merge two entities into one. It can be done with living or dead creatures, and the result will be living... Of course, if the two entities don't get along, there will be some... inner conflict... Apparently they will just explode if they get into too bad an argument... The ritual requires dragon blood, two entities, and of course, an important symbol to draw in the middle with a paint made from metal powders which is vital to make it work properly... good thing you looked this up before trying to perform it otherwise you might have made some horrible world-ending monstrosity on accident... (ritual of fusion learned)
Poison: [3] They pour poison into the water supply. The inquisitors clean it out before too much damage happens, but it's too late for some (-25 inquisitors)
Murder trog harder: [3] They dance on his dead body. they get covered in blood. The leader checks his calendar and announces they will be leaving. Their contract has ended. (-85 mercenaries)

Inquisitor mummies: Tear into the assassins.
[5] They bash themselves against the walls of the pyramid until they manage to tear a hole with their ridiculously powerful clawed hands. Damn, those guys are strong. (pyramid base damaged, -5 armed trained cultists, -5 inquisitor mummies)
Other inquisitors: sabotage the dragon blood
[5] They sneak through the hole in the pyramid and immediately get attacked by the guards. It's a bloody battle and they put in a heroic effort but your guards are not strong enough to beat these odds. The inquisitors leave to lick their wounds. (-10 armed trained cultists, -30 inquisitors)

*Edited a bit because I keep getting confused between Koshu and Anthaju for some reason...
500 Cultists and 10 in high places: Construct and fire MIRV (google it) missile, targets are Unescargot, Gort, Kong and the cultists of tavern wrench
5 Cultists: Turn on and use the smeltery.
Rest of them and me: Recrute.

OUR BALLISTICS WILL BLOCK OUT THE SUN!: [4] They build a Multishot missile and fire it off. Turns out not putting explosives in limits the usefulness to individual targets, but they still deal some heavy hits to what they land on (Unescargot's base is destroyed, Gort is heavily wounded, KONG is lightly wounded, tavern wench loses 10 cultists). ((Could you describe what you're building in the future rather than just naming military grade stuff and telling me to figure it out? Otherwise next time you're launching guys named mirv out of a catapult because I can't be bothered to deal with that))
Dangerously understaffed smeltery: [6] they turn it on and get it running, but there aren't enough hands to deal with the problems that quickly arise (smeltery heavily damaged)
Recrute (you+95): [5] You and your followers convince a bunch of people to join you (+390 cultists) ((I've given up on making colorful descriptions for recruiting in case you couldn't tell))

Edit: also forgot these guys
Inquisitors: smash smelter
[6] They bash themselves against the walls of your base for a few hours until your cultists chase them off (-20 inquisitors, sturdy base lightly damaged)

Me: If any missiles or whatnot come my way, lighting said missile out of the sky. Otherwise... PM!
100 cultists: Recruit generics!
70 cultists plus veterans: keep guarding.
Puff Puff: Float into Rabe's base. Spread the doom powders.
5 wealthy cultists: Hire architects, engineers, and construction workers to repair my base and make it even more deadly!
other 5 wealthy cultists: Hire some odd college interns to research a ritual that causes two horrors to switch powers.
8 cultists in high places: Give my inquisitors directions to Rabe's base, tell them that the directions are to my base.
Journalist minions: Bombard Rabe with bad PR!
Anybody I may have forgotten: Spread Sudoku books through Rabe's base.

Lighting defense: [irrelevant] It's too late, the missile has landed with a loud crunch on your beautiful fortress
Lightning trap (because I'm going to forget you did this if I don't post it): [3] It sticks, but it's not very subtle (Orb of Stalwart 2 booby trapped)
recruit: [1] Hate club ahoy! (+100 inquisitors)
Hallucinogen Rabe: [2] Puff puff gets confused and floats around in the middle of nowhere for the whole turn.
hire and do stuff: [3] They manage to find some contract workers to rebuild the base and research for you, but they do a poor job and leave. The ritual guys hand your cultists a book with some vague instructions and tell them to figure it out, they must work for Rabe. (shoddy base built, power swap ritual reference found)
Lying: [5] They successfully convince the dimmer among the inquisitors that Rabe's base is yours. Many of them aren't fooled though. (200 inquisitors transferred to Rabe)
PR attack: [1] They accidentally mix up the names, they gave you bad PR and said it was from Rabe (bad PR)
wtf?: [3] They spread some simple sudoku problems (just papers, not books) around Rabe's base. It doesn't do much. (sudoku problems dropped onto Rabe's base)

Wealthy Inquisitors: hire a demolition team to remove that eyesore
[5] they hire a demolition team that tears down your shoddy base before you even get moved in. What a bunch of dicks! (shoddy base destroyed, inquisitor hireling demolitionists gained)
Inquisitors in high places: detail the dangers of this monster known as "Unescargot"
[5] They go on a campaign against you and inform everyone of the terrible beast that summons the storms and slays all in his path. The scare works and everyone turns against you. (hated by humanity) ((hated = they try to interfere with your operations, despised = they actively try to kill you))
Inquisitors: ruin his dragon blood, in case he finds any more rituals that need it
[6] They don't bother with water and drink all the dragon blood. There isn't enough for everyone. So tasty, but so toxic. (-50 inquisitors, lose dragon blood)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 28, 2015, 04:55:01 pm
((Guess I need a new base... ha, sent Rabe a gift: 200 inquistors!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 28, 2015, 05:31:07 pm
Koshu:
-Cultists: hallucinating like crazy from pink dust, 352 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences, has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: mixed PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual
Sigh.

Turn 11 actions:
hallucinating cultists: attempt to develop immunity to Puff-Puff's dust
Koshu and any other cultists: recruit


Edit: see here:
Turn 11 actions:
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on April 28, 2015, 05:44:06 pm
Recruit more people.
60 cultists: Find a base.
60 cultists: Find dragon blood.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 05:50:54 pm
hallucinating cultists: attempt to develop immunity to Puff-Puff's dust
Washing it off might be faster, just saying...

argh, I just realized I accidentally afflicted Anthaju with the effects... I'll just fix that now...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 28, 2015, 05:54:09 pm
Washing it off might be faster, just saying...
Yeah, actually, we shall try that.

Turn 11 actions:
hallucinating cultists: wash off dust. If that does not take too long, assist with recruiting.
Koshu and any other cultists: recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 07:02:13 pm
Edot: forgot the "violently explode on death" part
i actually just kind of assumed he would considering when he dies the majycks holding him together will probably disappear
turn 10 actions: welp time to go totally batshit insane
ME: HEHEHE BANANANSA HEHEHEHEHHEEEEE I LIKE BANNNANANANANANNSA   (for this roll to go so insane i lose concept of three dimensions considering i have massive eldritch horror pwoers maybe i'l gain the ability to go into other dimension's)
ANY SURVIVING HUMANS I CAN CONTROL: write "to DF carp with love" with the dragon's blood summoning sludge in a ring sacrifice yourself
any thing else i have a control over: DO A JIG HEHEHE BANANANANANANS A BANANANnANANANNAanannNAnaNaNaNnNAnNAnnSNsNDSSSSSssSS JJJJJJJJJJJJJJJJJJJJjjjiiiiiiiiiiiiiiiiJJijijijijijijijiiiiiiiiiGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG!!!!!!!!!!! WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLLLLLLLLLFFFFFFFFFFFEEEEEEEEEERRRRRRRRRRRRRRRPPPPPPPPPP

Not sure what that all means, but I assume it's something like this:
Going bananas: [5] You successfully go completely batshit crazy. You don't have eldritch powers anymore, but everyone with beards and alcohol feels very uncomfortable for a minute. (completely insane)
Sacrifice: [1] They get scared and run off. Cowards! Who needs them anyway? (-40 cultists)
Dance!: [6] GOEAR tries to dance with its bloblike form, but smashes into a wall and hurts itself (GOEAR is mortally wounded)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 28, 2015, 07:30:29 pm
50 Cultists: Use the guns to finish off gort.
Lightly armed cultists: Guard and get better gear.
100 Cultists: Repair the smeltery and make some more guns.
50 Cultists: Repair anthaju's (The pyramid person if I spelled it wrong) base.
1 Cultist: Gently blow in Puff-puff's general direction (-1 FTW).
40 Recognisable cultists and 50 others: Fix PR and say it's all thunder and lightning guy's fault.
100 Cultists and me: Study orb's properties to find a cheap way to travel through the same dimension and/or a way to make more.
9 Cultists: Do sudoku.
Rest of them and the 10 cultists in high places: Use connections to get nuke then build somthing to launch it at the cloud guy(AND FIRE IT).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 28, 2015, 09:31:11 pm
Washing it off might be faster, just saying...
Yeah, actually, we shall try that.

Turn 11 actions:
hallucinating cultists: wash off dust. If that does not take too long, assist with recruiting.
Koshu and any other cultists: recruit
Scrub a dub dub: [1] He he, the water looks all sparkly. But what if there are sharks in it? Or mayb- OH GOD ELEPHANTS WITH OCTOPUS HEADS! FLAIL LIKE YOU LIFE DEPENDS ON IT! Oh dear, some people got hurt in the panic... (-150 cultists) ((Panic + heavy weapons = fun))
recruit: [2] Nobody seems to be willing to join you. Must have been all the screaming.

Edit: I really dropped the ball on the inquisitors didn't I?
Inquisitors: Examine this dust, it seems useful
[2] Whoops, turns out it dissolves on contact with iron, should've used a different bowl to collect it...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 29, 2015, 07:34:52 am
transfer command of anything I have any influence over to rabe on the condition the top priority of use with those resources is to turn me back try to revive frog for a few seconds long enough to get me back to my original
 form
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 29, 2015, 07:44:04 am
((who is "frog"? And that one... hallucination... doom... boom. Also, my base was destroyed twice, somehow... unless that second time was someone else's.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 09:57:59 am
((I'm afraid the trick only works on the same turn he was killed in, his body's gone cold. I'm sure frog's pleased to hear you wanted to save him though...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on April 29, 2015, 10:53:23 am
Research: [5] They find a ritual that enables you to merge two entities into one. It can be done with living or dead creatures, and the result will be living... Of course, if the two entities don't get along, there will be some... inner conflict... Apparently they will just explode if they get into too bad an argument... The ritual requires dragon blood, two entities, and of course, an important symbol to draw in the middle with a paint made from metal powders which is vital to make it work properly... good thing you looked this up before trying to perform it otherwise you might have made some horrible world-ending monstrosity on accident... (ritual of fusion learned)
Of course, if the two entities don't get along, there will be some... inner conflict... Apparently they will just explode if they get into too bad an argument...
Wait, was that supposed to be a bad thing?
Cultists: Recruit! My luck can't be any worse... can it?
Mummies: Replace the guys that died in the inquisitor invasion!
Assassins 25: Collect metal powder and turn it into the required paint!
Rest of em: If we have metal powder paint, Go drag TROG's body to the Tavern Wench Rosabel and do the ritual! If not, go get it!

Since alcohol is a non-ancient invention, and that Tavern Wench is insane Rosabel is peace loving, and Trog wants the destruction of humanity, this should make it so we easily dispatch another crazy horror fairly easily!

Of course this could also go horribly wrong and I apologize in advance for the death Tavern Trog potentially does unto on the world.


((I meant alcohol wasn't an invention during the prehistoric times, when cavemen ruled the earth.

Trog's goal IS different from mine, y'know. But I will change my action anyway, so whatever.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 11:20:22 am
Well no, you did roll a 5, but if two horrors get mixed together they might want to cooperate (unless they like the idea of going explodey)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on April 29, 2015, 11:53:07 am
http://www.reshafim.org.il/ad/egypt/timelines/topics/drink.htm
Granted tavern wench may not make it the same way out of the same stuff.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 12:51:55 pm
I was actually going to let him do it before telling him that beer was invented before writing to show the value of checking your facts, but sure...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 01:02:46 pm
Just realized trog was the one who hadn't gone and I just hadn't rolled for his actions... Doesn't make much sense that AD still wants to use this as his turn, but whatever...
"YAY! ME ALIVE! TROG NO LIKE AFTERLIFE, TO MUCH FIRE AND EVIL MONSTERS. IT'S BETTER HERE. THANKS FOR THE CPR KOSHU, BUT YOU STILL TRIED TO KILL ME SO, SORRY! NO HARD FEELINGS, RIGHT?"


TROG: He Heals himself using his cockroach regenerative abilities!
Gort: Personally Mummify Koshu's Cult!
KONG: SMASH Koshu!
75 Mummies: Mummify The Inquisitor Filth!
75 Mummies: Guard TROG and Age anybody who comes near! Please keep in mind that TROG'S Species is Immortal.
New Mummies: Age The Nearest Smokestack Factory to dust to Fight Pollution and Cripple Industry!
25 Aging Anarchist Cultists: Recruit More Cultists! But this time, Try to recruit Naturalists and Wilderness Survivalists!
New Cultists: Recruit some More Naturalists and Survivalists!

Regenerate: [irrelevant] Your blood runs cold on the muddy ground. You try to heal but can't. Death is quieter than you had imagined.
Raid on Koshu: [2] Gort's too busy shoving his limbs back into place after being bombarded by a flying metal shell. Kong decides to take a nap instead.
Mummy attack: [2] They don't understand your instructions. Stupid mummies with their whole "brain removed at death" thing
Recruit: [irrelevant] All your nobody tries to find support and cannot seem to interact with people. Oh well.
CURSE: Flies
[4] Flies swarm your base. They annoy Kong and try to eat Gort and his minions. (Flies attacking GORT)

Inquisitors: do nothing because you're all dead
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 29, 2015, 01:16:39 pm
((... by the way, the ancient Egyptians actually had beer, and possibly wine. Look it up. And another thing: have you considered running an Evil Mastermind sort of thing with this system?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 01:29:11 pm
((have you considered running an Evil Mastermind sort of thing with this system?))
I haven't, but feel free to do so yourself. It sounds interesting, if you do it I might even participate as a player.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 02:49:50 pm
Humanity
Attack TROG's stuff:
[3] GORT gets gunned down, sand is pouring out of his body and he's rapidly weakening (GORT mortally wounded)

Attack CARP's minion: (since you haven't been summoned)
[1] They accidentally feed GOEAR even more people (GOEAR gain 75 mass, +1 physique)

Remove ihatecarp.com for association with Unescargot
[2] They decide against it since they hate carp even more than they hate Unescargot.

End of Turn 11.
score:
Unescargot (uninjured): summoned, getting old
-cultists: 100 cultists, 70 cultists (guarding ) 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 3 veterans (guarding), professional journalist hirelings
-Items: access to Orb of Stalwart 2, book with power swap ritual
-Inquisitors: 10 inquisitors in high places, 210 inquisitors, 5 wealthy inquisitors, inquisitorial demolition hirelings, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual, hated by humanity
--Puff Puff: nothing (and will probably never have anything)

Tavern wench:
-cultists: 110 cultists
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places
-Other: well known, very good PR, leaderly campaign started well, refugee organization made
-Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned
-cultists:
-Problems: afflicted with 10 plagues of egypt (7), despised by humanity, lice infestation
-Items: has dragon blood
--GORT(mortally wounded): 75 mummies, being attacked by flies
--KONG(lightly wounded): nothing

Anthaju(uninjured): summoned
-cultists: 50 cultists, 50 assassin cultists, 5 weak mummies
-Items: has a damaged pyramid with a shoddy shack on top for a base, has dragon blood, has money, prepared "banishment" ritual
-Inquisitors: 60 inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4, knows ritual of fusion

Koshu:
-Cultists: hallucinating like crazy from pink dust, 202 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences, has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: mixed PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Rabe (uninjured): summoned
-Cultists: 895 cultists, 50 lightly armed cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has lightly damaged sturdy base filled with sudoku problems, heavily damaged metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), access to Orb of Stalwart 2
-Inquisitors: 45 armed inquisitors, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction

DF CARP: completely insane
-Cultists:
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (mortally wounded): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 123 cultists, 15 lightly wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists
Items: access to Orb of Stalwart 2
Inquisitors: 102 heavily armed inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1
Other: good PR, has humanity's sympathy, buried the dead

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, Orb of Stalwart 2 booby trapped

((I've probably misplaced about 100 cultists somewhere, but I hope I got everything important right...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 29, 2015, 03:00:12 pm
((is there any way to deactivate inquisitors?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 03:27:18 pm
((is there any way to deactivate inquisitors?))
((Killing them/getting rid of them all (like carp did) or losing so much that they run out of things to do (like Tavern Wench did) are the main ways, but deactivating them and still having them around doesn't do much considering that anyone can just reactivate them))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on April 29, 2015, 04:17:10 pm
...


Journalist hirelings: write awesome articles about how I plan to fix the drought in California and Texas!
Me: Bombard Koshu's cult with lightning.
Puff Puff: Fill Rabe's cult with magic powders!
8 politician cultists: Fix my PR!
5 wealthy cultists: Hire good engineers, archetects, and construction workers to build a new fortress, still deadly!
other 5 wealthy cultists: Hire legendary scholars to follow up on the power swap ritual!
70 cultists: Recruit generics for my cult!
50 cultists: There's nothing to guard really... be trained!
3 veterans: Train the 50 cultists in combat!
50 cultists: Help build my fortress!
Anyone I may have forgotten: Recruit more generics for my cult!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on April 29, 2015, 08:15:50 pm
End of Turn 10.
This is supposed to say turn 11, right?

Turn 12 actions:
Koshu: telepathicly compel Puff-Puff to spread dust throughout Unescargot's base.
cultists: wash away the dust. If that does not take too long, recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 29, 2015, 08:21:07 pm
End of Turn 10.
This is supposed to say turn 11, right?

Yeah, I keep missing that  this game...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 30, 2015, 09:34:46 am
ME USE MY TOTALLY EXISTANT ELDRITH POWERS TO ELIMNATE THE TROGDOR THREAT TO MY BANANANBNNSNanSNANNASNsNSNSNAsnsnNSAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
goers: use your relatively stable mental state to console DF carp that trog won't steal your BANANASNNNANSNnSBNBSNanasdbABSNAbsnasbnasnasnasnSNABsanbsnsnAnSNBSNBAN!!!!!!!!!!!!!!!!!
ANyTHAInINg i HAvE THe SLIIIIghtEEstttt COnTRorRL OVOer: PPLEEEead TROG to TURN DF CarP bAck TO A SAne plAAin OOOOLd CArP

(( i don't care if trog is dead or not i've kind of lost track of that))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on April 30, 2015, 09:39:45 am
((trogdor is dead))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on April 30, 2015, 10:13:03 am
i had a brain wave for a horror i'll post it now so i can reference it when the next game starts its just a really good eyedea (hehe)
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on April 30, 2015, 08:07:33 pm
Yeah, I wouldn't actually let you use that in a game because the power to absorb other horrors and gain their power is OP (the only reason I made GOEAR able to gain power at all is because he does it by wrecking your armies, which are arguably much more useful than a giant, carnivorous mound of flesh).

Also you have no points in power or presence yet have a lot of abilities that would require them (in practice I would just say "you do a thing but it has no effect" because you don't have any stat points to support the action)

also, there's a big dissonance between what you say you are (hideous and detestable) and what your stats say (you could woo the world yourself if you wanted). In practice I would handwave this by saying something like "they see the inner you" or "you hypnotize them with your unwavering gaze" but it's still a thing to keep in mind (unless stat dissonance is exactly what you were going for). Feel free to mull over more horror ideas though, even if you don't use any of them it's fun to come up with them (I know, I've made several already as sub horrors).

Also, sorry about the delays guys, but it's the middle of finals and I'm a bit busy. I'll update this weekend with more horror-y "goodness".
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 01, 2015, 08:44:16 am
he was going for stat dissonance
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 01, 2015, 02:42:45 pm
Yeah, I wouldn't actually let you use that in a game because the power to absorb other horrors and gain their power is OP (the only reason I made GOEAR able to gain power at all is because he does it by wrecking your armies, which are arguably much more useful than a giant, carnivorous mound of flesh).

Also you have no points in power or presence yet have a lot of abilities that would require them (in practice I would just say "you do a thing but it has no effect" because you don't have any stat points to support the action)

also, there's a big dissonance between what you say you are (hideous and detestable) and what your stats say (you could woo the world yourself if you wanted). In practice I would handwave this by saying something like "they see the inner you" or "you hypnotize them with your unwavering gaze" but it's still a thing to keep in mind (unless stat dissonance is exactly what you were going for). Feel free to mull over more horror ideas though, even if you don't use any of them it's fun to come up with them (I know, I've made several already as sub horrors).

Also, sorry about the delays guys, but it's the middle of finals and I'm a bit busy. I'll update this weekend with more horror-y "goodness".

yeah i decided to make the detestable horrible repulsive thing i could imagine (which is why the powers were like that) and give it
a five in appeal and when it absorbs other horrors it only adds it's strength and power stats i should change it to strength or power.


p.s. do you think i wrote that well?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 01, 2015, 03:11:37 pm
Yeah, I wouldn't actually let you use that in a game because the power to absorb other horrors and gain their power is OP (the only reason I made GOEAR able to gain power at all is because he does it by wrecking your armies, which are arguably much more useful than a giant, carnivorous mound of flesh).

Also you have no points in power or presence yet have a lot of abilities that would require them (in practice I would just say "you do a thing but it has no effect" because you don't have any stat points to support the action)

also, there's a big dissonance between what you say you are (hideous and detestable) and what your stats say (you could woo the world yourself if you wanted). In practice I would handwave this by saying something like "they see the inner you" or "you hypnotize them with your unwavering gaze" but it's still a thing to keep in mind (unless stat dissonance is exactly what you were going for). Feel free to mull over more horror ideas though, even if you don't use any of them it's fun to come up with them (I know, I've made several already as sub horrors).

Also, sorry about the delays guys, but it's the middle of finals and I'm a bit busy. I'll update this weekend with more horror-y "goodness".

yeah i decided to make the detestable horrible repulsive thing i could imagine (which is why the powers were like that) and give it
a five in appeal and when it absorbs other horrors it only adds it's strength and power stats i should change it to strength or power.


p.s. do you think i wrote that well?
Neither, because you still can't use it. From the wording it sounded like you meant the stats as well as their abilities, which is far too much, especially given that you have two horrors worth of abilities already just from your character sheet.

I still wouldn't let you bolster your stats like that though, 5 points is the upper limit, even with special abilities (if you really wanted to you could lose appeal when you gain other stats, but that would still max out at 5 total). But having tons of stats and abilities doesn't mean you will win the game, TROG is dead and you've lost everything and you two were both pushing the limits on abilities. You could hypothetically win with 0 stat points if you wanted, just recruit and manage your cultists well enough that you purge all the horrors before they can get summoned or kill them with armies of armed trained cultists...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 02, 2015, 01:18:23 pm
Can you post some turns?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 02, 2015, 01:30:12 pm
Rolling them now
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 02, 2015, 02:02:55 pm
Yay
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 02, 2015, 03:22:26 pm
Wait, was that supposed to be a bad thing?
Cultists: Recruit! My luck can't be any worse... can it?
Mummies: Replace the guys that died in the inquisitor invasion!
Assassins 25: Collect metal powder and turn it into the required paint!
Rest of em: If we have metal powder paint, Go drag TROG's body to the Tavern Wench Rosabel and do the ritual! If not, go get it!

Since alcohol is a non-ancient invention, and that Tavern Wench is insane Rosabel is peace loving, and Trog wants the destruction of humanity, this should make it so we easily dispatch another crazy horror fairly easily!

Of course this could also go horribly wrong and I apologize in advance for the death Tavern Trog potentially does unto on the world.


((I meant alcohol wasn't an invention during the prehistoric times, when cavemen ruled the earth.

Trog's goal IS different from mine, y'know. But I will change my action anyway, so whatever.))
((Trog's dead so he wouldn't be able to voice an opinion (the ritual can't bring the dead back to life I'm afraid, just give the living their powers) and Rosabel hasn't been summoned, but Unescargot + Rabe would probably be hilarious, or you could combine yourself with Trog for time distortion... Or try to combine KONG with literally anyone, since he is so disagreeable... Also before anyone calls me on it, I'm aware that "cavemen" aren't actually "ancestors" of humans, but I'm letting it slide for the sake of the game))
You decide to take a break this turn, you've been working hard and your cultists can probably handle this turn themselves... right?
recruit: [6] they get some people to join you and your mummies stand around groaning and not contributing in any way. Some people get freaked out and decide you must be the bad guy because of those shambling corpses following you around. (+50 cultists, +50 inquisitors)
paint making: [4] They find enough metal to make the paint but don't have time to grind it into powder this turn (metal acquired)
BRING OUT YER DEAD: [2] They get scared and run back when they see KONG.

Inquisitors: arm yourselves
[6] They find a large dam located uphill from your base. Some of the inquisitors get angry at the long trek and leave (inquisitors have a dam, -50 inquisitors)

50 Cultists: Use the guns to finish off gort.
Lightly armed cultists: Guard and get better gear.
100 Cultists: Repair the smeltery and make some more guns.
50 Cultists: Repair anthaju's (The pyramid person if I spelled it wrong) base.
1 Cultist: Gently blow in Puff-puff's general direction (-1 FTW).
40 Recognisable cultists and 50 others: Fix PR and say it's all thunder and lightning guy's fault.
100 Cultists and me: Study orb's properties to find a cheap way to travel through the same dimension and/or a way to make more.
9 Cultists: Do sudoku.
Rest of them and the 10 cultists in high places: Use connections to get nuke then build somthing to launch it at the cloud guy(AND FIRE IT).

FINISH HIM: [6] You don't have any guns, but they charge in and beat him down. The dust and sand sprays everywhere and his mummies are... well, not interested in the slightest actually... The cultists get aged by his aura. (GORT is dead, 50 cultists now old)
guard: [1] They laze about instead of guarding and some of them decide they're sick of your uppity attitude. A kitten deciding what they do all day? Screw that! (-20 lightly armed cultists)
repair smeltery: [2] They feel nervous about using a welding torch to fix the smelter, wouldn't want to leave a seam where the molten metal would pour out. They leave it be for now.
Doing anthaju a favor: [4] They scurry over and plaster up the holes in Anthaju's pyramid. (Anthaju's Pyramid fixed)
Fuck off, Puff puff!: [6] He runs over to Puff puff and blows on him. Puff puff scatters into dust, he'll recover but he won't be doing much for the turn. Also, your cultist got covered in dust and carried it back into your base. It gets on the sudoku guys. (10 cultists hallucinating, Puff puff dissipated)
Blame it on Unescargot: [3] They get on their youtube accounts and blame all the bad things you did on Unescargot. Some people believe you, but most don't. Of course, the fact that nobody knew about the bad things you did makes the change seem pretty lateral. (mixed PR)
Study: [1] They study the orb and accidentally set off the lightning trap. All you find is a pile of ashes when you check on them. (-100 cultists)
PUZZLES!: [4] They complete a bunch of the puzzles. It doesn't change much. (Several sudokus finished)
Acquire nuke (no fire, there's no time for that with this many people): [2] They can't get the papers done to get access to a nuke. Jeez, at this rate it would be easier just to steal the damn thing...

Inquisitors: smash the smeltery
[2] That base looks a bit solid, better hold back until someone else breaks through...

Turn 12 actions:
Koshu: telepathicly compel Puff-Puff to spread dust throughout Unescargot's base.
cultists: wash away the dust. If that does not take too long, recruit.

Koshu: [irrelevant] He's been dissipated, he's not taking orders right now.
washy washy dust: [3] Some of them get the dust off themselves, but others resist because they think the water is magma (half of cultists no longer hallucinating)

Inquisitors: Ruin the spaceship components
[4] They attack the outer wall of your defenses. their numbers and weapons manage to break a hole, but your cultists drive them off before they get to your stuff (defenses breached)

ME USE MY TOTALLY EXISTANT ELDRITH POWERS TO ELIMNATE THE TROGDOR THREAT TO MY BANANANBNNSNanSNANNASNsNSNSNAsnsnNSAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
goers: use your relatively stable mental state to console DF carp that trog won't steal your BANANASNNNANSNnSBNBSNanasdbABSNAbsnasbnasnasnasnSNABsanbsnsnAnSNBSNBAN!!!!!!!!!!!!!!!!!
ANyTHAInINg i HAvE THe SLIIIIghtEEstttt COnTRorRL OVOer: PPLEEEead TROG to TURN DF CarP bAck TO A SAne plAAin OOOOLd CArP

(( i don't care if trog is dead or not i've kind of lost track of that))
Kill TROG: [irrelevant] Trog is already dead, but you are so insane you forget that you don't have powers and try to turn him into carp. It doesn't work, but you now see his corpse as a mass of carp. (thinks TROG is carp)
console: [5] GOEAR whispers in eldritch tongue that TROG is no longer a threat. Oddly soothing for a voice that literally sounds like 300 people screaming as they die. It calms you down a bit. One might even say you've regained control of your mind. GOEAR is still bleeding out.  (GOEAR dies at the end of the turn, DF CARP calmed down)
Beg for help: [irrelevant] Your nothing tries to get the pile of carp to turn you back. It doesn't work.


Journalist hirelings: write awesome articles about how I plan to fix the drought in California and Texas!
Me: Bombard Koshu's cult with lightning.
Puff Puff: Fill Rabe's cult with magic powders!
8 politician cultists: Fix my PR!
5 wealthy cultists: Hire good engineers, archetects, and construction workers to build a new fortress, still deadly!
other 5 wealthy cultists: Hire legendary scholars to follow up on the power swap ritual!
70 cultists: Recruit generics for my cult!
50 cultists: There's nothing to guard really... be trained!
3 veterans: Train the 50 cultists in combat!
50 cultists: Help build my fortress!
Anyone I may have forgotten: Recruit more generics for my cult!

PR: [5] They write rave comments and spread the word about how awesome you are. You go from hated to merely "misunderstood". Suckers. (moderately bad PR)
LIGHTNING PARTY: [3] You blast Some of Koshu's cultists with lightning. Turns out the lightning doesn't arc quite like you thought it would. (Koshu loses 50 cultists)
Puff puff: [irrelevant] He's unable to recieve orders at this time, please call back after the beep *beep*
Hire things: [6] They get a bunch of people to work for you. The workers build a base with spikes everywhere and read through that book, finding you some amazing information about how you can switch abilities with someone else, at the cost of some of your cultists' lives. You quickly discover that the people you hired aren't trustworthy when your wealthy cultists lose all their money. The workers are gone too. (cultists no longer wealthy, base with malevolent architecture built, power swap ritual researched)
recruit: [5] They spread the word of your power and get many to join you. (+140 cultists)
train: [4] The veterans work double time to get these scrubs into shape. They get the cultists a bit better trained than before. (50 cultists trained)
((There's nobody else))

Inquisitor hirelings: demolish this base!
[3] The demolishers approach the fortress and tear a hole in the wall, but have to leave when the cultists chase them away. (fortress damaged)
High places inquisitors: recruit
[6] They recruit a bunch of people to help them, but there is a backlash that brings more cultists as well. (+50 inquisitors, +50 cultists)
Wealthy guys: hire scholars to research you
[1] They hire some people to help, but they take all their money and don't help. (wealthy inquisitors no longer wealthy)
Other guys: destroy the book
[1] They try to creep in to destroy the book but the fortress' reckless design ends up making several of them get gored on spikes. (-50 inquisitors)

((I think that's all of the ones that have been posted...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 02, 2015, 06:44:53 pm
Recruit more people.
60 cultists: Find a base.
60 cultists: Find dragon blood.
You forgot my action.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 02, 2015, 08:06:08 pm
Recruit more people.
60 cultists: Find a base.
60 cultists: Find dragon blood.
You forgot my action.
Whoops
recruit: [5] You do an excellent job of getting people to join your cause (+200 cultists)
base: [6] They find a base hanging precariously over a canyon. Moving in is surely a good idea that will have no negative repercussions (precaiously perched base found)
dragon blood hunt: [1] IT LOOKS JUST LIKE KOOL AID! MUST DRINK! (-50 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 02, 2015, 09:16:37 pm
Find dragon blood.
Cultists: Get settled in, and start putting up defences for the base.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 03, 2015, 12:47:34 am
Recruit.
100 Cultists find but don't drink dragon blood.
The rest continue negotiations with Inquisitors.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 03, 2015, 07:15:24 am
((The rolls this turn were favorable... for me!))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 03, 2015, 10:38:49 am
Welp, If it seems as though betrayal is the best option, I shall take betrayal.

Me: Recruit again! This time I shall ask help from the archeologists once more!
Mummies: Guard the base. I meant guard the base. last turn.
50 Assassins: Poison the water supply of the inquisitors! That really is a useful tactic!
25 cultists and 25 assassins: Make the metal powder!
Rest of em: Make the unactivated ritual near Unescargot's base, And use some of the money we have to acquire a large helping of fish and milk, to lure Rabe next to the ritual, shoo away any other kittens that come near. When Unescargot gets near, Activate the ritual!
If we do not have metal powder by this point though, make it.


Convoluted plans make me feel better about my siblings' death.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 03, 2015, 11:41:32 am
Recruit.
100 Cultists find but don't drink dragon blood.
The rest continue negotiations with Inquisitors.

Recruit: [4] You get more people to join your army, they seem competent enough. Which doesn't actually say much when your standard for "competent" doesn't even mean "won't knowingly drink poison". (+100 cultists)
Dragon blood: [5] They find enough dragon blood for the ritual, and have enough left over to use as poison (gained dragon blood, 50 cultists now assassins)
Negotiate: [3] They manage to get some of the inquisitors to lay down there arms and leave, but it's not as good as they were trying for... (-60 inquisitors)

Inquisitors: Destroy Orb of Stalwart 2
[4] They set a grenade next to the orb and it explodes into grainy pieces. A dozen voices from beyond the rift scream in fury (Orb of Stalwart 2 destroyed).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 03, 2015, 11:42:30 am
YOU FOOLS!
YOU'VE DOOMED YOUR PLANET AND YOU ALONGSIDE IT!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 03, 2015, 11:48:47 am
"Keepin' yer filthy hide out is  savin' the world!"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 03, 2015, 11:50:04 am
*sobs angstily*
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 03, 2015, 02:05:53 pm
Me: Mini-action: talk to Rabe's inquisitors and offer to help them purge her.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 03, 2015, 05:04:54 pm
Me: Mini-action: talk to Rabe's inquisitors and offer to help them purge her.
"Tough luck, Fluffy! You're a day late and a dollar short! Rabe's already been summoned and we sure as hell don't know how to make her leave! If you can get her gone somehow, we'll be sure to perform the purge asap to keep her out."

If only they had some kind of banishment spell...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 03, 2015, 06:40:28 pm
Give Rabe's inquisitors the "banishment" ritual on the condition that they help get rid of my own inquisitors.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 03, 2015, 10:27:14 pm
Koshu: [irrelevant] He's been dissipated, he's not taking orders right now.
washy washy dust: [3] Some of them get the dust off themselves, but others resist because they think the water is magma (half of cultists no longer hallucinating)

Inquisitors: Ruin the spaceship components
[4] They attack the outer wall of your defenses. their numbers and weapons manage to break a hole, but your cultists drive them off before they get to your stuff (defenses breached)

((I think that's all of the ones that have been posted...))

Can we get a turn summary for turn 12?

Turn 13 actions (assuming the turn summary matches what I expect):
hallucinating cultists: wash away the dust.
half of non-hallucinating cultists: repair our defenses.
other half of non-hallucinating cultists: improve our PR.
Koshu: if Puff-Puff is back together, telepathically compel Puff-Puff to spread dust around Unescargot's base. If not, assist with PR.


See
Revised turn 13 actions
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 04, 2015, 05:46:00 pm
I think we still have one more, but I have another exam on Wednesday so I'll more the turn forward without him on Thursday if TROG hasn't posted... I don't know if he posted actions already but it probably won't make much difference...

It's either a long wait now fro the turn to end or a wait between starting the turn and having the actions done, I don't know if it's better like this but this way there's more time to get all the actions done...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 07, 2015, 11:41:18 am
TROG lies still in his grave. GOEAR bleeds out. (GOEAR is dead)

Humanity
Attack GORT's mummies:
[1] Some of the older soldiers get aged and mummified when they approach. The others are so freaked out that they flee. (+25 mummies)

Attack CARP's... nothing... I guess:
[2] They don't attack your nothing.

End of Turn 12.
score:
Unescargot (uninjured): summoned, getting old
-cultists: 290 cultists, 50 trained cultists, 5 high morale empowered cultists, 5 annoyed empowered cultists, 8 cultists in high places, 3 veterans, professional journalist hirelings
-Items: book with power swap ritual, damaged base with malevolent architecture
-Inquisitors: 10 inquisitors in high places, 215 inquisitors, inquisitorial demolition hirelings, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual, moderately bad PR, knows power swap ritual
--Puff Puff (dispersed): nothing (and will probably never have anything)

Tavern wench:
-cultists: 260 cultists
-Items: Precariously perched base
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places
-Other: well known, very good PR, leaderly campaign started well, refugee organization made
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned
-cultists:
-Problems: afflicted with 10 plagues of egypt (7), despised by humanity, lice infestation
-Items: has dragon blood
--GORT(DEAD): 75 mummies, being attacked by flies
--KONG(lightly wounded): nothing

Anthaju(uninjured): summoned
-cultists: 100 cultists, 50 assassin cultists, 5 weak mummies
-Items: has a pyramid with a shoddy shack on top for a base, has dragon blood, has money, prepared "banishment" ritual, has metal
-Inquisitors: 60 inquisitors, inquisitors have a dam, inquisitors activated
-Other: has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4, knows ritual of fusion

Koshu:
-Cultists: 51 cultists hallucinating like crazy from pink dust, 101 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences (breached), has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: mixed PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Rabe (uninjured): summoned
-Cultists: 735 cultists, 10 hallucinating cultists, 50 old cultists, 30 lightly armed cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has lightly damaged sturdy base filled with sudoku problems (several finished), heavily damaged metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)
-Inquisitors: 45 armed inquisitors, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, mixed PR

DF CARP: rather calm, thinks TROG is carp
-Cultists:
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 113 cultists, 50 assassin cultists, 15 lightly wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists
Items: has dragon blood
Inquisitors: 102 heavily armed inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead

Other: Poison widely available, 10% of Earth's population gone, cascade impossible
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 07, 2015, 03:12:14 pm
Koshu:
-Cultists: 51 cultists hallucinating like crazy from pink dust, 101 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences (breached), has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: mixed PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Revised turn 13 actions:
51 hallucinating cultists: wash away the dust.
200 heavily armed cultists: repair our defenses. Then guard our base.
101 cultists and 80 empowered cultists: improve our PR.
Koshu: if Puff-Puff is back together, telepathically compel Puff-Puff to spread dust around Unescargot's base. If not, assist with PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 07, 2015, 03:39:56 pm
have i posted my action yet?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 08, 2015, 11:58:24 am
49 Old cultists: Kill GORT(I thought he died)
1 old cultist: find puff and wave at him.
500 Cultists: Fix and upgrade the base (Add some lightning rods... and landmines).
100 Cultists and lightly armed cultists: Kill the inquisitors then guard the base when you are done.
100 Cultists: Fix the smelter and make some guns if you have time after, give the guns to the guards.
10 Hallucinating cultists: Make a toy for puff-puff.("and will probably never have anything" is just so depressing)
The rest: Finish the paperwork and fire the nuke at Unescargot.

 
Anthaju you are lucky I didn't tell my hallucinating cultists that your pyramid is a really nice toilet to use.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 08, 2015, 01:47:41 pm
Now then...
Me: Recruit rappers to join my cult!
90 cultists: Repair base!
50 trained cultists and 3 veterans: guard base.
100 cultists: If a certain someone fires a nuke at me, power swap them with carp. Otherwise recruit generics to join my cult.
8 cultists in high places: Do political stuff to help my PR!
100 cultists: Research the location of artifacts that may be useful.
10 cultists who used to be wealthy: invest in businesses with any remaining money you have, become wealthy again.
Journalist hirelings: Write articles about my plans to restore rain to California.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 08, 2015, 03:16:28 pm
49 Old cultists: Kill GORT(I thought he died)

 
Anthaju you are lucky I didn't tell my hallucinating cultists that your pyramid is a really nice toilet to use.
He did, I could've sworn I changed it on the score sheet to reflect that, but apparently not...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 08, 2015, 05:06:30 pm
Since everyone wants to play with Puff puff, I'll do this one first...
Now then...
Me: Recruit rappers to join my cult!
90 cultists: Repair base!
50 trained cultists and 3 veterans: guard base.
100 cultists: If a certain someone fires a nuke at me, power swap them with carp. Otherwise recruit generics to join my cult.
8 cultists in high places: Do political stuff to help my PR!
100 cultists: Research the location of artifacts that may be useful.
10 cultists who used to be wealthy: invest in businesses with any remaining money you have, become wealthy again.
Journalist hirelings: Write articles about my plans to restore rain to California.

recruit: [2] They find nobody who will help you.
repair: [1] Out with the old and in with the- coffee break! (base destroyed)
guard: [4] They take up defensive positions and get ready to attack invaders. (guarding)
power swap (because your choice of swappers is too hilarious to pass up): [6] You swap the powers of DF carp and Rabe. Now Rabe has the ability to drown people and detect beards and alcohol, and CARP has the ability to never age and talent with psychic power... No, those ARE useful powers, shut up! (powers swapped in Rabe's favor)
PR: [1] Wait, no, raining for 40 days and 40 nights isn't what you meant to say- (hated by humanity)
research: [2] They can't find anything about magic artifacts, just references to old stuff that's in museums. These museum brochures clearly aren't what you're looking for...
invest: [3] They manage to get some investments done, but they don't get their money back yet. (investments made)

Puff puff: reform
[6] He pulls himself together and rushes back to your base. Some of your guards get covered in hallucinogenic dust. (guards hallucinating)

Normal Inquisitors: attack Unescargot
[4] They rush your guards and slaughter them through superior numbers. You cultists are helpless to fend them off since they are hallucinating to all hell. Your veterans flee, discretion is the better part of valor after all. (-all guards, -50 inquisitors)
Inquisitors in high places: get a contract for weapons for the rest of these shlubs
[3] They get Kitten inc. to sell them metal bars and pipes for cheap prices. Apparently it pays to know your enemy's enemies, and to have access to cheap materials. (inquisitors lightly armed)

Revised turn 13 actions:
51 hallucinating cultists: wash away the dust.
200 heavily armed cultists: repair our defenses. Then guard our base.
101 cultists and 80 empowered cultists: improve our PR.
Koshu: if Puff-Puff is back together, telepathically compel Puff-Puff to spread dust around Unescargot's base. If not, assist with PR.
washy washy dust: [4] They ignore the sharks in the water long enough to wash off the dust. Hooray for cleanliness! (no more hallucianting)
repair: [3] They manage to patch up the defenses fairly quickly but decide to get some pizza instead of guarding. They don't even bring any back for you! (defenses repaired)
PR: [4] They improve your reputation a bit. You weren't paying attention when they said what they promised you would do but it was probably nothing you weren't going to do anyway. (Now have good PR)
Say hi to puff puff: [6] Puff puff tells you to fuck off, he isn't turning on Unescargot for nothing.

Inquisitors: Tear down your walls, Koshu!
[4] They blast another big hole in your defensive wall. Accursed inquisitors. Your cultists manage to pick some of them off as they run away. (-50 inquisitors, defenses damaged)

have i posted my action yet?

I don't know, find it if you have, it'll simplify things a bit later...


I assume Evonix has enough people that those 49 guys aren't going to make or break him...
49 Old cultists: Kill GORT(I thought he died)
1 old cultist: find puff and wave at him.
500 Cultists: Fix and upgrade the base (Add some lightning rods... and landmines).
100 Cultists and lightly armed cultists: Kill the inquisitors then guard the base when you are done.
100 Cultists: Fix the smelter and make some guns if you have time after, give the guns to the guards.
10 Hallucinating cultists: Make a toy for puff-puff.("and will probably never have anything" is just so depressing)
The rest: Finish the paperwork and fire the nuke at Unescargot.

 
Anthaju you are lucky I didn't tell my hallucinating cultists that your pyramid is a really nice toilet to use.
Kill Gort: [1] He's dead, they just run up and kick the dusty, desiccated corpse around until his mummies arrive and turn them all into mummies as well. (49 old cultists turned into mummies)
Say hi to puff puff: [2] He can't find puff puff, where did he go?
Fix/upgrade base: [2] Every time they try to fix a part of the base, another part falls over. Dammit, these were supposed to be easy repairs! How can ALL of you be failing at this?
attack inquisitors: [4] They attack the inquisitors and it's a massacre on both sides, the inquisitors with their guns pick off most of the cultists sent after them, but the cultists manage to break through and get them. (-45 inquisitors, -60 cultists, -30 lightly armed cultists)
fix smelter: [5] They fix the smeltery perfectly and manage to get guns for about half the people working (50 cultists armed, smeltery fixed)
Make a toy for puff puff: [4] They stitch together a small plush toy in the shape of Puff puff. It's adorable and huggable. They run past the flying elephants and dead guards before leaving the toy on the sandbox Puff puff uses as a bed and fleeing into the night. (Puff puff now has a plush toy)
fire nuke: [3] They manage to get access to a supply of gunpowder, so they can finally make explosives again, but no nukes for you. (gunpowder access regained)

Inquisitors: be dead
[irrelevant] They succeed in being dead.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 08, 2015, 05:12:23 pm
Puff Puff- go to carp's cult, spread the joy.

((ha ha ha enjoy the power swap.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 08, 2015, 08:34:59 pm
Try to find the orb.
Cultists: Help others in the community.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 09, 2015, 08:59:56 am
Me, 85 cultists and all the recognizable cultists: Recruit!
5 Cultists in high places: Give Unescargot's inquisitors better PR.
600 Cultists and any others: I am ashamed of you lot but I will give you another chance, Repair and improve the base (remember you can use the forge concrete and explosives), I want to see a underground complex, I want to see mini gun and missile turrets on a huge concrete wall, I want to see lightning rods, I do not want to see it's destruction in a thousand years.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 09, 2015, 08:55:54 pm
Welp, If it seems as though betrayal is the best option, I shall take betrayal.

Me: Recruit again! This time I shall ask help from the archeologists once more!
Mummies: Guard the base. I meant guard the base. last turn.
50 Assassins: Poison the water supply of the inquisitors! That really is a useful tactic!
25 cultists and 25 assassins: Make the metal powder!
Rest of em: Make the unactivated ritual near Unescargot's base, And use some of the money we have to acquire a large helping of fish and milk, to lure Rabe next to the ritual, shoo away any other kittens that come near. When Unescargot gets near, Activate the ritual!
If we do not have metal powder by this point though, make it.


Convoluted plans make me feel better about my siblings' death.
cough cough
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 09, 2015, 10:11:19 pm
Try to find the orb.
Cultists: Help others in the community.
Orb: [3] Via psionics you can tell that all the Orbs of Stalwart have been destroyed, but you locate another Orb, an Orb of Stability, that may work as a substitute in a similar ritual, but you'll have to look that one up... (found Orb of stability 1)
cultists: [3] They help out, but they don't seem to accomplish much and the job is thankless. (admired by humanity)

Welp, If it seems as though betrayal is the best option, I shall take betrayal.

Me: Recruit again! This time I shall ask help from the archeologists once more!
Mummies: Guard the base. I meant guard the base. last turn.
50 Assassins: Poison the water supply of the inquisitors! That really is a useful tactic!
25 cultists and 25 assassins: Make the metal powder!
Rest of em: Make the unactivated ritual near Unescargot's base, And use some of the money we have to acquire a large helping of fish and milk, to lure Rabe next to the ritual, shoo away any other kittens that come near. When Unescargot gets near, Activate the ritual!
If we do not have metal powder by this point though, make it.


Convoluted plans make me feel better about my siblings' death.
cough cough
'
*cough cough* must be contagious
re-recruit: [3] You convince people with an interest in old stuff to join you, just not very well... (+30 archaeological cultists)
guard: [4] The mummies take up guard positions. How effective they'll be is arguable, but hey, it's one more layer of protection between you and invaders. (mummies guarding)
poison: [4] They pour poison into the inquisitors' water supply, it works wonders and eliminates most of them with no risk to your cultists. The remaining few only drink wine and ale and so were not afflicted. (-50 inquisitors)
make powder: [1] They grind the metal into powder, but then drop it all into a body of water. Dammit! (lost metal)
ritual trap: [4] They etch out the designs, but they have to get some more metal to make the powder and run out of time in the day (regained metal)

Inquisitors: Release the flood!
[5] Despite their few numbers they manage to open the sluices and dump a deluge of water onto your base and all your cultists.  Your mummies are especially effected since they are the dry-desert kind not the chemically preserved kind, but most of your cultists manage to swim to safety. The Nile does occasionally flood, so it's good to be prepared for it. Unfortunately your dragon blood supply gets flooded and the stuff is useless now. (-5 mummies, -20 cultists, pyramid base flooded, lose dragon blood)

Recruit.
100 Cultists find but don't drink dragon blood.
The rest continue negotiations with Inquisitors.

Recruit: [4] You get many to join you. It's a good thing you're so sociable. (+100 cultists)
Draggin blud: [2] They don't drink the dragon blood. They also don't find any dragon blood, making it a bit of a pointless effort.
negotiate more: [5] They manage to convince all the inquisitors that there are much better things they could do with their time than fighting you. (-102 inquisitors, inquisitors deactivated)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 10, 2015, 05:38:27 am
Find dragon blood.
50 cultists: Look up the ritual involving the Orb of Stability.
Rest of the cultists: Perform the ritual.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 15, 2015, 06:40:45 am
whys nothing happening?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 15, 2015, 07:35:46 am
ME: go on a quest for "BANNANSNDANNASNASNANANSASNSNA" in the carp plane
stuff i still have control over: realize your latent pyrokinetic abilities (more prequel stuff like in your pineapple rtd)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 15, 2015, 12:04:15 pm
whys nothing happening?
Because I was feeling lazy on my vacation and didn't want to move the turn forward... Or look for Carp's actions... If I continue this for another game I'll have to add a rule to make it less intensive on the gm, probably a limit on the number of actions for a turn because the way it's going now it requires an hour of work just to compile the inventory at the end of each turn (with 8 people doing things and some people taking 6-8 actions in a turn it takes a little more effort than it might seem like and I keep putting it off because I've come to dread it)...

ME: go on a quest for "BANNANSNDANNASNASNANANSASNSNA" in the carp plane
stuff i still have control over: realize your latent pyrokinetic abilities (more prequel stuff like in your pineapple rtd)

quest for bananas: [3] In your now calm state you realize that you can't do much without finding your old power, known to your new madness as "BANANNANANASANSNAS". You seek it out, but fail to find anything. (new goal: find old powers)
pyrokinesis: [irrelevant] All your nobody tries to learn pyrokinesis, they fail due to being dead/not existing.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 15, 2015, 02:43:46 pm
well i guess have my carp search for BANANANASBANSNANSNASnA until he finds them
((is trog dead or alive))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 15, 2015, 03:16:04 pm
/boolean(TROG_LIVES=false)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 15, 2015, 03:52:58 pm
((is trog dead or alive))
Quite dead, but he still has a few mummies to control if he wants to. If I have to skip him again I'm going to assume he's left the game for good.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 15, 2015, 05:17:12 pm
You seem to have missed my action, I did post it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 15, 2015, 09:08:00 pm
You seem to have missed my action, I did post it.
You had your action, it's right here:
http://www.bay12forums.com/smf/index.php?topic=149212.msg6218056#msg6218056
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 16, 2015, 09:11:40 am
Ya you missed it, it's just a few posts after the link you gave me.
I will now repost it:
Me, 25 cultists and all the recognizable cultists: Recruit!
5 Cultists in high places: Give Unescargot's inquisitors better PR.
600 Cultists and any others: I am ashamed of you lot but I will give you another chance, Repair and improve the base (remember you can use the forge concrete and explosives), I want to see a underground complex, I want to see mini gun and missile turrets on a huge concrete wall, I want to see lightning rods, I do not want to see it's destruction in a thousand years.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 16, 2015, 09:24:31 am
((Accurse it.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 16, 2015, 10:42:15 am
Ya you missed it, it's just a few posts after the link you gave me.
Carp hadn't gone that turn yet, your next actions are kind of irrelevant at the moment
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 16, 2015, 10:51:15 am
whys nothing happening?
Because I was feeling lazy on my vacation and didn't want to move the turn forward... Or look for Carp's actions... If I continue this for another game I'll have to add a rule to make it less intensive on the gm, probably a limit on the number of actions for a turn because the way it's going now it requires an hour of work just to compile the inventory at the end of each turn (with 8 people doing things and some people taking 6-8 actions in a turn it takes a little more effort than it might seem like and I keep putting it off because I've come to dread it)...

ME: go on a quest for "BANNANSNDANNASNASNANANSASNSNA" in the carp plane
stuff i still have control over: realize your latent pyrokinetic abilities (more prequel stuff like in your pineapple rtd)

quest for bananas: [3] In your now calm state you realize that you can't do much without finding your old power, known to your new madness as "BANANNANANASANSNAS". You seek it out, but fail to find anything. (new goal: find old powers)
pyrokinesis: [irrelevant] All your nobody tries to learn pyrokinesis, they fail due to being dead/not existing.
?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 16, 2015, 11:25:55 am
Yes, I just now rolled his turn, that doesn't mean the turn has ended.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 16, 2015, 01:01:46 pm
Going to assume TROG is gone for good

Humanity
Attack GORT's mummies:
[2] The mummies, they are too spooky 4 us.

Attack CARP's... nothing... I guess:
[5] They remove all of carp's material wealth from the world, all they need to do now is perform the purge to finish the job. (CARP's inventory wiped)

Cut off Unescargot's cultists' bank accounts:
[1] They pull a possibly illegal action and get the numbers wrong, your inquisitors lose their credibility (Unescargot's inquisitors no longer in high places)

Help Tavern wench by arming her cultists:
[5] TW's cultists now have the best weapons the local government can lend. This is surely a decision that they will not regret. (TW's cultists heavily armed)

End of Turn 13.
score:
Unescargot (uninjured): summoned, getting old
-cultists: 290 cultists, 5 high morale empowered  investor cultists, 5 annoyed empowered investor cultists, 8 cultists in high places, 3 hallucinating veterans, professional journalist hirelings
-Items: book with power swap ritual
-Inquisitors: 165 lightlly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench:
-cultists: 260 cultists
-Items: Precariously perched base, Orb of Stability 1
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places
-Other: well known, admired by humanity, leaderly campaign started well, refugee organization made
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): nothing

Anthaju(uninjured): summoned
-cultists: 20 cultists, 50 assassin cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal
-Inquisitors: 10 inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion

Koshu:
-Cultists: 152 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with damaged excellent defences, has a few spaceship components,
-Inquisitors: 200 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 625 cultists, 50 armed cultists, 10 hallucinating cultists, 1 old cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has lightly damaged sturdy base filled with sudoku problems (several finished), metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)
-Inquisitors: gone for now
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, mixed PR

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power
-goal: find old powers again
-Cultists: loneliness
-Items: emptiness
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 213 cultists, 50 assassin cultists, 15 lightly wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists
Items: has dragon blood
Inquisitors: inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead

Other: Poison widely available, 10% of Earth's population gone, cascade impossible

NOW it's next turn...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: fillipk on May 16, 2015, 04:41:01 pm
((I read this thread and it looks interesting, and funny I have an idea for a horror.  Can I sign up for the next game?))

((Also I heard mention of a mastermind game in this style, if that ever gets created can you let me know please.))

((Oops totally forgot thanks))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 16, 2015, 07:49:37 pm
((I created a game called You Are Final Boss, it died due to lack of interest though. Pro tip: Use (()) to denote out-of-character or out-of-contex or out-of-whatnot text.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Amperzand on May 17, 2015, 06:13:02 pm
Wouldn't mind joining in next turn.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 17, 2015, 07:04:22 pm

No need for a base now.

Me: Assault Tavern Wench's base with lightning bolts, cause it to collapse! Take the ritual book with me when I leave the ruins.
150 cultists: Assault Tavern Wench's base!
140 cultists: Recruit generic people to join my cult.
10 previously wealthy cultists: Continue investing. Tinker with the stock market to make metals more expensive.
8 cultists in high places: Activate Tavern Wench's inquisitors.
Journalist hirelings: Continue fixing my PR, write articles about how I'm going to destroy the evil Tavern Wench!
Veterans: Do a pantomime act, raise money for Tavern Wench's inquisitors.
Puff Puff: Blast Tavern Wench's cultists with powders!
Anyone else: research the art of "yoga".



Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 17, 2015, 10:18:00 pm
Koshu:
-Cultists: 152 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with damaged excellent defences, has a few spaceship components,
-Inquisitors: 200 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, partially researched sacrificial summoning ritual

Turn 14 actions:
80 empowered cultists: continue researching sacrificial summoning ritual. (Don't cast it.)
100 cultists heavily armed: repair defences and guard base.
252 cultists: recruit.
Koshu: if anything (especially Puff-Puff) tries to attack the base (hallucinatory dust counts as a attack) telepathically compel them to attack Unescargot's base instead. Otherwise, help with recruiting.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 18, 2015, 12:02:13 am
This is bad, this is quite bad, this is very bad.

But cities can be rebuilt, civilizations restored, and cults even more so. But first, we must stop the source of all our problems.

Me: Summon more mummies!
25 Assassins: Search for more dragon blood!
50 cultists, archeological and otherwise: Recruit again! Ask politely this time.
Other assassins: Kill off the last of my inquisitors!
rest of the buggers: Make metal powder paint or whatever it is.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 18, 2015, 07:23:54 am
Spoiler: pointless (click to show/hide)

((And why are you attacking my base when everybody's left the ruins of it and is moving towards Tavern Wench?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Ardent Debater on May 18, 2015, 09:28:16 am
"Yep, G'Bye Multiverse and all who inhabit it."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 18, 2015, 09:32:30 am
"These struggles tax both my mind and my soul. This must end peacefully."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 18, 2015, 09:34:25 am
"Yep, G'Bye Multiverse and all who inhabit it."
It is obvious who the better 'Horror bent on the destruction of most of modern society as a whole' is.
Your smell was some of the worst I had ever sniffed, and I'm the kind of god who takes care of rotting corpses baking in the sun.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 18, 2015, 01:11:51 pm
((And why are you attacking my base when everybody's left the ruins of it and is moving towards Tavern Wench?))

Actually it is more "get them away from my base" that I care about. Hence why it is only if something actually attacks my base. Fair point though.

Koshu: if anything (especially Puff-Puff) tries to attack the base (hallucinatory dust counts as a attack) telepathically compel them to attack Unescargot's forces instead. Otherwise, help with recruiting.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 18, 2015, 02:03:21 pm
Me: Yell at Koshu about changes in actions caused by metagame!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 18, 2015, 04:49:18 pm

No need for a base now.

Me: Assault Tavern Wench's base with lightning bolts, cause it to collapse! Take the ritual book with me when I leave the ruins.
150 cultists: Assault Tavern Wench's base!
140 cultists: Recruit generic people to join my cult.
10 previously wealthy cultists: Continue investing. Tinker with the stock market to make metals more expensive.
8 cultists in high places: Activate Tavern Wench's inquisitors.
Journalist hirelings: Continue fixing my PR, write articles about how I'm going to destroy the evil Tavern Wench!
Veterans: Do a pantomime act, raise money for Tavern Wench's inquisitors.
Puff Puff: Blast Tavern Wench's cultists with powders!
Anyone else: research the art of "yoga".

Attack TW's base/grand theft book: [1] You accidentally blast your own cultists with lightning. The effort causes you to feel sore, your age might be catching up with you. Whoops. (-150 cultists, lightly injured)
recruit: [5] They put a heroic effort into getting people to help you. It inspires many to join your cause. (+280 cultists)
invest: [3] They perform more investments, it doesn't really pay back as much as they wanted but it does get them a little money. (investor cultists get some money)
Activate inquisitors: [4] They give the inquisitors a call and inform them that the cult of TW has gotten rolling again. The inquisitors jump into action (TW's inquisitors activated)
PR: [5] They manage to make people stop throwing rocks at you in the streets. In fact, some people almost think they shouldn't swear at you on every forum in existence. (now have moderately bad PR)
Mimes?: [2] They try to pretend they still have all their limbs. Nobody is very impressed.
Puff puff: [2] He decides to spend all day playing with his new plush toy instead. Well, floating around staring at it is a type of play, right?
Yoga: [5] The guys you just recruited get right to work, they find a number of techniques and methods for yoga online which are claimed to do amazing things, but since you're a naturally limber cloud man you can't vouch for their effectiveness. (yoga learned)

Inquisitors: attack Unescargot directly
[3] Your cultists are too busy to protect you but there's still some kick left in those old not-bones of yours. (-50 lightly armed inquisitors, moderately wounded)

Turn 14 actions:
80 empowered cultists: continue researching sacrificial summoning ritual. (Don't cast it.)
100 cultists heavily armed: repair defences and guard base.
252 cultists: recruit.
Koshu: if anything (especially Puff-Puff) tries to attack the base (hallucinatory dust counts as a attack) telepathically compel them to attack Unescargot's base instead. Otherwise, help with recruiting.
((Technically puff puff can't attack anything, but I get what you're intention is. Though I'm not sure where your "mind control" power is coming from, unless you expect telepathy to be mind control subsitute.))
Reresearch: [5] They find a documented summoning ritual known to work and throw out their old notes since this one looks like it'll actually work. It requires dragon blood, a specialized and precise pattern and needs to be performed at the right time of the day. It also requires 500 cultists to be sacrificed (well, it says "willing sacrifices", but it's not like you're going to convince random civilians to die for you). Damn, better get recruiting. (know sacrifice summoning ritual (req DB, 500 cultists))
Rerepair: [6] They build a bunch of spikes into the damaged areas so invaders get shredded when they try to enter. Brilliance or madness? Only time will tell. They then leave to buy more spikes because they apparently missed the "guard" thing. (Spikes added to defenses)
Rerecruit: [2] The 152 guys that are left are too busy panicking about losing half their numbers last turn to worry about recruiting.
Guard: [4] You pick up your psionic shotgun, crack open a can of obsidian brew, and get ready to guard your base against all comers. (Koshu guarding) ((No more conditional actions, you need to decide what you want to do... also you would've been too late anyway, attacks happen as actions and later actions can't stop them))

Inquisitors: Tear the base apart
[4] They tear down the wall, taking advantage of the structural instability left by the previous damage. Several get torn up by the spikes and die of infection. (base defenses destroyed, -75 armed inquisitors)

This is bad, this is quite bad, this is very bad.

But cities can be rebuilt, civilizations restored, and cults even more so. But first, we must stop the source of all our problems.

Me: Summon more mummies!
25 Assassins: Search for more dragon blood!
50 cultists, archeological and otherwise: Recruit again! Ask politely this time.
Other assassins: Kill off the last of my inquisitors!
rest of the buggers: Make metal powder paint or whatever it is.

Summon: [1] You summon some amazing mummies. It's too bad they aren't on your side. (+5 strong inquisitor mummies)
Seek blood: [6] They find the dragon blood and carry it back. They celebrate with some delicious dragon blood punch. Yep, still poisonous. (found dragon blood, -25 assassin cultists)
Recruit: [6] They recruit more people to the party, hopefully enough to replace the losses. Unfortunately your party isn't the only one in town. (+50 cultists, +25 inquisitors)
Slaughter: [6] They poison the last of the inquisitors and accidentally fall into the deep pit left by the cistern. The fall is quite lethal, and mummies don't have organs to poison. (-35 inquisitors, -25 assassin cultists)
Paint:  [2] The guys you just recruited don't know how to make the metal paint you need.

Inquisitors: attack Anthaju while he's stranded outside!
[2] The mummies might be big and beefy, but they're not very bright since they had their brains taken out. They stand around doing nothing instead of attacking.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 18, 2015, 04:52:29 pm
((I read this thread and it looks interesting, and funny I have an idea for a horror.  Can I sign up for the next game?))

((Also I heard mention of a mastermind game in this style, if that ever gets created can you let me know please.))

((Oops totally forgot thanks))
Wouldn't mind joining in next turn.
Feel free to make your horror now and I'll stick you on the waitlist, just be aware that starting next game I'm going to implement a limit on the number of actions per turn (right now I'm thinking 4 actions per player per turn assuming we get a big group again), which will probably make "appeal" a less appealing stat since having tons of cultists won't mean tons of actions.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 18, 2015, 05:35:24 pm
You've seen my action, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 18, 2015, 06:02:39 pm
((Technically puff puff can't attack anything, but I get what you're intention is. Though I'm not sure where your "mind control" power is coming from, unless you expect telepathy to be mind control subsitute.))
From the telepathy description:
Game 3 begins
Name: Koshu, the Descending Star
- Telepathy, the Song of Its Soul: How it communicates, lacking any mouth to speak or ears to hear. The weak-minded can only sing along to its tune, though.
Granted I did a pretty shitty job writing up that character sheet, so it is not remotely clear how half the stuff there is actually supposed to work.

Reresearch: [5] They find a documented summoning ritual known to work and throw out their old notes since this one looks like it'll actually work. It requires dragon blood, a specialized and precise pattern and needs to be performed at the right time of the day. It also requires 500 cultists to be sacrificed (well, it says "willing sacrifices", but it's not like you're going to convince random civilians to die for you). Damn, better get recruiting. (know sacrifice summoning ritual (req DB, 500 cultists))
Yeah, our workplace safety record is so doomed.

Rerepair: [6] They build a bunch of spikes into the damaged areas so invaders get shredded when they try to enter. Brilliance or madness? Only time will tell. They then leave to buy more spikes because they apparently missed the "guard" thing. (Spikes added to defenses)
Well, I guess that works. (Does that mean I have extra spikes in inventory now?)

((No more conditional actions, you need to decide what you want to do... also you would've been too late anyway, attacks happen as actions and later actions can't stop them))
Alright, sorry about that.

Inquisitors: Tear the base apart
[4] They tear down the wall, taking advantage of the structural instability left by the previous damage. Several get torn up by the spikes and die of infection. (base defenses destroyed, -75 armed inquisitors)
Ah dammit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 18, 2015, 07:14:43 pm
You've seen my action, right?
Yeah, but I just accidentally closed my web browser so I lost the results. Frickin google chrome and it's lack of confirmation before closing multi-tabbed windows...

Find dragon blood.
50 cultists: Look up the ritual involving the Orb of Stability.
Rest of the cultists: Perform the ritual.
Seek blood: [6] You find the dragon blood and send some people to collect it, and they celebrate by drinking half of it. (-50 cultists, found dragon blood)
Research: [2] They can't find any reference to this thing.
perform: [irrelevant] What the hell do we do with this stuff? Ah well, better head back to base.

armed inquisitors: destroy the base
[2] Wait, base? Since when did Tavern Wench have a base? They skip the turn scouting out the base instead of attacking it.
Others: recruit
[2] They can't find anyone to fight you. Apparently you're popular or something...

well i guess have my carp search for BANANANASBANSNANSNASnA until he finds them
((is trog dead or alive))
[4] You find part of your psyche. Some of your old abilities return, but it appears that your old body isn't coming back. (regained ability to swim through anything, regained ability to control carp)

Ya you missed it, it's just a few posts after the link you gave me.
I will now repost it:
Me, 25 cultists and all the recognizable cultists: Recruit!
5 Cultists in high places: Give Unescargot's inquisitors better PR.
600 Cultists and any others: I am ashamed of you lot but I will give you another chance, Repair and improve the base (remember you can use the forge concrete and explosives), I want to see a underground complex, I want to see mini gun and missile turrets on a huge concrete wall, I want to see lightning rods, I do not want to see it's destruction in a thousand years.

Recruit: [5] You and your cultists recruit like there's no tomorrow. You won't be short on people for a long time... well, unless you make a REALLY big mistake... (+530 cultists)
PR: [6] You try to give the inquisitors some benefits from your popularity, but it seems you overestimated your popularity a bit and the inquisitors have no use for PR. (you now have moderately bad PR, Unescargot now has bad PR)
Repair and upgrade: [4] They repair the base and install a few upgrades, such as lightning rods and put up a chain link fence with barbed wire to keep intruders out. A few gun emplacements are built and must be manned, but given how many cultists you have that shouldn't be a problem. (base now has lightning rods, defensive wall, and 30 gun turrets) ((Gonna say that guards are effectively heavily armed as long as they are manning a turret))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: fillipk on May 18, 2015, 08:11:07 pm
My Horror
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 18, 2015, 08:19:37 pm
My Horror
Spoiler (click to show/hide)
Oh, this next game's going to be Fun, I can already tell...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: piecewise on May 18, 2015, 08:28:33 pm
It may not be of use, but I created a generator specifically for this stuff.

Spoiler (click to show/hide)


https://www.dropbox.com/s/ztxg87r19323lia/elder%20gods%202.html?dl=0
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: fillipk on May 18, 2015, 08:34:06 pm
My Horror
Spoiler (click to show/hide)
Oh, this next game's going to be Fun, I can already tell...

((!!FUN!!))

((I'll let you get back to the present game now))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: DAPARROT on May 18, 2015, 08:44:22 pm
((I would like to join the next game, this is my horror))
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 18, 2015, 09:02:13 pm
It may not be of use, but I created a generator specifically for this stuff.

Spoiler (click to show/hide)


https://www.dropbox.com/s/ztxg87r19323lia/elder%20gods%202.html?dl=0
I don't know if that'll see much use either, making the horror is part of the fun, but I suppose if someone's played several games and is running out of ideas or I start having trouble making subhorrors it'll see some use

((I would like to join the next game, this is my horror))
Spoiler (click to show/hide)
Giant puppeting hands and a miniature sun, nothing to see here people...

I think Adragis/Smiley hasn't had their turn yet (or the actions have fallen more than two pages behind and I don't want to go searching for something I don't know is there)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 18, 2015, 09:13:16 pm
((Will post tomorrer.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 19, 2015, 02:48:50 am
Recruit.
Half of the cultists: Research on the Orb of Stability.
Other half: Reinforce base.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 19, 2015, 09:24:45 am
Recruit.
Half of the cultists: Research on the Orb of Stability.
Other half: Perform the ritual.
((You probably don't have the materials to actually do the ritual yet, perhaps those guys would be better used elsewhere))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 22, 2015, 03:39:04 pm
Do I have 1155 cultists? can you make a report? who hasnt gone? if less or more than 1155 plz tell me I will edit this.
55 Cultists and 50 armed cultists: 30 man the turrets and the rest stand by to repair any damage.
100 Cultists: Arm Unescargot's inquisitors.
400 Cultists and 10 in high places: Found an institute dedicated to the scientific study of magic, orb based powers and the eldritch in general. In particular study of the orbs of stalwarts(where did they come from, how were they created, can we make some, are there 5 in total or just 5 accessible so are there hundreds deep in the earth's crust, is there 5 on each planet or 5 total in the universe if so whats so special about earth, can the fragments be repaired, can the fragments be used in other ways, can other types of orbs be turned into orbs of stalwart?)
Me: Use the powers carp misplaced to drown Unescargot's cultists then give the powers back to CARP.
200 Cultists and 40 recogniseable cultists: Recrute.
300 Cultists: KI industries are still a thing, operate the recycler and get a steady stream of metal bars and items flowing out and a steady stream of money flowing in.(Make a few missiles while you're at it.)
10 hallucinating cultists: Spread the joy to Unescargot's cultists.
One old cultist: Stand around outside the base and ask puff-puff nicely to go away.


Koshu I will summon you in exchange for some favors and an alliance.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 22, 2015, 08:23:22 pm
((Still Adragis, if he/she doesn't take action before noon tomorrow I'm moving forward without him/her

Also you need to actually take an action to find out Koshu's language if you want to summon him, I don't know if I've been keeping on top of that but it's meant to keep people from just pulling "summon-obliterate" stunts like you tried earlier))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 23, 2015, 12:02:26 am
((whoops sorry))
Me: Recruit.
100 slightly healthier cultists: Research an alternative way to get me onto the planet without having to resort to the Cascade.
All other cultists except cancer victims: Get on with your lives. Make friends. Do something useful for society. Even if I never get onto the planet my sentiment can be transferred.
Cancer victims: Stick around, I still need to get the time to heal you properly.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 23, 2015, 07:01:38 am
((//is suddenly very afraid.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on May 23, 2015, 07:19:08 am
Koshu I will summon you in exchange for some favors and an alliance.
Query specifications regarding?

100 slightly healthier cultists: Research an alternative way to get me onto the planet without having to resort to the Cascade.
I can (I presume) share the sacrificial ritual if you cannot find anything better, though I agree that it, like Cascade, is less than satisfactory.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 23, 2015, 08:33:43 am
((whoops sorry))
Me: Recruit.
100 slightly healthier cultists: Research an alternative way to get me onto the planet without having to resort to the Cascade.
All other cultists except cancer victims: Get on with your lives. Make friends. Do something useful for society. Even if I never get onto the planet my sentiment can be transferred.
Cancer victims: Stick around, I still need to get the time to heal you properly.

MORE CULTISSTZ! [3] You convince more people to join you, but it's a rather meager draw compared to what you could do (+50 cultists)
research: [4] They find a method of summoning that doesn't require an Orb of stalwart, it involves dragon blood, a block of gold, and a bunch of candles made from animal tallow. There's something else written here, apparently it causes weakness in anyone summoned through it. Oh well, it's not like you were planning to fight anything yourself... (learned gold summoning ritual (gold, dragonblood, tallow candles)
Move on: [1] They leave but don't share their knowledge of healing or joy with others, making their presence rather pointless. (-263 cultists, -50 assassin cultists, -15 lightly wounded cultists) ((You may have been a little quick on the draw for that one, this is the kind of thing you save for after you win or lose))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 23, 2015, 08:37:03 am
"At least they won't have to die for my cause. Those idiots."
((Also I shoulda been more specific, I didn't want them to leave entirely, just do useful things in the meantime while research happened.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 23, 2015, 08:39:12 am
I thought that was a strange command, but who am I to decide what you want :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on May 23, 2015, 08:40:15 am
"Yes, I definitely wanted that. Those irresponsible, ungrateful wretches."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 23, 2015, 09:04:47 am
negotiate with rabe for my cultists back
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 23, 2015, 02:46:10 pm
negotiate with rabe for my cultists back

Negotiating with yourself? An interesting plan, to be sure...

Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.

Help Tavern wench find the ritual
[6] Your cult gets a bunch of emails about what the ritual is, and it quickly becomes apparent that you can't do it now. It requires quicksilver (mercury) instead of dragon blood and it destroys the Orb of Stability when done. Also, it only summons most of you, so you'll come out injured. Your cultists get frustrated by all the emails and some quit the cult (-50 cultists, learned stability ritual {req mercury, orb of stability, causes injury})

End of Turn 14.
score:
Unescargot (moderately injured): summoned, getting old
-cultists: 420 cultists, 5 high morale empowered moneyed investor cultists, 5 annoyed empowered moneyed investor cultists, 8 cultists in high places, 3 hallucinating veterans, professional journalist hirelings
-Items: book with power swap ritual
-Inquisitors: 115 lightly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, bad PR, knows power swap ritual, knows yoga
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench:
-cultists: 210 heavily armed cultists
-Items: Precariously perched base, Orb of Stability 1, has dragon blood
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, admired by humanity, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury and orb of stability, can sub DB [causes injury]}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): nothing

Anthaju(uninjured): summoned
-cultists: 70 cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 5 strong mummy inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion

Koshu: guarding
-Cultists: 152 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, 500 sacrificial cultists}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 1155 cultists, 50 armed cultists, 10 hallucinating cultists, 1 old cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has lightly damaged sturdy base with defenses (+lightning rods and 30 gun turrets), metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)
-Inquisitors: gone for now
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, moderately bad PR

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: find old powers again
-Cultists: loneliness
-Items: emptiness
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 50 cultists with cancer, 100 slightly healthier cultists
Items: has dragon blood
Inquisitors: inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 23, 2015, 05:17:35 pm
Recruit.
1/2 of cultists: Find mercury.
Other half: Continue leaderly campaign.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on May 23, 2015, 05:25:31 pm

Let's do this.

Me: Flee somewhere, recuperate. Do cloud yoga.
10 investor cultists: Continue getting wealthy.
8 cultists in high places: recruit more people in high places to join my cult.
3 veterans: Write your memoirs.
Jounalist hirelings: Spread the news that Rabe was partially responsible for the killing of 10% of the world's population.
400 cultists: Recruit more generics for my cult, focusing on ones with military training.
20 cultists: Infiltrate Rabe's cult the next time she recruits cultists.
Puff Puff: Blast Kong with powders, kite him to Rabe's base.
Anybody else: Sabatoge Rabe's turrets.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 24, 2015, 08:41:34 am
I have just heard the Tavern Wench has just researched a way to summon horrors even without the orbs.

I love you and hate you at the same time, and thus I shall now kill you.

50 random cultists: Get recruiting! We need enough manpower to beat up Tavern Wench and co. while still making that banishing ritual.
50 other random cultists: Spread rumors that whatever happened to make Tavern Wench so loved by humanity are lies. Lie yourself if you have to, just reduce her PR. We don't want everyone on our backs after all this.
Me (If PR is reduced enough no one is ACTUALLY gonna do anything if I attack her): I'm feeling a bit peckish. Drunken humans are a good meal, right?
Me (If else): Assist in the recruiting!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 24, 2015, 09:08:54 am
woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo  a paRtial ABANANAnbNzsbNASBDNABSNBANDSNSADANSDNASBNANABDNBASNDBANSDBNADNADBNABDNA  asssemble my carp legions on earth lay seige to something i dunno
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 24, 2015, 09:37:15 am
woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo  a paRtial ABANANAnbNzsbNASBDNABSNBANDSNSADANSDNASBNANABDNBASNDBANSDBNADNADBNABDNA  asssemble my carp legions on earth lay seige to something i dunno
carp, I think you're on your brother's account...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 24, 2015, 01:05:11 pm
the second time in a row
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 25, 2015, 02:28:31 pm
Recruit.
1/2 of cultists: Find mercury.
Other half: Continue leaderly campaign.
((Just realized I forgot to note the armament of your cultitstzzzzzz))
Recruit: [1] You try to find support, but find only malice. (+30 inquisitors)
Mercury: [1] They find some mercury, but exposure causes them to die before they can bring it back (-105 cultists)
Campaign: [3] They bring your popularity marginally higher. Still kinda pointless given that you're already admired, but it's nice to be loved. (loved by humanity)

Inquisitors: topple the base
[2] Nah, too far...

Me: Flee somewhere, recuperate. Do cloud yoga.
10 investor cultists: Continue getting wealthy.
8 cultists in high places: recruit more people in high places to join my cult.
3 veterans: Write your memoirs.
Jounalist hirelings: Spread the news that Rabe was partially responsible for the killing of 10% of the world's population.
400 cultists: Recruit more generics for my cult, focusing on ones with military training.
20 cultists: Infiltrate Rabe's cult the next time she recruits cultists.
Puff Puff: Blast Kong with powders, kite him to Rabe's base.
Anybody else: Sabatoge Rabe's turrets.

Hide: [5] Like a true hero you hide in the somewhere and do yoga. If anyone wants to attack you they'll have to seek you out first. The yoga doesn't do much for you but it keeps you from getting bored. (Now hiding)
MONEY!: [5] They finally get back in the moneyed elite! No more ramen and hotdogs for them! Well, unless they want to, who's gonna tell them no? They're rich now, after all. (Now wealthy again)
recruit: [4] They successfully bring more people into the ranks of your army (+40 cultists, +100 trained cultists)
Write: [4] They write up their memoirs, nothing too remarkable about them from what you can tell. (memoirs written)
Lie: [2] Hmm, the network must be down, they can't call in to tell everyone what a jackass Rabe is.
Infiltrate: [3] Some of them will sneak into Rabe's ranks at the earliest opportunity. (10 infiltrators designated)
Mess with KONG: [3] Puff puff drifts in Kong's direction and covers him in powder. Kong goes berserk, but Puff puff leaves without leading KONG to Rabe's front door. (KONG hallucinating)
Sabotage: [irrelevant] There's nobody left to do this job.

Inquisitors: Seek out Unescargot
[5] They find you easily. Oh dear. (Discovered your hiding place)

I have just heard the Tavern Wench has just researched a way to summon horrors even without the orbs.

I love you and hate you at the same time, and thus I shall now kill you.

50 random cultists: Get recruiting! We need enough manpower to beat up Tavern Wench and co. while still making that banishing ritual.
50 other random cultists: Spread rumors that whatever happened to make Tavern Wench so loved by humanity are lies. Lie yourself if you have to, just reduce her PR. We don't want everyone on our backs after all this.
Me (If PR is reduced enough no one is ACTUALLY gonna do anything if I attack her): I'm feeling a bit peckish. Drunken humans are a good meal, right?
Me (If else): Assist in the recruiting!

((lol, tsundere Anthaju))
recruit: [3] They bring more people into your merry band of madness, but get lazy and stop halfway through the day (+25 cultists)
Break PR: [4] They manage to spread word that TW isn't as cool as everyone thinks, but because of the overwhelming force of her followers PR power, it doesn't actually change much (TW merely admired by humanity)
EAT HUMANS: [3] You munch down a few of TW's cultists. If you were injured it might make you recover faster, but you aren't so it doesn't. It doesn't make you any more popular. (bad PR, TW loses 25 cultists) ((Somehow, I don't think it matters what her PR is if they see you eating people))

Inquisitors: Attack Anthaju
[5] The muscle-mummies tear into your belly to get at the delicious meaty bits you just ate. They then realize they can't eat without stomachs and get sad. If only you were in the safety of your base instead of creeping around the fields where TW is hanging out you might have been protected. (heavily wounded)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on May 25, 2015, 06:11:26 pm
Recruit.
1/2 of cultists: Find mercury.
The other half: Improve PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 25, 2015, 10:45:40 pm
The thing about that, voice in my head, is that my base is FLOODED with WATER.

AND I'M A CAT.

Me: Lick wounds, heal now
25 cultists: Protect me using your bodies as meatshi- valiant warriors of Ancient Egypt!
100 cultists: Make a website dedicated to spewing conspiracies about TW, mostly bad ones.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 26, 2015, 06:26:44 am
wuts happening with my carp legions
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 26, 2015, 10:14:23 am
The thing about that, voice in my head, is that my base is FLOODED with WATER.

AND I'M A CAT.
If only you had some hapless, expendable scrubs you could get to drain the water out for you...

wuts happening with my carp legions
They're dead. Also, you aren't summoned. And you're busy finding your default character's powers. Basically you're back to square zero...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on May 26, 2015, 10:31:57 am
The thing about that, voice in my head, is that my base is FLOODED with WATER.

AND I'M A CAT.
If only you had some hapless, expendable scrubs you could get to drain the water out for you...
I need those for other things! The draining can come later, when I am dead or I have killed TW. Also, you need to bold my text.

((This is so meta))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 26, 2015, 11:36:44 am
Do I have 1155 cultists? can you make a report? who hasnt gone? if less or more than 1155 plz tell me I will edit this.
55 Cultists and 50 armed cultists: 30 man the turrets and the rest stand by to repair any damage.
100 Cultists: Arm Unescargot's inquisitors.
400 Cultists and 10 in high places: Found an institute dedicated to the scientific study of magic, orb based powers and the eldritch in general. In particular study of the orbs of stalwarts(where did they come from, how were they created, can we make some, are there 5 in total or just 5 accessible so are there hundreds deep in the earth's crust, is there 5 on each planet or 5 total in the universe if so whats so special about earth, can the fragments be repaired, can the fragments be used in other ways, can other types of orbs be turned into orbs of stalwart?)
Me: Use the powers carp misplaced to drown Unescargot's cultists then give the powers back to CARP.
200 Cultists and 40 recogniseable cultists: Recrute.
300 Cultists: KI industries are still a thing, operate the recycler and get a steady stream of metal bars and items flowing out and a steady stream of money flowing in.(Make a few missiles while you're at it.)
10 hallucinating cultists: Spread the joy to Unescargot's cultists.
One old cultist: Stand around outside the base and ask puff-puff nicely to go away.


Koshu I will summon you in exchange for some favors and an alliance.
You missed my turn. And koshu it probably involve space travel.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 27, 2015, 10:06:32 am
negotiate with rabe for my cultists back

Negotiating with yourself? An interesting plan, to be sure...
that was my turn

and i have a new turn carp laying siege to stuff remember?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 27, 2015, 04:03:15 pm
-snip-
and i have a new turn carp laying siege to stuff remember?
No, I don't remember, please enlighten me as to what this "turn carp" is and who it's laying siege to.

Edit: also, did you ever actually give him cultists? I thought you cancelled it out with another order
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 27, 2015, 04:30:33 pm
Do I have 1155 cultists? can you make a report? who hasnt gone? if less or more than 1155 plz tell me I will edit this.
55 Cultists and 50 armed cultists: 30 man the turrets and the rest stand by to repair any damage.
100 Cultists: Arm Unescargot's inquisitors.
400 Cultists and 10 in high places: Found an institute dedicated to the scientific study of magic, orb based powers and the eldritch in general. In particular study of the orbs of stalwarts(where did they come from, how were they created, can we make some, are there 5 in total or just 5 accessible so are there hundreds deep in the earth's crust, is there 5 on each planet or 5 total in the universe if so whats so special about earth, can the fragments be repaired, can the fragments be used in other ways, can other types of orbs be turned into orbs of stalwart?)
Me: Use the powers carp misplaced to drown Unescargot's cultists then give the powers back to CARP.
200 Cultists and 40 recogniseable cultists: Recrute.
300 Cultists: KI industries are still a thing, operate the recycler and get a steady stream of metal bars and items flowing out and a steady stream of money flowing in.(Make a few missiles while you're at it.)
10 hallucinating cultists: Spread the joy to Unescargot's cultists.
One old cultist: Stand around outside the base and ask puff-puff nicely to go away.


Koshu I will summon you in exchange for some favors and an alliance.
You missed my turn. And koshu it probably involve space travel.
What is that, 11 actions? Fuck you too
Guard: [6] 30 cultists take up positions on the gun turrets and Culty McOldman gets ready to shoo off everyone's favorite hallucinogenic cloud. Some of the gun operators get too rambunctious and break their turrets (-10 gun turrets, 30 cultists guarding, 1 old cultist guarding for Puff puff)
repair: [6] They put some duct tape over the cracks in the walls. Some of the cultists feel demeaned by this lame task and quit. (-25 cultists)
Give arms: [2] they can't seem to track down the inquisitors to give them weapons. A shame, really.
Found institute: [6] The cultists in high placces found the institute, but they use so many favors to get the insitute founded that they lose their hold on politics. (CIHP now just cultists, Mikatonic university founded)
Research: [5] Studying history books they find that, yes, there are other Orbs of Stalwart. However, they are on other planets and the one effort made to bring them back ended with the ship unable to escape the planet. Hypothetically you could take a huge chunk of quartz or glass and try to make a fake on to see if it works, but from the shards of the old Orbs and your own psionic abilities you can tell the Orbs themselves are special, and irreplaceable. Doesn't mean you can't screw with some desperate fool who hasn't been summoned by claiming you have a real Orb. (researched Orb of Stalwart)
Drown: [irrelevant] You can't seem to channel the power properly, possibly because they are nowhere near water. Also because you're nowhere near them. And have no presence. In fact, this power is quite useless to you. You would give it back, but you don't know the power swap ritual.
Make missiles: [1] Kitten Industries Industries is a bit irrelevant to your base having a smeltery. They light up the smelter and try to make some missiles, but end up letting the smeltery overheat and causing an explosion in the base, big enough to kill most of them and destroy the smeltery. (smeltery destroyed, -200 cultists)
Snuggles: [3] They go off to Rub themselves all over Unescagot's cult, but end up going to Puff puff himself instead and get even more covered in dust. (hallucinating cultists now more contagious, Puff puff dissipated)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 28, 2015, 09:42:39 am
-snip-
and i have a new turn carp laying siege to stuff remember?
No, I don't remember, please enlighten me as to what this "turn carp" is and who it's laying siege to.

Edit: also, did you ever actually give him cultists? I thought you cancelled it out with another order
oops no comma it's "i have a new turn, carp laying siege to stuff." i'm not good at typing puncuation
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on May 29, 2015, 09:44:39 am
Hmpf just 935 left.(30 are guarding)
135 cultists: Go to Mikatonic university and ask if if it is completely impossible to make a orb of stalwart or if you just can't make one by shaping quarts, is there some sort of enchantment ritual for exsample.
300 Cultists: Ask the military for some tanks to deal with Unescagot and make some more junkyard wars style.(Or see if they won't just attack him outright.)
300 Cultists: Recrute.
100 Cultists: Ask NASA(Or other space agency) if they will help find orbs of stalwart on the moon then later send some people to summon koshu, tell them about the potential for extradimensional travel and cheap space flight.
Me: Ask koshu for his true name for summoning purposes.
100 Cultists: Run daring raid on Cloud guy and steal the ritual of power swap.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 29, 2015, 09:03:55 pm
-snip-
and i have a new turn carp laying siege to stuff remember?
No, I don't remember, please enlighten me as to what this "turn carp" is and who it's laying siege to.

Edit: also, did you ever actually give him cultists? I thought you cancelled it out with another order
oops no comma it's "i have a new turn, carp laying siege to stuff." i'm not good at typing puncuation
Seriously carp, what's your action? You're in another plane of existence, you can't run a one-man siege and Rabe doesn't seem to be getting out of his easy chair to help you out...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 30, 2015, 01:07:32 pm
i mean the carp using my carp controlling powers i want something to do while i search for my BANANSBNASBNABSNABSNBASNABSNABSNBSAN
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 30, 2015, 01:11:00 pm
i mean the carp using my carp controlling powers i want something to do while i search for my BANANSBNASBNABSNABSNBASNABSNABSNBSAN
From the water? Just because you can control them doesn't mean they are somehow magical land-walking carp... Also you have to actually take control of more carp, the ones you had before you killed to feed your cultists... Who you then killed to feed to your flesh monster... Who then got killed...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on May 31, 2015, 01:27:07 pm
ok this is my turn
ME: SEARCH FOR BANABNSNANNSBNASNBANSNBNABNBANSBNASBA
the carp in california: thrash around menacingly
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on May 31, 2015, 02:41:55 pm
ok this is my turn
ME: SEARCH FOR BANABNSNANNSBNASNBANSNBNABNBANSBNASBA
the carp in california: thrash around menacingly

Search: [4] You remember your ability to turn things into carp, though with your zero power you'll probably only be able to transform fish that are basically carp already... You also regain your cod persona, though it is still as pointless as it always was... That seems to be it, you can't regain your transformation abilities because they were stuck to your old body and not your mind... (regained object to carp ability)
Thrash: [irrelevant] They don't obey you because you haven't taken control of them.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on June 06, 2015, 08:29:17 am
ME: recruit in my new calmed state
Any recruited cultists: OBTAIN PUFF-PUFF PLUSH™
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 06, 2015, 08:53:59 am
I think we're waiting on Koshu and Rosie to take their actions...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on June 06, 2015, 09:11:32 am
Everyone recruit!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 06, 2015, 09:30:34 am
Everyone recruit!
[4] You and all your cultists go on a recruiting spree and find more to join your horde (+250 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 08, 2015, 02:47:35 am
I think we're waiting on Koshu and Rosie to take their actions...
Sorry; I thought I had already gone.

Yeah, everyone recruit sounds good.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 08, 2015, 10:47:23 am
I think we're waiting on Koshu and Rosie to take their actions...
Sorry; I thought I had already gone.

Yeah, everyone recruit sounds good.
[2] For some reason nobody wants to join you, despite the amazing song and dance routine you convinced your followers to perform.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 08, 2015, 12:01:16 pm
Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.

Move Tavern Wench's base away from the cliff
[6] They use a crane and moving truck to lift the base up and move it into the middle of an extremely hot, very dry desert. Somehow, you think you preferred the cliffside. (base now in desert)

Healing for Unescargot.
End of Turn 15.
score:
Unescargot (lightly injured): summoned, getting old, hiding
-cultists: 450 cultists, 10 infiltrator cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 100 trained cultists, 3 hallucinating veterans, professional journalist hirelings
-Items: book with power swap ritual, veteran memoirs
-Inquisitors: 115 lightly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, know where you're hiding, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, bad PR, knows power swap ritual, knows yoga
--Puff Puff (dissipated): plush toy that looks just like him

Tavern wench:
-cultists: 70 heavily armed cultists
-Items: Swelteringly hot base in the desert, Orb of Stability 1, has dragon blood
-Inquisitors: 90 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, admired by humanity, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury and orb of stability, can sub DB [causes injury]}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating

Anthaju(heavily wounded): summoned
-cultists: 95 cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 5 strong mummy inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: guarding
-Cultists: 152 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, 500 sacrificial cultists}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 910 cultists, 30 cultists (guarding), 50 armed cultists, 10 contagious hallucinating cultists, 1 old cultists (guarding for Puff puff), 40 recognizable cultists
-Items: has sturdy base with defenses (+lightning rods and 20 gun turrets), has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)
-Inquisitors: gone for now
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, moderately bad PR, founded Miskatonic University, researched Orb of Stalwart

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: find old powers again
-Cultists: loneliness
-Items: emptiness
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 250 cultists, 50 cultists with cancer, 100 slightly healthier cultists
Items: has dragon blood
Inquisitors: inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 12, 2015, 11:18:01 am
Oh right, some people are probably waiting for me to roll the actions they took in before the last turn ended...
Recruit.
1/2 of cultists: Find mercury.
The other half: Improve PR.
recroot: [3] You get more to join your numbers. Hopefully these guys will live longer. (+50 cultists)
mercury: [3] You find some of the mercury, but not enough for the ritual. The cultists who gathered it are looking sickly. (partially gathered mercury, half of cultists poisoned)
PR: [2] They fail to do anything for your PR

Dryness: afflict cultists
[2] Your cultists stay in the shade enough to avoid passing out from the heat.

inquisitors: drop her PR
[4] They bring your PR off the high mark it was. Humanity won't help you anymore unless you can raise it. (PR now very good)
The thing about that, voice in my head, is that my base is FLOODED with WATER.

AND I'M A CAT.

Me: Lick wounds, heal now
25 cultists: Protect me using your bodies as meatshi- valiant warriors of Ancient Egypt!
100 cultists: Make a website dedicated to spewing conspiracies about TW, mostly bad ones.


MEND YE DAMNED FLESH: [3] You manage to speed up your healing a little with feline first aid (now moderately wounded)
guard: [5] They take up guard positions. Hopefully it will be enough to stop the mummies from murdering you. (25 cultists guarding well)
fight the PR: [4] They drop her PR to the point that she's no longer in humanity's favor (TW now has moderately good PR)

Inquisitors: attack
[4] They shamble toward you and your defenders charge against them. It's a slaughter, but at least they leave (-2 mummies, -20 cultists)
Hmpf just 935 left.(30 are guarding)
135 cultists: Go to Mikatonic university and ask if if it is completely impossible to make a orb of stalwart or if you just can't make one by shaping quarts, is there some sort of enchantment ritual for exsample.
300 Cultists: Ask the military for some tanks to deal with Unescagot and make some more junkyard wars style.(Or see if they won't just attack him outright.)
300 Cultists: Recrute.
100 Cultists: Ask NASA(Or other space agency) if they will help find orbs of stalwart on the moon then later send some people to summon koshu, tell them about the potential for extradimensional travel and cheap space flight.
Me: Ask koshu for his true name for summoning purposes.
100 Cultists: Run daring raid on Cloud guy and steal the ritual of power swap.

((Technically 31 are guarding, and you may have ignored your special cultists))
Ask about the orb: [6] They ask if there is a way to make a new Orb of Stalwart. The studious researchers tell them that the orbs have an innate eldritch magic that they can't replicate, at least not without further study.
Call in the military: [irrelevant] You don't have the authority or the connections to make demands like that
Recruit: [6] They find a bunch of people to join you, but not everyone is happy about your actions (+300 cultists, +200 inquisitors)
Help Koshu: [5] They convince the local space project to help them find an Orb of Stalwart on another planet. Due to low funding they can't go out there now, but they spot a strange reading coming from the moon that matches the power of an Orb of Stalwart. Your cultists remind you to collect all the materials for the ritual BEFORE heading out there, you probably won't find anything to use for the ritual on the moon. (NASA helping, Lunar Orb of Stalwart found)
Ask for information: [5] You send Koshu a message on psi-net asking him for the code to summon him, he'll have to give permission to be summoned (requested permission to summon Koshu)
Stealing: [3] They slip past the nonexistent defenses and steal the book Unescargot left lying around (he doesn't need it anymore anyway, and you can't steal knowledge without an ability that does it). They can now learn the ritual more easily. (stole book of power swap ritual)

Hallucinogen: spread
[5] The hallucinogenic dust gets sprikled around onto your idling cultists, getting them to join the mushroom samba (50 armed cultists and 15 recognizable cultists hallucinating).

ME: recruit in my new calmed state
Any recruited cultists: OBTAIN PUFF-PUFF PLUSH™

[2] You can't seem to find anyone who loves the "CARP LIFE" motto you've started using.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 12, 2015, 03:39:23 pm

Time to initiate an all out assault.
Me: Bombard Ajanthu with lightning bolts. If this doesn't kill him...

if (Ajanthu_lives=true){

350 regular cultists: Assault Ajanthu's base.
100 trained cultists: Assault Ajanthu's base, focusing on ending Ajanthu's life.
Journalist hirelings: Destroy Ajanthu's PR.

} else {

350 regular cultists: Recruit generic people for my cult.
100 trained cultists: Protect me from harm!
Journalists: Boost my PR.

}

Regardless of Ajanthu's life state:
100 regular cultists: Protect me from harm!
Infiltrators: infiltrate!
10 wealthy cultists: Use rich.net and recruit more wealthy people to join my cult!
8 cultists in high places: recruit the President of the United States to join my cult!
3 veterans: um... use your madness to your advantage and discover a strange ritual... of destruction!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 12, 2015, 08:57:55 pm
Time to initiate an all out assault.
Me: Bombard Ajanthu with lightning bolts. If this doesn't kill him...

if (Ajanthu_lives=true){

350 regular cultists: Assault Ajanthu's base.
100 trained cultists: Assault Ajanthu's base, focusing on ending Ajanthu's life.
Journalist hirelings: Destroy Ajanthu's PR.
so rude

Me: Hide like a scared kitten. Crouch low. Transform ALL of my guys (except 5 of them) into Egyptian reapers.
50 guys: Join the guys that are guarding me! Nobody gets through to me unless you are all dead,y'hear?
50 people: Attack Unescargot's cultists before they can get a chance to attack me and my guards, giving me enough time to run the fuck away!
5 dudes without superpowers: Create another banishing ritual, big enough to house a lot of people, and activate it when there's a lot of Unescargot guys on top of it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 12, 2015, 09:16:41 pm

Time to initiate an all out assault.
Me: Bombard Ajanthu with lightning bolts. If this doesn't kill him...

if (Ajanthu_lives=true){

350 regular cultists: Assault Ajanthu's base.
100 trained cultists: Assault Ajanthu's base, focusing on ending Ajanthu's life.
Journalist hirelings: Destroy Ajanthu's PR.

} else {

350 regular cultists: Recruit generic people for my cult.
100 trained cultists: Protect me from harm!
Journalists: Boost my PR.

}

Regardless of Ajanthu's life state:
100 regular cultists: Protect me from harm!
Infiltrators: infiltrate!
10 wealthy cultists: Use rich.net and recruit more wealthy people to join my cult!
8 cultists in high places: recruit the President of the United States to join my cult!
3 veterans: um... use your madness to your advantage and discover a strange ritual... of destruction!


ERROR: Condition.exe has failed to run. Defaulting to only nonconditional actions.

Lightning: [3] You fire off the lightning and it rains down on Anthaju's cult. Unfortunately it narrowly misses him, but disintegrates several of his followers. Your aim must be going with your age, maybe you should get glasses. (Anthaju loses 50 cultists)
Guard: [2] They decide to go play halo instead.
Infiltrate: [irrelevant] They snuck in with his last batch of recruits, they'll lay low until you tell them to do something.
recruit: [5] The wealthy ones find some more wealthy people to help you. The president gets confused by your incessant calls from senators and mayors and decides your cause must be some charity organization that's becoming popular. (+10 wealthy cultists, limited connection to president) ((letting you just have the aid of the president would be too easy, you can only ask small favors of him like showing up for rallies, you can't make him launch the nukes))
research: [1] They find only more madness. There's plenty for all. Your other cultists feel unsettled by their maddened ravings. (cultists disheartened)

Inquisitors: Attack Unescargot
[4] They beat and slice you, leaving a few nasty wounds. Oh, but this old cloud god ain't going down without a fight, no siree! (-75 lightly armed inquisitors, moderately wounded)

Time to initiate an all out assault.
Me: Bombard Ajanthu with lightning bolts. If this doesn't kill him...

if (Ajanthu_lives=true){

350 regular cultists: Assault Ajanthu's base.
100 trained cultists: Assault Ajanthu's base, focusing on ending Ajanthu's life.
Journalist hirelings: Destroy Ajanthu's PR.
so rude

Me: Hide like a scared kitten. Crouch low. Transform ALL of my guys (except 5 of them) into Egyptian reapers.
50 guys: Join the guys that are guarding me! Nobody gets through to me unless you are all dead,y'hear?
50 people: Attack Unescargot's cultists before they can get a chance to attack me and my guards, giving me enough time to run the fuck away!
5 dudes without superpowers: Create another banishing ritual, big enough to house a lot of people, and activate it when there's a lot of Unescargot guys on top of it.

A little late on the draw compadre ((also, that banishing ritual banishes you, so maybe you shouldn't do that))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 12, 2015, 11:10:06 pm
Well, that went better than expected.

Now, what was that again about killing me?

Me: Transform 50 of my guys into Egyptian reapers!
Bringers of death x30: Initiate Happy Fun Fun Murder Time Rebooted! On Unescargot, of course.
Twenty Creeper Reapers: Join guys in guarding me!
5: Uhm.. recruit, I suppose.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on June 13, 2015, 05:52:30 am
Recruit.
Half of cultists: Try to help the others.
Other half: Try to improve PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on June 13, 2015, 06:00:01 am
Try and cure the cultists with cancer again.
200 cultists: Find sufficient amounts of gold for the ritual. Do not steal anything. If it's someone else's, we'll have to buy it later.
Everyone else: Do assorted good deeds. Make some people happy.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 13, 2015, 07:10:52 am
Oh wait.
350 cultists: Assault Ajanthu!
100 trained cultists: Protect me from harm.
Journalists: boost my PR!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 13, 2015, 09:30:51 am
The status sheet was not updated.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 13, 2015, 10:48:47 am
The status sheet was not updated.
What status sheet? The inventory changes between turns not within turns...

Try and cure the cultists with cancer again.
200 cultists: Find sufficient amounts of gold for the ritual. Do not steal anything. If it's someone else's, we'll have to buy it later.
Everyone else: Do assorted good deeds. Make some people happy.
CURE: [4] You finally use your powers to cure the tumors in your peons' bodies. Good thing too, they were starting to look a little weak from the affliction. (cancer cultists cured)
GOLD: [5] They find  a small block of gold sitting on their doorstep. What a strange coincidence. It should be plenty for the ritual. (gained gold block)
PR: [2] They decide to take a vacation and spend time with their families instead.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on June 13, 2015, 10:52:13 am
((That is the most heartwarming result for a roll of 2 I have ever seen.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on June 13, 2015, 07:43:35 pm
the "carp life" motto gave me an idea
Me: recruit fisherman promise lake and rivers teaming with carp on condition they don't eat me
Any recruited cultists: OBTAIN PUFF-PUFF PLUSH™
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 14, 2015, 07:04:49 am
Turn 16 actions:

80 empowered cultists: continue research (edit: focusing on rituals)
100 cultists heavily armed: guard base
100 cultists heavily armed: fortify base
Koshu and 152 cultists: recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 14, 2015, 09:31:06 am
Turn 16 actions:

80 empowered cultists: continue research (edit: focusing on rituals)
100 cultists heavily armed: guard base
100 cultists heavily armed: fortify base
Koshu and 152 cultists: recruit
research: [5] They find two rituals, one that drops a rain of fire on someone, at the low low price of all your dragon blood and some thermite, and one that summons oranges that only requires you to draw a ritual circle of chalk. Apparently not all rituals are created equal. (learned ritual of rain of fire {consumes dragon blood and thermite}, learned summon oranges {req chalk})
guard: [4] They take up patrols and watch for trouble. (100 heavily armed cultists guarding)
fortify: [1] They fuck up the fortification so badly that all cultists now have to roll to dodge spikes every time they leave the base. (deadly reverse spike traps added)
recruit: [6] Apparently handing out haterade at the recruitment drive was a bad idea. You still convince some poor souls to help you out though (+227 cultists, +182 inquisitors, Koshu no longer guarding)

((That's everyone I think, I'll end the turn in a few hours))

Whoops, forgot these guys:
Inquisitors: set traps around Koshu's base
[4] They dig out some pitfall traps and deadfall traps outside your guards' patrols. Seems going outside is going to be a dangerous activity now. (outside of base booby trapped)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 14, 2015, 08:26:41 pm
Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.

Puff puff recovers.
End of Turn 17.
score:
Unescargot (moderately wounded): summoned, getting old, hiding
-cultists: 450 cultists, 10 infiltrator cultists (infiltrating Rabe), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 8 cultists in high places, 100 trained cultists, 3 hallucinating veterans, professional journalist hirelings, limited connection to president, all disheartened
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, know where you're hiding, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, bad PR, knows power swap ritual, knows yoga
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench:
-cultists: 35 heavily armed cultists, 35 poisoned heavily armed cultists, 25 cultists, 25 poisoned cultists
-Items: Swelteringly hot base in the desert, Orb of Stability 1, has dragon blood, partially gathered mercury
-Inquisitors: 90 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately good PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating

Anthaju(moderately wounded): summoned
-cultists: 25 cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 379 cultists, 100 heavily armed cultists, 100 heavily armed cultists guarding, 80 empowered cultists
-Items: has a tool shed base with deadly reverse spike traps and surrounded by booby traps, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, 182 inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ritual of summon oranges {req chalk}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 1210 cultists, 30 cultists (guarding), 50 hallucinating armed cultists, 10 contagious hallucinating cultists, 1 old cultists (guarding for Puff puff), 25 recognizable cultists, 15 hallucinating recognizable cultists
-Items: has sturdy base with defenses (+lightning rods and 20 gun turrets), has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), knows location of Lunar Orb of Stalwart, has book with power swap ritual
-Inquisitors: 200 inquisitors
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, moderately bad PR, founded Miskatonic University, researched Orb of Stalwart, requested Koshu's permission to summon him

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: find old powers again
-Cultists: loneliness
-Items: emptiness
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 300 cultists, 100 slightly healthier cultists
Items: has dragon blood, has gold block
Inquisitors: inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 15, 2015, 02:44:01 am
Koshu: guarding
-Cultists: 152 cultists, 100 heavily armed cultists, 100 heavily armed cultists guarding, 80 empowered cultists
-Items: has a tool shed base with deadly reverse spike traps and surrounded by booby traps, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ritual of summon oranges {req chalk}

You missed my new cultists. And that Koshu is no longer guarding. And my new inquisitors, though I would not object if those disappeared for no in-character reason.
And probably some other things, actually, I am not sure.

Also, summoning oranges is actually a quite useful ritual, especially if all it requires is chalk, since it provides food and drink (orange juice).
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 15, 2015, 09:52:35 am
Koshu: guarding
-Cultists: 152 cultists, 100 heavily armed cultists, 100 heavily armed cultists guarding, 80 empowered cultists
-Items: has a tool shed base with deadly reverse spike traps and surrounded by booby traps, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ritual of summon oranges {req chalk}

You missed my new cultists. And that Koshu is no longer guarding. And my new inquisitors, though I would not object if those disappeared for no in-character reason.
And probably some other things, actually, I am not sure.

Also, summoning oranges is actually a quite useful ritual, especially if all it requires is chalk, since it provides food and drink (orange juice).
Whoops, must've missed that part of the turn on accident. Fixed now.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 21, 2015, 06:58:38 pm
50 armed hallucinating cultists + 10 contages hallucinating cultists + 15 hallucinating recognizable cultists: go wash off in Unescargot's rain.
100 Cultists: Get dragon's blood.
100 Cultists: Send the book(Make a few copies first) to miskatonic University to study, once you have done that collect materials for the ritual.
500 Cultists: Construct weapons using molds and elbow grease.
200 Cultists and recognisable cultists: fix and improve pr.
300 Cultists and me: Recrute.
10 Cultists: buy some chalk.


hey koshu can I learn about oranges?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 21, 2015, 09:19:59 pm
50 armed hallucinating cultists + 10 contages hallucinating cultists + 15 hallucinating recognizable cultists: go wash off in Unescargot's rain.
100 Cultists: Get dragon's blood.
100 Cultists: Send the book(Make a few copies first) to miskatonic University to study, once you have done that collect materials for the ritual.
500 Cultists: Construct weapons using molds and elbow grease.
200 Cultists and recognisable cultists: fix and improve pr.
300 Cultists and me: Recrute.
10 Cultists: buy some chalk.

Wash: [irrelevant] What rain? ((The irony is, this would've been fine if you hadn't specified that it was in Unescargot's nonexistent rain))
Get dragon blood: [2] They bumble around for a few hours and find nothing.
Copy and send book: [3] They send the book off the the university with no instructions and without making any copies. They take the rest of the day off. Nice one, guys. (book of power swap ritual sent to Miskatonic University)
FORGE: [5] They make weapons of war and arm themselves. Elbow grease is not a real resource, but they'll say they used some if it makes you feel better. (500 cultists heavily armed)
PR: [5] They do an excellent job boosting your reputation, though first they get you out of the hole (PR now good)
REKRUUT: [5] You and your merry band of men bring many more to the party. You get the feeling if you get to 3000 cultists something bad will happen. Such as spontaneous conflagration. (+1000 cultists)
chlk: [3] They buy some chalk, the colorful stuff they use at playgrounds. Might work for some rituals, but if you're planning anything heavy you'd better get some of the regular stuff (colorful chalk acquired).

Hallucinogen: spread
[4] It gets all over the base, several more cultists get covered in the powder (100 more cultists hallucinating, 30 guards hallucinating)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 21, 2015, 09:21:12 pm
Well, that went better than expected.

Now, what was that again about killing me?

Me: Transform 50 of my guys into Egyptian reapers!
Bringers of death x30: Initiate Happy Fun Fun Murder Time Rebooted! On Unescargot, of course.
Twenty Creeper Reapers: Join guys in guarding me!
5: Uhm.. recruit, I suppose.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 21, 2015, 11:06:18 pm
Well, that went better than expected.

Now, what was that again about killing me?

Me: Transform 50 of my guys into Egyptian reapers!
Bringers of death x30: Initiate Happy Fun Fun Murder Time Rebooted! On Unescargot, of course.
Twenty Creeper Reapers: Join guys in guarding me!
5: Uhm.. recruit, I suppose.
Reapers: [6] You transform them into accursed husks delivering people from this mortal plane. Naturally, some of them think you've overstayed your welcome in the world of the living (30 cultists now reapers, 20 cultists now inquisitorial reapers)
Happy fun murder time (with 20 reapers): [3] Not knowing where Unescargot is, they fly into battle on the wings of death (metaphorical flight) and tear apart several of Unescargot's cultists before being driven away (Unescargot loses 40 cultists, -10 reapers) ((Scary as they are, these guys are basically lightly armed cultists since nobody else uses soul-targeting abilities))
guard: [1] They decide to pay a visit to the nearest cemetery to help the lost souls find their way home instead. Some of them don't come back. (-5 reapers)
recruut: [5] They do a phenomenal job of finding more people, especially given how few of them there are (+50 cultists).

Inquisitors: attack Anthaju
[5] They crush your bones and anchor your soul to the underworld. You can feel yourself fading from the world as both your physical body fails and your soul is dragged away (mortally wounded).

((Seems the killing is being done just fine without him))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 21, 2015, 11:15:14 pm
((Even with 2 power and a specific power dedicated to it, you can't give your followers powers until you've been summoned, sorry. If it's any consolation, they'll be super powerful once you get summoned and grant the powers.))
You.. HACK!.. Lied to me..
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on June 22, 2015, 02:01:59 am
Find mercury.
Half of cultists: Try to help the others.
Other half: Try to improve PR.
You have seen my actions, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 22, 2015, 10:37:44 am
((Even with 2 power and a specific power dedicated to it, you can't give your followers powers until you've been summoned, sorry. If it's any consolation, they'll be super powerful once you get summoned and grant the powers.))
You.. HACK!.. Lied to me..
I checked the page and the only powers you actually specified to them were having weapons and being immune to having their souls rended. If you want to actually give them abilities then say what they should be able to do and I'll tell you if that's within your power, but I don't know what "power of death" gives, especially with a partial success...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 22, 2015, 10:50:29 am
Find mercury.
Half of cultists: Try to help the others.
Other half: Try to improve PR.
You have seen my actions, right?
"Help the others" is kinda vague so I'm gonna assume you mean "help with the PR"

Mercury: [5] The guys who are already poisoned collect the mercury needed for the ritual before they keel over and die (mercury collected, poisoned cultists die).
Improve PR: [1] All their work ends up being counterproductive, everyone thinks you're kind of a jerk now (moderately bad PR).

Sweltering heat: [5] Several of your cultists pass out from overheating and get baked alive (-25 cultists)

Inquisitors: Steal the orb of stability
[4] They manage to sneak into the undefended base and find the orb, but since they can't get it out they just hide it somewhere in the base. You of course know that it's just buried in the sand near where it was, but you'll still need to dig it out before you can use it. (Orb of stability buried)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on June 22, 2015, 10:53:43 am
Dig up the Orb of Stability.
Cultists: Improve PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 22, 2015, 07:37:15 pm
Turn 17 actions:

300 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
4*1 cultist: go talk to Rosabel, Rabe, Tavern wench, and Unescargot (or their cultists), respectively, about cooperating with ritual research. Offer the orange summoning ritual as a show of good faith. (If the other cultists have cleared a path out of the base use the path.)
75 cultists: improve PR. Do not leave the base.
80 empowered cultists: continue research with a focus on rituals. Do not leave the base.
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps around the base, you shoot at them.)
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with less horrible death. (Edit: reduced amount of horible death, not just death that is less horrible.)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 22, 2015, 09:46:28 pm
Turn 17 actions:

300 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
4*1 cultist: go talk to Rosabel, Rabe, Tavern wench, and Unescargot (or their cultists), respectively, about cooperating with ritual research. Offer the orange summoning ritual as a show of good faith. (If the other cultists have cleared a path out of the base use the path.)
75 cultists: improve PR. Do not leave the base.
80 empowered cultists: continue research with a focus on rituals. Do not leave the base.
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps around the base, you shoot at them.)
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with less horrible death. (Edit: reduced amount of horible death, not just death that is less horrible.)
What? Actually fixing your base instead of letting your cultists die by the dozen? What are you, sensible?

Fix base: [1] They try to help, but many accidentally fall in a pit and die. The rest are too scared to leave the base. (-200 cultists)
Spikes: Kill everyone who leaves
[6] They kill half the people who try to leave the base, but a path is broken through in the process (path out of base opened, half of cultists who leave die)
Share the oranges: [4] 4 of your cultists run off to deliver the secrets of the citrus to your "friends". Two of them die before getting out, so Rabe and Rosabel don't learn the ritual (-2 cultists, TW and Unescargot learn summon orange ritual)
INTERNETTERY: [5] They bring your PR to new heights! (excellent PR)
Guard: [5] They take up positions overlooking the outside. They should be able to stop anyone from laying bear traps outside your base now (200 heavily armed cultists guarding).
recruit: [3] You use your psychic power to recruit more people to your side (+50 cultists)
second base: [1] They try to build a second base, but it collapses and they all die (-50 cultists)

Inquisitors: talk about what an awful monster Koshu is
[2] Their internet is down. Damn.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: H4zardZ1 on June 22, 2015, 09:50:57 pm
PTW right now
:q
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 22, 2015, 11:03:39 pm
Just hit Ajanthu with lightning. Everybody else recruit for me.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 23, 2015, 09:38:12 am
What? Actually fixing your base instead of letting your cultists die by the dozen? What are you, sensible?
My snark module is complaining about recursion depth.

Share the oranges: [4] 4 of your cultists run off to deliver the secrets of the citrus to your "friends". Two of them die before getting out, so Rabe and Rosabel don't learn the ritual (-2 cultists, TW and Unescargot learn summon orange ritual)
In retrospect, I should have specified a order of priority.

set up a secondary base elsewhere. Preferably with less horrible death.
second base: [1] They try to build a second base, but it collapses and they all die (-50 cultists)
I hate irony so much right now.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 23, 2015, 10:03:16 am
Just hit Ajanthu with lightning. Everybody else recruit for me.
H-How DARE You! You w-will rue th-the day you trie-d to kill m-me Unescargot.. Because I-I.. Have a plan!

55 Normal Cultists: It says here:
Anthaju(moderately wounded): summoned
-cultists: 25 cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR
I have a prepared self banishment ritual! If I do, I will banish myself! I don't care if I won't be able to come back.. For I will still be able to lead my cultists to victory! I will never be killed once I am not summoned! If we do not have one, Then I will have everyone make one as quickly as possible!
Reapers: Fly around me, Intercepting any lightning that tries to end me!

Me: I.. Will.. LIVE! I will not let my brothers stay dead! I don't care if a few failed creations drag me to the underworld! My siblings and I.. We had an empire. A kingdom. And I will bring it and them back, Even if it kills me.
((This must be a pain to quote. Sorry Aslandus

I bet I'm already dead))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 23, 2015, 10:06:26 am
"You blasted fool. You attacked first."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on June 23, 2015, 10:12:18 am
hey does any body know what page i put "fragdragül soul sucker" on? i can't seem to find it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 23, 2015, 12:19:26 pm
Just hit Ajanthu with lightning. Everybody else recruit for me.
Lightning powa!: [4] You call forth a bolt of lightning that strikes Anthaju in the back. While the bolt only causes moderate damage, his focus lapses long enough for his soul to be dragged into the underworld. Ironic, for the warden of the dead to be trapped in his own land. (Anthaju is DEAD).
recruit: [2] Try as they might, they cannot find any people who want to help you.
Puff puff: spread the love
[3] He afflicts a few of your cultists with hallucinogenic powder (50 cultists hallucinating)

Inquisitors: recruit
[4] They find more people to join them (+50 inquisitors)

hey does any body know what page i put "fragdragül soul sucker" on? i can't seem to find it
That name doesn't exist. Feel free to use the search bar at the top of the page to find it if you figure out what the actual name you used was.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 23, 2015, 09:05:55 pm
called it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 23, 2015, 09:10:25 pm
((You attacked first. I was actually considering an alliance with you- check your PMs a few dozen pages back or something like that. I sent a PM asking to team up.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Sl4cker on June 23, 2015, 09:12:04 pm
((You attacked first. I was actually considering an alliance with you- check your PMs a few dozen pages back or something like that. I sent a PM asking to team up.))
I noticed, and I hardly cared.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 24, 2015, 03:18:26 pm
don't do these actions until there's an updated sheet.(Why should people who see things that aren't there have trouble washing off(or trying to(TRIPLE BRACKET COMBO!)) in nonexistent rain?).

I noticed the correspondence between anthaju and you(Unescargot) on the psy-net... at least you revealed yourself and sent all your friends away
500 cultists: Research and build anti-cloud weaponry.
400 heavily armed cultists: Attack Unescargot
100 heavily armed cultists: Train then help guard the base when you're done.
300 cultists and all of the hallucinating ones: Go work for the carp, at least stop his whining.
Me and 100 cultists: Ask misatonic university to inspect the book I sent them then ask the 100 specified cultists to get materials.
200 cultists: RECROOO... no, as much as I would like to find out what happens above 3000 I shant risk it (it would be out of character). Get dragons blood instead.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 24, 2015, 03:44:32 pm
don't do these actions until there's an updated sheet.(Why should people who see things that aren't there have trouble washing off(or trying to(TRIPLE BRACKET COMBO!)) in nonexistent rain?).
Would you rather I rolled and said it didn't work because there is no rain, regardless of what the roll is? The fact that they're seeing things doesn't make them able to clean themselves off with nothing...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 26, 2015, 08:32:14 am
I made an edit but it doesn't seem to have stuck
also mayby they wont get clean but they would cover Unescargot's cultists
EDIT: I HAVE MADE AN EDIT
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 26, 2015, 12:38:01 pm
the "carp life" motto gave me an idea
Me: recruit fisherman promise lake and rivers teaming with carp on condition they don't eat me
Any recruited cultists: OBTAIN PUFF-PUFF PLUSH™

Recruit: [2] You try to tempt fishermen into joining you, because they either see through your ruse or don't want carp in their fishing holes. Both are equally terrifying to you.
puff puff plush: [irrelevant] they do nothing because they don't exist

We can move to the next turn once Rosabel posts actions...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 26, 2015, 12:49:52 pm
What happens if some other horror has 2600 cultists and I give them 500?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on June 26, 2015, 12:57:57 pm
200 cultists work on reacquiring dragon blood (NO DRINKING).
Another 200 work on PR.
I'll recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 26, 2015, 03:29:24 pm
What happens if some other horror has 2600 cultists and I give them 500?
Fun. Fun will happen. ((I was just going to make it an instant death scenario, like half the cultists starve to death or something, but then I got a better idea.))

200 cultists work on reacquiring dragon blood (NO DRINKING).
Another 200 work on PR.
I'll recruit.

Dragon blood: [5] They find so much dragon blood that they figure out the dosage needed to kill a man... or woman, not all cultists are men... (reacquired dragon blood, 50 cultists  become assassins)
PR: [2] They were about to do that, but then the pizza delivery came and they just lounged around for the rest of the turn eating.
Recruit: [6] You get more to join your faction. Some join against you too, but they probably just signed the wrong paper. (+100 cultists, +30 inquisitors)

((I'll have the inventory up by midnight.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on June 26, 2015, 04:08:23 pm
Assassins?
Have we stooped so low?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 26, 2015, 07:23:31 pm
No you have not, it's not like you trained or set them to work, but it's nice knowing that if you do sink that low that it will be comfortable down there.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 26, 2015, 11:08:09 pm
Assassins?
Have we stooped so low?
To be fair, you had assassins before, then you told them to go home...

Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.

Healz for Unescargot
End of Turn 18.
score:
Unescargot (lightly wounded): summoned, getting old, hiding
-cultists: 360 cultists, 50 hallucinating cultists, 10 infiltrator cultists (infiltrating Rabe), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 8 cultists in high places, 100 trained cultists, 3 hallucinating veterans, professional journalist hirelings, limited connection to president, all disheartened
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, 60 inquisitors, inquisitorial demolition hirelings, know where you're hiding, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench:
-cultists: 35 heavily armed cultists
-Items: Swelteringly hot base in the desert, Orb of Stability 1 (buried), has dragon blood, has mercury
-Inquisitors: 90 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating

Anthaju(DEAD): summoned
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 177 cultists, 200 heavily armed cultists guarding, 80 empowered cultists
-Items: has a tool shed base surrounded by booby traps, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, 182 inquisitors, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ritual of summon oranges {req chalk}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 1610 cultists, 500 heavily armed cultists, 100 hallucinating cultists,  30 hallucinating cultists (guarding), 50 hallucinating armed cultists, 10 contagious hallucinating cultists, 1 old cultists (guarding for Puff puff), 25 recognizable cultists, 15 hallucinating recognizable cultists
-Items: has sturdy base with defenses (+lightning rods and 20 gun turrets), has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), knows location of Lunar Orb of Stalwart, has colorful chalk
-Inquisitors: 200 inquisitors
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, good PR, founded Miskatonic University, requested Koshu's permission to summon him
--Miskatonic University: has book of power swap ritual, researched Orb of Stalwart

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: CARP LIFE DON'T NEED HELP *sniffle*
-Items: CARP LIFE DON'T NEED MATERIAL GOODS
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 350 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net

((Looks like I just missed midnight... whoops...))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on June 26, 2015, 11:46:31 pm

Me: give morale-boosting speech to my cultists, compliment their loyalty to me.
200 normal cultists: recruit more people to join my cult.
160 normal cultists, 100 trained cultists: guard me from enemies.
8 high places cultists, 10 wealthy cultists: begin a campaign to become the next american president(choose one of the high places cultists for this, another for vice president). Focus on beating Rabe's campaign and damaging their PR in the process.
Journalist minions: Aid in the campaign, damage Rabe's PR in the process! I want humanity to detest Rabe! Detest!
All hallucinating cultists: work it off.
10 other wealthy cultists: fund Rabe's inquisitors, activate them if not already activated!
10 infiltrator cultists: find weak points in Rabe's base!
Puff Puff: devise a powder that causes a human inflicted with it to become hostile to all sentient beings. If successful, apply to Rabe's heavily armed cultists.


Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on June 27, 2015, 10:51:49 am
Edited!
500 cultists: Research and build anti-cloud weaponry.
400 heavily armed cultists: Attack Unescargot, ask the inquisitors for directions if you can't find him(don't attack his cultists unless they attack you, we want to recrute them.)
100 heavily armed cultists: Train then help guard the base when you're done.
200 cultists and all of the hallucinating ones(exsept for 10 of the non contagious ones): Go work for the carp, at least stop his whining.
10 non contagious hallucinating cultists: speak loudly at puff-puff.
100 cultists: Ask misatonic university to inspect the book I sent them then ask the 100 specified cultists to get materials.
200 cultists: RECROOO... no, as much as I would like to find out what happens above 3000 I shant risk it (it would be out of character). Get dragons blood instead.
the rest and me: recrute Unescargot's cultists away from him.(I won't go there in person, I'm not that stupid)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on June 27, 2015, 01:37:23 pm
i remembered a quote "a predictable enemy is second best to a reliable ally" paraphrased from sam starfall of the free fall comic
Me: I've run out of ideas so just RECRUIT RECRUIT RECRUIT
any recruited cultists: say i dunno... koshu is my ally subtly remind humanity he has lots of easily sabotage-able rocket parts say something like "i allied with koshu please don't sabotage his rocket parts (between you and me those deliveries don'y look very secure)


i'm really good at convincing people that i'm dumb   ;DTHIS ID NO LONGER A TURN
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 27, 2015, 04:26:51 pm

Me: give morale-boosting speech to my cultists, compliment their loyalty to me.
200 normal cultists: recruit more people to join my cult.
160 normal cultists, 100 trained cultists: guard me from enemies.
8 high places cultists, 10 wealthy cultists: begin a campaign to become the next american president(choose one of the high places cultists for this, another for vice president). Focus on beating Rabe's campaign and damaging their PR in the process.
Journalist minions: Aid in the campaign, damage Rabe's PR in the process! I want humanity to detest Rabe! Detest!
All hallucinating cultists: work it off.
10 other wealthy cultists: fund Rabe's inquisitors, activate them if not already activated!
10 infiltrator cultists: find weak points in Rabe's base!
Puff Puff: devise a powder that causes a human inflicted with it to become hostile to all sentient beings. If successful, apply to Rabe's heavily armed cultists.

Weren't you in Russia? No wait, I'm getting you confused with Koshu again...
Speech: [6] You come out of hiding to give a rousing speech to your followers. Most of them can't understand a word you say, but they love the enthusiasm! (cultists excited, no longer hiding)
recruit: [3] They get some people to join you. Not as many as you wanted, but better than you had before. (+100 cultists)
guard: [1] They decide they don't want to die for you today and some of them even quit. Jeez, for cultists they're really loose on their commitment to the cause. (-80 cultists)
Campaign: [1] Your cultists spelled "running" wrong and now everyone thinks you're planning to kill the president. (now hated by humanity)
Libel: [4] They make Rabe look like a huge jerkface, pointing out his lack of safety protocols for their dangerous equipment and his links to the nefarious TROG and CARP. (Rabe now has mixed PR)
Work it: [5] They sprint around until they sweat the dust off. Actually they were running from flaming hyenas, but it has the same effect. (no longer hallucinating)
Inquisitorial aid: [3] They send a letter to the inquisitors telling them that Rabe's planning something. (Rabe's inquisitors activated)
Subterfuge: [3] The sneaky bastards find the switch to open the front gates to Rabe's base. You'll still have to fight guards, but you shouldn't have to smash your face against a concrete wall if they help. (can open gate to Rabe's base)
Puff puff: [6] Puff puff doesn't understand what you are asking and just floats over to spread hallucinogen onto Rabe's cultists. He gets dispersed by the old man. (Puff puff dispersed, old cultist hallucinating)

Inquisitors: Hit him while he's exposed!
[1] Bluh, fighting is getting stale. A bunch of the inquisitors leave before the battle begins and the rest don't bother to go (-50 inquisitors).

Edited!
500 cultists: Research and build anti-cloud weaponry.
400 heavily armed cultists: Attack Unescargot, ask the inquisitors for directions if you can't find him(don't attack his cultists unless they attack you, we want to recrute them.)
100 heavily armed cultists: Train then help guard the base when you're done.
200 cultists and all of the hallucinating ones(exsept for 10 of the non contagious ones): Go work for the carp, at least stop his whining.
10 non contagious hallucinating cultists: speak loudly at puff-puff.
100 cultists: Ask misatonic university to inspect the book I sent them then ask the 100 specified cultists to get materials.
200 cultists: RECROOO... no, as much as I would like to find out what happens above 3000 I shant risk it (it would be out of character). Get dragons blood instead.
the rest and me: recrute Unescargot's cultists away from him.(I won't go there in person, I'm not that stupid)

Anticloud wepins: [1] They look up clouds and determine that the best weapons to use against them are humidifiers. The less stupid cultists tell you that would probably just make the clouds bigger and more rain-y. (humidifiers gained)
Attack: [5] They notice Unescargot is walking around amongst his cultists shouting some nonsense in an eldritch tongue, and then the cultists disperse to carry out orders. Your heavily armed troops ambush him and blast him with their explosives and guns until he is bleeding from every hole in his body. He bleeds water ,it appears. They leave him for dead instead of administering a finishing blow. (Unescargot mortally wounded)
Train: [4] They practice using their rocket launchers and heavy machine guns for a few hours until they can hit things fairly reliably. This uses the entire turn and they are too tired to take watch. (100 heavily armed cultists now trained)
help CARP: [2] They don't want to. They think you need to learn to deal with his whining instead of just placating him.
Yell at puff puff: [5] They tell puff puff to go elsewhere. Puff puff, being dissipated, doesn't react in any way except by floating back to Unescargot's base in a faint cloud of dust. (Puff puff base at Unescargot's base)
Research: [3] The university investigates the ritual and tells your cultists which items to get to prepare it. The message gets delayed though, so your cultists don't get the stuff. (M. Univ. knows power swap ritual, your cultists are still lazy schlubs)
Dragon blood: [5] They find a bunch of dragon blood, enough to kill an army. (acquired dragon blood, 100 cultists become assassins)
Stealin' cultists(I think that's 600 or so cultists): [5] Since you are too scurred to go there yourself, and you can't break his mindlock, you don't really contribute anything. However, your cultists manage to bribe, seduce, and/or kidnap many of Unescargot's cultists. (steal 300 cultists from Unescargot)

Inquisitors: Set up your own base, and make it much cooler than Rabe's shitty bunker!
[5] They set up an ornate mansion with a fountain in the front and a hedge of thorn bushes around the perimeter. You're super jealous of their snazzy base. (Inquisitors have ornate mansion base)

i remembered a quote "a predictable enemy is second best to a reliable ally" paraphrased from sam starfall of the free fall comic
Me: I've run out of ideas so just RECRUIT RECRUIT RECRUIT
any recruited cultists: say i dunno... koshu is my ally subtly remind humanity he has lots of easily sabotage-able rocket parts say something like "i allied with koshu please don't sabotage his rocket parts (between you and me those deliveries don'y look very secure)


i'm really good at convincing people that i'm dumb   ;D
Recruit: [2] The dice god has deemed that you will not now nor shall you ever have any followers. Perhaps you should just go on psi-net yourself and start trash talking everyone, it would probably be more effective than what you're doing now.
Hint-hint, nudge-nudge: [irrelevant] They don't get the message out because nobody is helping you. You know in your heart that it wouldn't matter anyway, humanity thinks Koshu is a pretty alright guy.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on June 28, 2015, 05:58:44 pm
(between you and me those deliveries don'y look very secure)
Hint-hint, nudge-nudge: [irrelevant] They don't get the message out because nobody is helping you. You know in your heart that it wouldn't matter anyway, humanity thinks Koshu is a pretty alright guy.

Also, I do not belive we have any deliveries, just a stockpile from our frustratingly-suspended time as a aerospace company.

Also, I think you skipped from start of turn 17 to end of turn 18 in the numbering.

Even more also, turn 19 actions:
175 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
2*1 cultist: go talk to Rosabel and Rabe (or their cultists), respectively, about cooperating with ritual research. Offer the orange summoning ritual as a show of good faith. (If the other cultists have cleared a path out of the base use the path.)
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps around the base, you shoot at them.)
80 empowered cultists: continue research, but with a focus on transportation (flight, teleportation, whatever). Do not leave the base.
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with reduced amounts of horrible death.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on June 28, 2015, 06:28:20 pm
(between you and me those deliveries don'y look very secure)
Hint-hint, nudge-nudge: [irrelevant] They don't get the message out because nobody is helping you. You know in your heart that it wouldn't matter anyway, humanity thinks Koshu is a pretty alright guy.

Also, I do not believe we have any deliveries, just a stockpile from our frustratingly-suspended time as a aerospace company.

Also, I think you skipped from start of turn 17 to end of turn 18 in the numbering.

Even more also, turn 19 actions:
175 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
2*1 cultist: go talk to Rosabel and Rabe (or their cultists), respectively, about cooperating with ritual research. Offer the orange summoning ritual as a show of good faith. (If the other cultists have cleared a path out of the base use the path.)
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps around the base, you shoot at them.)
80 empowered cultists: continue research, but with a focus on transportation (flight, teleportation, whatever). Do not leave the base.
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with reduced amounts of horrible death.
Dammit, all these turn numbers are confusing me. I actually skipped "end of turn 16" on accident and am now on 18 as a result. I hope you realize that this means I'm going to have to start sticking random numbers on the turns now.

Pathfinding: [2] They see the path broken through the spikes, but aren't brave enough to face the trapped land outside the base.
Negotiation: [1] You accidentally send off your last copy of the spell with your cultists. Or maybe it wasn't an accident, you have trouble reading these cultists. Also, the cultists didn't come back. Maybe making them wade through the gore-covered spikes their friends got impaled on was bad for morale... (-2 cultists, forgot summon orange ritual, Rosabel and Rabe gain 1 cultists each, Rosabel and Rabe learn the summon orange ritual)
Guard: [2] They are too scared to go outside, what if they booby trapped the walls?
research: [1] They can't leave to find references for the rituals, and the internet happens to be down, so they look into themselves. They look too deep. (80 empowered cultists have gone mad)
recruit: [1] You manage to get some people to join your inquisition... that's sort of like help, right? (+30 inquisitors)
Secondary base: [irrelevant] They hate you and won't obey your commands.

((Well... that was unfortunate... I swear, these dice aren't loaded, you just got really unlucky...))

Inquisitors: set up siege equipment to break down the walls of the base from afar
[3] They set up some ballistas and catapults in the forest nearby. They might be able to break down the walls, but probably not. (weak siege engines built)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 01, 2015, 03:50:15 pm
PRAISE BE THE DICE GODS
ME:recruit
any recruits:recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 03, 2015, 03:32:21 pm
((I'm surprised my speech didn't help resist the anti-recruitment.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 03, 2015, 03:56:01 pm
((I'm surprised my speech didn't help resist the anti-recruitment.))
Who says it didn't? He had like 600 or so guys there and got a crit success...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 03, 2015, 04:05:30 pm
((What would have happened without the speech?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 03, 2015, 04:09:54 pm
I dunno, I guess he would've gotten a full 600, since you only get half the normal guys when taking from someone else... still, if he'd done that then he could've been screwed over by his inquisitors deciding to join him and pushing him over the 3000 cultist limit... Whether that was worth coming out of hiding, and thus freely exposing yourself to harm, is up to you...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 04, 2015, 06:52:15 am
Dig up the Orb of Stability.
Cultists: Improve PR.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 04, 2015, 11:49:27 am
Dig up the Orb of Stability.
Cultists: Improve PR.
Dig: [6] You haven't been summoned and thus can't do this yourself, but you get a few of your cultists to dig up the orb. They pass out from the heat of the desert and die. (orb dug up, -5 heavily armed cultists)
PR: [2] They wanted to get a radio station up and running but couldn't. Your cultists are concerned that you're wasting valuable time chasing a minor boost when you could be, for example, getting your base out of the desert or even just recruiting more cultists.

Sweltering heat: kill everyone
[3] The hot, dry air takes its toll on your cultists. (-15 heavily armed cultists)

Armed/trained Inquisitors: Kill the cultists to the last!
[4] They knock down the doors of your base, but get worn out from the heat and leave. (base breached)
Normal inquisitors: steal the Orb of Stability
[5] They roll the Orb out of the now open gate, and hide it somewhere that you miss because you weren't paying attention. (lost Orb of Stability 1)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 04, 2015, 03:01:07 pm
(between you and me those deliveries don'y look very secure)
Hint-hint, nudge-nudge: [irrelevant] They don't get the message out because nobody is helping you. You know in your heart that it wouldn't matter anyway, humanity thinks Koshu is a pretty alright guy.

Also, I do not belive we have any deliveries, just a stockpile from our frustratingly-suspended time as a aerospace company.

who cares :(
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 04, 2015, 06:08:09 pm
Find the Orb of Stability.
Cultists: Recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 12, 2015, 04:09:05 pm
Currently have 5/7 player-actions for the turn, if you haven't posted actions yet, please do
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 12, 2015, 04:42:17 pm
just to check I have posted actions?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 12, 2015, 05:32:35 pm
just to check I have posted actions?
Yes, you have. I think Anthaju (who hasn't dropped out, just died), and Rosabel are the ones that haven't posted yet...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on July 12, 2015, 05:49:50 pm
Cultists: Summon me with the gold ritual!
...I'm fairly certain I have the right things!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 13, 2015, 11:18:25 am
Cultists: Summon me with the gold ritual!
...I'm fairly certain I have the right things!
You appear to be missing tallow candles, your cultists will have to run off to get those instead
[1] What are these? They're pretty funny looking for candles, and appear to be covered in some kind of waxy paper covering... well, let's light one up and see what *boom* oops... (found dynamite, -100 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 16, 2015, 11:57:01 am
Let's just skip/run generic commands on desert dude's turn
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 16, 2015, 12:52:52 pm
Fair enough, but I won't be able to update until about 7:00 tonight, I have class starting in an hour
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 16, 2015, 09:09:45 pm
Anthaju opens his psi-net chat client from the underworld
Spoiler (click to show/hide)

Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.

Attack Unescargot directly
[6] They charge recklessly and get many killed in the fight, but in his weakened state Unescargot can't hold himself together, dissipating into a fine mist (Unescargot is dead)

End of Turn 18.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 130 cultists, 10 infiltrator cultists (infiltrating Rabe, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 8 cultists in high places, 100 trained cultists, 3 veterans, professional journalist hirelings, limited connection to president, all disheartened
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, know where you're hiding, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Puff Puff (dispersed): plush toy that looks just like him

Tavern wench:
-cultists: 15 heavily armed cultists
-Items: Swelteringly hot base in the desert (breached), has dragon blood, has mercury
-Inquisitors: 90 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 175 cultists, 200 heavily armed cultists guarding, 80 empowered insane cultists
-Items: has a tool shed base surrounded by booby traps, has a few spaceship components, has extra spikes
-Inquisitors: 155 armed inquisitors, 182 inquisitors, have weak siege engines set up, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 1911 cultists, 400 heavily armed cultists, 100 trained heavily armed cultists, 100 hallucinating cultists,  30 hallucinating cultists (guarding), 50 hallucinating armed cultists, 10 contagious hallucinating cultists, 1 old hallucinating cultist (guarding for Puff puff), 25 recognizable cultists, 15 hallucinating recognizable cultists
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood
-Inquisitors: 200 inquisitors, have ornate mansion base, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, mixed PR, founded Miskatonic University, requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}
--Miskatonic University: has book of power swap ritual, knows power swap ritual, researched Orb of Stalwart

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: CARP LIFE DON'T NEED HELP *sniffle*
-Items: CARP LIFE DON'T NEED MATERIAL GOODS
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 251 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 16, 2015, 09:14:19 pm
All of my cultists: to the best of your ability, inform the president about the misguided people who killed me and why they were wrong. Explain that I intended to end the drought in California and the one in Texas. Explain that to honor my memory he should order an assault on Rabe. Preferably with nukes.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 16, 2015, 09:44:28 pm
All of my cultists: to the best of your ability, inform the president about the misguided people who killed me and why they were wrong. Explain that I intended to end the drought in California and the one in Texas. Explain that to honor my memory he should order an assault on Rabe. Preferably with nukes.
The restless dead shutters in its grave
Curry favor: [2] The president is a man (well, he looks sort of like a man at least) with a large cowboy hat, and thin gray hair running all along his body. He seems to have small cow horns coming out of the sides of his head, but they're obscured by his comically large hat. He doesn't seem impressed with your spiel.
Cowboy_cowboy: "You know boys? I've learned there are two kinds of people in this world, folks that talk about what they want to do and folks that will actually do what they want to do. I see your old boss felt more inclined to talk himself up than actually help them folks having trouble. Run along now, no sense standing around where you ain't needed."
Call out Rabe: [4] "Rabe's planning what now? That two faced fluffinpuff thinks he'll beat me in the next election? HA! I'd like to see him try." (President will spread libel about Rabe).

Inquisitors: celebrate a job well done! The cloud fiend is dead!
[6] They party too hard and some of them die of alcohol poisoning (-10 inquisitors, inquisitors deactivated)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 17, 2015, 12:12:46 am
Find the Orb of Stability.
Cultists: Recruit
You have seen my actions, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 17, 2015, 11:07:22 am
Find the Orb of Stability.
Cultists: Recruit
You have seen my actions, right?
What actions?
Find orb: [3] You find the orb and tell your cultists where it is (found orb of stability 1) ((You should really be sending your cultists to do this, especially since you have barely any and would get more returns from recruiting yourself))
recruit: [5] They do an excellent job bringing people to join your cause. They probably left out mentioning how many people you USED to have helping you, and due to their limited numbers don't actually get that many people to join... (+30 cultists).

Heat: kill cultists
[1] It's actually not that hot out today, must be that cloud of mist that just blew through. (one turn of solace from the heat)

Inquisitors: TW has foolishly left the giant hole in her base! Kill the cultists while you have a chance!
[6] They slaughter all of your cultists, but not without losses (-30 cultists, -15 heavily armed cultists, -55 inquisitors, -10 lightly armed inquisitors)
Inquisitors in high places: contract a base to be built
[1] They try to find some people to build a base, but word gets out that they are working for a cult and they lose all credibility, though people still remember their names. (now merely recognizable inquisitors)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 17, 2015, 02:09:18 pm
Me: "What idiot left the door open?" Psychicly scan for said idiots (I may not be able to look into an unwilling mind but A: No minds should be closed to me in my cult and B: I know a block when I see one.)
200 cultists: Go to misitonic university and ask them to research a way to store a horrors power without putting them into someone(put them into a orb of storage rather than a feline of me.)
All hallucinating cultists: Wash off.
500 Cultists: build training facility complete with training weapons inside the wall.
500 Cultists: add another line of defence, add a underground bunker(with the well defended and hidden entrance also inside the wall.
In the interest of reduseing Cultists without killing anybody...
611 Cultists and the non-hallucinating recognisable cultists: Become k.I.(kitten industrys) that will be semi-autonomus metal recycling and shaping company and my Weapon supplier(use the molds).
200 heavily armed cultists: guard.
100 trained heavily armed cultists: Capture the inquisitors fancy mansion.
100 Cultists: Use the humidifier to try and recrute puff-puff.
200 heavily armed cultists:Train, use the training facility if it has been built.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 17, 2015, 09:40:25 pm
Me: "What idiot left the door open?" Psychicly scan for said idiots (I may not be able to look into an unwilling mind but A: No minds should be closed to me in my cult and B: I know a block when I see one.)
200 cultists: Go to misitonic university and ask them to research a way to store a horrors power without putting them into someone(put them into a orb of storage rather than a feline of me.)
All hallucinating cultists: Wash off.
500 Cultists: build training facility complete with training weapons inside the wall.
500 Cultists: add another line of defence, add a underground bunker(with the well defended and hidden entrance also inside the wall.
In the interest of reduseing Cultists without killing anybody...
611 Cultists and the non-hallucinating recognisable cultists: Become k.I.(kitten industrys) that will be semi-autonomus metal recycling and shaping company and my Weapon supplier(use the molds).
200 heavily armed cultists: guard.
100 trained heavily armed cultists: Capture the inquisitors fancy mansion.
100 Cultists: Use the humidifier to try and recrute puff-puff.
200 heavily armed cultists:Train, use the training facility if it has been built.

Scan: [3] You already know where the traitors are. They are all around, you can feel it in your adorable little kitten bones. You don't actually have the power to detect loyalty, but you can smell the deceit on every one of those robed bastards (You feel paranoid)
Research: [3] They find references to a method of storing power of a horror, using a specific object created through a ritual and used on a living horror, it would allow cultists to become fake "chosen" of the horror without actually being loyal to them and has the bonus of allowing the power to be stored after they die. Anything else about it seems to be classified unfortunately, though MU will try to get authorization if they get a turn to themselves. (Aware of power store ritual, Miskatonic university seeking authorization)
Wash: [4] They run through a deluge of water while trying to catch something they keep calling "bird fish", and the dust causing their hallucinations washes off (Hallucinations over)
Trainer build: [5] They build a large training center complete with firing ranges and hand to hand combat dummies. Some of them are a bit old fashioned, but the old ways work best sometimes. (grand training center built)
Defense build: [5] They build a deeper bunker that isn't as obvious as the one you already have.
Autonomise: [4] They take your company and make it an independent firm. They will of course sell you weapons for less, but they will now likely take their own actions if not contracted. They don't actually have a smelter because of some unfortunate accident that happened awhile ago, but they will do what they can with hammers and fire (KI made into a sub faction, 611 cultists and 25 recognizable cultists transferred).
guard: [1] They're starting to think you're over-militarizing the base a bit, and decide to hang out at the bar instead. Some of them seem to have gotten lost. (-50 heavily armed cultists)
Steal mansion: [1] They were a little better prepared than your cultists planned for. Who would've thought (-25 heavily armed trained cultists)
Steal puff puff: [1] Puff puff is engorged by all the water vapor and rains a deluge down on your entire base. Everyone is hallucinating, and even you feel the madness soaking through your fur, your mindlock only letting you get a few rational thoughts through at a time. Puff puff doesn't seem convinced that he should follow you, and your babbling about all the world's militaries rising against your cult isn't helping. (Everyone is hallucinating now, 50% chance of failing to issue orders until you clean off) ((That means each order will have an extra roll, 4-6 the order goes through, 1-3 you are babbling too much for anything to happen))
train: [2] They see the equipment in the training center and say "I'll get to it tomorrow" then watch TV for the rest of the turn.

MU: do the thing [irrelevant] already done

KI: exist [irrelevant] done

100 Inquisitors: recruit
[4] They bring more people to fight the evils of big business (+100 inquisitors).
100 inquisitors: Contract weapons for your army from Kitten Industries, they are professional business people now after all
[1] Turns out they aren't that professional. The inquisitors will file a formal complaint to the management right after these idiots stop killing themselves with exploding defective guns. (-50 inquisitors)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 18, 2015, 03:50:48 am
Recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 18, 2015, 10:17:43 am
Talking to KI "Thank you for not selling to groups who wish to kill me but why pasta?

To give you a break from huge lists of commands...
Me and all hallucinating cultists: cultists wash off then come back and clean me off.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 18, 2015, 11:15:25 am
Talking to KI "Thank you for not selling to groups who wish to kill me but why pasta?
"Well, they were actually made of metal, we just chopped up the inside so they wouldn't work properly, but that won't stop us from taking their money :P. You okay, Rabe? You look a little out of sorts..."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 18, 2015, 12:49:32 pm
THIS IS MY CURRENT TUUUUUUURRRRRNNNNNNNNNNNNNNNNNNNNNNNNNNNN
ME:RECRUUUUIIIIIIIITTTTT
any recruited cultist's RECRRRUIIIIIIITTTT
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 18, 2015, 01:11:39 pm
((It seems puff puff has discovered his true power.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 18, 2015, 01:28:22 pm
THIS IS MY CURRENT TUUUUUUURRRRRNNNNNNNNNNNNNNNNNNNNNNNNNNNN
ME:RECRUUUUIIIIIIIITTTTT
any recruited cultist's RECRRRUIIIIIIITTTT

Ordinarily I wouldn't let you recruit with guys that just got recruited since that would open a whole can of worms with chain recruiting, but in light of your terrible luck so far and complete lack of cultists I'll let it slide, just this once...
[6] Your sad song reaches the ears of mortals and some of them join in your cause. Others find it wanting (+50 cultists, +30 inquisitors)
[5] These cultists immediately get to work pulling more saps to your cause. What a bunch of hard workers! (+100 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 18, 2015, 01:59:29 pm
Talking to KI "Thank you for not selling to groups who wish to kill me but why pasta?
"Well, they were actually made of metal, we just chopped up the inside so they wouldn't work properly, but that won't stop us from taking their money :P. You okay, Rabe? You look a little out of sorts..."
"That's not how you make pasta?"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 18, 2015, 02:30:23 pm
Talking to KI "Thank you for not selling to groups who wish to kill me but why pasta?
"Well, they were actually made of metal, we just chopped up the inside so they wouldn't work properly, but that won't stop us from taking their money :P. You okay, Rabe? You look a little out of sorts..."
"That's not how you make pasta?"
"What? No, pasta's made with flour not alloyed metal... Suddenly I feel like I was right to call in sick for spaghetti night last week..."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: H4zardZ1 on July 18, 2015, 09:29:28 pm
Aslandus, you ARE aware that more than half of people in america hates to talk about global warming and greenhouse effect, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 18, 2015, 09:34:16 pm
"What? No, pasta's made with flour not alloyed metal... Suddenly I feel like I was right to call in sick for spaghetti night last week..."
((This looks siggable.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 18, 2015, 10:01:26 pm
Aslandus, you ARE aware that more than half of people in america hates to talk about global warming and greenhouse effect, right?
Irrelevant.

"What? No, pasta's made with flour not alloyed metal... Suddenly I feel like I was right to call in sick for spaghetti night last week..."
((This looks siggable.))
((Go for it, I don't mind))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Humaan on July 19, 2015, 01:01:08 am
Ah, what a wonderful game. A bit hectic, but fun. Waitlist time?


I am not sure if the gimmick is slightly too powerful, but I am sure it should be all right.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 19, 2015, 09:58:11 am
YESS YESS FINALLY CULTISTS WOOOOOOOOOOO OH YEAH OH YEAH  :D :D :D :D :D :D :D :D
 :D :D :D :D :D :D (i am way happier than i reasonably should be) YEEEAAAAHHHHH I CAN DO STUFFF WOOOOO
ME:continue search for BANAnaASNASASBASBBASBNANSBANSnanANSNAN
100 cultists(yay i can say that): start search for submarine parts
50 cultists: start campaign to be president of tijuana that's a nice safe country right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 19, 2015, 10:01:03 am
I am not sure if the gimmick is slightly too powerful, but I am sure it should be all right.
aslandus will just make the effects less powerful if he thinks it's to powerful
Ah, what a wonderful game. A bit hectic, but fun. Waitlist time?
until the current game ends due to a series of bad luck i've practically only just started the game except already being hated by humanity and with a bunch of inquisitors i mean seriously look at the last turn summary with humanity's turn
Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 19, 2015, 10:08:12 am
Ah, what a wonderful game. A bit hectic, but fun. Waitlist time?


I am not sure if the gimmick is slightly too powerful, but I am sure it should be all right.
Looks fine, especially if you're putting 4 points into power. I assume the vines will be taking the place of cultists once you get summoned, or acting as designated recruiters for alien things.

I am not sure if the gimmick is slightly too powerful, but I am sure it should be all right.
aslandus will just make the effects less powerful if he thinks it's to powerful
Also true
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 19, 2015, 10:26:56 am
Looks nice, not really gimmicky and may make a good SCP. I was waiting for something properly eldritch and this fits the bill nicely. I was thinking of being a meme next game. Also I get nervous when waitlists are mentioned, that's what ended the last game.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 19, 2015, 10:48:19 am
((Next game is going to be fun. I'm up for game four- here's my next horror.))

Spoiler: Probably Already Dead (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: H4zardZ1 on July 19, 2015, 10:51:23 am
I honestly don't know about using my character's power. Nightmares of Insanity or Inanimate Shadow Control?
I'm asking about tips.
Irrelevant.
Slightly relevant to BOF the renewer. Got a 1 on him recruiting while he tells about global warming? Industrial people.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 19, 2015, 10:59:24 am
((Next game is going to be fun. I'm up for game four- here's my next horror.))

Spoiler: Probably Already Dead (click to show/hide)
Going out with a bang, I see... ah well, nothing like high explosives to clear the weeds out of your garden...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 19, 2015, 03:48:18 pm
Nice, I would swap 1 mindlock for 1 appeal as:

1. There isn't anything piticularly nasty about you as you said 2. Many people would like to learn how to do magic and make explosions (I would be among your cultists because of that.) 3. Your talk of saving the world from a botany based apocalypse would draw support. and 4. I think that anything above one on mindlock is a waste (but that's just me)

Also can the next person wait a turn before posting a horror? It makes me nervous.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 19, 2015, 04:35:05 pm
Nice, I would swap 1 mindlock for 1 appeal as:

1. There isn't anything piticularly nasty about you as you said 2. Many people would like to learn how to do magic and make explosions (I would be among your cultists because of that.) 3. Your talk of saving the world from a botany based apocalypse would draw support. and 4. I think that anything above one on mindlock is a waste (but that's just me)

Also can the next person wait a turn before posting a horror? It makes me nervous.
How valuable mindlock is depends on how powerful your competitors are, right now I'm thinking -1 or 2 power for each level of mindlock, so 2 or 3 mindlock would make you nearly invincible to nonphysical attacks, but if everyone has 1-3 power than 1 is probably sufficient. That said, while stats do change how you play there is no wrong build, but cultists will be a lot less valuable next game because of the 4 action limit.

Also, no need to be nervous, the game won't end until all but one horror is dead/purged, or all the horrors are dead, and we still have some guys that haven't even been summoned yet. Btw, you should probably get on the purging, those guys are getting closer and closer to being summoned.

Also, Koshu and Rosabel need to post actions before we can move on...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on July 19, 2015, 04:39:31 pm
50 cultists: find tallow candles.
Rest of cultists: do good deeds et cetera (raise PR even further)
Me: Recruit!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 19, 2015, 04:49:21 pm
four... FOUR?!? it it can't be (panics)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 19, 2015, 05:04:19 pm
50 cultists: find tallow candles.
Rest of cultists: do good deeds et cetera (raise PR even further)
Me: Recruit!

find: [3] They find more candles... these ones hopefully won't explode.... but they didn't get enough! IDIOTS! (partially gathered tallow candles)
raise PR: [3] They hand out candy to orphans and volunteer at soup kitchens. Their work goes largely unnoticed, but those who do notice really appreciate it. (PR now very good)
recruit: [3] You whisper the secrets of goodwill unto others, and they join your crew. Then you get tired and decide to take the rest of the day off. (+50 cultists)

four... FOUR?!? it it can't be (panics)
Oh no, you might be forced to prioritize rather than doing everything at once :horror:
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 19, 2015, 05:34:04 pm
((Hm. You should compensate for only four actions by making the actions more powerful.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 19, 2015, 06:50:01 pm
((Hm. You should compensate for only four actions by making the actions more powerful.))
((The idea is to stop people from taking 10 actions in a turn so having more than 4 people playing is less stressful, but I'll consider it))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 19, 2015, 07:17:48 pm
ok, I will try it next game but right now I have the resources to start the epilogue within a turn or 3 if I multitask. (Evonix)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 19, 2015, 07:18:46 pm
ya that was me
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 19, 2015, 07:57:04 pm
((Hm. You should compensate for only four actions by making the actions more powerful.))
i have two actions  :p (carp)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 19, 2015, 08:00:15 pm
yeah evonix got on my computer posted something on my account logged onto his account then i came back so he got off and i posted something on his account now i have logged on my account
also i wanted to add on that last post "i have two actions most turns"
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on July 20, 2015, 01:07:32 pm
Also, Koshu and Rosabel need to post actions before we can move on...

Sorry, I have been having internet problems.

Turn 20, I belive; perhaps we can do a bit less failing this time:
175 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps or siege engines or anything else around the base, you shoot at them.)
80 empowered insane cultists: continue research, it is not like you can go double-insane, right?
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with reduced amounts of horrible death.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 20, 2015, 03:17:52 pm
Sorry, I have been having internet problems.

Turn 20, I belive; perhaps we can do a bit less failing this time:
175 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps or siege engines or anything else around the base, you shoot at them.)
80 empowered insane cultists: continue research, it is not like you can go double-insane, right?
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with reduced amounts of horrible death.
Clear path: [6] They find a path through the trap field the only way they know how: drawing straws and walking through it. Eventually they find a path, but it may have been more costly than would be ideal... The traps seem to have been laid specifically to make it hard to leave the base, and once they find a way out the safe path seems obvious. Stupid inquisitors, and those idiots who didn't even mark out the path when they left before. (-75 cultists, no longer booby trapped)
guard better, dammit!: [3] They are feeling lazy today so they just set up some mirrors to keep an eye on everywhere at once and leave about 20 dudes watching while the rest get snacks. Realistically, their eyesight isn't going to be up to the task of seeing a mile away inside forest cover, even if they had a watchtower which they don't. (20 heavily armed cultists guarding, watch mirrors set up)
Research II, the Researchence: [6] They find a spell that causes humans to explode. The more humans, the bigger the explosion. Don't ask how they found out. It requires that they be within a ritual circle, so it isn't as useful as it sounds. It appears that they just set them on fire with gasoline, but what would you know about magic, giant flying obelisk? (-80 insane cultists, gained ignite mortal ritual {req gasoline, consumes cultists})
recruit: [6] You convince more poor saps awesome dudes to join your crew of incendiaries winners. For some reason others don't like the idea of dying in a glorious fire going to space. (+75 cultists, +30 inquisitors)
new base: [2] They just stay in the normal base, nothing too remarkable.

Normal Inquisitors: Fire at the base from afar with the siege engines
[4] They fire ballistas and catapults at you from the forest, some of your cultists get killed but the real damage is done to the flimsy tool shed you have been working out of. (-10 cultists, base destroyed)
Armed inquisitors: Prepare for retaliation
[3] Like their ancestors before them, they will wait for the right moment to strike when the enemy marches toward them. Unlike their ancestors, they have M-40s. Also unlike their ancestors, they have no idea what they are doing. About half of them go on break. (75 inquisitors poorly guarding)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 22, 2015, 07:37:55 am
i wanted to post this here now that it's closer to game 4
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 22, 2015, 09:56:00 am
i wanted to post this here now that it's closer to game 4
Spoiler (click to show/hide)
Nuke it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 22, 2015, 10:59:33 am
i wanted to post this here now that it's closer to game 4
Spoiler (click to show/hide)
Perhaps I was unclear before, you can't change your stats with abilities that results in you having more than 5 stat points. I've altered it on the waitlist to say that you can absorb abilities instead but if that doesn't suit you then change your horror
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 22, 2015, 07:44:19 pm
Who needs to go?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 22, 2015, 07:58:02 pm
I'm kinda busy with real life stuff, I'll move the turn forward tomorrow...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 23, 2015, 08:24:40 am
Perhaps I was unclear before, you can't change your stats with abilities that results in you having more than 5 stat points. I've altered it on the waitlist to say that you can absorb abilities instead but if that doesn't suit you then change your horror
oh sorry i forgot to edit that bit i'm editing it now.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 23, 2015, 08:27:15 am
Nuke it
yeah that's why it spends most of it's time in space also why i put in it has to stay in atmosphere
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 23, 2015, 09:00:59 am
Spoiler: Waitlist (click to show/hide)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 23, 2015, 10:09:12 pm
Humanity
Attack CARP's cult:
[2] What? Did that guy get help? Oh, we should probably do something then, right? Nah, we'll get to it later...

Blacklist Unescargot's hirelings
[5] All of Unescargot's hirelings lose their jobs and have to move to another country to start anew. Word gets out and nobody will work for Unescargot's cult for awhile. (journalist hirelings lost, cult blacklisted)

End of Turn ???.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 130 cultists, 10 infiltrator cultists (infiltrating Rabe, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 8 cultists in high places, 100 trained cultists, 3 veterans, limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help)
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Mega Puff Puff (engorged): plush toy that looks just like him, a bunch of moist air

Tavern wench:
-cultists: a pile of corpses
-Items: Swelteringly hot base in the desert (breached, 1 turn of cool weather), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 35 inquisitors, 80 well trained inquisitors, 40 lightly armed inquisitors, 5 recognizable inquisitors, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 165 cultists, 180 heavily armed cultists, 20 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding) 212 inquisitors, have weak siege engines set up, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol, paranoid, hallucinating (50% chance to fail to even attempt each roll)
-Cultists: 1410 cultists, 350 heavily armed cultists, 75 trained heavily armed cultists,  30 hallucinating cultists (guarding), 50 armed cultists, 1 old cultist (guarding for Puff puff), 15 recognizable cultists, all hallucinating
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, ), knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: 250 inquisitors, have ornate mansion base, inquisitors activated
-Other: posters put up, campaign for president started,  destroyed Orb of Stalwart 1, second in command to carp's faction, mixed PR, founded Miskatonic University, created Kitten Industries, requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
--Miskatonic University: has book of power swap ritual, knows power swap ritual, researched Orb of Stalwart, seeking authorization to research power store ritual
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: CARP LIFE DON'T NEED MATERIAL GOODS
-Inquisitors: 30 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 301 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, partially gathered tallow candles
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: very good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 23, 2015, 10:44:09 pm
Recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 24, 2015, 08:35:33 am
((wait, I have a psi-net account?  i mean are there masses of carp shaped like antennae to amplify my psikik scignaltm?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 24, 2015, 11:15:37 am
Recruit.
A shocking maneuver that nobody saw coming.
[4] You convince more poor saps to join you while the weather is cool. (+100 cultists)
Gonna let you do this one because I'm a nice guy:
Recruited cultists: perform ze summoningz!
[3] They manage to get everything in order, but because of their rush from recruitment to performance the ritual goes a little loopy and your leave a few fingers behind. (summoned, lightly injured)

Inquisitors: kill the cultists
[1] Well... that could've gone better... (-35 inquisitors, -30 lightly armed inquisitors)
recognizable inquisitors: point out that you are working AGAINST a cult, not FOR a cult
[5] They convince the public that they are perfectly trustworthy. Damn, they must have some good lawyers. (now in high places again)
((wait, I have a psi-net account?  i mean are there masses of carp shaped like antennae to amplify my psikik scignaltm?))
Every horror has a psi-net account. It's required by the Eldritch council as per ordinance 243 and is the reason you can contact your cultists despite not having telepathy... Yep, that's the explanation I'm going with now.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 24, 2015, 11:28:43 am

Me: activate my secret spam account on psi-net(dead man's switch) and send it to attack Rabe!
130 basic cultists: do research to find a ritual that can be used to resurrect horrors(it should be possible, I resurrected one horror by hitting him with lightning).
20 wealthy cultists: fund the research.
4 cultists in high places: do speeches to boost my cultist's morale!
4 cultists in high places: boost my PR.
100 trained cultists, 3 veterans: guard the researchers.
10 infiltrator cultists: set time bombs on the training center.
Mega Puff Puff: blast KONG with hallucinogens and kite(lead) him to Rabe's base!

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 24, 2015, 01:00:08 pm

Me: activate my secret spam account on psi-net(dead man's switch) and send it to attack Rabe!
130 basic cultists: do research to find a ritual that can be used to resurrect horrors(it should be possible, I resurrected one horror by hitting him with lightning).
20 wealthy cultists: fund the research.
4 cultists in high places: do speeches to boost my cultist's morale!
4 cultists in high places: boost my PR.
100 trained cultists, 3 veterans: guard the researchers.
10 infiltrator cultists: set time bombs on the training center.
Mega Puff Puff: blast KONG with hallucinogens and kite(lead) him to Rabe's base!


Trolling Rabe: [2] You quickly realize that you never made the spam account, it was on your to-do list right after bringing rain but you never got around to it.
research: [irrelevant] Like so many generations of mortals, you have found that reversing death is impossible. If there was some specimen of undeadness that you could study, perhaps you could find a way, but certainly no way to reform a gaseous form such as your own, so long after your grave's gone cold.
Boost morale: [2] They had something else scheduled today and couldn't make it.
PR: [6] They give a glorious speech about how amazing you are. Due to your obscenely unpopular position, they end up being kicked out of office, but they do manage to stop people from attacking your cult in broad daylight (very bad PR, cultists now merely recognizable)
guard: [4] They take up guard positions and are ready for the fight (guarding).
set bombs: [2] They don't have bombs and area of Rabe's base with explosives is being watched. They choose to keep their anonymity instead of going for the glorious downfall.

puff puff, operation crazy KONG: [6] Puff puff makes KONG go crazy, but forgot the latter part of the orders and led him back to your cult instead (KONG attacking you)

KONG: Crush tiny peanuts!
[2] They are too many! Must crush faster! *KONG is bashing the ground all around him, leaving large cracks but not hurting anyone*

Low morale: make cultists quit
[2] Nobody leaves today, but it doesn't look like people are feeling any more confident about tomorrow.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 24, 2015, 07:08:21 pm
Recruit.
50 cultists: Improve PR.
40 cultists: Heal me.
10 cultists: Help recruit on psi-net.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 25, 2015, 07:28:26 am
no wonder i'm getting such bad luck i only signed up for the free eldritch translator
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on July 25, 2015, 10:14:20 am
End of Turn ???.
Koshu:
-Cultists: 165 cultists, 180 heavily armed cultists, 20 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding) 212 inquisitors, have weak siege engines set up, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn ??@:
200 heavily armed cultists: you know what? Just go shoot the 212 inquisitors and blow up their siege engines.
Hey, we are a legitimate aerospace company, right? We should not have to have more armed guards than regular employees.
15 cultists: get the police to arrest the armed inquisitors. (Hopefully our excellent PR will help here.)
Koshu and 150 cultists: recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 25, 2015, 10:58:35 am
Turn ??@:
200 heavily armed cultists: you know what? Just go shoot the 212 inquisitors and blow up their siege engines.
Hey, we are a legitimate aerospace company, right? We should not have to have more armed guards than regular employees.
15 cultists: get the police to arrest the armed inquisitors. (Hopefully our excellent PR will help here.)
Koshu and 150 cultists: recruit.
Really fond of that tool shed, eh?
Kill inquisitors: [1] Oh shit, those spotters of theirs are on point now that they can actually see you... (-100 heavily armed cultists)
Arrest inquisitors: [1] One of the cultists that headed out was the manager and he dropped his clipboard. You know, the one that shows all the embezzlement and tax fraud you've been doing. They get arrested, and your reputation slides down too. (-15 cultists, PR now good)
recruit: [3] You and your cultists spread the word about the wonders of space. Just because you were lying about most of it doesn't mean they will find out. (+120 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 25, 2015, 10:07:09 pm
Me: Mellow out.
Everybody else: Wash off. Except for those 30 doubly hallucinating cultists, they can just sit and giggle until someone dumps some water on them.


"hey, you know that exploding people spell, the one that makes people explode? what if, what if you draw the circle around the equator? mebby fun to watch, from the moon perhaps."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 25, 2015, 10:34:49 pm
Me: Mellow out.
Everybody else: Wash off. Except for those 30 doubly hallucinating cultists, they can just sit and giggle until someone dumps some water on them.


"hey, you know that exploding people spell, the one that makes people explode? what if, what if you draw the circle around the equator? mebby fun to watch, from the moon perhaps."
Mellow: [2-no roll] You can't focus enough to calm yourself. They are everywhere, and conspiring against you! You just know it!
Wash: [6-2] You manage to get the order out through your babbling, but your cultists are terrified of the water... after all, the last water that hit them caused them to go crazy.

MU: Get authorization to archives
[2] The government doesn't respond to their emails. There must be something going on.
"Well, judging by the way the other rituals have worked it should expand freely. It would be a bit of a chore to make a spell circle around the equator, carving sigils onto the bottom of the sea, and would likely only affect people in subterranean areas... But if you wanted to make the circle around, for example, a heavily fortified compound full of thousands of bodies, it would probably work."

KI: Make weapons for Rabe
[4] The molds act as little more than a guide, but the craftsmen get to work hammering out tools and weapons. They ship them out, some to Rabe's army, most to other places. (25 of Rabe's cultists lightly armed)

Inquisitors: Spy on Koshu to learn the ritual of ignite mortals
[4] They get some eyes on Koshu's compound after a short trip to the Russia land. The guards get a few potshots on the inquisitors, but they manage to photograph the notes on the ritual and commit it to memory. (-50 inquisitors, learned ritual of ignite mortals)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 27, 2015, 08:31:24 am
YESS YESS FINALLY CULTISTS WOOOOOOOOOOO OH YEAH OH YEAH  :D :D :D :D :D :D :D :D
 :D :D :D :D :D :D (i am way happier than i reasonably should be) YEEEAAAAHHHHH I CAN DO STUFFF WOOOOO
ME:continue search for BANAnaASNASASBASBBASBNANSBANSnanANSNAN
100 cultists(yay i can say that): start search for submarine parts
50 cultists: start campaign to be president of tijuana that's a nice safe country right?

you musta missed this here is mah turn
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on July 27, 2015, 11:11:26 am
((Do you realize you're still hated, despised, and pretty much everybody's scapegoat?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 27, 2015, 11:16:06 am
YESS YESS FINALLY CULTISTS WOOOOOOOOOOO OH YEAH OH YEAH  :D :D :D :D :D :D :D :D
 :D :D :D :D :D :D (i am way happier than i reasonably should be) YEEEAAAAHHHHH I CAN DO STUFFF WOOOOO
ME:continue search for BANAnaASNASASBASBBASBNANSBANSnanANSNAN
100 cultists(yay i can say that): start search for submarine parts
50 cultists: start campaign to be president of tijuana that's a nice safe country right?

you musta missed this here is mah turn
Indeed I did miss it...
Search: [irrelevant] You've found all you're going to find of the baanansaneanafm power. You instead contemplate the meaning of life, which is clearly CARP LIFE.
Submarine: [3] They find some parts to a submarine sandwich. Mmmm, delicious bread, meat and cheese. (gained submarine sandwich supplies)
campaign: [4] You manage to start a campaign to be mayor of that city in northern Mexico. It's a nice place, but you feel like you probably should've confirmed what you were running for with your cultists before having them print the posters... (campaign for mayor of Tijuana started)

((Do you realize you're still hated, despised, and pretty much everybody's scapegoat?))
Don't worry, he's got a plan. A carp plan. Which may or may not accomplish anything, but it is still a plan.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 27, 2015, 05:09:17 pm
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
campaign: [4] You manage to start a campaign to be mayor of that city in northern Mexico. It's a nice place, but you feel like you probably should've confirmed what you were running for with your cultists before having them print the posters... (campaign for mayor of Tijuana started)
yeah oops but RATIONALIZATION TIME (imagine the adventure time thing :p)
I shall liberate it and make it a country.
the reason why i want to be mayor there is the main thing they use to smuggle in tijuana of any value are submarines.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on July 27, 2015, 06:14:59 pm
Have you seen my action?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 27, 2015, 06:26:25 pm
Have you seen my action?
You had your action, you recruited, I think Rosabel is the only one who hasn't done anything this turn...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on July 28, 2015, 12:43:00 am
Really fond of that tool shed, eh?
It is more stubbornness, really.

Arrest inquisitors: [1] One of the cultists that headed out was the manager and he dropped his clipboard. You know, the one that shows all the embezzlement and tax fraud you've been doing. They get arrested, and your reputation slides down too. (-15 cultists, PR now good)
... embezzlement and tax fraud? I think I need to pay more attention to what my cultists are doing. We are ((supposedly)) the good guys, damn it!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 28, 2015, 10:35:30 am
We are ((supposedly)) the good guys, damn it!
Says the guy who has two rituals based on sacrificing his own people :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on July 29, 2015, 09:48:45 am
Same as last time
you’re doing this for revenge arnt you
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: fillipk on July 29, 2015, 09:56:50 am
My Horror
Spoiler (click to show/hide)
I edited this a bit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 29, 2015, 11:14:48 am
Same as last time
you’re doing this for revenge arnt you
Well, you know the phrase "break the haughty"...

jk, but if we don't get Adragis' turn by the tomorrow at noon, I'm moving the turn forward without them
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on July 31, 2015, 04:38:59 am
We are ((supposedly)) the good guys, damn it!
Says the guy who has two rituals based on sacrificing his own people :P

You will notice that I have not actually used either of them. So the fact that they got researched just feeds back into the "I need to pay more attention to what my cultists are doing." thing.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on July 31, 2015, 06:31:48 am
Dammit, I meant to move the turn forward yesterday and now I don't have time... Well, I'll have it done by Monday at the latest...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on July 31, 2015, 08:47:01 am
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
you might have missed this not sure
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 01, 2015, 09:07:35 pm
Humanity
Attack CARP's cult:
[1] Attack? Oh damn, the orders they got said to arm the cultists. Whoops. (100 cultists armed)

End of Turn ???.
score:
Unescargot (DEAD): summoned, getting old, being attacked by KONG
-cultists: 130 cultists, 10 infiltrator cultists (infiltrating Rabe, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 4 cultists in high places, 4 recognizable cultists, 100 trained cultists (guarding), 3 veterans (guarding), limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help)
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Mega Puff Puff (engorged): plush toy that looks just like him, a bunch of moist air

Tavern wench (lightly injured): summoned
-cultists: 100 cultists
-Items: Swelteringly hot base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 80 well trained inquisitors, 10 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): hallucinating, berserk, attacking Unescargot

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 270 cultists, 80 heavily armed cultists, 20 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding) 212 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (uninjured): summoned, can drown people and detect beards/alcohol, paranoid, hallucinating (50% chance to fail to even attempt each roll)
-Cultists: 1385 cultists, 350 heavily armed cultists, 75 trained heavily armed cultists,  30 hallucinating cultists (guarding), 50 armed cultists, 1 old cultist (guarding for Puff puff), 15 recognizable cultists, 25 lightly armed cultists, all hallucinating
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, ), knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: 200 inquisitors, have ornate mansion base, know ritual of ignite mortals {req gasoline, consumes cultists}, inquisitors activated
-Other: posters put up, campaign for president started, reputation under fire by president, destroyed Orb of Stalwart 1, second in command to carp's faction, mixed PR, founded Miskatonic University, created Kitten Industries, requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
--Miskatonic University: has book of power swap ritual, knows power swap ritual, researched Orb of Stalwart, seeking authorization to research power store ritual
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: Delicious submarine sandwiches
-Inquisitors: 30 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity, campaigning for mayor of Tijuana
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 301 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, partially gathered tallow candles
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: very good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 01, 2015, 09:26:47 pm
Recruit.
50 cultists: Improve PR.
40 cultists: Heal me.
10 cultists: Help recruit on psi-net.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 01, 2015, 09:57:03 pm
Recruit.
50 cultists: Improve PR.
40 cultists: Heal me.
10 cultists: Help recruit on psi-net.
Recruit: [3] You and your cultists get more people to help you. The response is lukewarm at best. (+55 cultists)
PR: [4] They talk up how great you are and how you could make the world more fun. Not many pay attention, but semi-positive nonchalance is better than minor disdain. (moderately good PR)
Heal: [2] They're not exactly doctors and you're not bleeding out with an obvious way to help. They pour some whisky on the wound to sterilize it, but that's about all they can do without some kind of medical knowledge or healing aid.

Inquisitors in high places: recruit
[1] They end up spreading the word about your cult more than you have yourself. People flock to you. (+20 cultists)
Other inquisitors (not recruited guys): attack TW directly!
[4] They attack you, smashing several more of your extremities and leaving a few fresh wounds on your personage (moderately wounded, -10 lightly armed inquisitors, -15 well trained inquisitors)

Whoops, forgot this:
Heat: consume cultists
[5] The ambient heat of the base overwhelms the meager sensibilities of your cult. You are of a hardier breed, but even you think it's a bit warm. (-175 cultists, sunburned [+1 to damage taken until recovery])
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 03, 2015, 01:43:32 pm
Everybody: just get KONG over to Rabe's base.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 04, 2015, 07:36:16 pm
Everybody: just get KONG over to Rabe's base.
[4] They manage to lure KONG to Rabe's base with their amazing impression of bananas. Yes, he did eat a few of them, but at least it worked. (KONG now attacking Rabe, -50 cultists)

Puff puff: let the rain fall down
[1] He pours a bunch of hallucinogenic water all over your base, soaking your cultists to the marrow. Whoops. Puff puff has finally gotten rid of all the excess water. (Puff puff normal, all cultists hallucinating)

KONG: eat the cultists who are acting like bananas
[1] He doesn't chew properly so some of their bones tear up his digestive tract. Ouch. (KONG moderately wounded)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 05, 2015, 12:16:36 am
Rosabel: Recruit!
50 cultists: Get tallow candles.
Rest of cultists: Do assorted good deeds, or do something for charity.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 05, 2015, 09:54:57 am
Rosabel: Recruit!
50 cultists: Get tallow candles.
Rest of cultists: Do assorted good deeds, or do something for charity.

Recruit: [5] You get a bunch of random scrubs to join your entourage. (+200 cultists)
Tallow: [no roll] they finish gathering the tallow candles. Finally, now the ritual can commence (tallow candles gathered)
Work: [4] They work to improve the community of their town. You gain a little PR for it, but mostly it just makes everyone feel closer. (community improved, now have excellent PR)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 05, 2015, 10:48:00 am
((I feel like such a benefactress))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 06, 2015, 05:54:33 am
Koshu:
-Cultists: 270 cultists, 80 heavily armed cultists, 20 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding) 212 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Something:
100 heavily armed cultists: guard base other cultists.
270 cultists and Koshu: recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 06, 2015, 11:36:49 am
Koshu:
-Cultists: 270 cultists, 80 heavily armed cultists, 20 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding) 212 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Something:
100 heavily armed cultists: guard base other cultists.
270 cultists and Koshu: recruit.

Guard: [3] They take up a rather lazy patrol, only about half of them are ready to fight at any given time (50 heavily armed cultists guarding)
recruit: [6] You and your cultists spread the word about you amazing employment opportunities. Which will surely end in prosperity, and not painful immolation. Definitely. (+345 cultists, +300 inquisitors)

Non-guarding inquisitors: recruit
[2] They can't seem to get people to join them in preventing humans from leaving Earth. Strange.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 06, 2015, 02:43:06 pm
I thought I said to do the same thing but anyway:
Me: Mellow out.
Everybody except those 30 doubly hallucinating cultists: clean yourselves and me off, wash those 30 too if you have time then retreat to a hidden bunker.
The others(30?): Try to convince the ape that the distant hill over there is delicious.

hurra for elaborate defenses.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 06, 2015, 03:55:30 pm
I thought I said to do the same thing but anyway:
Me: Mellow out.
Everybody except those 30 doubly hallucinating cultists: clean yourselves and me off, wash those 30 too if you have time then retreat to a hidden bunker.
The others(30?): Try to convince the ape that the distant hill over there is delicious.

hurra for elaborate defenses.
Mellow: [1] You try to calm down and your heart stops for a minute. Your near death experience causes you to panic and go back to madness (lightly injured)
Wash: [1] They end up flooding the lower levels of the base, ruining much of your supply stores and forcing most of your army outside. Curses, everyone knows cats are afraid of water! (base flooded, everyone must stay outside, can't access items).
Chase away KONG: [4] They convince KONG that he should go over to the far hill. He keeps them. (-however many cultists were doing this, KONG now attacking nobody)

MU: Get authorization
[6] Their repeated requests cause them to be flagged as potentially dangerous by the government. They'll have to do something else until this is cleared up. (black marked by authorities)

KI: Build a giant death robot
[5] They do an amazing job building a giant death robot. The actual usefulness of this is debatable, but the impressiveness of the display is unmatched. (Heavily armed giant death robot built)

President: talk about Rabe's views on labor
[3] The mini-minotaur has information spread around about how Rabe never gives his employees vacation time and contributes nothing to the community. It's not on a very popular station, but the message is out there now. (PR now moderately bad)

Inquisitors: collect gasoline
[2] The price of gas is so high these days, they just can't find gasoline at a price they can afford.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 07, 2015, 03:08:48 am
Recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 07, 2015, 02:36:41 pm
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
you might have missed this not sure
Assuming you don't want to change this, it should be the last actions of the turn
Carp transform: [4] You successfully make a single moon rock into a carp. YEAH! ROCKIN THAT 0 POWER LIKE A BOSS! The carp immediately dies because there is no water or oxygen on the moon. (nothing really changes)
Submarine parts: [1] They give away all the sandwiches. Dammit guys, you're supposed to be GETTING things not giving them away! (lose submarine sandwiches)
Campaign: [2] You need to appoint a new campaign advisor, mosquitos are barely even a problem in Tijuana! Nobody pays attention to your campaign.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 07, 2015, 03:55:57 pm
Humanity
Attack CARP's cult:
[3] A quick raid on CARP's campaign base in Tijuana kills several of his cultists. (-50 cultists)

End of Turn whatever.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 80 cultists, 10 infiltrator cultists (infiltrating Rabe, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 4 cultists in high places, 4 recognizable cultists, 100 trained cultists (guarding), 3 veterans (guarding), limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help), all hallucinating
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench (moderately injured): summoned, sunburn [+1 to damage taken]
-cultists: a pile of ashes
-Items: Swelteringly hot base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 65 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately good PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 615 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (lightly injured): summoned, can drown people and detect beards/alcohol, paranoid, hallucinating (50% chance to fail to even attempt each roll)
-Cultists: 1385 cultists, 350 heavily armed cultists, 75 trained heavily armed cultists,  50 armed cultists, 1 old cultist, 15 recognizable cultists, 25 lightly armed cultists, all hallucinating
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, ), knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood, has grand training center, has hidden bunker, can't use anything here due to flooding
-Inquisitors: 200 inquisitors, have ornate mansion base, know ritual of ignite mortals {req gasoline, consumes cultists}, inquisitors activated
-Other: posters put up, campaign for president started, reputation under fire by president,  moderately bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries
--Miskatonic University: has book of power swap ritual, knows power swap ritual, researched Orb of Stalwart, seeking authorization to research power store ritual, being investigated by authorities
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has a heavily armed giant death robot

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: Hunger from lack of sandwiches
-Inquisitors: 30 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, detested by humanity, campaigning for mayor of Tijuana
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel:
Cultists: 501 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: excellent PR, community improved, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 07, 2015, 04:03:44 pm
((Kong is still attacking my cult?))

Everybody. Let's write articles on ihatecarp.com ranting about how Rabe is carp's extremely evil minion who plans to brainwash the world! Have fun while doing it! Let the president join in!
Puff puff: blast GOEARERKSFLES with Resurrection Doom Dust.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 07, 2015, 04:06:11 pm
Rosabel: Make people feel happy with my powers of, well, making people feel happy.
50 Cultists: Summon me!
Rest of Cultists: Find people who are sick or crippled (ailing relatives, too) but don't approach them yet. We don't want to scare people.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 07, 2015, 04:48:22 pm
((Kong is still attacking my cult?))

Everybody. Let's write articles on ihatecarp.com ranting about how Rabe is carp's extremely evil minion who plans to brainwash the world! Have fun while doing it! Let the president join in!
Puff puff: blast GOEARERKSFLES with Resurrection Doom Dust.
((He's not, I just forgot to take that off))
Blaspheme: [3] Nobody important joins in, but Rabe's reputation is certainly on the drop. (Rabe now has bad PR)

Puff puff: Resurrection: That is impossible, but he does sprinkle hallucinogen onto CARP's cult
[2] Actually, no he doesn't.

Low morale: make cultists leave
[2] Nobody is especially keen on leaving right now. The job market just doesn't look inviting, even compared to this deadly hobby.

Rosabel: Make people feel happy with my powers of, well, making people feel happy.
50 Cultists: Summon me!
Rest of Cultists: Find people who are sick or crippled (ailing relatives, too) but don't approach them yet. We don't want to scare people.

HAPPY HAPPY JOY JOY: [6] You make a bunch of people happy, so much so that they become careless and let their lives fall to pieces around them. Their accounts of the events don't help your popularity. (now merely very good PR)
Summon: [4] They successfully summon you, the gold block liquifies, flowing along the trails of dragon blood and wicking up the candles then burning into a mist from which you emerge. The gold dust gets in your lungs and you have a fit of coughing which weakens you for the next two turns. (summoned, weakened [2])
Find the poor unfortunate souls: [5] They find all the invalids, injured, and diseased folk that live nearby and tell them about the wonder of their mistress against your orders. Everyone takes it much better than you thought they would, and are super impressed with you. (PR now excellent again, located sick and injured in the area)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 07, 2015, 04:51:23 pm
"You've done better than I thought. Well done."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 09, 2015, 10:33:30 am
is there any way to get my 4 power back?
also koshu's men will be confused
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 09, 2015, 01:48:29 pm
is there any way to get my 4 power back?
also koshu's men will be confused
Stats are final, unless you transform again (which you would have to do research for and would have a decent chance of making you worse off than you are). You had your chance to be a terrifying monster that could transform anyone anywhere into a useless pile of fish (especially the ones without mindlock), and you decided you'd rather be a Dwarf Fortress reference instead.

At this point it would be more tactically sound to ride it out and try something different next time, or you could keep trying silly things if you don't care what happens to DF carp (you're not as bad off as you may think, you've got followers and your inquisitors are few and inactive. You really just need to find and prepare a summoning ritual and you're basically caught up with the rest of the horrors. Also, trying to raise your reputation out of DEFCON red would help.)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 10, 2015, 03:35:24 am
Recruit
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: SpottedWobbegong on August 10, 2015, 05:18:15 am
Hi, I would like to join the waitlist.
I don't know how to do that spoiler thingy, so:
SPOILER SPOILER SPOILER

Name: Nuffle
Abilities:-Nuffle can influence everyone's luck(a dynamic bonus to a roll I choose)
           -He can download a copy of Blood Bowl on every computer
           -He can enslave people to Blood Bowl
           -He can create small, half meter x half meter sentient dice
Appearance: A huge 10m x 10m six sided die, he levitates above the ground
Homeworld: A planet of all kinds of dice. He was the king, and he invented Blood Bowl. He already influenced humans to play this game, but decided that humans should play in real life, not just in form of a board game or video game.
Skills:
-presence:0
-mindlock:1
-power:2
-physique:0
-appeal:2

SPOILER SPOILER SPOILER
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 10, 2015, 09:57:38 am
Recruit
[3] You convince more hapless scrubs to join you (+50 cultists)

Heat: more afflictions!
[4] Some of your cultists get bad sunburns and decide to quit. (-30 cultists)

Inquisitors: attack Tavern Wench directly!
[5] Oh dear... They dash through the hole in your wall and beat you senseless, your scorched skin makes the wounds hurt even more. (mortally wounded)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 10, 2015, 02:00:24 pm
((Like this. Type in [ spoiler ] text text [ /spoiler ] without the spaces.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 10, 2015, 03:20:34 pm
((Like this. Type in [ spoiler ] text text [ /spoiler ] without the spaces.))
Or click the symbol that looks like a radiation warning above the smilies
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 10, 2015, 06:36:59 pm
Koshu:
-Cultists: 615 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Um... squirrel:
115 cultists: improve PR.
500 cultists and Koshu: recruit.
100 heavily armed cultists: guard other cultists.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 10, 2015, 09:14:46 pm
Koshu:
-Cultists: 615 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, have weak siege engines set up, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Um... squirrel:
115 cultists: improve PR.
500 cultists and Koshu: recruit.
100 heavily armed cultists: guard other cultists.
PR: [6] They make a grand display of how amazing you are, but their pyrotechnics set the nearby buildings on fire! You get blamed, naturally. (moderately good PR)
Recruit: [4] You and your cultists successfully draw many new recruits with your rendition of "fly me to the moon". Don't think too hard about how a flying monolith can sing. You finally have enough people to perform the summoning! (+575 cultists)
Guard: [2] They switch shifts but nobody else joins the guarding.

Inquisitors: Siege better!
[6] They pelt your base gathering field with rocks and logs. They have some success, especially with so many people packed together, but they overwork their siege engines, breaking them. (-50 cultists, siege engines destroyed)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 11, 2015, 03:03:35 am
Recruit.
Cultists: Heal me.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 11, 2015, 08:09:59 am
theres really not much for me to do so i guess
same as last time

and you decided you'd rather be a Dwarf Fortress reference instead.
yeah i thought my stats would stay the same through transformations.
and isn't being a dwarf fortress reference a noble cause along with eating dwarves.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 11, 2015, 10:02:28 am
theres really not much for me to do so i guess
same as last time

and you decided you'd rather be a Dwarf Fortress reference instead.
yeah i thought my stats would stay the same through transformations.
and isn't being a dwarf fortress reference a noble cause along with eating dwarves.

Well ok, it didn't do much last time but if you really want to... ((You still haven't eaten any dwarves tho, maybe you should've waited until after you got summoned to transform))
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
you might have missed this not sure
Fuck you moon! [3] You transform someone's model of the moon into a carp. It flops around and dies.
Sub: [3] They find more sandwich supplies! They could technically dive underwater if the water was soup. Maybe they are trying to tell you something about the catering at the cult meetups... (acquired submarine sandwich parts)
Campaign: [1] Your campaigners accidentally brand you as someone who is going to introduce a mosquito problem to the region instead of fix it. They need better translators. Or brains, better brains would work too. (now a long shot candidate)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 11, 2015, 05:57:08 pm
PR: [6] They make a grand display of how amazing you are, but their pyrotechnics set the nearby buildings on fire! You get blamed, naturally. (moderately good PR)
We really need to introduce some occupational health and safety policies, it seems.

Recruit: [4] You and your cultists successfully draw many new recruits with your rendition of "fly me to the moon". Don't think too hard about how a flying monolith can sing. You finally have enough people to perform the summoning! (+575 cultists)
Actually, Koshu explicitly can sing. Just... telepathically. And with mind control as a side effect.
Abilities:
- Telepathy, the Song of Its Soul: How it communicates, lacking any mouth to speak or ears to hear. The weak-minded can only sing along to its tune, though.
Also, I already had enough for the summoning, I think. It only requires 500 cultists (and dragons blood), and I had 615, right?

Guard: [2] They switch shifts but nobody else joins the guarding.

Inquisitors: Siege better!
[6] They pelt your base gathering field with rocks and logs. They have some success, especially with so many people packed together, but they overwork their siege engines, breaking them. (-50 cultists, siege engines destroyed)
Sigh. At least our inquisitors are not all that competent either.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 11, 2015, 06:36:58 pm
Recruit: [4] You and your cultists successfully draw many new recruits with your rendition of "fly me to the moon". Don't think too hard about how a flying monolith can sing. You finally have enough people to perform the summoning! (+575 cultists)
Actually, Koshu explicitly can sing. Just... telepathically. And with mind control as a side effect.
Abilities:
- Telepathy, the Song of Its Soul: How it communicates, lacking any mouth to speak or ears to hear. The weak-minded can only sing along to its tune, though.
Also, I already had enough for the summoning, I think. It only requires 500 cultists (and dragons blood), and I had 615, right?

Guess that explains why they joined you... And now you can use them without losing 80% of your workforce :P
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 12, 2015, 09:01:22 am
Well ok, it didn't do much last time but if you really want to... ((You still haven't eaten any dwarves tho, maybe you should've waited until after you got summoned to transform))
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
Fuck you moon! [3] You transform someone's model of the moon into a carp. It flops around and dies.
Sub: [3] They find more sandwich supplies! They could technically dive underwater if the water was soup. Maybe they are trying to tell you something about the catering at the cult meetups... (acquired submarine sandwich parts)
Campaign: [1] Your campaigners accidentally brand you as someone who is going to introduce a mosquito problem to the region instead of fix it. They need better translators. Or brains, better brains would work too. (now a long shot candidate)
WHY DICE GODS WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!  :'( :'( :'( :'( :'( :'( i am having horrible luck
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 12, 2015, 09:47:58 am
Well ok, it didn't do much last time but if you really want to... ((You still haven't eaten any dwarves tho, maybe you should've waited until after you got summoned to transform))
ME: turn as much of the moon as i can into carp
100 cultists: get submarine parts, the things that drive underwater.
50 cultists : continue campaign for mayor of Tijuana make my policy eradicating all mosquito's (except not in Australia that's the only place animals rely on them)[b\]
Fuck you moon! [3] You transform someone's model of the moon into a carp. It flops around and dies.
Sub: [3] They find more sandwich supplies! They could technically dive underwater if the water was soup. Maybe they are trying to tell you something about the catering at the cult meetups... (acquired submarine sandwich parts)
Campaign: [1] Your campaigners accidentally brand you as someone who is going to introduce a mosquito problem to the region instead of fix it. They need better translators. Or brains, better brains would work too. (now a long shot candidate)
WHY DICE GODS WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!  :'( :'( :'( :'( :'( :'( i am having horrible luck
Just so you know, you're never going to actually turn the moon into fish... Though the rest of your turn is fine you may want to change that...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: H4zardZ1 on August 13, 2015, 04:07:58 am
Can carp turn comets to carps?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 13, 2015, 09:18:25 am
Depends how big it is, if it's small enough sure, then it will get cooked in the atmosphere and he'll have a delicious grilled carp for his favorite follower... If it's small enough for him to transform tho, it's probably so small it wouldn't be a problem anyway...

btw, I believe we're waiting for Rabe before finishing the turn...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 13, 2015, 10:20:48 am
ooh i know what to do
ME: find where the curiosity rover is going thenturn a rock where it will be but it can't see right now into a carp that'll confuse scientists
50 cultist:FIND SUBMARINE PARTS THE VEHICLE
100 cultists:RECROOT
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 13, 2015, 03:11:44 pm
Me: go for a swim and mellow out
Evrybody: remove water in such away that it splashes all over you.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 13, 2015, 03:48:10 pm
Me: go for a swim and mellow out
Evrybody: remove water in such away that it splashes all over you.

Swim: [5-6] You manage to get through your maddening haze enough to dive into the water in your base. You nearly drown and one of your paws gets crushed by a floating piece of debris, and you now have a fear of water, but at least your hallucinations are clearing up (no longer hallucinating, moderately injured, now afraid of water)
Clear flooding: [1-no roll] They can't understand your babbling, so they just watch the pretty colors in their heads for the whole turn.

Miskatonic university: research the power store ritual without those documents!
[6] They figure out the power store ritual, but it draws unwanted attention from things unknown. The ritual requires a ball of material related to the power of the horror, a bit of shoe polish, and a living horror (ideally, but not necessarily one who will cooperate). The power can then be channeled by any psychically capable being, and will use the channeler's stats with the abilities, or be used to create artificial chosen with the stored abilities. (power store ritual learned {requires shoe polish and horror, consumes orb}, Something's coming to get you)

Kitten Industries: ACTIVATE THE DEATH ROBOT!
[2] Whoops, forgot the keys.

Inquisitors: Get gasoline
[4] They buy some canisters of gasoline, nothing too remarkable happens (gasoline acquired)

Presidnet: Make PR badder ((close enough))
[1] He accidentally brings the wrong script and praises you for things you haven't done rather than blaming you for things you have (mixed PR)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 13, 2015, 04:53:59 pm

Next turn actions:

Infiltrator cultists: activate the death bot and use it against Rabe!
Everybody else: research a ritual to draw a dead horror's mind into a living horror's body. Wealthy ones fund it, politicians pull up public support, everybody else does grunt research.
Puff Puff: Snipe Rabe with magic powder.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 13, 2015, 08:42:55 pm
Humanity
Attack CARP's cult:
[1] You know what? The poor sap's had enough. They call off the attacks. (No longer despised)

End of Turn something.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 80 cultists, 10 infiltrator cultists (infiltrating Rabe, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 4 cultists in high places, 4 recognizable cultists, 100 trained cultists, 3 veterans, limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help), all hallucinating
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench (mortally wounded): summoned, sunburn [+1 to damage taken]
-cultists: 20 cultists
-Items: Swelteringly hot base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 65 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately good PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 1140 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, inquisitors activated
-Other: moderately good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (moderately injured): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water
-Cultists: 1385 cultists, 350 heavily armed cultists, 75 trained heavily armed cultists,  50 armed cultists, 1 old cultist, 15 recognizable cultists, 25 lightly armed cultists, all hallucinating
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, ), knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood, has grand training center, has hidden bunker, can't use anything here due to flooding
-Inquisitors: 200 inquisitors, have ornate mansion base, know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline, inquisitors activated
-Other: posters put up, campaign for president started, reputation under fire by president, mixed PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries
--Miskatonic University: has book of power swap ritual, knows power swap ritual, knows power store ritual {requires shoe polish and horror, consumes orb of horror's theme}, researched Orb of Stalwart, seeking authorization to research power store ritual, being investigated by authorities, Being approached by THINGS UNSEEN
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has a heavily armed giant death robot

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: Delicious sandwiches
-Inquisitors: 30 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (uninjured): summoned, weakened [2]
Cultists: 501 cultists, 100 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: excellent PR, community improved, has humanity's sympathy, buried the dead, knows location of sick and injured, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 13, 2015, 09:13:46 pm

This turn actions:

Infiltrator cultists: activate the death bot and use it against Rabe!
Everybody else: research a ritual to draw a dead horror's mind into a living horror's body. Wealthy ones fund it, politicians pull up public support, everybody else does grunt research.
Puff Puff: Snipe Rabe with magic powder.

Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 13, 2015, 10:02:22 pm

This turn actions:

Infiltrator cultists: activate the death bot and use it against Rabe!
Everybody else: research a ritual to draw a dead horror's mind into a living horror's body. Wealthy ones fund it, politicians pull up public support, everybody else does grunt research.
Puff Puff: Snipe Rabe with magic powder.

Eleet Infiltrator Akshun: [3] As it happens, they did slip into Kitten Industries with the cultists that were sent there (and avoided the hallucinogens as a result). They manage to activate the death robot, but fail to turn it against Rabe, so they basically just saved KI an action turning it on. (Infiltrators in KI, Giant death robot activated)
SAVE ME DAMMIT: [4] They discover a ritual that enables a dead horror to take control of a living horror's body. It is, of course, temporary, but all too useful for completing unfinished business and appointing chosen to lead the cult in their stead. The dead horror must unfortunately use the stats of the still living horror, but can use their own abilities through them. The ritual requires two horrors (one living, one dead), and a charm of channeling. (Learned ritual of temporary possession {req host and possessor horror, charm of channeling})
Snipper Puff puff: [4] Puff puff doesn't understand this "sniping" concept, so he just floats over and nuzzles against Rabe. Rabe starts seeing stars again, but it's not nearly as harsh now. (Rabe experiencing minor hallucinations {1/6 chance of failing to perform actions})
Edit: :-[ accidentally abandoned a sentence halfway through...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 14, 2015, 12:12:36 am
Me: Preferably with the horrific Glasgow Smile hidden, find somewhere to live on this planet. Preferably a cultist's house.
100 cultists: Raise money for charity.
All the other cultists: Take a break, but remember to always help those in need.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 14, 2015, 09:45:45 am
Me: Preferably with the horrific Glasgow Smile hidden, find somewhere to live on this planet. Preferably a cultist's house.
100 cultists: Raise money for charity.
All the other cultists: Take a break, but remember to always help those in need.

Find a home: [5] You find a large church strangely abandoned. It appears that a lot of charity functions were once done through this church. Naturally one of your followers used to be a preacher and shows you where you can hide during whatever's happening if you're not happy with people seeing your joker-esque appearance (or you are attacked for some unknown reason). (Now have Grand cathedral base)
Moneyz: [5] They are raking in teh cash! All teh pplz will be happy with them! Of course, nondescript charity organization (Nondescript charity organization, helping people in nonspecific ways for over 500 seconds) is very pleased to have such a large donation. (Nondescript charity organization social link enhanced Now adored by humanity)
Sleep it off: [1] They have horrible nightmares. Some of them don't look right when they return. (551 cultists gone mad)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 14, 2015, 09:48:21 am
((Do my amazing healpowers work on mental illnesses?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 14, 2015, 09:49:31 am
Recruit.
Cultists: Heal me.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 14, 2015, 11:15:02 am
((Do my amazing healpowers work on mental illnesses?))
((Are you sure they're ill, or are they the only ones who realize what's really going on?))

Recruit.
Cultists: Heal me.
Recruit: [6] While on death's door, you do the natural thing and demand more people join to watch your funeral. It sort of works. (+100 cultists, +30 inquisitors)
Not die: [1] Oops, apparently they mixed up the healing brew meant to save you in emergencies with the poisoned lager they were going to slip into the stores of the inquisitors. (Tavern Wench is DEAD)

Heat: fuck up TW's day even more
[1] It's actually fairly nice out today, perfect weather for a game of booze jockey funeral. Perhaps the sunny season is finally  over. (no longer swelteringly hot)

Inquisitors: celebrate the recent death of the beer witch
[6] They party too hard and drink some of the poisoned lager. (-45 inquisitors, inquisitors deactivated)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 14, 2015, 08:31:05 pm
Koshu:
-Cultists: 1140 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, inquisitors activated
-Other: moderately good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}
Me: Preferably with the horrific Glasgow Smile hidden, find somewhere to live on this planet. Preferably a cultist's house.
100 cultists: Raise money for charity.
All the other cultists: Take a break, but remember to always help those in need.


Turn Kumquat:
200 cultists: assist with Rosabel's cultists' charity work.
140 cultists: improve PR.
500 cultists and Koshu: recruit.
300 cultists: aquire Dragonblood (as always, do not drink Dragonblood).
100 heavily armed cultists: guard other cultists.

Edit:
((Do my amazing healpowers work on mental illnesses?))
((Are you sure they're ill, or are they the only ones who realize what's really going on?))

Well, given that Koshu and, per her character sheet, Rosabel genuinely want to help people, they would have to know only part of what is really going on.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 14, 2015, 11:33:35 pm
Koshu:
-Cultists: 1140 cultists, 50 heavily armed cultists, 50 heavily armed cultists guarding
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 armed inquisitors, 75 armed inquisitors (guarding), 512 inquisitors, inquisitors activated
-Other: moderately good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}
Me: Preferably with the horrific Glasgow Smile hidden, find somewhere to live on this planet. Preferably a cultist's house.
100 cultists: Raise money for charity.
All the other cultists: Take a break, but remember to always help those in need.


Turn Kumquat:
200 cultists: assist with Rosabel's cultists' charity work.
140 cultists: improve PR.
500 cultists and Koshu: recruit.
300 cultists: aquire Dragonblood (as always, do not drink Dragonblood).
100 heavily armed cultists: guard other cultists.

Edit:
((Do my amazing healpowers work on mental illnesses?))
((Are you sure they're ill, or are they the only ones who realize what's really going on?))

Well, given that Koshu and, per her character sheet, Rosabel genuinely want to help people, they would have to know only part of what is really going on.
If you consider mind controlling people and wanting to turn them all into cyborgs "helping" then sure
Charity II The chariting: [6] They work alongside smiley's cultists with their funny clown makeup, but they don't get anything for it. Some of the cultists find a new hobby in the nondescript charity organization and quit the cult. (-100 cultists)
PR: [5] They make you a much more popular guy by talking up your amazingness. Everyone is super impressed by your huge obsidian muscles. (now excellent PR)
Recruut: [3] You and your peons get more pplz to halp (+280 cultists).
dwagun blud: [2] They bring you some genuine, bona fide, gourmet air! Delicious, but not very filling!
Gourd: [6] They get so obsessed with guarding that they ignore the fact that some of them have gone missing (85 heavily armed cultists guarding, -15 heavily armed cultists guarding)

Regular inquisitors: build more siege engines
[1] Their building plans are disaterous and several die in accidents (-100 inquisitors)
Nonguarding armed inquisitors: train
[4] They practice with their weapons and get better at aiming and not shooting each other on accident. (now trained)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: SaberToothTiger on August 17, 2015, 05:20:44 pm
PTW
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 17, 2015, 06:53:58 pm
I think we're waiting on CARP and Rabe to take actions for the turn, any time guys...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 18, 2015, 09:15:45 am
sorry did'nt realize
ME: RECROOT
100 cultists: try to find submarine parts you know the thing the go under water
50 cultist: research a summoning ritual preferably on that involves sacrifices or ooblek.

((am i correct in think that for example if i just recruit and get a 5 i will get say a hundred cultists
however if i recruit with an incentive and get a 5 i might get 250 cultists?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 18, 2015, 06:15:08 pm
sorry did'nt realize
ME: RECROOT
100 cultists: try to find submarine parts you know the thing the go under water
50 cultist: research a summoning ritual preferably on that involves sacrifices or ooblek.

((am i correct in think that for example if i just recruit and get a 5 i will get say a hundred cultists
however if i recruit with an incentive and get a 5 i might get 250 cultists?))
((If you recruit with your horror and you get a 5 you will get 100 cultists with your current build, if you recruit with cultists you get 2 cultists for every 1 cultist recrooting on a 5, but if you get a 1 or a 6 on recruiting you get 1 inquisitor for every cultist recruiting but only 30 inquisitors when your horror is recruiting. There are no other modifiers for recruiting, so you'll just have to make sure you don't run too low on cultists. I may consider changing it, but it would probably end badly since people would inevitably drag each other's recruitment odds down until everyone gets 5 cultists per recruitment))
Recruit: [1] You thrash about and people want you to stop. (+30 inquisitors)
We all live in a yellow submarine: [4] They finally stop thinking about sandwiches and bring the submarine parts you've been demanding for the past week. There certainly aren't enough parts for a machine big enough for your entire cult, but your undersea base shouldn't require too many people. (submarine parts acquired)
Research: [1] They accidentally banish themselves to a different dimension. Oops. (-50 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 18, 2015, 11:20:17 pm
Me: Rest.
Rest: Take the water out of the base then pour it over one another far from my base.(and from me)
Miskatonic University: find more about the things unseen:where they will appear, if they can count as their own theme ball and if not what their theme is.
K.I.:if M.U. have succeeded then use the knowledge to set a power store trap AKA. acquire materials then prepare ritual at site then do it when they appear(remember you have a giant death robot to help you if they are uncooperative, and that you get most of the crystals for your help.)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 19, 2015, 09:41:21 am
SAME AS LAST TIME
((imagine that in an deep ominus voice :) ))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 11:18:22 am
Me: Rest.
Rest: Take the water out of the base then pour it over one another far from my base.(and from me)
Miskatonic University: find more about the things unseen:where they will appear, if they can count as their own theme ball and if not what their theme is.
K.I.:if M.U. have succeeded then use the knowledge to set a power store trap AKA. acquire materials then prepare ritual at site then do it when they appear(remember you have a giant death robot to help you if they are uncooperative, and that you get most of the crystals for your help.)

Sleep, O Dreamer fair: [3-4] You ignore the voices in your head and take a nap, speeding your healing up. (heal at end of turn)
Wet T-shirt contest: [5] You aren't hallucinating badly enough to keep yourself from talking to your cultists, so they bucket out all the water and splash it all over each other. They ignore the fact that it looks like blood to them and are relieved to find weren't lying to them. (Cultists no longer hallucinating, base no longer flooded)

MU: [5] They find many things about A Thing Unseen:
Spoiler (click to show/hide)
ATU: Tear this place to the ground
[2] It just floats there ominously. Good thing too, with nobody to defend the university any success would've destroyed all the progress they've made.

KI: [3] Rushed for time, they Collect starfruit, gelatin, and sugar, but aren't able to make the jelly OR prepare the ritual. (got materials for starfruit jelly)
The giant death robot moves to fight the THING UNSEEN:
[2] But it can't fit through the door of the university.

President: drag down Rabe's reputation
[5] He gets a national message out describing the horrible crimes performed by MU and KI under your watch. You watch your public relations sink like a rock. (very bad PR)

Inquisitors: perform ignite mortals ritual around Rabe's base ((sorry))
[5] They work double time, running around the main facility of your base where your cultists are busy moving water out. When the final rune is drawn and the gasoline is ignited, all your cultists find themselves engulfed in flames, save for a few that happened to be outside the base when the flame struck. The flames lick your fur covered skin and give you a nasty burn. (heavily injured, -1385 cultists, -350 heavily armed cultists, -75 trained heavily armed cultists, -1 old cultist)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 19, 2015, 02:40:07 pm
((... finally something works.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 04:23:17 pm
Humanity
Help Rosabel: Move injured people to chapel
[2] They don't know where all the injured people are. If only they had thought to take a look in the hospital like Smiley's cultists did.

Weakness timer down 1. Healing cancelled due to additional damage.

End of Turn something.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 80 cultists, 10 infiltrator cultists (infiltrating Kitten Industries, can open gate to his base), 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 4 cultists in high places, 4 recognizable cultists, 100 trained cultists, 3 veterans, limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help), all hallucinating
-Items: veteran memoirs
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 120 cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 50 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately good PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 1320 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 412 inquisitors, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (heavily injured): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 50 armed cultists, 15 recognizable cultists, 25 lightly armed cultists
-Items: has sturdy base with defenses (+lightning rods, humidifiers, and 20 gun turrets), has a bunch of metal, has bricks and concrete, knows location of Lunar Orb of Stalwart, has colorful chalk, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: 200 inquisitors, have ornate mansion base, know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline, inquisitors activated
-Other: posters put up, campaign for president started, reputation under fire by president, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries
--Miskatonic University: has book of power swap ritual, knows power swap ritual, knows power store ritual {requires shoe polish and horror, consumes orb of horror's theme}, researched Orb of Stalwart, seeking authorization to research power store ritual, being investigated by authorities, Being attacked by A THING UNSEEN
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 100 cultists
-Items: Delicious sandwiches, submarine parts
-Inquisitors: 60 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (uninjured): summoned, weakened [1]
Cultists: 551 mad cultists, 50 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base
Inquisitors: 30 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: adored by humanity, community improved, has humanity's sympathy, buried the dead, knows location of sick and injured, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 04:58:54 pm
SAME AS LAST TIME
((imagine that in an deep ominus voice :) ))
No, I will imagine it in a high, squeaky voice and you can't stop me!
sorry did'nt realize
ME: RECROOT
100 cultists: try to find submarine parts you know the thing the go under water
50 cultist: research a summoning ritual preferably on that involves sacrifices or ooblek.

((am i correct in think that for example if i just recruit and get a 5 i will get say a hundred cultists
however if i recruit with an incentive and get a 5 i might get 250 cultists?))
Recrut: [6] You convince more hapless scrubs to join your quest for madness CARP LIFE. Also, some haters, but who cares about them? (+50 cultists, +30 inquisitors)
Submarine parts R Us: (with 50 since you don't have enough cultists for previous levels) [4] They find more submarine parts. You now have enough parts to carry most of your cultists under da sea. (+more submarine parts)
Summonz: [2] They get lazy and start playing paper football instead of researching.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 19, 2015, 05:24:17 pm
1/2 of cultists: Recruit
Other half: Spread the word of TW's glory.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 19, 2015, 05:33:13 pm
Infiltrator cultists: use the giant death robot to finish Rabe off(with missiles!) Everyone else: Use the ritual of mind transfer(whatever) to send my mind into that of Rosabel! Puff Puff: Blast Koshu's cult with powders!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 06:10:45 pm
Infiltrator cultists: use the giant death robot to finish Rabe off(with missiles!) Everyone else: Use the ritual of mind transfer(whatever) to send my mind into that of Rosabel! Puff Puff: Blast Koshu's cult with powders!
You don't have any of the materials for the ritual so that action would just be changed to collecting the charm... Also, Rosabel is protected by her base now... Would you like to reconsider?

1/2 of cultists: Recruit
Other half: Spread the word of TW's glory.
Recruit: [3] They work to bring more people to the glory of the beer republic. (+30 cultists)
GLORY: [1] IT DIDN'T WORK (moderately bad PR)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 19, 2015, 06:20:57 pm
Me: Attempt to relieve my followers of their madness.
Healthier Cultists: Research creating Chosen.
Assassin Cultists: Set up defenses.
((Can I attempt to give orders to the mad cultists?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 19, 2015, 06:28:32 pm
Yes. Infiltrators do the robot thing, normals seek out charm, politicians blast Rabe's PR(so does the president), wealthies try to purchase an artifact that mind controls horrors.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 06:46:40 pm
Yes. Infiltrators do the robot thing, normals seek out charm, politicians blast Rabe's PR(so does the president), wealthies try to purchase an artifact that mind controls horrors.
Robot: [2] There's no piloting seat, they can't figure out how to hack it.
Charm hunt: [3] They find a charm of tunneling. It can be used to dig tunnels. That's basically the same thing, right? (charm of tunneling acquired)
PR assault: [6] They pile more onto Rabe's bad reputation than already exists. It drags your own cult's reputation through the mud as well. (Rabe now hated by humanity, your cult is now being prosecuted again despite you being gone)
Mind control artifact: [2] Such a thing doesn't seem to exist. That or humans just never found the artifact. Or it's not for sale, that's possible too...

Bad morale: make cultists leave
[5] Many of your cultists are getting tired of slaving away for no pay for a master that is dead. They quit and head for greener pastures. (-80 cultists, -50 trained cultists, -3 veterans)

Puff puff: visit Koshu
[2] He stays here instead.
Puff puff powder: [3] He spreads powder around, covering several of your cultists who were standing around the base. (politicians, recognizable cultists, and wealthy cultists hallucinating)
Me: Attempt to relieve my followers of their madness.
Healthier Cultists: Research creating Chosen.
Assassin Cultists: Set up defenses.
((Can I attempt to give orders to the mad cultists?))
((Feel free. They should still work, but they'll veer more toward otherworldly stuff now.))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 19, 2015, 07:11:40 pm
In that case:


Healthier Cultists: Bring sick and injured to the Cathedral.
Assassin Cultists: Negotiate with the remaining inquisitors, offering care and compassion if they join or cease opposing us.
200 Mad Cultists: Research creating Chosen.
Remainder of Mad Cultists: Research mystical methods of healing, such as rituals of mass healing and the like.
Me: Create Healing Blood with which to heal these sick and injured.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 19, 2015, 08:28:59 pm
In that case:


Healthier Cultists: Bring sick and injured to the Cathedral.
Assassin Cultists: Negotiate with the remaining inquisitors, offering care and compassion if they join or cease opposing us.
200 Mad Cultists: Research creating Chosen.
Remainder of Mad Cultists: Research mystical methods of healing, such as rituals of mass healing and the like.
Me: Create Healing Blood with which to heal these sick and injured.
Haul the wounded: [2] They are terrified they'll catch a disease if they do that and refuse.
Negotiate with Inquisitors: [6] They aren't even actively doing anything but they know where you are now. Many of them leave anyway. (-25 inquisitors, inquisitors activated)
Research chosen: [1] You already know most of what's to be known about chosen: you imbue them with power and they become able to use that power, albeit to a much lesser extent than you. Your cultists try to find out more and several of them disappear into the night. (-50 mad cultists)
Research "alternative medicine": [4] They find a circle of healing ritual. It apparently relieves maladies of disease and minor injuries through the power of prayer or something. Even better, it's practically free, all it needs is humans able to hold hands in a circle, red wine, and candles. You're not entirely certain whether this ritual is real or one of your cultists is just trying to get you out on a date. (circle of healing ritual {req cultists, wine, and candles})
Bloodletting: [1] You draw too much blood and it spills everywhere. You're also having trouble getting the wound to close (lightly injured)

Inquisitors: poison the water in the cathedral
[4] They manage to sneak into the cathedral and poison the water used for ceremonies. Several of your cultists get poisoned and die before you get close enough for your healing aura to save them. (-25 mad cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 19, 2015, 10:04:00 pm
Survivors: Recrute, somewhere far away.(glad any small group of traitors is pretty much certain to have been vaporized.)
Me: Try recruiting The Thing Unseen with the ashes(it's not like my cultists are using them anymore... sniff, if only they listened and went far away to empty the water.), not in person of course, telepathically, over distance, lots of distance.
M.U.: Make sure this doesn't happen again, so make wards, shields and other safety and preventive measures so things like being chased out of your own university or thousands of people going up in smoke doesn't happen.
K.I.:Put whatever eldritch shields M.U. come up with into mass production if practical/possible, also can you give me a few?
giant robot: herd the inquisitors into T2U (The Thing Unseen) if it's working for me, otherwise just dismember them.

"Ok no more nice kitten, before now I was fairly kind, I made alliances, I made a military arms supplier, I always sometimes once gave my enemies a chance to surrender and work for me, I founded a university of somewhat harmless eldritch lore, I rarely sent smallish heavily armed armies against outnumbered unarmed groups... ok maybe more nice kitten, right after I finish dissolving these guys(you can't say they don't deserve it.)."
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 20, 2015, 02:37:30 am
Koshu:
-Cultists: 1320 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 412 inquisitors, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}
((The hell? Did I end up in the lead?))

Turn Cumulus:
120 cultists: save Rabe. (From burns or The Thing Unseen as needed.)
200 cultists: assist with Rosabel's cultists' charity work.
300 cultists: improve PR.
300 cultists: retrieve Dragonblood.
400 cultists and Koshu: recruit.
85 heavily armed cultists: continue guarding. ((Do I actually need to specify this or will they just keep going anyway unless I tell them to do something else?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: SaberToothTiger on August 20, 2015, 04:19:51 am
Spoiler: Waitlist, I guess. (click to show/hide)
Could the next game of horrors include more active players? I think it'd add some additional flavor to the mix
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 20, 2015, 02:52:48 pm
Survivors: Recrute, somewhere far away.(glad any small group of traitors is pretty much certain to have been vaporized.)
Me: Try recruiting The Thing Unseen with the ashes(it's not like my cultists are using them anymore... sniff, if only they listened and went far away to empty the water.), not in person of course, telepathically, over distance, lots of distance.
M.U.: Make sure this doesn't happen again, so make wards, shields and other safety and preventive measures so things like being chased out of your own university or thousands of people going up in smoke doesn't happen.
K.I.:Put whatever eldritch shields M.U. come up with into mass production if practical/possible, also can you give me a few?
giant robot: herd the inquisitors into T2U (The Thing Unseen) if it's working for me, otherwise just dismember them.

"Ok no more nice kitten, before now I was fairly kind, I made alliances, I made a military arms supplier, I always sometimes once gave my enemies a chance to surrender and work for me, I founded a university of somewhat harmless eldritch lore, I rarely sent smallish heavily armed armies against outnumbered unarmed groups... ok maybe more nice kitten, right after I finish dissolving these guys(you can't say they don't deserve it.)."
Recruit cultists: [5] They work double time to get more people for you. It's a good day and they manage to get many to your side. (+230 cultists)
Diplomacy: [irrelevant] You can't do shit without going over there. You have no power and nothing to bargain with. At least the Thing Unseen only seems interested in destroying MU... You wisely avoid getting its attention with this foolish course of action and causing yourself future problems.

MU: research protection rituals
[1] They produce wards of enhance poison. They make toxic substances work even faster and more thoroughly. As wards, they are basically free, just being symbols drawn on the floor, though you need a lot to get any noticeable change. That's what you wanted, right? (learned ward of enhance poison)
KI: Produce more wards
[4] They produce a bunch of wards of enhance poison and spread them all around your base. This is a great idea! (wards of enhance poison covering base)
GDR: [4] It attacks the helpless fools fighting your tyranny. They manage to get into their base, but the door gets blown clean off by missiles. (inquisitor base breached)

President: Drag down PR
[3] Your cultists are being called names on the street from how bad the world sees you. Luckily they aren't being physically assaulted. Yet. (PR now horrible)
A Thing Unseen: Destroy MU
[1] It accidentally clonks its head on the rafters of the university and injures itself (ATU now lightly wounded) ((you lucky bastard))
Inquisitors: repair the base
[2] They can't put the door back up, it's too heavy.
Koshu:
-Cultists: 1320 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 412 inquisitors, inquisitors activated
-Other: excellent PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}
((The hell? Did I end up in the lead?))

Turn Cumulus:
120 cultists: save Rabe. (From burns or The Thing Unseen as needed.)
200 cultists: assist with Rosabel's cultists' charity work.
300 cultists: improve PR.
300 cultists: retrieve Dragonblood.
400 cultists and Koshu: recruit.
85 heavily armed cultists: continue guarding. ((Do I actually need to specify this or will they just keep going anyway unless I tell them to do something else?))
((You won't be in the lead for long if you let Rabe catch up. And don't write that they continue guarding, otherwise I might roll for it and end up killing all your guards.))
Heal Rabe: [2] What was the password to get into this base again? Was it "password"? It was probably "password".
Charity: [2] They don't feel like it. Nondescript charity organization is disappointed in their laziness.
PR: [6] They are so insistent of your goodness that everyone suspects you did something horrible. (PR now good)
Dragonblood: [2] They don't know what they're doing.
recruit: [2] Sounds boring, you watch your cultists build snow forts instead.
Guard: [4] They successfully don't stop guarding. (still guarding)

Inquisitors: steal ignite mortals ritual
[2] They decide they'd rather just have hot cocoa.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 20, 2015, 05:48:54 pm
((And don't write that they continue guarding, otherwise I might roll for it and end up killing all your guards.))
Alright then.

Heal Rabe: [2] What was the password to get into this base again? Was it "password"? It was probably "password".
Charity: [2] They don't feel like it. Nondescript charity organization is disappointed in their laziness.
PR: [6] They are so insistent of your goodness that everyone suspects you did something horrible. (PR now good)
Dragonblood: [2] They don't know what they're doing.
recruit: [2] Sounds boring, you watch your cultists build snow forts instead.
Guard: [4] They successfully don't stop guarding. (still guarding)

Inquisitors: steal ignite mortals ritual
[2] They decide they'd rather just have hot cocoa.
Headdesk. Sigh. At least the inquisitors are not doing any better.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 21, 2015, 07:04:24 am
ME: make the center of the lunar orb of stalwart into carp maybe when it's activated something to do with carp will happen
100 cultists: assemble submarines
50 cultists: dig a big hole

SAME AS LAST TIME
((imagine that in an deep ominus voice :) ))
No, I will imagine it in a high, squeaky voice and you can't stop me!
no i can't partly because i don't want to
((whatever happened to my rain spell))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 21, 2015, 02:37:12 pm
What do I mean I have nothing to bargain with? I have nutrient rich ashes and the blood of my enemies as pay.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 21, 2015, 02:44:42 pm
What do I mean I have nothing to bargain with? I have nutrient rich ashes and the blood of my enemies as pay.
If it was a potted plant you might have a case, but space jellyfish don't accept dust as payment
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 21, 2015, 04:11:38 pm
Humanity
Help Rosabel: Move injured people to chapel
[3] They move a few dozen people in, but due to bad logistics they end up sitting in the courtyard outside the chapel. (injured now near base)

Crush Unescargot's cult
[4] Armies of the coalition of spite charge against your cult and tear most of them apart. A very few manage to escape by pretending they aren't your followers. (-5 high morale empowered wealthy cultists, -50 trained cultists, -4 recognizable cultists)

Tear apart Rabe
[6] They assault your base, which holds out despite nobody defending. They actually end up destroying some of the redundant parts that were only cluttering up the inventory skyline. They seem to have given up after awhile, but it won't last. (lose lightning rods, humidifiers, enhance poison wards, colorful chalk,  and metal)

Weakness timer down 1.

End of Turn purple.
score:
Unescargot (DEAD): summoned, getting old
-cultists: 10 infiltrator cultists (infiltrating Kitten Industries, can open gate to his base), 5 annoyed empowered wealthy cultists, 10 wealthy cultists, 4 cultists in high places, limited connection to president (will badmouth Rabe), all disheartened, blacklisted (can't hire outside help), all hallucinating even harder
-Items: veteran memoirs, charm of tunneling
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 150 cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 50 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 1320 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 412 inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (heavily injured): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 230 cultists, 50 armed cultists, 15 recognizable cultists, 25 lightly armed cultists
-Items: has sturdy base with defenses (20 gun turrets), has bricks and concrete, knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: 200 inquisitors, have ornate mansion base (breached), know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline, inquisitors activated
-Other: posters put up, campaign for president started, reputation under fire by president, despised by humanity,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries
--Miskatonic University: has book of power swap ritual, knows power swap ritual, knows power store ritual {requires shoe polish and horror, consumes orb of horror's theme}, researched Orb of Stalwart, seeking authorization to research power store ritual, being investigated by authorities, Being attacked by A THING UNSEEN (lightly wounded), know how to make enhance poison wards
--Kitten Industries: 611 cultists, 25 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: Delicious sandwiches, submarine parts x2
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (lightly injured): summoned
Cultists: 476 mad cultists, 50 slightly healthier cultists, 50 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base
Inquisitors: 5 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, inquisitors activated
Other: adored by humanity, community improved, has humanity's sympathy, buried the dead, knows location of sick and injured, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 21, 2015, 04:21:54 pm
Rosabel: Take that cultist out on a date and show him what eldritch abominations are like in bed.

((Did I get healing blood, or was it wasted somehow?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 21, 2015, 04:53:42 pm
((Did I get healing blood, or was it wasted somehow?))
((It got spilled everywhere, so while you technically have it, anyone who wants to use it would have to lick it off the floor))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 21, 2015, 05:01:40 pm
((thanks))
Rosabel: Create more healing blood, collecting it in some suitabily symbolic thing like a chalice.
Assassin Cultists: Help the injured et cetera into the chapel. Remember, you are cultists first and killers last, so this is your duty.
Healthier Cultists: Recruit!
Mad Cultists: Find out something useful to the cause of healing.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 21, 2015, 05:58:31 pm
10 inflintrator cultists: Use the Charm of Tunneling to drop Rabe into a cavern!

Wealthy cultists: get off the blacklist! Politicians help with this!

Puff Puff: research a ritual to transform you into Mega Puff Puff again!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 21, 2015, 06:46:18 pm
What do you mean I have nothing to bargain with? I have ashes of the fallen and the blood of my enemies!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 21, 2015, 07:59:53 pm
Cultists: Start a local, female-oriented talkshow, that shows late at night about alcoholic beverages.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 21, 2015, 11:28:21 pm
((thanks))
Rosabel: Create more healing blood, collecting it in some suitabily symbolic thing like a chalice.
Assassin Cultists: Help the injured et cetera into the chapel. Remember, you are cultists first and killers last, so this is your duty.
Healthier Cultists: Recruit!
Mad Cultists: Find out something useful to the cause of healing.

Bloodletting II: The bloodsurrection: [5] You manage to draw just the right about of blood into a chalice. The chalice itself is enchanted by the blood and imbued with healing majyqs. You even manage to do it without any serious injury. (Healing blood obtained, healing chalice obtained)
haul peeps in: [6] They haul people in and end up catching some bizarre plague while doing so. Some of them start moaning about brains. (25 assassin cultists plagued, -25 assassin cultists, +25 zombie inquisitors, injured people now inside chapel)
Recruit: [4] They tell tales of your wonderous power and entice more to join your merry band of madness friendship (+50 cultists)
Search: [4] They find a bunch of first aid kits and surgical tools in the back of the chapel. Why those were there is a mystery you're not sure you want to discover. (surgical tools found, first aid kits found)

Healing aura: fix those poor saps up
[4] The plagued cultists are cured of their ills and some of the wounded get fixed just in time to help fight off the zombie plague. (assassin cultists cured of plague, +50 civilians)

Zombies: Eat brains
[6] They attack civilians and cultists nearby, getting themselves smacked around in the process. The injured rotters don't seem as threatening, but they can still spread the plague if they bite someone. The mad cultists were apparently the only ones who noticed fast enough to (25 zombies inquisitors injured, +25 zombie inquisitors, -15 civilians, -10 cultists)
Inquisitors: find that set cultists on fire ritual, that thing seems awesome.
[3] They find a ritual that makes people feel warm instead. It may or may not just be drinking whiskey while huddling in a circle. (discovered ritual of warming {req whiskey})

10 inflintrator cultists: Use the Charm of Tunneling to drop Rabe into a cavern!

Wealthy cultists: get off the blacklist! Politicians help with this!

Puff Puff: research a ritual to transform you into Mega Puff Puff again!
Charming: [6] They manage to slip out, grab the charm, and slip back into KI without being noticed, but accidentally put themselves in a hole when they try to use the charm, miles from the base where Rabe is cowering. (Now stuck in a hole)
Trust me, I'm a wealthy politician!: [2] Somehow, the public doesn't believe their pleas.
Research: [irrelevant] Puff puff is too stupid to research. He runs in circles instead.

Puff puff powder: [2] It does nothing, can't break what's already broken. Also, can't drive insane people who are dead.

What do you mean I have nothing to bargain with? I have ashes of the fallen and the blood of my enemies!
Rabe spends the whole turn pleading to the heavens but fails to incite any noticeable response. Honestly, if the other horrors could see you (which they probably can), what would they say?
Spoiler (click to show/hide)
Cultists: Start a local, female-oriented talkshow, that shows late at night about alcoholic beverages.
[6] Things get a bit heated when talking about which booze is best and there's a riot. (-25 cultists, talk show "Wine and beer with TW" created)

Inquisitors: Protest the show
[6] They charge in with righteous fury and get caught up in the riot. Whoops. Their training didn't prepare them for this! (-25 well trained inquisitors)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 22, 2015, 12:12:29 am
End of Turn purple.
Koshu:
-Cultists: 1320 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 412 inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Zydeco:
220 cultists: assist with Rosabel's cultists' charity work.
300 cultists: improve PR.
300 cultists: retrieve Dragonblood.
500 cultists and Koshu: recruit.

Rabe spends the whole turn pleading to the heavens but fails to incite any noticeable response. Honestly, if the other horrors could see you (which they probably can), what would they say?
Koshu: [Tries to comfortingly pet Rabe using nearby bits of metal and glass. Is, as usual, surprised when its powers have no effect across dimensional boundarys.] ((Dammit past me, why did you have to point out logical limitations of our powers?))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 22, 2015, 09:24:24 am
Turn Zydeco:
220 cultists: assist with Rosabel's cultists' charity work.
300 cultists: improve PR.
300 cultists: retrieve Dragonblood.
500 cultists and Koshu: recruit.

Rabe spends the whole turn pleading to the heavens but fails to incite any noticeable response. Honestly, if the other horrors could see you (which they probably can), what would they say?
Koshu: [Tries to comfortingly pet Rabe using nearby bits of metal and glass. Is, as usual, surprised when its powers have no effect across dimensional boundarys.] ((Dammit past me, why did you have to point out logical limitations of our powers?))
((Oh, the limitations would've been there regardless, but I would've let you get away with something small like this, especially since you have 4 power which is almost reality warping. Also if I'd rolled for that it probably would've killed Rabe...))
Charity: [4] They spend the whole turn making other people's lives better. It makes the community stronger as a whole. (stronger community)
PR: [3] They make you look better in the eyes of the public, but many ignore the message. (Now very good PR)
Dragonblood: [4] They manage to scrounge up just enough dragonblood for the ritual. Whew, now you can finally get summoned! (found dragonblood)
RECROOT: [6] You and your followers amass some new peons. Naturally, your inquisitors find some new willing souls as well. (+575 cultists, +530 inquisitors)

500 Inquisitors: Steal the dragonblood, and try not to die
[4] Some of them distract the guards while others sneak in and steal your vials of dragon blood. Naturally they dump it out as soon as they leave the compound gathering field so you can't steal it back. Dammit! (-85 inquisitors, lose dragonblood)
Other inquisitors: Build mortars, we still believe in siege strategy!
[4] Well, they're not quite mortars, but they're pretty big cannons and they can rain hell upon Koshu's base. (siege weapons built)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 22, 2015, 11:09:40 am
Wow I'm sure glad I haven't actually used my turn, it's not like I printed it in bold or anything.
Me: recrute!
Cultists-1: Recrute cloud guys cultists.
Big robot: systematically snap every bone in the inquisitor's body's
1 Cultist: Tell the president that I wont run for office and if he would so terribly mind calling off the mobs with pitchforks please?
M.U.: Hermetically the office where T.T.U. is with glass and acid damping wards, distract it with the 10 or so guilty looking cultists you should find in a magically created pit a few miles from the base, ignore their screams, they know what they have done.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 22, 2015, 12:33:53 pm
Wow I'm sure glad I haven't actually used my turn, it's not like I printed it in bold or anything.
Me: recrute!
Cultists-1: Recrute cloud guys cultists.
Big robot: systematically snap every bone in the inquisitor's body's
1 Cultist: Tell the president that I wont run for office and if he would so terribly mind calling off the mobs with pitchforks please?
M.U.: Hermetically the office where T.T.U. is with glass and acid damping wards, distract it with the 10 or so guilty looking cultists you should find in a magically created pit a few miles from the base, ignore their screams, they know what they have done.

Since I'm a nice guy and CARP hasn't posted actions I'll allow it.
Recruit: [2] Nobody likes you.
Steal cultists: [1] Some of your cultists realize that Unescargot is actually a better boss than you and leave to join him. (50 cultists join Unescargot)
Torture: [4] The robot puts a single inquisitors in excrutiating pain by breaking every bone in his body. His cries echo through the halls of the inquisitors' base, but the robot is so thorough that it only gets one. This only reassures the inquisitors that they are justified in fighting you. (-1 inquisitor)
Ask for relief: [4] "Eh, not like I could make your reputation any worse. Sure, might as well save the cost of those ads for something else" (president no longer ruining PR)

MU: [4] They don't have huge stockpiles of glass on hand but they use what they have to blockade the entryway for the invisible monster. They also pull the ten cultists that showed up for some reason and open the barricade to throw them in, hopefully appeasing it's terrible appetite. They also put some poison enchancing runes since you asked so nicely. (blockades built, 10 infiltrator cultists sacrificed, ATU now healed)
KI: Send some of your cultists back to help Rabe
[4] About half the cultists here go to Rabe's legion. (300 cultists and 10 recognizable cultists transferred to Rabe)

ATU: break through the barricades and tear this place down already!
[6] It pushes through the piles of beakers and dissolves the supports in the academy. With nobody to defend it, the thing unseen tears through the place until the university building collapses, burying all the research and secrets held by the academy as well as the thing unseen. (MU destroyed, ATU vanished)
Inquisitors: Perform the ritual of ignite mortals around Rabe's base again
[6] Not all of the inquisitors manage to get out of the spell circle in time. The guys from KI show up just as the fires die down. (-100 inquisitors, -230 cultists, -50 armed cultists, -15 recognizable cultists, -25 lightly armed cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 22, 2015, 03:04:50 pm
Robot: Kill the rest of the inquisitors, if they hide in their base light it on fire.
cultists: recrute away from uscargot.
Me: Improve pr.
M.U.: if there's survivors make shere the thing unseen is dead.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 22, 2015, 05:15:18 pm
ME: make the center of the lunar orb of stalwart into carp maybe when it's activated something to do with carp will happen
100 cultists: assemble submarines
50 cultists: dig a big hole

SAME AS LAST TIME
((imagine that in an deep ominus voice :) ))
No, I will imagine it in a high, squeaky voice and you can't stop me!
this is my current turn
no i can't partly because i don't want to
((whatever happened to my rain spell))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 22, 2015, 05:16:22 pm
ME: make the center of the lunar orb of stalwart into carp maybe when it's activated something to do with carp will happen
100 cultists: assemble submarines
50 cultists: dig a big hole

SAME AS LAST TIME
((imagine that in an deep ominus voice :) ))
No, I will imagine it in a high, squeaky voice and you can't stop me!
this is my current turn
no i can't partly because i don't want to
((whatever happened to my rain spell))
((What rain spell? I forgot to record it if you got one))

Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Submarines: [4] They assemble a dozen small submarines and set them up to launch into the ocean. Atlantis can't escape you now! (Submarines built, lose submarine parts)
Dig a hole: [3] They dig a shallow ditch. Maybe enough to make someone stumble, but I doubt you could trap someone or hold any significant amount of water in it. (shallow ditch dug)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 22, 2015, 10:45:40 pm
((Oh, the limitations would've been there regardless, but I would've let you get away with something small like this, especially since you have 4 power which is almost reality warping. Also if I'd rolled for that it probably would've killed Rabe...))
((Koshu actually does have the fine motor control to do that safely. At least in principle; in practice I probably would have rolled a one.))

Charity: [4] They spend the whole turn making other people's lives better. It makes the community stronger as a whole. (stronger community)
PR: [3] They make you look better in the eyes of the public, but many ignore the message. (Now very good PR)
Dragonblood: [4] They manage to scrounge up just enough dragonblood for the ritual. Whew, now you can finally get summoned! (found dragonblood)
RECROOT: [6] You and your followers amass some new peons. Naturally, your inquisitors find some new willing souls as well. (+575 cultists, +530 inquisitors)
Things went better than expected!

500 Inquisitors: Steal the dragonblood, and try not to die
[4] Some of them distract the guards while others sneak in and steal your vials of dragon blood. Naturally they dump it out as soon as they leave the compound gathering field so you can't steal it back. Dammit! (-85 inquisitors, lose dragonblood)
Other inquisitors: Build mortars, we still believe in siege strategy!
[4] Well, they're not quite mortars, but they're pretty big cannons and they can rain hell upon Koshu's base. (siege weapons built)
Sigh.

Also:
Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Have we (and/or just CARP) located the Lunar Orb of Stalwart?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 22, 2015, 10:49:14 pm
Also:
Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Have we (and/or just CARP) located the Lunar Orb of Stalwart?

He did designate Rabe as his second in command, I figured he would've told him... But meh, it's not like it'll actually do anything gameplay wise...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 22, 2015, 11:40:59 pm
Humanity
Help Rosabel: Fight the zombie horde!
[1] They forgot weapons and armor, and just get themselves infected. Oh dear. (+50 zombies)

Crush Unescargot's cult
[5] They slaughter your cultists to the last. (-50 cultists, -5 annoyed empowered wealthy cultists, -10 wealthy cultists, -4 cultists in high places)

Tear apart Rabe
[5] They tear through the undefended base and charge on the throne room, where they kick Rabe until she's bleeding and mewling pathetically all over the floor. They leave her to die. (Rabe mortally wounded)

Edit: Rosabel heals
End of Turn Neon.
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (uninjured): plush toy that looks just like him

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 125 cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 1895 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 857 inquisitors, have siege weapons, inquisitors activated
-Other: very good PR, satellite launched, community improved, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (mortally wounded): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 300 cultists, 10 recognizable cultists
-Items: has sturdy base with defenses (20 gun turrets), has bricks and concrete, knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: 199 inquisitors, have ornate mansion base (breached), know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline, inquisitors activated
-Other: posters put up, campaign for president started, despised by humanity,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu
--Kitten Industries: 311 cultists, 15 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 150 cultists
-Items: Delicious sandwiches, a bunch of submarines, a shallow ditch
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly, knows rain dance {req 50 cultists}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (uninjured): summoned
Cultists: 40 cultists, 476 mad cultists, 50 slightly healthier cultists, 25 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base, has chalice of healing filled with healing blood, injured people in chapel, has surgical tools and first aid kits
Inquisitors: 5 inquisitors, 25 zombies, 25 injured zombies, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, inquisitors activated
Other: adored by humanity, community improved, has humanity's sympathy, buried the dead, knows location of sick and injured, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}
Temporary: 35 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 23, 2015, 12:16:46 am
"Somebody! Help!"
Half of Mad Cultists: Find a cure for the zombie plague!
Half of Other Mad Cultists: Fend off zombies.
Rest of Cultists: Set up defenses.
Civilians: Drink the healing blood and be healed.
Rosabel: Ask civilians if any know of a cure for the plague, or at least something to neutralise the zombies.

Also, don't I regenerate?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 23, 2015, 12:25:51 am
Also, don't I regenerate?
Oh yeah, whoops. You did get injured two turns ago so you should be healed...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 23, 2015, 02:24:13 am
Half of cultists: Continue the show.
Other half: Recruit with a soiree.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 23, 2015, 05:03:56 am
Koshu:
-Cultists: 1895 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 857 inquisitors, have siege weapons, inquisitors activated
-Other: very good PR, satellite launched, community improved, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Octothorpe:
400 cultists: help Rosabel defend against the zombies.
495 cultists: retrive Dragonblood.
500 cultists: improve PR.
500 cultists and Koshu: recruit.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 23, 2015, 09:36:54 am
Enough with this. I have only one thing to say. Puff Puff: Blast Rabe's cult with brainwashing powder.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 23, 2015, 11:49:02 am
"Somebody! Help!"
Half of Mad Cultists: Find a cure for the zombie plague!
Half of Other Mad Cultists: Fend off zombies.
Rest of Cultists: Set up defenses.
Civilians: Drink the healing blood and be healed.
Rosabel: Ask civilians if any know of a cure for the plague, or at least something to neutralise the zombies.
Cure: [3] They manage to find a way to vaccinate people so they won't turn into zombies as fast, but they don't have time to administer it to everyone and it won't help those who have already been afflicted. (zombie vaccine found)
Fight: [2] They quickly panic and start running around without helping at all. But hey, at least they didn't get themselves infected.
Defenses: [1] They weren't careful and some of them got bitten. Whoops. (40 cultists turned, slightly healthier cultists plagued)
Drink: [3] Some of them drink from the chalice and get healed, but the thick ichor doesn't last very long. (25 civilians healed, lose healing blood)
Halp: [1] You ask the civvies for advice, but none of them are savvy about zombies nor with infection containment. You are so focused on the conversation that your healing aura goes down for the turn. (healing aura won't work for this turn)

Zombies: spread infection
[3] They creep forward infecting many who get close. Luckily some people manage to escape through the horde. (-60 civilians, +40 zombies)
Inquisitors: Look for a cure to zombism, you're probably next on the menu
[2] Their manpower is too low and their determination too weak to help.

Half of cultists: Continue the show.
Other half: Recruit with a soiree.
Showtime: [3] They have a lukewarm performance, it doesn't quite draw the crowds like they would want. (WBTW ratings lukewarm)
Recruit: [3] They set up an awesome party but hardly anyone shows up. (+50 cultists, soiree started)

Inquisitors: Crash the party
[4] They show up and eat all the refreshments. What a bunch of jerks. (soiree over)

Koshu:
-Cultists: 1895 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 857 inquisitors, have siege weapons, inquisitors activated
-Other: very good PR, satellite launched, community improved, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Turn Octothorpe:
400 cultists: help Rosabel defend against the zombies.
495 cultists: retrive Dragonblood.
500 cultists: improve PR.
500 cultists and Koshu: recruit.

Stop the plauge: [4] They head for the chapel and pop the heads off a bunch of zombies to keep them from pursuing fleeing civilians and bringing another horde later. They are careful not to get infected themselves. (-75 zombies,-25 wounded zombies)
Dragonblood: [4] They find more dragon lilies and distill the dragonblood post haste. (dragonblood acquired)
PR: [4] They finally convince people to start doing favors for you. Righteous monolith, these people are hard to impress! (now loved by humanity)
Recruit: [6] You and your peons get more peons, though it appears your inquisition slipped an extra message onto the fliers you're handing out. You can feel otherworldly forces starting to breathe down your stony neck with this many followers. (+575 cultists, +530 inquisitors)

Half of Inquisitors: operate siege equipment
[5] Their shots are dead on and they quickly cull the crowded herd of cultists. Your followers manage to scatter after a few shots, but the casualties are high. (-500 cultists)
Half of inquisitors: steal dragonblood
[5] They slip in and take all the dragonblood. They water it down and add some conventional pesticides making potent poison instead of just dumping it out. (100 inquisitors now assassins, lose dragonblood)

Enough with this. I have only one thing to say. Puff Puff: Blast Rabe's cult with brainwashing powder.
Puff puff: recruit from Rabe, since you can't brainwash
[5] He goes over to Rabe's cult and nuzzles up to them convincing some of them to join him. (50 cultists taken from Rabe)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 23, 2015, 02:48:09 pm

100 cultist: get in the subs and go into the ocean.
collect more submarine parts.

((i wondr where my cult is maybe sitting around in little clearings of dense tijaunian bushes by the sea? also if i had say this as my turn "ME: revive tavern wench with a strategy... (i need to get over my antiholisim i drink too much coffee because i think it cancels the effects of alchohol contamination))" and rolled a 5 would you come up with some explanation of how i revived her or woud you just say i can't do that))
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 23, 2015, 05:05:44 pm
((What rain spell? I forgot to record it if you got one))
it's on page 32.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 23, 2015, 10:06:35 pm
((What rain spell? I forgot to record it if you got one))
it's on page 32.
A link would be more helpful, I don't know if we have the same posts-per-page


100 cultist: get in the subs and go into the ocean.
collect more submarine parts.

((i wondr where my cult is maybe sitting around in little clearings of dense tijaunian bushes by the sea? also if i had say this as my turn "ME: revive tavern wench with a strategy... (i need to get over my antiholisim i drink too much coffee because i think it cancels the effects of alchohol contamination))" and rolled a 5 would you come up with some explanation of how i revived her or woud you just say i can't do that))
((I would say you can't do that because that's too much leeway. I was willing to give alternate summoning rituals since it made the game more interesting to give alternate objectives to the players and the orbs of stalwart got destroyed before most of the horrors got summoned but we have to end this game at some point. If I let you guys start raising each other from the dead we'll never move on.))
Escape to the sea!: [3] They launch the submarines but forgot to fuel them up, so they're just floating in the shallow bay. (Submarines acting as boats)
MORE SUBMARINES!: [6] They go into such a fervor over the submarine parts that they carve each other's bones and flesh into submersible parts. It is actually pretty gruesome, you may want to look away. On the bright side, there's plenty of parts to carry the rest of your cult into the sea... (Organic submarine parts obtained, -25 cultists)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 24, 2015, 10:24:37 am
ME:Recroot
100 cultists: assemble some organic submarines with the organic submarine parts
25 cultist: start up the subs in the bay


Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Have we (and/or just CARP) located the Lunar Orb of Stalwart?
good point have i located the lunar orb of stalwart because i put a carp in it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 24, 2015, 11:00:11 am
Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Have we (and/or just CARP) located the Lunar Orb of Stalwart?
good point have i located the lunar orb of stalwart because i put a carp in it.
No, you just guessed really well. You would still have to get your cultists to the moon before one of the other horrors gives your inquisitors the secrets to purging your influence...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 24, 2015, 12:48:44 pm
http://www.bay12forums.com/smf/index.php?topic=149212.msg6182437#msg6182437
here's a link to the rain spell.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 24, 2015, 01:32:55 pm
Stop the plauge: [4] They head for the chapel and pop the heads off a bunch of zombies to keep them from pursuing fleeing civilians and bringing another horde later. They are careful not to get infected themselves. (-75 zombies,-25 wounded zombies)
Dragonblood: [4] They find more dragon lilies and distill the dragonblood post haste. (dragonblood acquired)
PR: [4] They finally convince people to start doing favors for you. Righteous monolith, these people are hard to impress! (now loved by humanity)
Recruit: [6] You and your peons get more peons, though it appears your inquisition slipped an extra message onto the fliers you're handing out. You can feel otherworldly forces starting to breathe down your stony neck with this many followers. (+575 cultists, +530 inquisitors)

Half of Inquisitors: operate siege equipment
[5] Their shots are dead on and they quickly cull the crowded herd of cultists. Your followers manage to scatter after a few shots, but the casualties are high. (-500 cultists)
Half of inquisitors: steal dragonblood
[5] They slip in and take all the dragonblood. They water it down and add some conventional pesticides making potent poison instead of just dumping it out. (100 inquisitors now assassins, lose dragonblood)
Yay! Also, dammit!
The cultist limit is 3000, right?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 24, 2015, 01:49:46 pm
Stop the plauge: [4] They head for the chapel and pop the heads off a bunch of zombies to keep them from pursuing fleeing civilians and bringing another horde later. They are careful not to get infected themselves. (-75 zombies,-25 wounded zombies)
Dragonblood: [4] They find more dragon lilies and distill the dragonblood post haste. (dragonblood acquired)
PR: [4] They finally convince people to start doing favors for you. Righteous monolith, these people are hard to impress! (now loved by humanity)
Recruit: [6] You and your peons get more peons, though it appears your inquisition slipped an extra message onto the fliers you're handing out. You can feel otherworldly forces starting to breathe down your stony neck with this many followers. (+575 cultists, +530 inquisitors)

Half of Inquisitors: operate siege equipment
[5] Their shots are dead on and they quickly cull the crowded herd of cultists. Your followers manage to scatter after a few shots, but the casualties are high. (-500 cultists)
Half of inquisitors: steal dragonblood
[5] They slip in and take all the dragonblood. They water it down and add some conventional pesticides making potent poison instead of just dumping it out. (100 inquisitors now assassins, lose dragonblood)
Yay! Also, dammit!
The cultist limit is 3000, right?
Yes, the warning was because you're getting close... well, were getting close until you lost 500 cultists to mortar fire...

http://www.bay12forums.com/smf/index.php?topic=149212.msg6182437#msg6182437
here's a link to the rain spell.

Ah, so it is... I'll edit the inventory to show it shortly.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 25, 2015, 09:20:05 pm
Me and 100 cultists: retreat to the hidden bunker then heal me.
Robot: kill inquisitors, if you fail light the inquisitor base on fire on your way out.
20 cultists: man turrets, keep an eye out for any inquisitors trying to use an ignite mortals spell, actually before you go to the turrets see if the inquisitors left any runes and materials around the base then remove them if they did.
K.I.:Move to aerospace and get ready to go to the lunar orb of stalwart, it's just too risky to carry on in weapons development with people having such a low opinion of us.
80 cultists and 10 recognisable cultists: Improve PR.
100 cultists: recrute.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: InsaneRationalist on August 26, 2015, 01:10:39 am
And, because reality does not like me, I am probably not going to have internet access for the next week or more (possibly multiple months). So I am just going to quit now, rather than annoying everyone with missed (and thus delayed) turns.

Turn Dammit, I was actually doing good too:
all cultists, satellite, and all my rituals: go join Rosabel; she is probably the most likely to actually keep you alive.
((Note to Adragis029: beware of cultist limit. You are likely less than 500 people away from it now.))
Koshu: sulk.

Turn Henceforth:
Koshu: if summoned, go hide somewhere in the Kuiper belt.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 26, 2015, 09:23:29 am
anybody want to force rabe or koshu to 3000 cultist's?
like a few people recruiting on koshu or rabe's part.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 26, 2015, 10:30:48 am
Me and 100 cultists: retreat to the hidden bunker then heal me.
Robot: kill inquisitors, if you fail light the inquisitor base on fire on your way out.
20 cultists: man turrets, keep an eye out for any inquisitors trying to use an ignite mortals spell, actually before you go to the turrets see if the inquisitors left any runes and materials around the base then remove them if they did.
K.I.:Move to aerospace and get ready to go to the lunar orb of stalwart, it's just too risky to carry on in weapons development with people having such a low opinion of us.
80 cultists and 10 recognisable cultists: Improve PR.
100 cultists: recrute.

Hide!: [2] They are panicking over your bleeding, battered body and can't help. They don't even pick you up and carry you to the bunker because they're flipping out too hard.
Murder!: [5] It slaughters all the inquisitors and burns their mansion to the ground. Then it puts on some giant sunglasses and walks away from the fire in true tough guy fashion. (-199 inquisitors, inquisitor base destroyed)
Guard: [1] They run for the hills instead of trying to protect you. (-20 cultists)
PR: [5] For what it's worth, they manage to convince people you're not actually the new antichrist. (Now very bad PR)
Recruit: [5] They find more people down on their luck and willing to join you. (+100 cultists)

KI: [1] They fail to build a spaceship and instead sell a bunch of weapons to all your enemies. Backstabbing jerks! (everyone else's normal cultists now armed)

anybody want to force rabe or koshu to 3000 cultist's?
like a few people recruiting on koshu or rabe's part.
Koshu is much closer after the recent cullings among Rabe's crew, but if he's giving all his stuff to Rosabel she may well the problem...
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 26, 2015, 01:28:41 pm
Humanity
Help Rosabel: Fight the zombie horde!
[4] They gun down the horde, getting rid of the remaining zombies. Hopefully there won't be any more. (-30 zombies)

Vacuum up Puff puff
[2] They can't seem to get a vacuum nearby. Must be the locale.

Give Koshu more Dragon blood
[2] It gets lost in the mail.

Rabe bleeds out on the floor of his base while his cultists panic. (Rabe is DEAD)
End of Turn Lemon.
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (uninjured): plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 175 armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: lukewarm ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu:
-Cultists: 1970 cultists, 85 heavily armed cultists (guarding)
-Items: has a few spaceship components, has extra spikes, watch mirrors set up
-Inquisitors: 80 trained armed inquisitors, 75 armed inquisitors (guarding), 1287 inquisitors, 100 inquisitor assassins, have siege weapons, inquisitors activated
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows ritual of rain of fire {consumes dragon blood and thermite}, knows ignite mortal ritual {req gasoline, consumes cultists}

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 330 cultists, 10 recognizable cultists
-Items: has sturdy base with defenses (20 gun turrets), has bricks and concrete, knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu
--Kitten Industries: 311 cultists, 15 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 125 armed cultists
-Items: Delicious sandwiches, a bunch of submarines being used as boats, organic submarine parts a shallow ditch
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly, knows rain dance {req 50 cultists}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (uninjured): summoned
Cultists: 476 armed mad cultists, 50 plagued armed cultists, 25 armed assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: 5 inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, inquisitors activated
Other: adored by humanity, community improved, has humanity's sympathy, buried the dead, knows location of sick and injured, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, has zombie vaccine

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on August 26, 2015, 03:48:55 pm
Puff puff and his 50 cultists: Explain that you are not Unescargot and thus humanity shouldn't be going after you!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 26, 2015, 06:52:03 pm
Puff puff and his 50 cultists: Explain that you are not Unescargot and thus humanity shouldn't be going after you!
[1] They try to tell them that you're not associated with that jackass who kept throwing lightning everywhere but they won't listen. They accidentally let word get out of where they're hiding to your inquisitors. (inquisitors activated)

And, because reality does not like me, I am probably not going to have internet access for the next week or more (possibly multiple months). So I am just going to quit now, rather than annoying everyone with missed (and thus delayed) turns.

Turn Dammit, I was actually doing good too:
all cultists, satellite, and all my rituals: go join Rosabel; she is probably the most likely to actually keep you alive.
((Note to Adragis029: beware of cultist limit. You are likely less than 500 people away from it now.))
Koshu: sulk.

Turn Henceforth:
Koshu: if summoned, go hide somewhere in the Kuiper belt.

Move out: [1] Half of them don't make it past the siege, but with few options they press on regardless. The records of some of the rituals are destroyed in the fighting. (985 armed cultists and 43 heavily armed cultists transferred to Rosabel, -985 armed cultists, -42 heavily armed cultists, ignite mortal ritual and sacrificial summoning ritual transferred to Rosabel, rain of fire ritual lost) ((looks like that's not a problem now))
Sulk: [1] You are unable to sulk and give yourself a headache trying. (headache acquired)

Inquisitors: pursue the cultists
[6] They follow the cultists closely and join with the inquisitors of Rosabel. They must leave behind their weapons and siege equipment to maintain pace, and some get left behind (1212 inquisitors and 80 trained inquisitors transferred to Rosabel, -250 inquisitors, inquisitors lose weapons)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 27, 2015, 01:47:34 am
Half of cultists: Start a rave, and recruit.
Other half: Get sommeliers to be guest stars on new episodes.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 27, 2015, 01:19:24 pm
Half of cultists: Start a rave, and recruit.
Other half: Get sommeliers to be guest stars on new episodes.
Rave of recruiting: [2] They had the neon lights set up and everything but nobody showed up.
Sommelier power: [2] They can't find any wine professionals in the area. Damn, looks like it's just another boring broadcast this turn.

Inquisitors: set up a rival show called "Booze: the magic poison"
[3] Well, they get the air time but they quickly run out of things to talk about and their first broadcast never really picks up in viewer count. ("Booze the magic poison" show created)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 27, 2015, 01:57:40 pm
500 armed cultists: Try and talk down the inquisitors. Do not wield your weapons.
485 armed inquisitors: Without your weapons, go and tell more of the healing. Do not recruit them, merely make it known that we will heal all who need it.
Mad Cultists: Set up defenses. And I mean defenses, not turrets. Walls and things, barbed wire at worst.
Plagued Cultists: Drink from the healing chalice.
40 healthier cultists: Go out and bury the dead again. This is what we are here to stop!
All other cultists: Distribute zombie vaccine. That foul plague may be out there somewhere still.
Rosabel: Heal those who need it. If there are none, assist in talking down the inquisitors.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 27, 2015, 02:18:58 pm
500 armed cultists: Try and talk down the inquisitors. Do not wield your weapons.
485 armed inquisitors: Without your weapons, go and tell more of the healing. Do not recruit them, merely make it known that we will heal all who need it.
Mad Cultists: Set up defenses. And I mean defenses, not turrets. Walls and things, barbed wire at worst.
Plagued Cultists: Drink from the healing chalice.
40 healthier cultists: Go out and bury the dead again. This is what we are here to stop!
All other cultists: Distribute zombie vaccine. That foul plague may be out there somewhere still.
Rosabel: Heal those who need it. If there are none, assist in talking down the inquisitors.
All teh akshuns!
Talk down the inquisitors: [6] They ignore your advice about the weapons and threaten the inquisitors if they don't back off. Some of them do, but others beat the snot out of your cultists, who leave embarrassed at having failed AND disobeyed orders. (-500 inquisitors, -250 armed cultists)
Spread the word: [6] They tell everyone about the amazing healing going down, and people pile in, some of them carrying the plague. (+200 plagued civilians)
REND THE FLESH OF INVADERS: [5] They set up barbed wire and spike pits all around the chapel. Those zombies won't get the drop on you again! (brutal defenses set up)
DRINK: [4] They fill the chalice with water and drink out of it, cleansing their plagued flesh. (no longer plagued)
Bury the dead: [4] They stuff the corpses lying all around the chapel into hastily dug graves. Better than letting them rot in a field. (dead buried)
Heal: [1] You strain your healing power trying to fix people and give yourself a hernia. (lightly wounded)

Aura: [5] All the plagued civilians and many injured are healed by your glowing presence. (200 plagued civilians healed, 50 injured civilians healed)

Inquisitors: Spread slander about Smiley
[6] They make you look like an overblown jerk to humanity, but end up making jackasses out of themselves in the process. (PR now excellent, inquisitors discredited)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on August 27, 2015, 03:58:05 pm
ME:Recroot
100 cultists: assemble some organic submarines with the organic submarine parts
25 cultist: start up the subs in the bay


Lunar orb lolz: [4] You make a single carp in the center of a Lunar Orb of Stalwart. The carp seems to be frozen in place due to still being encased in crystal. (Lunar Orb of Stalwart has a carp in it)
Have we (and/or just CARP) located the Lunar Orb of Stalwart?
mah turn
good point have i located the lunar orb of stalwart because i put a carp in it.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 27, 2015, 04:05:16 pm
ME:Recroot
100 cultists: assemble some organic submarines with the organic submarine parts
25 cultist: start up the subs in the bay


Recruit: [5] Your flopping around and gurgling draws more to you cause. (+100 cultists)
Assemble: [1] Whoops, they damaged the delicate parts while they were messing with them. Apparently human skin isn't the best boat material. (lose organic submarine parts)
Engines on: [3] They manage to start up the submarines, but they still can't figure out how to get them to go underwater. (Motors on subs working, still floating on surface)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 29, 2015, 11:33:10 pm
"well shit, at least knowing a god of the afterlife softened the blow a bit, once he gets free, in a century or five. Well osiris took over scale dutys and I squeaked by (turns out each time I replayed what the robot did to the inquisitor it added an ounce to my soul.).Soon I shall be leaving for greener pastures."
K.I.:"I forgive you about that, I had more allies than enemies and you are your own business and it's a moot point now anyway. But seriously make that rocket."(prepare rocket to go to lunar orb of stalwart with safety measures like parachutes and escape towers.).
25 cultists: Train in grand training hall to prepare for launch.
100 cultists: check if M.U. had file back ups.
Rest: recroot!
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 30, 2015, 10:00:31 am
"well shit, at least knowing a god of the afterlife softened the blow a bit, once he gets free, in a century or five. Well osiris took over scale dutys and I squeaked by (turns out each time I replayed what the robot did to the inquisitor it added an ounce to my soul.).Soon I shall be leaving for greener pastures."
K.I.:"I forgive you about that, I had more allies than enemies and you are your own business and it's a moot point now anyway. But seriously make that rocket."(prepare rocket to go to lunar orb of stalwart with safety measures like parachutes and escape towers.).
25 cultists: Train in grand training hall to prepare for launch.
100 cultists: check if M.U. had file back ups.
Rest: recroot!

Technically you haven't moved on until you stop playing, so you're just elbowing Unescargot and Tavern Wench as you try to communicate with your followers...
Become the astronauts: [5] They get space suits and train in using them at the local pool. The lifeguard thinks they're super cool. Astronautics is  complex process that most would have trouble with, but these guys take to it like a duck to water. (25 cultists now well trained astronauts)
Check: [4] They manage to find a few tattered records and piece together the power swap ritual from the notes. The wreckage was on fire though, so its unlikely there will be anything else there salvageable. (power swap ritual learned)
Recruit: [2] They are unable to get help in their goal of world domination.

KI: [1] There was an explosion... (-100 cultists)

Inquisitors: continue being dead
[irrelevant] Yep, they're dead.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Evonix on August 30, 2015, 01:37:04 pm
I did say I would soon move onto greener pastures.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 30, 2015, 02:40:36 pm
Humanity
Vacuum up Puff puff
[6] They accidentally open a dimensional rift that sucks puff puff in. It also starts slowly destroying the Earth, and in ten turns it will become too big to stop. (Rift opened [10], Puff puff destroyed)

Give Koshu more Dragon blood
[4] The message that you have given up didn't make it through and a box of dragon blood vials was delivered to your HQ... well, gathering area at least... (dragon blood gained)

End of Turn Lemon.
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, hated by humanity, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 175 armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: lukewarm ratings
-+"Booze: the magic poison" talk show: almost no viewers

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 305 cultists, 25 well trained astronauts, 10 recognizable cultists
-Items: has sturdy base with defenses (20 gun turrets), has bricks and concrete, knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu
--Kitten Industries: 211 cultists, 15 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 225 armed cultists
-Items: Delicious sandwiches, a bunch of motorized submarines being used as boats, a shallow ditch
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly, knows rain dance {req 50 cultists}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (lightly injured): summoned
Cultists: 785 armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 armed assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey} inquisitors activated
Other: adored by humanity, community improved, excellent PR, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, has zombie vaccine, buried the dead again
Temporary: 250 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift will destroy the world in [10] turns
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: wipeout1024 on August 30, 2015, 06:18:15 pm
70 cultists: Recruit, by going to bars, and starting an alcoholic yoga class.
105 cultists:Continue the show, and get Z-list celebrities on weekly.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 30, 2015, 06:39:43 pm
70 cultists: Recruit, by going to bars, and starting an alcoholic yoga class.
105 cultists:Continue the show, and get Z-list celebrities on weekly.
Recruit: [1] Your followers, in their drunken shenanigans, make a menace of the cause they are trying to push. (+70 inquisitors)
Show upgrade: [6] They get a bunch of random people who think they're awesome and end up damaging the set when a fight breaks out between them. (show not broadcasting for next turn)

Inquisitors: don't be one-upped! Find your own arrogant jackasses to make people watch!
[4] They manage to find people as well, but the inquisitors actually keep them under control. (ratings now lackluster)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Adragis on August 31, 2015, 12:17:16 am
Rosabel: Ask civilians if any of them know how to stop the rift.
300 mad cultists: Research how to stop the rift.
200 cultists: Try and convince the inquisitors to put effort towards stopping the rift rather than attacking me. A truce, you might say.
300 cultists: Even in this dark hour, go out and help the poor, sick and needy.
Remainder of cultists bar 1: Spend time with your families.
That cultist who may or may not have been trying to get me out on a date: Were you trying to get me out on a date?
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on August 31, 2015, 11:46:37 am
Rosabel: Ask civilians if any of them know how to stop the rift.
300 mad cultists: Research how to stop the rift.
200 cultists: Try and convince the inquisitors to put effort towards stopping the rift rather than attacking me. A truce, you might say.
300 cultists: Even in this dark hour, go out and help the poor, sick and needy.
Remainder of cultists bar 1: Spend time with your families.
That cultist who may or may not have been trying to get me out on a date: Were you trying to get me out on a date?
Ask for help: [1] They haven't a clue, and when you mention the rift they start to panic and try to scramble for the exit (civilians panicking)
Research: [5] Luckily your mad scientists are more successful. They discover that the rift is a split in the dimension and can be sealed if someone with reality warping power knits it back together, or alternately if solid matter is bound to the edges then it will stop it from opening. (discovered seal rift ability, learned hold rift ritual {consumes solid material})
Diplomacy: [3] They manage to convince the inquisitors of the imminence of disaster, but the inquisitors only agree to get out of your way since they don't know any way to help with the problem. (inquisitors deactivated)
Help: [2] They can't calm down the panicking civilians nor can they bring more injured people past the crowd into the healing church.
Say goodbye: [4] They visit their families and talk about life. Even the ones who are a little crazy enjoy the down time.
Answer question: [1] ((Yes, I rolled to determine the response)) "What? No, that's just what the ritual called for. You have some cool healing powers, but who would want to date your ugly mug?" (Depression increased)

Aura: [1] There's nobody to heal, so your power overheals some of your cultists into bizarre monsters. An extra arm here, tumorous bulges there, long grungy hair everywhere, it's not fun to look at. (100 cultists now horrific)

Panicking crowds: ESCAPE!
[6] They trample many of your cultists trying to do their jobs in their rush, and some of the civilians aren't looking much better. (100 civilians escape, -100 cultists, 50 civilians trampled to death)
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: carp on September 02, 2015, 11:32:00 am
ME: summon some carp in the bay where we put the subs
100 cultists: research a summoning ritual that doesn't require an or of stalwart
10 cultists: get the subs running and mobile
65 cultists: make or buy or steal sub parts
50 cultists: use the rain ritual on california to try and start making amends for what i've done maybe i'll lose a few inquisitors


Title: Re: RTD horrors - game 3 running, waitlist open
Post by: Aslandus on September 02, 2015, 12:18:40 pm
ME: summon some carp in the bay where we put the subs
100 cultists: research a summoning ritual that doesn't require an or of stalwart
10 cultists: get the subs running and mobile
65 cultists: make or buy or steal sub parts
50 cultists: use the rain ritual on california to try and start making amends for what i've done maybe i'll lose a few inquisitors

Summon carp: [2] In absence of the ability to summon carp you try to turn some of the water into carp. You still fail.
Research: [3] They find a summoning ritual... oh for fuck's sake, this isn't a summoning ritual, it's a sunnening ritual! It causes the sun to come out and apparently involves pouring whiskey onto an illuminated spell circle. (found ritual of sunshine {req whiskey and light})
Make subs work: [4] They finally get the subs to go underwater. They quickly discover that the bay is kinda boring. (subs working properly)
Get moar sub partz!: [2] Maybe they should be looking for submarine parts in places that aren't the desert...
Make it rain: [4] They manage to get a rain storm to appear over California. Yay. Your inquisitors remain blissfully unaware of your cult's activities. (raining in California)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 03, 2015, 06:19:39 pm
my new goal: make the sun come out OF THE GROUND >:D DESTROY DESTROY.
ME: reference the great carp archives for an interdimensional portal summoning spell or something to make the wormhole come from my dimension (they're not called the great carp archives because it has really good books about carp but it is full of books made out of carp of great proportions)(repeat this turn until i succeed)
50 cultists: get sunnening ritual ingredients.
50 cultists: research a spell that summons me to the oceans under the ice of europa.
100 cultists: WEEE HHEEEEE HEEEEE HHEEEEEEEEEEEEEEEE
25 culltists: SUMMON THE HORSE MEN OF THE APOCLYPSE.
∞ cultists: FRAGNO MAGNO DRAGNO SAHG HAGNO LAGNO TAGNO MAHG FERAGNO SENAGNO TAYAHG?/:*',@*%^#%$(@(^$*>
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 03, 2015, 07:28:18 pm
Sorry Evonix, I think I broke your brother...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 04, 2015, 10:50:33 am
Sorry Evonix, I think I broke your brother...
i really want to see how you going to do the turn "100 cultists: WEEE HEEEE HEEEE"
this game has been going on for so long i want it to end in a blaze of fusiony carpy "glory".
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 08, 2015, 09:27:29 pm
K.I.:Make test range with brick bunkers for safe rocket testing, also make some lightweight armor.
Giant robot+100 Cultists: Cultists get the hold rift ritual and see if concrete works for holding the rift then if it does go hold the rift, but only the robot goes within the danger zone(the robot is mindless and has been remote controlled all this time right? If not and the robot is sentient in it's own right then I hope it will make this noble sacrifice for all human kind and any robots they may create in the future, or if it's piloted set it up to be remote controlled then do the thing.

205 cultists and 10 recognizable cultists: RECROOOOT!

Sorry Evonix, I think I broke your brother...
what? it's an improvement.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 08, 2015, 10:24:11 pm
K.I.:Make test range with brick bunkers for safe rocket testing, also make some lightweight armor.
Giant robot+100 Cultists: Cultists get the hold rift ritual and see if concrete works for holding the rift then if it does go hold the rift, but only the robot goes within the danger zone(the robot is mindless and has been remote controlled all this time right? If not and the robot is sentient in it's own right then I hope it will make this noble sacrifice for all human kind and any robots they may create in the future, or if it's piloted set it up to be remote controlled then do the thing.

205 cultists and 10 recognizable cultists: RECROOOOT!

Sorry Evonix, I think I broke your brother...
what? it's an improvement.
Copy ritual: [2] They can't seem to find a safe path through the defenses around Rosabel's chapel and decide to stay out of it instead of hurting themselves going in.
Enter the rift: [5] They don't know if the robot is sentient or not, they just used a glowing chip from an old computer and the robot just works... Anyway, it delves into the rift and sees another world, similar to Earth, on the other side. It would probably destroy both worlds and all who live on them if the rift is allowed to expand. (discovered Alterworld)
Recruit: [4] They get more people to join them for a few more parties before the end of the world. (+225 cultists)

KI: [2] They can't do anything because they're swamped with paperwork and legal permits they have to deal with.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 14, 2015, 03:54:36 pm
why hasn't anybody been doing anything recently? like aslandus what happened to my turn?
and shouldn't it be "apocalypses now" i mean how many do we have going on theres the zombie plague the rift and the two i have planned.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 14, 2015, 08:12:40 pm
Whoops, I forgot that we only had 4 people still active...
Humanity
Stop harassing Puff puff's cult
[no roll] They cease attacking the cult, satisfied at having disposed of the horror. Naturally, they start panicking over the rift as well. (no longer attacking)

Give Koshu a high five
[1] They are unable to high five you and accidentally send a few people to another dimension trying. Whoops.

The end of the world draws closer.
End of Turn !23deWqrfq2w1.
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 175 armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: lukewarm ratings, technical difficulties
-+"Booze: the magic poison" talk show: lackluster ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 530 cultists, 25 well trained astronauts, 10 recognizable cultists
-Items: has sturdy base with defenses (20 gun turrets), has bricks and concrete, knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker
-Inquisitors: know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 211 cultists, 15 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), heavily armed giant death robot (2 physique, 2 power, can launch missiles), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 225 armed cultists
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly, knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (lightly injured): summoned, has seal rift ability, sad
Cultists: 685 armed cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 armed assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}
Other: adored by humanity, community improved, excellent PR, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, has zombie vaccine, buried the dead again
Temporary: 100 panicking civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift will destroy the world in [9] turns, finally raining in california
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 14, 2015, 09:52:53 pm
Me: Recruit lost souls (Even though it doesn't do anything on the overworld I like to have a following, and they worship cats).
100 cultists: Transfer to K.I.
K.I.: Get the forms out of the way and construct a test range.
50 cultists: Get the ritual of stabilize rift from Rosebel.
200 cultists: Strip The Thing Unseen of it's powers and divide it among you.
100 cultists: Get dragons blood.
Giant robot: If the ritual has been acquired stabilize rift.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on September 15, 2015, 04:19:43 am
CUltists: Continue the show!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 15, 2015, 12:56:11 pm
my new goal: make the sun come out OF THE GROUND >:D DESTROY DESTROY.
ME: reference the great carp archives for an interdimensional portal summoning spell or something to make the wormhole come from my dimension (they're not called the great carp archives because it has really good books about carp but it is full of books made out of carp of great proportions)(repeat this turn until i succeed)
50 cultists: get sunnening ritual ingredients.
50 cultists: research a spell that summons me to the oceans under the ice of europa.
100 cultists: WEEE HHEEEEE HEEEEE HHEEEEEEEEEEEEEEEE
25 culltists: SUMMON THE HORSE MEN OF THE APOCLYPSE.
∞ cultists: FRAGNO MAGNO DRAGNO SAHG HAGNO LAGNO TAGNO MAHG FERAGNO SENAGNO TAYAHG?/:*',@*%^#%$(@(^$*>
Find your own way out: [3] You don't find a spell, but you find a wormhole leading to somewhere. Maybe Earth, maybe not, you'll only find out if you look through. (found mysterious portal)
Let there be light: [4] They collect whiskey for the ritual. Hooray for alcohol! (whiskey gained)
Summon research: [6] They discover a ritual to bring you directly to the frozen lands of Europa. It requires a bunch of bread, fresh fruit, cashews, and the blood of an Englishmun... Wait, how did they discover this ritual? And why would they look up a ritual to summon you in a country on the other side of the world? Some of your cultists realize they are English and flee to avoid being used as sacrifices. (Discovered summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, -25 cultists)
Whee: [5] They hang out at an amusement park all day and have a great time. (now high morale)
Summon horsemen: [4] They find a ritual that will summon them, provided they sacrifice 7 seals on the ritual circle. Looks like you're going to have to send some cultists to seal territory. (Discovered summon horsemen ritual {consumes 7 seals}) ((Looks like whoever wants to save the world will have to purge Carp's influence))
Other: [irreelvant] due to not existing, your other cultists can't do anything.

Me: Recruit lost souls (Even though it doesn't do anything on the overworld I like to have a following, and they worship cats).
100 cultists: Transfer to K.I.
K.I.: Get the forms out of the way and construct a test range.
50 cultists: Get the ritual of stabilize rift from Rosebel.
200 cultists: Strip The Thing Unseen of it's powers and divide it among you.
100 cultists: Get dragons blood.
Giant robot: If the ritual has been acquired((No conditions for orders)) stabilize rift.

Recruit the dead: [4] You convince some of the legions of your old cultists to hang around a little longer to hang out with you before moving on. (+150 ghost friends)
Transfer: [6] They go over to KI hastily and get tired out from running too hard. (100 cultists sent to KI, tired out)
Test range: [1] They build a testing site, but it is unusable because it is too close to the headquarters. They use up all their materials making it. (lose bricks and concrete)
Stabilize: [2] They fail to learn he ritual from the very busy people at Smiley's church
Find thing unseen: [6] Since they don't know where the thing unseen is, they search for it. Much of the search party goes missing. (-100 cultists)
Dragon blood: [6] They discover more dragon blood and have a toast to a job well done. (-50 cultists, gained dragon blood)
Robot: [irrelevant] The robot tries to stabilize the rift without the ritual and gets sliced in half by a split in reality. (Giant robot destroyed)

CUltists: Continue the show!
[4] They repair the stage and get the show broadcasting again! Whew, that was close. The random jerks are a little more cooperative now that they've had their teeth smashed in. (show up and running again, now average popularity)

Inquisitors: get a better air time to gain more viewers
[2] They can't convince the network to give them a better time slot, but they avoid offending anyone.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 15, 2015, 03:54:11 pm
Summon horsemen: [4] They find a ritual that will summon them, provided they sacrifice 7 seals on the ritual circle. Looks like you're going to have to send some cultists to seal territory. (Discovered summon horsemen ritual {consumes 7 seals}) ((Looks like whoever wants to save the world will have to purge Carp's influence))
uhhhh how did you know seals are my favorite animals or was it just a lucky guess?? also Europa is a moon and i got a six so i got that ritual and there already is a consequences
ME: RECROOOOT the thing unseen
all except 25 cultists: split in 4 groups and search for ingredients to summon me to the oceans underneath the ice of Europa (so count each group as an individual action}
the 25 cultists left: look for male southern elephant seals

((and griffin rolled a six he should have found the thing unseen maybe by covering it with corn starch.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 15, 2015, 03:59:44 pm
this was just a test please disregard
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 15, 2015, 04:33:38 pm
Summon horsemen: [4] They find a ritual that will summon them, provided they sacrifice 7 seals on the ritual circle. Looks like you're going to have to send some cultists to seal territory. (Discovered summon horsemen ritual {consumes 7 seals}) ((Looks like whoever wants to save the world will have to purge Carp's influence))
uhhhh how did you know seals are my favorite animals or was it just a lucky guess?? also Europa is a moon and i got a six so i got that ritual and there already is a consequence.
ME: go through the portal
all cultists: split in 4 groups and search for ingredients to summon me to the oceans underneath the ice of Europa (so count each group as an individual action}

It was actually meant as a pun for the 7 seals of the apocalypse according to mythology... I assumed you meant Europa as in Europe and didn't bother to look it up, but I'll let it go to a moon if you want.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 16, 2015, 07:52:29 am
Summon horsemen: [4] They find a ritual that will summon them, provided they sacrifice 7 seals on the ritual circle. Looks like you're going to have to send some cultists to seal territory. (Discovered summon horsemen ritual {consumes 7 seals}) ((Looks like whoever wants to save the world will have to purge Carp's influence))
uhhhh how did you know seals are my favorite animals or was it just a lucky guess?? also Europa is a moon and i got a six so i got that ritual and there already is a consequence.
ME: go through the portal
all cultists: split in 4 groups and search for ingredients to summon me to the oceans underneath the ice of Europa (so count each group as an individual action}

It was actually meant as a pun for the 7 seals of the apocalypse according to mythology... I assumed you meant Europa as in Europe and didn't bother to look it up, but I'll let it go to a moon if you want.
ahhh.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 16, 2015, 09:29:14 am
you skipped a command : 50 cultists: Get the ritual of stabilize rift from Rosebel.
also I didn't hear about no condition orders.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 16, 2015, 10:23:58 am
you skipped a command : 50 cultists: Get the ritual of stabilize rift from Rosebel.
also I didn't hear about no condition orders.
Stabilize: [2] They fail to learn he ritual from the very busy people at Smiley's church
I've said it several times before, but I suppose I may not have said it directly to you yet. The rule still stands though. If you had gotten the ritual then it might have worked, but such is the risk of writing orders before you know the conditions they will have to be fulfilled in...

It's not like you can't build another robot next turn.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 17, 2015, 07:55:18 am
K see it now
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 17, 2015, 08:56:48 am
The only player who hasn't posted in Adragis... If you can, do so ASAP so we can move the turn forward.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on September 17, 2015, 09:28:26 am
Rosabel: Read a self-help book.
Horrific Cultists: Research ways to cure your condition.
500 armed cultists: use your weapons as solid material for the ritual of Stabilise Rift.
175 armed cultists: treat the wounded.
Assassin Cultists: Perform ritual of Stabilise Rift.
All other cultists bar that one who called me ugly: Try and raise general morale. The rift will be dealt with.
Insulting cultist: thou art forgiven.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 17, 2015, 11:41:12 am
Rosabel: Read a self-help book.
Horrific Cultists: Research ways to cure your condition.
500 armed cultists: use your weapons as solid material for the ritual of Stabilise Rift.
175 armed cultists: treat the wounded.
Assassin Cultists: Perform ritual of Stabilise Rift.
All other cultists bar that one who called me ugly: Try and raise general morale. The rift will be dealt with.
Insulting cultist: thou art forgiven.
Read: [6] The book is so boring you give yourself a migraine reading it. on the other hand, you learned a bit more about human psychology. (Gained migraine, read self help book)
Cure research: [3] They figure out a way to use makeup and oversized clothes to cover the deformities, but fail to find a cure. (Can hide their horrificness)
Stabilize: [5] They manage to prop their weapons exactly along the rift before it spreads any further and affix them with epoxy and pieces of wood nearby. It looks surprisingly sturdy, so hopefully nobody knocks those things over and releases the rift again. (rift stabilized with sturdy frame, lose weapons)
Treat wounded: [5] They work hard to fix more people's broken limbs. Some of whom may have been recently stomped into the ground from trampling. (+350 civilians)
Raise morale: [2] There's too much screaming, the civilians can't hear them.
Be forgiving: [4] You manage to resist the urge to squash him where he stands and forgive him for his transgression. How noble. (depression eased)

Panic: happen
[1] The civilians actually start to calm down a little... well, most of them anyway... (-75 civvies stop panicking)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 17, 2015, 01:39:31 pm
End of Turn EIQFDewdfqew
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 175 armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: lackluster ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, experiencing minor hallucinations (1/6 chance of failing to perform personal actions)
-Cultists: 280 cultists, 25 well trained astronauts, 10 recognizable cultists, 150 ghost friends
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood
-Inquisitors: know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 211 cultists, 100 tired cultists 15 recognizable cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: CARP LIFE
-Cultists: 100 armed cultists, 100 high morale armed cultists
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly,  found mysterious portal
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine
Cultists: 185 armed cultists, 500 cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}
Other: adored by humanity, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances
Temporary: 25 panicking civilians, 425 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, finally raining in california
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 18, 2015, 02:19:00 pm
hey can anybody here draw well?
ME: RECROOOOT the thing unseen
all except 25 cultists: split in 4 groups and search for ingredients to summon me to the oceans underneath the ice of Europa (so count each group as an individual action}
the 25 cultists left: look for male southern elephant seals
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 18, 2015, 03:03:38 pm
hey can anybody here draw well?
ME: RECROOOOT the thing unseen
all except 25 cultists: split in 4 groups and search for ingredients to summon me to the oceans underneath the ice of Europa (so count each group as an individual action}
the 25 cultists left: look for male southern elephant seals

recruit: [4] Luckily you remembered that he's a horror and send him a message on Psinet. The thing unseen responds telling you that he'll definitely help you and he's absolutely not going to stab you in the back at the earliest opportunity. (TTU assisting)
Split into groups: [5] They divide up into groups and make preparations to seek out the items. Turns out some of the group members are English and are willing to be used as sacrifices. (1 group with 43 people, 3 groups with 44 people each formed, 10 English cultists identified)
Search: [2] They don't find any seals. Maybe they shouldn't be searching in California for them, but that's just your opinion.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on September 18, 2015, 03:17:23 pm
1/2 of cultists: Continue show, and start fundraising drive through it.
1/2 of cultists: Start cycling and pilates classes.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 18, 2015, 09:37:36 pm
1/2 of cultists: Continue show, and start fundraising drive through it.
1/2 of cultists: Start cycling and pilates classes.
fundraiser: [2] They aren't able to make any money, unfortunately. Luckily, the set didn't spontaneously combust, so the show continues regardless.
Exercise! [3] They start running some classes but nobody else attends. Oh well, at least the cultists are getting more fit. (87 cultists now fit)

Inquisitors: pull a crazy stunt to get more viewers
[2] Apparently bringing real alcohol onto the set instead of water in vodka bottles wasn't crazy enough for the audience
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 20, 2015, 10:45:22 pm
K.I.: Make protective gear aka space suits, hazmat suits, generic armor, runeicly(how do you spell that) warded armor, and investigators gear(stuff to deal with things like The Thing Unseen.
100 cultists: fill the M.U. ruins with poison(glad T.T.U. works with acid not poison) which due to them being filled with poison enhancing wards should mamae the thing unseen, also pleas do this from far away, preferably thru time delay.
100 cultists: Make rocket safety (escape towers ,Ejector seats, parachutes...) equipment at the too close test range, remember to warn people to stay inside (yourselves included) when you set off anything potentially explosive.
80 cultists + 10 recognisable cultists: recrute tavern wench's cultists away from her, promise and deliver rum.
Me + 150 ghost friends: I apologize to them.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 21, 2015, 10:36:21 am
K.I.: Make protective gear aka space suits, hazmat suits, generic armor, runeicly(how do you spell that) warded armor, and investigators gear(stuff to deal with things like The Thing Unseen.
100 cultists: fill the M.U. ruins with poison(glad T.T.U. works with acid not poison) which due to them being filled with poison enhancing wards should mamae the thing unseen, also pleas do this from far away, preferably thru time delay.
100 cultists: Make rocket safety (escape towers ,Ejector seats, parachutes...) equipment at the too close test range, remember to warn people to stay inside (yourselves included) when you set off anything potentially explosive.
80 cultists + 10 recognisable cultists: recrute tavern wench's cultists away from her, promise and deliver rum.
Me + 150 ghost friends: I apologize to them.
((Is that supposed to be "maim"? I'm going to assume it is))
KI: [6] They manufacture so much protective gear that they decide to hit the market with it and now everyone has it. (All cultists armored, hazmat suits easily available, space suits easily available)
Make the EPA cry: [2] They are too scared to do that because of the rumors that anyone who goes near the ruins disappears.
Safety first: [1] They not only fail to make anything useful, many quit in frustration after hours of work amount to nothing. (-50 cultists)
Steal cultists: [5] Your cultists use super charisma powers to bring TW's cultists away from her cause. Their overwhelming power isn't enough to take everything from her, but you get over half of her surviving cult. (steal 90 cultists from TW)
Apologize: [1] You accidentally call them a  bunch of incompetent ingrates instead. Apologizing is hard. They respond by saying they are just here to watch the last remnants of your army die off. (depression increased)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on September 21, 2015, 10:52:47 am
Rosabel's aura of peace and happiness: Calm civilians.
Rosabel: Recruit.
250 cultists: Go out, do good deeds.
All other cultists: Take a break from the chaos. Go and be with your families, find romance, be happy, do other normal things, but be ready for when I call you again. May I stress this is not an order to leave the cult, just to take a break for now.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 21, 2015, 01:30:31 pm
Rosabel's aura of peace and happiness: Calm civilians.
Rosabel: Recruit.
250 cultists: Go out, do good deeds.
All other cultists: Take a break from the chaos. Go and be with your families, find romance, be happy, do other normal things, but be ready for when I call you again. May I stress this is not an order to leave the cult, just to take a break for now.
Aura: [5] Your manage to quell their panic with your presence. Astounding considering how you're actually kind of freaking out yourself. In fact, some of the cultists actually fall asleep and are carried out by their friends. (panicking stopped, -100 civilians)
recruit: [5] You convince more people to join you in jolly cooperation. (+200 cultists)
good deeds: [6] They get caught up in their work and miss the call to return. (-100 cultists)
vacation: [1] They can't take time off because they're too obsessed with working. A riot ensues in the base. (-200 cultists)

Civilians: leave in a calm and orderly fashion
[5] They clear out of the chapel in record time, making room for you to start on new projects and heal the last of the injured civilians. (-350 civilians)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 22, 2015, 10:11:04 am
AAAUUUUUUUUUUUUUGGGGHHH
WHY IS NOONE GOING
actually wait all four active players have gone so aslandus turn wrap up plz.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 22, 2015, 02:23:06 pm
AAAUUUUUUUUUUUUUGGGGHHH
WHY IS NOONE GOING
actually wait all four active players have gone so aslandus turn wrap up plz.
Whoops, meant to do it right after Rosabel's action, but then forgot

End of Turn Elentysters
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 85 fit armored armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: lackluster ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, depressed
-Cultists: 230 armored cultists, 88 armored armed cultists, 2 fit armored armed cultists, 25 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits
-Inquisitors: know ritual of ignite mortals {req gasoline, consumes cultists}, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 211 armored cultists, 100 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU
-goal: CARP LIFE
-Cultists: 25 armed cultists
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly,  found mysterious portal
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
--Search Group 1: 43 cultists
--Search group 2: 44 cultists
--Search group 3: 44 cultists
--Search group 4: 34 cultists, 10 English cultists

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine
Cultists: 185 armed cultists, 400 cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}
Other: adored by humanity, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances
Temporary:

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, finally raining in california
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 22, 2015, 02:45:03 pm
sorry bout this i'm using a bad computer and it didn't display this as posted
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 22, 2015, 02:50:30 pm
sorry bout this i'm using a bad computer and it didn't display this as posted
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 22, 2015, 03:05:10 pm
ME:go through rift
1/2 cultists: continue search for europa summoning ingredients.
1/2 cultists: get 7 southern elephant seals.

sorry bout this i'm using a bad computer and it didn't display this as posted
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 22, 2015, 04:55:08 pm
ME:go through rift
1/2 cultists: continue search for europa summoning ingredients.
1/2 cultists: get 7 southern elephant seals.

sorry bout this i'm using a bad computer and it didn't display this as posted
Rift: [4] You pass through the portal and find yourself in a world of fantasy creatures. There is likely some stuff you can do or learn here that will help you with... whatever it is you want to do really, it certainly looks more helpful than a plane of infinite carp. (Now in World of Fables)
Search: [4] Two of the groups go off to find ingredients for the ritual, and manage to find some bread and a can of cashews at the local store. (acquired cashews and bread)
SEALS: [5] The other two groups go off and find 7 of the ugliest, meanest seals they can find so they don't have to feel bad about slaughtering them. (gained 7 elephant seals)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 23, 2015, 07:48:30 am
hey can i have a pet unicorn?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 23, 2015, 12:29:15 pm
hey can i have a pet unicorn?
Sure, I don't see why not...

Btw, I forgot to mention it, but summoning yourself to another planet doesn't actually get you any closer to conquering Earth, so you can't win the game from Europa... Thought it would be better to tell you now than have it be a surprise like the transformation thing...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 24, 2015, 03:47:29 pm
hey can i have a pet unicorn?
Sure, I don't see why not...

Btw, I forgot to mention it, but summoning yourself to another planet doesn't actually get you any closer to conquering Earth, so you can't win the game from Europa... Thought it would be better to tell you now than have it be a surprise like the transformation thing...
wait if i'm on europa will the regular summoning ritual summon me to earth or vice versa.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 24, 2015, 04:11:26 pm
It will summon you to Earth, yes, that's partially why I assumed you meant Europe when you said you wanted to go to Europa... That said, there's nothing to gain from summoning yourself to another planet just so you have to summon yourself again...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 24, 2015, 05:19:22 pm
i wanted someplace safe while i attempt to bring on the apoclypse.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 24, 2015, 05:40:57 pm
You don't have to get summoned to bring the apocalypse... You just need to prepare a summoning ritual while your cultists raise hell if you want to "win" the game (though at this point I assume you're just playing out your own plan and don't actually care about taking over Earth)...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 24, 2015, 08:05:31 pm
well i do have a carp plan.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 25, 2015, 08:27:00 am
OTHER PEOPLE GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 25, 2015, 09:39:05 pm
Aaaaaany day now...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on September 26, 2015, 06:59:26 pm
30 armored cultists: Get the ritual of ignite mortals from wherever the last inquisitors left it.
100 Armored cultists: Make rocket safety (Escape towers, ejector seats, parachutes...) equipment at the too close test range, remember to warn people to stay inside (yourselves included) when you set off anything potentially explosive. (Yes it is copied and pasted.)
88 Armored armed cultists: Attempt to poison the T.T.U from a distance.
100 Armored cultists + K.I.-Tired cultists: Build moon rocket a safe distance from civilisation.
The rest: Take some time off, be merry.

"Hurra for mass produced armor! Hurra for K.I.!"
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on September 26, 2015, 08:13:00 pm
30 armored cultists: Get the ritual of ignite mortals from wherever the last inquisitors left it.
100 Armored cultists: Make rocket safety (Escape towers, ejector seats, parachutes...) equipment at the too close test range, remember to warn people to stay inside (yourselves included) when you set off anything potentially explosive. (Yes it is copied and pasted.)
88 Armored armed cultists: Attempt to poison the T.T.U from a distance.
100 Armored cultists + K.I.-Tired cultists: Build moon rocket a safe distance from civilisation.
The rest: Take some time off, be merry.

"Hurra for mass produced armor! Hurra for K.I.!"
Steal ritual: [6] They scavenge the ritual directions from the rubble of the inquisitor mansion. However, some of them find files among them that cause them to doubt your cause, to the point of open rebellion! (15 armored cultists become inquisitors, gain ritual of ignite mortals)
Make safety equipment: [3] They make some roughshod safety equipment that appears to be a parachute made from a blanket, a rickety tower made of 2x4s, and snapaway seats for the rocket they are planning. You are unsure whether you should allow them to use this stuff. (gained roughshod rocket-safety equipment)
Poison: [1] Many of them never return (-50 armored armed cultists)
Build rocket: [4] They piece together a rocket with a cockpit that they think will make it to the moon. Of course, it won't fly without fuel and if the astronauts mess up there probably won't be much to bury... (built rocket)
Vacation: [3] They have a stressful vacation time. Apparently many of them don't like their families much.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on September 27, 2015, 08:49:39 am
EVERY BODY ELSE JUST GOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 01, 2015, 07:09:23 pm
(this is carp on evonix's account) why hasn't anything been posted.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 01, 2015, 09:39:54 pm
If Rosabel and TW don't post by tomorrow at... I'll say 3:00 pm, then I'm ending the turn without them
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 01, 2015, 09:49:39 pm
Oh, whoops. I thought the previous turn wasn't gone yet.

40 cultists recruit.
Other cultists start Zumba classes.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 01, 2015, 11:29:35 pm
Rosabel: Try to cheer myself up.
100 cultists: Continue your cultist duties, i.e. healing people.
25 cultists: Plan a party to keep morale up more.
Mad Cultists: Research esoteric knowledge. Preferably of a positive nature.
Rest of cultists: Try and improve social position so that we are no longer a cult, and instead a charity.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 02, 2015, 12:17:00 pm
Oh, whoops. I thought the previous turn wasn't gone yet.

40 cultists recruit.
Other cultists start Zumba classes.

recruit: [5] They find a couple more people to join. (+80 cultists)
Zumba: [1] The fire! It's everywhere! (-20 cultists)

Inquisitors: become more popular
[3] They do some crazy stunts that don't actually draw that much attention to them or their cause. Still, some people thought it was cool. (now mid range ratings)

Rosabel: Try to cheer myself up.
100 cultists: Continue your cultist duties, i.e. healing people.
25 cultists: Plan a party to keep morale up more.
Mad Cultists: Research esoteric knowledge. Preferably of a positive nature.
Rest of cultists: Try and improve social position so that we are no longer a cult, and instead a charity.
Be less sad: [6] You try to cheer yourself up and accidentally reopen the emotional wounds. (depressed again)
Repair wounds: [5] They mop up the last of the wounded people lying on the floor of the chapel. They figure out how to use the surgical tools more effectively. Glory to the Healing Church! (+100 civilians, 100 cultists now surgeons, no more sick/injured in the chapel)
party: [4] They plan out and start up a party. Not much of note except that your cultists are now in a much better mood than you are. (morale high)
Research: [2] They gaze into the void, but look away before it gazes back into them.
Become a charity: [2] After some investigation, the last major conversion from a cult to a meaningful group involved crucifying the leader of the cult. Your followers decide against it.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 02, 2015, 12:21:18 pm
((i c wot u did thar))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 03, 2015, 09:52:29 am
so evrybodys gone?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 03, 2015, 10:48:29 am
End of Turn Lfeiajfe
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 145 fit armored armed cultists
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, moderately bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: mid range ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, depressed
-Cultists: 165 armored cultists, 88 armored armed cultists, 2 fit armored armed cultists, 25 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 211 armored cultists, 100 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, in World of Fables
-goal: CARP LIFE
-Cultists: 25 armed cultists
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, 7 elephant seals
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly,  found mysterious portal
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
--Search Group 1: 43 cultists
--Search group 2: 44 cultists
--Search group 3: 44 cultists
--Search group 4: 34 cultists, 10 English cultists

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine, depressed
Cultists: 185 armed cultists, 300 cultists, 100 surgeon cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists, morale high
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}
Other: adored by humanity, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances
Temporary: 100 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 03, 2015, 07:02:02 pm

Cultists: Imrpove PR.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 03, 2015, 10:01:56 pm

Cultists: Imrpove PR.

[1] Dammit, that speech was bad and your cultists should feel bad for writing it. (bad PR, morale low)

Inquisitors: Become obsessed with this talk show
[2] Meh, they could take it or leave it, they really just started the show to snub all those drunks following TW
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 04, 2015, 01:39:17 am
Rosabel: Quietly sob in a supply closet or something to work off all this stress in true human fashion.
100 surgeon cultists: Recruit.
Other cultists bar 50: Spread the word of the cult. Ally the townspeople with us (pretty certain we have leverage for that.
50 Cultists: Go forth and help the poor, sick and weak.
I'm feeling depressed, too, so if you wanna help me it's appreciated. Thanks.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 04, 2015, 09:00:28 am
me: RIDE DRAGON UNICORN (they're a mythical beast in the book of alrikion* they're like dragons except have a magical horn and poo rainbows (they're colorful but hard to clean up))
any free cultists: sacrifice the seals on the summoning circle (i assume it's just something carved into the ground if it requires dragon's blood i still have some)
cultists doing stuff: continue doing those things

((*definitely not my real life name with (ion) stuck on and the c replaced with a k nope nope nope))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 04, 2015, 10:32:35 am
Rosabel: Quietly sob in a supply closet or something to work off all this stress in true human fashion.
100 surgeon cultists: Recruit.
Other cultists bar 50: Spread the word of the cult. Ally the townspeople with us (pretty certain we have leverage for that.
50 Cultists: Go forth and help the poor, sick and weak.
I'm feeling depressed, too, so if you wanna help me it's appreciated. Thanks.
Cry it out: [3] Your blubbering makes you feel a little better. Not much, but a little. (Now only slightly depressed)
Recruit: [6] They find people to join your club, but word gets around that the rift isn't destroying the world anymore and your inquisitors get back in action. (inquisitors active, +100 cultists)
Go public: [1] Maybe the posters featuring your giant glasgow grin was a bad move... (Gone public, but now only good PR) ((Not like PR's been important for the last few turns anyway))
Charity: [6] They help various people around town and seeing them do so warms your heart a little. However, many of them don't return. (-40 cultists, not depressed, PR very good)

me: RIDE DRAGON UNICORN (they're a mythical beast in the book of alrikion* they're like dragons except have a magical horn and poo rainbows (they're colorful but hard to clean up))
any free cultists: sacrifice the seals on the summoning circle (i assume it's just something carved into the ground if it requires dragon's blood i still have some)
cultists doing stuff: continue doing those things

((*definitely not my real life name with (ion) stuck on and the c replaced with a k nope nope nope))
((What's with you and obscure mythologies? I don't know about the source, it sounds more like something from dragon tales, but I'll allow it anyway if you roll well))
Ride the beast: [4] You find a dragon with a single horn leaving rainbow trails as it flies. You flow up onto its back and it carries you around, though with your lack of limbs you can only direct it through barely intelligible garbling. (riding magic dragoncorn)
Summon the horsemen: [2] They can't get the seals to sit in the circle for the sacrifice, so the ritual is delayed.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 04, 2015, 11:46:44 am
i was joking i made the dragon unicorn up and my name is alric but yes i do like silly thing to do with obscure mythology's. but i got to ride it WOOOOOOOOOOOT.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 04, 2015, 09:19:30 pm
An escape tower is a tower full of fast burning solid rocket propellant that's used to attempt to outrun an explosion https://en.wikipedia.org/wiki/Launch_escape_system... guess I should have said launch escape system instead, oh well a tower will help in supplying the rocket.
Tired K.I. people: Rest.
K.I.: Make some proper safety equipment.
50 Armored armed cultists: Train in grand training hall, we need guards.
50 Armored cultists: Get in hazmat suits and go get some Dragons blood.
Rest: Recruit, people love the space program.
Me: Think happy thoughts, apologise to ghost "friends" for previous apology.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 05, 2015, 11:59:24 am
An escape tower is a tower full of fast burning solid rocket propellant that's used to attempt to outrun an explosion https://en.wikipedia.org/wiki/Launch_escape_system... guess I should have said launch escape system instead, oh well a tower will help in supplying the rocket.
Tired K.I. people: Rest.
K.I.: Make some proper safety equipment.
50 Armored armed cultists: Train in grand training hall, we need guards.
50 Armored cultists: Get in hazmat suits and go get some Dragons blood.
Rest: Recruit, people love the space program.
Me: Think happy thoughts, apologise to ghost "friends" for previous apology.

You rolled a 3, even if I knew what you meant you weren't getting that
Rest: [3] Many of them recover, but a few can't seem to get to sleep (50 cultists no longer tired)
KI: [2] They get caught up in other contracts and miss the deadline.
Train: [4] They practice with their weapons until they can reliably hit what they are aiming at. (50 armed armored cultists trained)
Dragon blood: [3] They put on their hazmat suits and grab some dragon blood. It's not nearly enough for a ritual, but they don't worry about it since they already have a stock of dragon blood at the base. (partially gathered dragon blood)
recruit: [5] They all work double time to keep the dream alive. Long live discovery! (+380 cultists)
Apology: [6] You apologize as well as you can, but end up sounding a bit boastful. Many of them think you're being insincere and their accusations make you nervous. (less depressed, scared of ghosts)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 05, 2015, 12:40:25 pm
End of Turn Orwkejrewf
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 145 fit armored armed cultists, low morale
-Items: base in the desert (breached), has dragon blood, has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: mid range ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult
-Cultists: 380 cultists, 165 armored cultists, 33 armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 25 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, in World of Fables
-goal: CARP LIFE
-Cultists: 25 armed cultists, magic dragoncorn mount
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, 7 elephant seals
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: CARP LIFE 4 EVAR, has turned into a DF carp (it's what you always dreamed of),  destroyed the focus stone, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly,  found mysterious portal
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
--Search Group 1: 43 cultists
--Search group 2: 44 cultists
--Search group 3: 44 cultists
--Search group 4: 34 cultists, 10 English cultists

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine
Cultists: 185 armed cultists, 360 cultists, 100 surgeon cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists, morale high
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known
Temporary: 100 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 06, 2015, 04:11:22 pm
((hey so is rabe both afraid of ghosts and is a ghost and whatever happened to the thing unseen why isn't "helped by the thing unseen" on my stuff ))
ME:use my dragonicorn (pronounced "drag-onna-corn") mount to search for another rift
any free cultist's: try to sacrifice the seals again
cultist's searching for things: hey i have a wonderful fantasy world as my safe retreat (glad that rift was in a great carp dome* so the carp don't come pouring into this world) so WORK ON A GIANT AQUARIUM.



*one of the only places that isn't full of carp to create these places sentient and eldritch carp build massive structures the size of solar system's made out of carp bones -the non eldritch carp die all the time no-one's quites sure why the carp plane isn't just carp corpses- just to keep an area the size of city block free of carp this one must've been built around the rift

Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 06, 2015, 05:41:52 pm
((hey so is rabe both afraid of ghosts and is a ghost and whatever happened to the thing unseen why isn't "helped by the thing unseen" on my stuff ))
ME:use my dragonicorn (pronounced "drag-onna-corn") mount to search for another rift
any free cultist's: try to sacrifice the seals again
cultist's searching for things: hey i have a wonderful fantasy world as my safe retreat (glad that rift was in a great carp dome* so the carp don't come pouring into this world) so WORK ON A GIANT AQUARIUM.



*one of the only places that isn't full of carp to create these places sentient and eldritch carp build massive structures the size of solar system's made out of carp bones -the non eldritch carp die all the time no-one's quites sure why the carp plane isn't just carp corpses- just to keep an area the size of city block free of carp this one must've been built around the rift
((It is, next to being in the world of fables and having your powers back. Also, why even bother with the groups if you're just going to refer to your cultists as a singular bass mass?))
Dragneecurn: [3] You find another rift. This one looks fairly stable, and leads to a world with a greenish gas pouring out. It smells foul and you think it would be better to stay out of there. (Found green portal)
SACRIFICE!: [4] OH DAMN! THE PARTY IS STARTING AGAIN! The wails of the seals as they are butchered become rhythmic and become hoofbeats as the horsemen rise from below the earth. The end of days is now, face judgement ye weary souls! (Horsemen summoned)
Aquarium: [3] They build an above ground pool. That's not an aquarium, but at least it holds water... (Aboveground pool built)
Horsemen: ((Dammit guys, if you're not going to kill/banish each other and end the game I will))
Spoiler: Death (click to show/hide)
Spoiler: War (click to show/hide)
Spoiler: Pestilence (click to show/hide)
Spoiler: Famine (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 06, 2015, 05:49:46 pm
70 cultists: Get food
75 cultists: Improve morale.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 06, 2015, 06:03:07 pm
70 cultists: Get food
75 cultists: Improve morale.
Food: [1] They are unable to find any food in the middle of the desert, and in fact find themselves faced with famine himself, who demands you give up something from your inventory. They hesitantly hand over the remainder of the dragon blood, since it has little use outside of toxin and they won't be tempted to drink it out of hunger. (lose dragon blood)
Morale: [5] The more charismatic among the cult give a few rousing speeches that bring everyone back to feeling well. It won't fill their bellies, but the markets are still open until next turn so they won't die immediately. (Morale high)

Inquisitors: gather all the food in the area so the cult can't have it
[4] They fan out and forage for food for a few hours, plucking all the edible fruit from local desert plants around your base. Apparently your cultists are kinda bad at identifying edible plants. If you want food you'll either have to attack the inquisitors for it, or venture further for food in the future. ([3] turns of food collected, area around TW's base now barren)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 06, 2015, 07:32:52 pm
i suggest everybody goes through the rift and if it leads to the fantasy world i will be correct in thinking that the fantasy world is the hub considering there are already 2 rifts leading to it.
and maybe griffin should look for a rift in the Egyptian underworld maybe it will lead back to earth which wouldn't be much better.
and just imagine throught this h=whole thing a carp frolicking halfwayr through a dragonacorn.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 07, 2015, 12:40:48 am
((seriously? What kind of crap is this?
Aslandus seems to be completely ignoring my goals and everything. So much for fun.))
Rosabel:
Concentrate on using aura of happiness to negate the effect of War's ABSOLUTE BULLCRAP OVERPOWERED power.
All bar 100 Cultists: Petition for food donations.
100 Cultists: Research banishing spells. For the frickin' Horsemen.

Seriously this ruined the game for me. I was having fun being nice.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 07, 2015, 12:58:00 pm
((seriously? What kind of crap is this?
Aslandus seems to be completely ignoring my goals and everything. So much for fun.))
Rosabel:
Concentrate on using aura of happiness to negate the effect of War's ABSOLUTE BULLCRAP OVERPOWERED power.
All bar 100 Cultists: Petition for food donations.
100 Cultists: Research banishing spells. For the frickin' Horsemen.

Seriously this ruined the game for me. I was having fun being nice.
((What goals? You have yet to indicate you have any plans beyond "heal people and stay in this church forever". Carp was at least exploring options, you just keep healing people and doing very little. PR stopped working because I couldn't think of anything humanity could give you that you would want. While I don't like making a sudden death scenario, we've been on this game for months and only have 2 living horrors left. I'd rather push forward than sit here waiting for carp to get summoned and turn you into a mermaid or whatever his plan is, since you're clearly not going to end the game yourself.))

Food: [5] People are very generous with you and your plight, seems that good PR does do something after all. It's an impressive haul and will leave you stocked even with all these mouths to feed. ([10] turns of food gained)
Aura: [3] The goodwill and friendship holds off war's chaotic presence for a bit, but it won't last long. (war cannot act against Rosabel for 1 turn)
Research: [3] They find a brandishing spell, it summons a gun out of nowhere which fires at a target, at no cost. Not very useful for a pacifist, but in these tough times perhaps ideals will have to be set aside in the name of survival... (discovered brandishing spell)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 07, 2015, 01:23:17 pm
((sorry, was a bit annoyed then. Sorry for being so harsh and all.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 07, 2015, 01:30:48 pm
((It's fine, if you guys really want I can reduce the statline on the horsemen to a "normal" level and make it at least possible to beat them, and if you do we'll call it a victory for anyone who is still playing, sort of a final boss))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 07, 2015, 01:32:50 pm
((I'm actually fine either way, but I'd like a way to get rid of them at least. There'd be no winner otherwise.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 08, 2015, 03:40:56 pm
((seriously? What kind of crap is this?
Aslandus seems to be completely ignoring my goals and everything. So much for fun.))
Rosabel:
Concentrate on using aura of happiness to negate the effect of War's ABSOLUTE BULLCRAP OVERPOWERED power.
All bar 100 Cultists: Petition for food donations.
100 Cultists: Research banishing spells. For the frickin' Horsemen.

Seriously this ruined the game for me. I was having fun being nice.

well there is a nice rift to escape through any try being nice to the horsemen. and going by the terry pratchett description of death he's pretty ambivalent and apocalypses happen all the time in the discworld anyway death in particular has no reason to care he only guides souls once they're dead. and because this is christian symbolism your cultists will be passed straight to heaven.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 09, 2015, 03:20:06 pm
Ignore
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 09, 2015, 03:47:01 pm
I'm calling bullshit, carp did the ritual perfectly, thanks for the offer to nerf them and IamI taking you up on that.
50 trained armoured armed cultists + 15 well trained astronauts+K.I.: fill the rocket, launch, summon koshu and return, pity I couldn't get proper safety gear, at least you have some. (K.I. should have some fuel and you can always "aquier" some, also only the astronauts go in the rocket.)
Me: ask the horsemen to leave, remined them that the apocalypse causes the horsemen to come and not the other way round.
Armoured armed cultists and 20 armoured cultists: guard, armoured cultists man the turrets.
Half of normal cultists: Get food, the bunker builders should have packed non-perishibles but let's not risk it.
Rest: Get inside and train.
Since Koshu's not active I wanna use him as a sub horror K? At least until he comes back.

Also I'm defining my goals as steps toward a teir2(sun harnessed) civilisation so a proper misitonic university and off planet colonies.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 09, 2015, 07:35:17 pm
I'm calling bullshit, carp did the ritual perfectly, thanks for the offer to nerf them and IamI taking you up on that.
50 trained armoured armed cultists + 15 well trained astronauts+K.I.: fill the rocket, launch, summon koshu and return, pity I couldn't get proper safety gear, at least you have some. (K.I. should have some fuel and you can always "aquier" some, also only the astronauts go in the rocket.)
Me: ask the horsemen to leave, remined them that the apocalypse causes the horsemen to come and not the other way round.
Armoured armed cultists and 20 armoured cultists: guard, armoured cultists man the turrets.
Half of normal cultists: Get food, the bunker builders should have packed non-perishibles but let's not risk it.
Rest: Get inside and train.
Since Koshu's not active I wanna use him as a sub horror K? At least until he comes back.

Also I'm defining my goals as steps toward a teir2(sun harnessed) civilisation so a proper misitonic university and off planet colonies.
Eh, I guess I've delayed space travel long enough... Also, going to deny subjugating someone else's horror unless they expressly give permission, like you could subjugate CARP if he quit since he put you second in command but not Koshu, unless he did and I forgot in which case please link/quote. ((gotta remember to put that back down))

LAUNCH: [5] As it happens they DO have a few barrels of rocket grade fuel, they hesitantly give it up in the name of future glory. The launch remarkably goes off without a hitch and the astronauts make it to the moon, but there simply isn't enough time in the day to set up the ritual and summon Koshu, and certainly not enough to do it and come home, even working double time. (astronauts now on the moon)
Try to bargain: [4] You can only talk to death since you're dead, but he seems surprisingly chatty with lost spirits.
"We and the apocalypse are one in the same. As it happens, we will cleanse the rest of the chosen. We know an apocalypse is happening because we were summoned, and so we will act... Though, perhaps I will hold back on annihilating everyone until I find out what event we are supposed to be working alongside..." (Death stalled for [2] turns)
Guard: [2] They are too terrified of the sudden price hikes and are busy sending letters and emails to their families to work right now.
Food: [1] They find themselves stuck in a HUGE line and cannot do anything until they wait through it. (190 cultists stalled for 1 turn)
Train: [2] They don't see much point in training when they could be handing out all this delicious canned food someone left in the base to these hungry masses.

(PERSONAL GOAL ESTABLISHED)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 09, 2015, 08:28:37 pm
Looks like the current votes are:
-Final boss: 2
-Horror slaughter: 1
Unless TW wants to vote for everyone to die horribly then I'll alter the stats before the end of next turn.

Also, due to computer issues it may be a few days before I can roll any actions, but I'll be back soon.
End of Turn Sassafras
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster))
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 145 fit armored armed cultists, high morale
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1
-Inquisitors: 70 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, have [3] turns worth of food, Inquisitors activated
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: mid range ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Has given up on coming to Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 190 cultists, 190 cultists (stalled 1 turn), 165 armored cultists, 33 armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, 15 well trained astronauts on the MOON!
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards

DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, in World of Fables
-goal: CARP LIFE
-Cultists: 25 armed cultists, magic dragoncorn mount
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
--Search Group 1: 43 cultists
--Search group 2: 44 cultists
--Search group 3: 44 cultists
--Search group 4: 34 cultists, 10 English cultists

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine, safe from war for [1] turn, knows Brandishing spell
Cultists: 185 armed cultists, 360 cultists, 100 surgeon cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists, morale high
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has Grand cathedral base with brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits, [10] turns worth of food
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known
Temporary: 100 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California, Death stalled [2] turns
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 11, 2015, 09:19:33 am
hey does my vote count?
ME: continue search for a rift that leads to this world
cultists: plead to be let through the rift they can quite honestly say that they only did it because their insane god told them to.you know what no what kind of insane eldritch god am I  ATTAIN NUKES


this is my apocalypse I WILL DESTROY THE EARTH DEORBIT THE MOON I WILL PLUNGE THIS WORLD INTO DESTRUCTION I WILL FLOOD THE LAND AND DRAIN THE OCEANS I WILL BURN THE ATMOSPHERE I WILL CRUSH CIVILISATION THIS IS MY AGE AND I WILL DESTROY ALL WHO CARES ABOUT THIS I WILL KILL OFF THE ENTIRE POPULATION THIS WORLD IS AT AN END EXISTENCE WILL BE NO MORE THERE WILL ONLY BE ENTROPY WHEN I'M DONE.

time to make a new horror
Spoiler (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 11, 2015, 09:23:11 am
Me: ask the horsemen to leave, remined them that the apocalypse causes the horsemen to come and not the other way round.
well remember i broke the seven seals (literally) so i caused the apocalypse to come.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 11, 2015, 05:26:52 pm
I want a final boss.
Cultists: Find food.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 11, 2015, 07:53:12 pm
Me: Tell death that to my knowledge they were summoned by ritual and not mass destruction, hope it aids in the investigation.Also can you 4 leave if you find nothing?
Moon cultists: summon koshu.(can I ask him to do stuff then you deside if he agrees?
K.I.:I've been ordering you around alot, go do your own thing.
50 trained armoured cultists:Guard
Rest:Get food.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on October 12, 2015, 09:05:26 am
((How often do you estimate I'll need to post in order to play in game 4?))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 12, 2015, 12:28:49 pm
fun fact one minecraft character with no mods can carry 44421.17024 metric tons
or one 134440402351723360th the weight of the earth so roughly a 133quintillionth another comparison is that is 2304.00217ish cubic meters of gold
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 13, 2015, 02:58:17 pm
sorry bout this
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 13, 2015, 08:17:33 pm
Ok, my normal computer's not fixed but I have a computer I can use now, so I'll roll these turns while I can... Doesn't even work with my mouse :(

hey does my vote count?
ME: continue search for a rift that leads to this world
cultists: plead to be let through the rift they can quite honestly say that they only did it because their insane god told them to.you know what no what kind of insane eldritch god am I  ATTAIN NUKES


this is my apocalypse I WILL DESTROY THE EARTH DEORBIT THE MOON I WILL PLUNGE THIS WORLD INTO DESTRUCTION I WILL FLOOD THE LAND AND DRAIN THE OCEANS I WILL BURN THE ATMOSPHERE I WILL CRUSH CIVILISATION THIS IS MY AGE AND I WILL DESTROY ALL WHO CARES ABOUT THIS I WILL KILL OFF THE ENTIRE POPULATION THIS WORLD IS AT AN END EXISTENCE WILL BE NO MORE THERE WILL ONLY BE ENTROPY WHEN I'M DONE.

time to make a new horror
Spoiler (click to show/hide)
((Your vote counts, it's the one for everyone dying horribly... not sure what that horror is for unless you plan to summon it somehow))
Search: [6] You seek a portal and stumble through one. It is extremely hot and you feel your flesh searing to a delicious-smelling crisp. (lightly wounded, in a Giant's Oven in the Land of Myth)
Nukes: [3] They manage to find nukes... in a heavily guarded warehouse, behind a locked door, right next to War, who seems to be leering at them. (located unobtainable nukes)

Horsemen:
Death: do nothing
[irrelevant] He sits and watches for signs of apocalypse and is unsettled by the amount of peace and friendship in this apocalypse.
War: Cause a riot among Carp's cult
[5] He uses his power to send Carp's cultists into a frenzy, they start tearing each other apart! Many of them are dead before you get a chance to react, but they continue rioting through next turn. (-25 armed cultists, -100 cultists, cultists rioting)
Pestilence: turn Rosabel's cultists into zombies
[2] They are too healthy to be turned undead! "Good cleaning habits! My only weakness!"
Famine: hide in the back! Your passive ability is too powerful to let yourself be slaughtered on the front line!
[1] he dives directly into TW's cult and hands out some gold coins. There's chocolate inside! (TW gains [1] turn of food, Famine is vulnerable to TW's cult)

I want a final boss.
Cultists: Find food.
Food: [3] They manage to trek out of the desert and collect some apples from a nearby orchard. It won't last long, but it's better than nothing. (gain [3] turns of food)

Inquisitors: Steal the cult's food
[6] They snag all your food, but they are too weighed down to make an escape. Several of them get captured, but the rest escape when they finally decide to leave the food. (50 inquisitors captured, inquisitor's food supply will last twice as long now)

Me: Tell death that to my knowledge they were summoned by ritual and not mass destruction, hope it aids in the investigation.Also can you 4 leave if you find nothing?
Moon cultists: summon koshu.(can I ask him to do stuff then you deside if he agrees?
K.I.:I've been ordering you around alot, go do your own thing.
50 trained armoured cultists:Guard
Rest:Get food.
Talk him down: [4] You manage to convince Death that there is no actual apocalypse, despite what the mad cod says. Unfortunately, he says the only way they can leave is either after the planet is ruined, or in a series of coffins. (Death delayed [2] more turns)
((Sure, I guess I'll make a roll for asking him and a roll for him doing things))
Summon: [6] They also summon a glorious horror by the name of Goshu! Wait, oops... (Goshu summoned, Koshu summoned)
Spoiler (click to show/hide)
KI: [1] They decide to sell their new Death ray to death. He is mildly pleased. (Death now has +1 power for his death ability)
Gourd: [2] They cower in the base and offer no protection to the people inside.
Fud: [3] They gather some wild plants. REmarkably, they manage to find enough for all the hungry mouths of the cult, even those backstabbers in KI selling out to the guys trying to kill everyone. (Gain [3] turns of food)

((How often do you estimate I'll need to post in order to play in game 4?))
((About once a week, if this game is anything to go by.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 13, 2015, 08:19:41 pm
Double posted because this loaner lags like a bastard
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 14, 2015, 03:53:49 pm
wait in my turn i rolled a six whats the good part i mean i was searching for a rift into this world and just a rift into a land of myth doesn't benefit me in any way.
and i wish people would post twice a week to every day i'm pretty sure everyone can manage.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on October 14, 2015, 04:14:38 pm
One cultist: order Goshu to kill Koshu.
49 other cultists: research a ritual to turn into avatars of death.

((I guess I'll still be in for game four.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 14, 2015, 06:03:58 pm
wait in my turn i rolled a six whats the good part i mean i was searching for a rift into this world and just a rift into a land of myth doesn't benefit me in any way.
and i wish people would post twice a week to every day i'm pretty sure everyone can manage.
You wanted a rift, I gave you a rift. Would I be expected to make it beneficial to drink poison if you decided to use a move on it?

One cultist: order Goshu to kill Koshu.
49 other cultists: research a ritual to turn into avatars of death.

((I guess I'll still be in for game four.))
It appears cloud man has awoken from his eternal slumber to order his underlings around a little for the finale
Order: [3] The order goes through, but because Goshu is lazy he won't get around to it until his next turn. (Attack Koshu order given)
Research: [5] They find a chunk of seared flesh from Anthaju that they can invoke to become reapers, even in death Anthaju is more useful than their old master ever was. Very similar to death himself, except they AREN'T necessarily going to murder everyone on earth... Unless you tell them to, of course. (Gain Anthaju's flesh, learned Create Reaper ritual {req Anthaju's flesh})
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 14, 2015, 09:45:43 pm
"Goshu"... Beautiful...

190 cultists: Attempt to detonate the nukes directly beside War(Ask their owner to activate them or something, unless thir owner is war then only do something)
33 armored armed cultists 50 trained armed armored cultists 2 fit armored armed cultists: Gaured for realz.
165 armored cultists + recognisable ones: Recrute Carp's 25 cultists away.
Goshu: Recruit people for me.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 15, 2015, 12:56:24 am
Rosabel: Continue countering War's influence.
100 cultists: administer zombie vaccine to as many cultists as possible. Then the civilians.
Mad Cultists: Research a way to stop Death.
Rest of cultists: Go out and research banishing ritual.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 15, 2015, 08:07:45 am
wait in my turn i rolled a six whats the good part i mean i was searching for a rift into this world and just a rift into a land of myth doesn't benefit me in any way.
and i wish people would post twice a week to every day i'm pretty sure everyone can manage.
You wanted a rift, I gave you a rift. Would I be expected to make it beneficial to drink poison if you decided to use a move on it?
no a six has to get my goal and a bit more than i bargained for in a negative way. like say "you find ALLLLL the rifts even one leading to earth but now you can't you remember where any of the rifts are" i get my goal (a rift to earth) but now i don't know how to get anywhere specific from this dimension not even to the carp plane without doing the very dangerous task of going through and looking or "you find three rifts straight above the almost agreed upon meeting point of your cultists but now your stuck falling out of one into the other and falling right back through the second again". and a retcon wouldn't affect anything at this point "wink wink" "nudge nudge".
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 15, 2015, 08:14:56 am
ME: order goshu to HUG ALL THE THINGs
Cultists: GET IN THE SUBS (i totally forgot about those)
[/b](2 slash b's for extra deboldening)
double posted because this loner also lags like a bastard and i might as well use the extra post.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 15, 2015, 12:56:41 pm
wait in my turn i rolled a six whats the good part i mean i was searching for a rift into this world and just a rift into a land of myth doesn't benefit me in any way.
and i wish people would post twice a week to every day i'm pretty sure everyone can manage.
You wanted a rift, I gave you a rift. Would I be expected to make it beneficial to drink poison if you decided to use a move on it?
no a six has to get my goal and a bit more than i bargained for in a negative way. like say "you find ALLLLL the rifts even one leading to earth but now you can't you remember where any of the rifts are" i get my goal (a rift to earth) but now i don't know how to get anywhere specific from this dimension not even to the carp plane without doing the very dangerous task of going through and looking or "you find three rifts straight above the almost agreed upon meeting point of your cultists but now your stuck falling out of one into the other and falling right back through the second again". and a retcon wouldn't affect anything at this point "wink wink" "nudge nudge".
Already trying to bend the rules by going to earth without a summoning ritual and now you want me to retcon your stupidity into your favor? No, the others can at least argue that they're trying to do well or that I'm being unfair, but if you're going to take actions with no guarantee of payoff, then you get what you get. Next time, you might want to ask whether it is possible to find a rift to Earth by sniffing around the planes of reality before going on a wild goose chase for it.

I will say it is possible, but only with a critical success. Anything else won't get you any closer to Earth.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 15, 2015, 01:02:18 pm
Rosabel: Continue countering War's influence.
100 cultists: administer zombie vaccine to as many cultists as possible. Then the civilians.
Mad Cultists: Research a way to stop Death.
Rest of cultists: Go out and research banishing ritual.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 15, 2015, 02:30:07 pm
Rosabel: Continue countering War's influence.
100 cultists: administer zombie vaccine to as many cultists as possible. Then the civilians.
Mad Cultists: Research a way to stop Death.
Rest of cultists: Go out and research banishing ritual.
Counter: [6] Your strength drives his power back, to the point that war decides he needs to kill you first to stop you from getting in his way. (Targeted by war, but exempt from his power for [1] more turn)
Zombie vaccine: [2] They are unwilling to take the vaccine. What a bunch of petulant children!
Stop death: [4] They discover that in addition to Death being weak to distractions like chatting with adorable cats, Death is unable to harm the undead with his power. The book mentions a ritual exists which can make normal people into a pseudo-undead that would gain the benefits, but they aren't able to find the other ritual before the turn runs out. (Death can't harm undead, aware of False death ritual)
Banish: [2] They get chased out of the library. Apparently trying to set up a ritual circle in the common area is frowned upon in this establishment.

Inquisitors: Tear down the chapel
[5] The Chapel offers little resistance to them pulling out the supports, and they also bypassed the defenses without casualties! The bastards! They even stole some of your food while you weren't looking! (lose base, [2] turns of food stolen)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 15, 2015, 03:25:41 pm
wait in my turn i rolled a six whats the good part i mean i was searching for a rift into this world and just a rift into a land of myth doesn't benefit me in any way.
and i wish people would post twice a week to every day i'm pretty sure everyone can manage.
You wanted a rift, I gave you a rift. Would I be expected to make it beneficial to drink poison if you decided to use a move on it?
no a six has to get my goal and a bit more than i bargained for in a negative way. like say "you find ALLLLL the rifts even one leading to earth but now you can't you remember where any of the rifts are" i get my goal (a rift to earth) but now i don't know how to get anywhere specific from this dimension not even to the carp plane without doing the very dangerous task of going through and looking or "you find three rifts straight above the almost agreed upon meeting point of your cultists but now your stuck falling out of one into the other and falling right back through the second again". and a retcon wouldn't affect anything at this point "wink wink" "nudge nudge".
Already trying to bend the rules by going to earth without a summoning ritual and now you want me to retcon your stupidity into your favor? No, the others can at least argue that they're trying to do well or that I'm being unfair, but if you're going to take actions with no guarantee of payoff, then you get what you get. Next time, you might want to ask whether it is possible to find a rift to Earth by sniffing around the planes of reality before going on a wild goose chase for it.

I will say it is possible, but only with a critical success. Anything else won't get you any closer to Earth.
i was joking about the retcon that's why i put in the "wink wink nudge nudge" but mostly it didn't seem clear so i would've appreciated if you had just sad something like"[irrelevant] there is no earth rift" and i just posted the new horror because i had an idea for it i still want fragdragül as my horror next game.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 15, 2015, 03:48:07 pm
~snip~
i was joking about the retcon that's why i put in the "wink wink nudge nudge" but mostly it didn't seem clear so i would've appreciated if you had just sad something like"[irrelevant] there is no earth rift" and i just posted the new horror because i had an idea for it i still want fragdragül as my horror next game.
There obviously is an earth rift, it's open and stabilized, but the odds of finding the other end of it in the entire multiverse are astronomical. gameplay wise it's a 1-in-6 chance, but being able to hop straight to earth on a whim is a valuable ability, and simply sifting through rifts to find a way there seems, at least to me, like it should carry more personal risk than performing a summoning ritual.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 15, 2015, 03:50:04 pm
The Horsemen have been updated in the original post, and starvation is starting to set in now, good luck. Also, I'm collapsing Carp's groups since he's not even using them.

End of Turn 32R#@req3j3q2re
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster)), Anthaju's flesh
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}, knows ritual of Create Reaper {req Anthaju's flesh}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed cultists

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 145 fit armored armed cultists, high morale, can reach Famine easily
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1, [4] turns worth of food, 50 captured inquisitors
-Inquisitors: 20 inquisitors, 25 well trained inquisitors, 5 inquisitors in high places, have [6] turns worth of food, Inquisitors activated
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings
-+"Booze: the magic poison" talk show: mid range ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu: Summoned, Has given up on personal ambitions for Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult, has Koshu's assistance
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 190 cultists, 190 cultists (stalled 1 turn), 165 armored cultists, 33 armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, 15 well trained astronauts on the MOON!
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood, has [3] turns of food
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards
--Goshu (uninjured): Ordered to attack Koshu

DF CARP (lightly injured): rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, trapped in an oven in the land of Myth
-goal: CARP LIFE
-Cultists: 65 cultists, 10 english cultists, magic dragoncorn mount
-Items: Delicious sandwiches, a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool, located unobtainable nukes
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
++War: power doesn't affect Rosabel for [2] turns, targeting Rosabel
++Death: stalled for [3] turns, +1 power, can't harm the undead
++Pestilence: Smells funny
++Famine is vulnerable to TW's cult

Rosabel (lightly injured): summoned, has seal rift ability, read self help book, has a migraine, targeted by War, knows Brandishing spell
Cultists: 185 armed cultists, 360 cultists, 100 surgeon cultists, 100 horrific armed cultists, 43 heavily armed cultists, 476 armed mad cultists, 25 assassin cultists, morale high
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has brutal defenses, has chalice of healing, injured people in chapel, has surgical tools and first aid kits, [8] turns worth of food
Inquisitors: discredited, 717 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, have [2] turns worth of food, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, aware of False death ritual
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known
Temporary: 100 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on October 15, 2015, 10:47:13 pm
50 cultists: Preform the reaper creation ritual!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 16, 2015, 11:13:43 am
50 cultists: Preform the reaper creation ritual!
[4] They successfully turn themselves into flying reapers identical to the ones Anthaju was creating. Let's see who the deathiest Death is now! (50 cultists become reapers)

Starvation: [irrelevant] Reapers don't eat, silly!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 17, 2015, 05:00:59 pm
"Goshu"... Beautiful...

190 cultists: Attempt to detonate the nukes directly beside War(Ask their owner to activate them or something, unless thir owner is war then only do something)
33 armored armed cultists 50 trained armed armored cultists 2 fit armored armed cultists: Gaured for realz.
165 armored cultists + recognisable ones: Recrute Carp's 25 cultists away.
Goshu: Recruit people for me.

gunna do my turn?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 17, 2015, 07:22:43 pm
100 cultists: Kill Famine!
45 cultists: Continue running the show.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 17, 2015, 08:06:27 pm
"Goshu"... Beautiful...

190 cultists: Attempt to detonate the nukes directly beside War(Ask their owner to activate them or something, unless thir owner is war then only do something)
33 armored armed cultists 50 trained armed armored cultists 2 fit armored armed cultists: Gaured for realz.
165 armored cultists + recognisable ones: Recrute Carp's 25 cultists away.
Goshu: Recruit people for me.

gunna do my turn?
Well, I was considering skipping it, but since you asked so nicely...
Nukes? [4] You miraculously hid some nukes so well that nobody knew you had them until now. Unfortunately there isn't time to ready them and fire them from their hiding place in one turn. (have access to nukes)
Gaurd: [6] They begin feverishly glancing around the base and firing at anything that moves. Perhaps they should stop firing at their buddies though... Luckily, the trained ones hold themselves back better than their finicky bretheren. (-35 cultists)
REcrutse: [3] You manage to steal exactly 15 cultists, despite the fact that with that much manpower you could've stolen more. If only they'd asked more than 25 people to join them, maybe they would've gotten 25 to agree... (25 cultists stolen from CARP)
Give other orders to Goshu: [1] They don't get through, and you seem to be losing contact with him. (bond with Goshu weaker) ((It wouldn't have mattered, no recruiting because there's a war on, unless you're Rosabel with her healing hope powers counteracting it))
Goshu: Kill Koshu
[3] The powdery monster rubs menacingly against the obsidian monolith, getting a bit of chalky residue on it. It causes them both great distress. (both Goshu and Koshu lightly wounded)

Starvation: [4] Your cultists resort to cannibalism due to the lack of food in your base. Those who starve first are the ones carrying the most weight, and their corpses are eaten by the survivors. (-100 armored cultists, -100 armored cultists from KI)
[no roll] Your cultists eat some of the bitter-leafed plants they gathered earlier. Better than starving.
100 cultists: Kill Famine!
45 cultists: Continue running the show.
Fuck hunger! [4] They beat the snot out of the skinny bastard that's forcing those poor saps under Rabe to go hungry using their amazing physiques. His horse manages to carry him away before they deliver a lethal blow, but his neck is NOT supposed to bend that way... (Famine mortally wounded)
Showtime: [1] They try to get the show running, but due to an amusing series of coincidences they break every single camera in the studio and can't broadcast until they are replaced. (Technical difficulties with show)

Inquisitors: This rationing sucks, kill Famine also!
[6] They use some weird martial art to... just kidding, they body slam Famine and choke him to death. His horse tramples several of the inquisitors while they do it, but Famine dies and his power will unravel at the end of the round. A worthy sacrifice so they don't have to eat this thistle broth anymore. (Famine is DEAD, -20 inquisitors)
Hunger: [no roll] (Both you and your inquisitors lose 1 turn of food, but you probably won't need to stockpile anymore)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 17, 2015, 08:42:50 pm
Me: Tell death that to my knowledge they were summoned by ritual and not mass destruction, hope it aids in the investigation.Also can you 4 leave if you find nothing?
Moon cultists: summon koshu.(can I ask him to do stuff then you deside if he agrees?
K.I.:I've been ordering you around alot, go do your own thing.
50 trained armoured cultists:Guard
Rest:Get food.
Talk him down: [4] You manage to convince Death that there is no actual apocalypse, despite what the mad cod says. Unfortunately, he says the only way they can leave is either after the planet is ruined, or in a series of coffins. (Death delayed [2] more turns)
((Sure, I guess I'll make a roll for asking him and a roll for him doing things))
Summon: [6] They also summon a glorious horror by the name of Goshu! Wait, oops... (Goshu summoned, Koshu summoned)
Spoiler (click to show/hide)
KI: [1] They decide to sell their new Death ray to death. He is mildly pleased. (Death now has +1 power for his death ability)
Gourd: [2] They cower in the base and offer no protection to the people inside.
Fud: [3] They gather some wild plants. REmarkably, they manage to find enough for all the hungry mouths of the cult, even those backstabbers in KI selling out to the guys trying to kill everyone. (Gain [3] turns of food)[B/]

((How often do you estimate I'll need to post in order to play in game 4?))
((About once a week, if this game is anything to go by.))
I have food, also you said that War was beside some nukes and leering at them.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 17, 2015, 09:28:14 pm
Me: Tell death that to my knowledge they were summoned by ritual and not mass destruction, hope it aids in the investigation.Also can you 4 leave if you find nothing?
Moon cultists: summon koshu.(can I ask him to do stuff then you deside if he agrees?
K.I.:I've been ordering you around alot, go do your own thing.
50 trained armoured cultists:Guard
Rest:Get food.
Talk him down: [4] You manage to convince Death that there is no actual apocalypse, despite what the mad cod says. Unfortunately, he says the only way they can leave is either after the planet is ruined, or in a series of coffins. (Death delayed [2] more turns)
((Sure, I guess I'll make a roll for asking him and a roll for him doing things))
Summon: [6] They also summon a glorious horror by the name of Goshu! Wait, oops... (Goshu summoned, Koshu summoned)
Spoiler (click to show/hide)
KI: [1] They decide to sell their new Death ray to death. He is mildly pleased. (Death now has +1 power for his death ability)
Gourd: [2] They cower in the base and offer no protection to the people inside.
Fud: [3] They gather some wild plants. REmarkably, they manage to find enough for all the hungry mouths of the cult, even those backstabbers in KI selling out to the guys trying to kill everyone. (Gain [3] turns of food)[B/]

((How often do you estimate I'll need to post in order to play in game 4?))
((About once a week, if this game is anything to go by.))
I have food, also you said that War was beside some nukes and leering at them.
Yes, and CARP's cultists can see them, your cultists have no idea they exist. Must've missed putting the food in the inventory for some reason, I'll give you your guys back, but those nukes are called "unobtainable" for a reason.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 17, 2015, 10:15:44 pm
Ok.

Maybe the nukes we found were meant to go in the MIRV and were just forgotten about:
"Gotta clean out the basement, lesse what we got here... Betamax tapes, yearbook, power tool that I will definitely use one day, thermonuclear warheads, bulk shipment of rubber ducks, comics..."
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 18, 2015, 08:25:31 am
ME:RECROOT(wait can i recroot things in other dimensions if so recroot ogres and trolls and such)
cultists: get in teh subs
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 18, 2015, 10:26:42 am
ME:RECROOT(wait can i recroot things in other dimensions if so recroot ogres and trolls and such)
cultists: get in teh subs

You can, but just like your dragoncorn they can't help you because they are in another dimension alongside you instead of with your cultists where shit's going down. Does that change anything?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 19, 2015, 09:44:31 am
nah
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 19, 2015, 02:09:52 pm
ME:RECROOT(wait can i recroot things in other dimensions if so recroot ogres and trolls and such)
cultists: get in teh subs

Recruit: [6] You make yourself known to the various monsters in the area by flopping around in the searing heat. Many of them think you look delicious. (5 trolls recruited in Myth, 5 hungry troll inquisitors in land of Myth, inquisitors activated)
All aboard: [2] They feel claustrophobic and refuse to enter.

Oven: continue baking
[5] Your skin starts to turn golden brown as the oils are seared in. The smell makes everyone nearby hungry, and you can feel dehydration causing you to lose consciousness. (now heavily wounded)
Starvation: [2] Luckily, your cultists manage to survive off the various edibles laying around that you've stockpiled. It's not quite as filling as they would normally want, but at least nobody's dropping dead. (lose sandwiches)

Death: Do nothing
[no roll] He keeps chatting with the ghost kitten for the turn. (-1 turn of distraction)
War: Attack Rosabel
[5] He charges by on his horse, leaping over the defenses surrounding Rosabel and cleanly slices one of her arms off. Golden ichor flows from the wound, but the bleeding looks pretty bad. (Rosabel mortally wounded)
Pestilence: turn some of those fish-worshippers into zombies
[3] He manages to get a few to get plagued, but they don't go full zombie this turn. (30 CARP cultists plagued)
Famine: continue being dead
[irrelevant] His horse nudges his corpse in a pathetic attempt to awaken its master, but nothing happens
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 19, 2015, 02:39:14 pm
Rosabel: Rest, recuperate.
Surgeon cultists: Try and fix Rosabel's wounds using your surgical tools.
Mad Cultists: Reserve as much of the ichor as possible. This stuff can resurrect the dead, you know.
All other cultists bar 100: Prepare to give War a taste of his own medicine.
100 cultists: Try to administer zombie vaccine to all.
Rosabel's healing aura does stuff.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 19, 2015, 07:33:42 pm
Rosabel: Rest, recuperate.
Surgeon cultists: Try and fix Rosabel's wounds using your surgical tools.
Mad Cultists: Reserve as much of the ichor as possible. This stuff can resurrect the dead, you know.
All other cultists bar 100: Prepare to give War a taste of his own medicine.
100 cultists: Try to administer zombie vaccine to all.
Rosabel's healing aura does stuff.
Rest: [1] You toss and turn trying to staunch the bleeding, but only put yourself in excruciating pain. You feel your vision fading. (Rosabel is going...)
Operate: [2] They are unable to stitch up the wound, it continues to bleed and they stop trying after your screams of pain start to break their eardrums.
Save the juice: [6] They scrape the ichor off the floor and catch it in various containers they find lying around, but there's so much that they start giving it away by the cup. They end up giving away the healing chalice by mistake. (lose healing chalice, gain [5] servings of healing blood)
Train? [5] They practice with their weapons and fighting skills until they are confident they could beat the embodiment of war in a fight. (now well trained)
Vaccinate: [5] They successfully inoculate the entire cult, as well as many of the civilians in the area with anti-zombification, so now they only have to die once! (Cultists now immune to zombification, nearby civilians also immune)
Aura: [6] In the throes of your death you overcharge your aura. It bounces off the bodies of your followers and restores some of your vigor, just in the nick of time. Unfortunately, your surgeons suffer debilitating deformities as they grow fingers from their fingers, eyes within their eyes, and their skin rapidly builds up making them look grotesque. Your own body is not exempt either, the pain of regenerating is even worse than the pain of receiving the wound in the first place and your mouth seals up just when you really want to scream. (Now heavily injured, mouth sealed, surgeons lose surgery ability and become monstrous)

Inquisitors: Attack Rosabel because she still doesn't have any guards and she's weak!
[5] Dammit, those defenses are useless! The inquisitors slip right past your cultists and put a few boot marks on your head just after you start to recover. Your cultists currently training drive them off with a few shots from their weapons, but your frail bones were crushed and you lose consciousness before anyone else manages to get to you. (Rosabel is DEAD, 17 inquisitors get shot escaping) ((What are the odds of every attack directly against you being a 5, and none of your recovery attempts working? Maybe I should rethink this death mechanic, the mortally wounded thing doesn't seem to let anyone survive...))

Starvation: [no roll] They eat a turn worth of food. It is dry and tasteless, but nobody has to go hungry.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 19, 2015, 11:06:44 pm
I think that's everyone...

End of Turn Fwfoejafka
score:
Unescargot (DEAD): summoned, getting old
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster)), Anthaju's flesh
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}, knows ritual of Create Reaper {req Anthaju's flesh}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 50 armed reapers

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken]
-cultists: 145 fit armored armed cultists, high morale, can reach Famine easily
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1, [3] turns worth of food, 50 captured inquisitors
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, have [5] turns worth of food, Inquisitors activated
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}, has killed Famine
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings, technical difficulties [1]
-+"Booze: the magic poison" talk show: mid range ratings

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu (lightly injured): Summoned, Has given up on personal ambitions for Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult, has Koshu's assistance
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 370 cultists, 165 armored cultists, 33 armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, 15 well trained astronauts on the MOON!
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood, has [2] turns of food, has access to nukes
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards
--Goshu (lightly injured): Ordered to attack Koshu, relationship with Rabe weaker

DF CARP (heavily injured): rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, trapped in an oven in the land of Myth
-goal: CARP LIFE
-Cultists: 10 cultists, 30 plagued cultists, 10 english cultists, magic dragoncorn mount, 5 trolls (myth)
-Items: a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool, located unobtainable nukes
-Inquisitors: 90 inquisitors, 5 hungry trolls (myth), inquisitors destroyed Orbs of Stalwart 3 and 5, Myth inquisitors activated
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
++War(uninjured): power doesn't affect Rosabel for [1] turns
++Death(uninjured): stalled for [2] turns, +1 power, can't harm the undead
++Pestilence(uninjured): Smells funny
++Famine(DEAD): corpse is near TW's cult

Rosabel (DEAD): summoned, has seal rift ability, read self help book, has a migraine, targeted by War, knows Brandishing spell
Cultists: 185 well trained armed cultists, 100 cultists, 260 well trained cultists, 100 monstrous cultists, 100 well trained horrific armed cultists, 43 well trained heavily armed cultists, 476 armed mad cultists, 25 well trained assassin cultists, morale high, immunized against zombification
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has brutal defenses, has surgical tools and first aid kits, [8] turns worth of food, [5] servings of healing blood
Inquisitors: discredited, 700 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, have [2] turns worth of food, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, aware of False death ritual
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known, locals immune to plague/zombification
Temporary: 100 civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 20, 2015, 01:08:03 am
40 cultists: Recruit
105 cultists: Start a bakery.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 20, 2015, 01:11:30 am
((holy mother of mothers rosabel is dead
time to do some religion-type stuff))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 20, 2015, 01:12:43 am
((Well, I did like Rosabel, while she lived. At least her New Moon High incarnation still lives on. I did like the way she was quite benevolent and kind, though.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on October 20, 2015, 09:34:11 am
((... now for plan Z. MWAHAHAHA!!!))

Unescargot: converse with Death and ask to become his second in command.

50 reapers: preform the reaper creation ritual- on Rabe's leftover cultists!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 21, 2015, 09:37:40 am
40 cultists: Recruit
105 cultists: Start a bakery.
ahhhhhh don't bake me any more.
ME: suddenly realise that your flesh is searing in this heat (man being insane totally sucks) and swim through the door of the oven
10 cultists: MAN UP AND GET THE F*&K* IN THE SUBS
plagued cultist: try and be turned into reapers by posing as rabe's cultist's

((Well, I did like Rosabel, while she lived. At least her New Moon High incarnation still lives on. I did like the way she was quite benevolent and kind, though.))
are we holding a funeral for her now? can i bring carp?


*frok
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 21, 2015, 11:56:45 am
40 cultists: Recruit
105 cultists: Start a bakery.
Recruit: [irrelevant] They can't find anyone that isn't flipping the fuck out about the embodiment of war parading around on their doorstep, and those that are panicking aren't willing to help.
Bakery: [4] They create a bakery and capitalize on the recent food shortages by doling out food, thereby increasing the reputation of the cult due to circumstances. (bakery started, moderately good PR)

Inquisitors: Start a soup business and become more successful than that bakery!
[6] They expand their fledgling business too fast and are overwhelmed by the workload (inquisitors occupied for [1] turn, soup business started)

((... now for plan Z. MWAHAHAHA!!!))

Unescargot: converse with Death and ask to become his second in command.

50 reapers: preform the reaper creation ritual- on Rabe's leftover cultists!
Pledge yourself: [1] Death thinks you are trying to see your old friends in the cult again so he brings some of them to the afterlife to join you. (-20 reapers)
Start the reaper empire: [2] They try to perform the ritual, but can't seem to get their fingers to carve the shapes they want. Stupid undead dexterity penalty!

40 cultists: Recruit
105 cultists: Start a bakery.
ahhhhhh don't bake me any more.
ME: suddenly realise that your flesh is searing in this heat (man being insane totally sucks) and swim through the door of the oven
10 cultists: MAN UP AND GET THE F*&K* IN THE SUBS
plagued cultist: try and be turned into reapers by posing as rabe's cultist's

((Well, I did like Rosabel, while she lived. At least her New Moon High incarnation still lives on. I did like the way she was quite benevolent and kind, though.))
are we holding a funeral for her now? can i bring carp?
*frok
Not if you're not on Earth you can't, unless they decide to hold it on the Land of Myth, a land where only you are with no significance to anyone but Rabe...
Escape: [1] Oops, in the heat you get confused and swim deeper into the oven by mistake. The heat dries your body out even more and you can feel your mind slipping away (mortally wounded)
All aboard: [5] They feel a rush of bravery and climb aboard the submarines. Now they just need somewhere to go... (10 cultists now brave, now aboard submarines)
Join the reapers: [irrelevant] They hide among Rabe's cult, but the ritual doesn't happen so they don't get turned.

Oven: Finish cooking
[4] After CARP passes out and finishes being cooked, the oven switches off and opens. The delicious smell of baked fish fills the air. (CARP is DEAD)
Hungry Trolls: Eat fish
[1] They are in the mood for beef actually, and choke to death on cow bones. (-5 hungry trolls)
Plague: turn the cultists
[no roll] Pestilence's plague sets in and the poor saps that didn't wash off are now on the hunt for more victims to turn. (plagued cultists now turn to zombies)

Horsemen:
Death: Dance like nobody's watching
[5] He does an amazing dance that impresses the entire land of the dead. (-1 Death distraction counter)
War: Attack Rosabel's cult
[6] He charges recklessly into the fray and falls off his horse in the middle of the crowd. He still slaughters a few dozen people before he becomes vulnerable. (-100 cultists, -100 monstrous cultists, War lightly injured)
Conquest: Release the souls of the worthy departed
[4] He sends Rosabel's soul off to the afterlife, since Death is too busy having a rave to do his job. He also brings Unescargot and TW to a lesser salvation, since they haven't done too much morally reprehensible and haven't moved on yet.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 22, 2015, 08:08:08 am
ME:get out of the frikkin oven
submarine cultist: do something to try and recuit anthaju's cultists there master is dead so go over there and recuit them.
plagued cultists: stay with rabes guy and pretend to be his guys rabe's ghost:"where did we get extra cultist" cultist:"i have literally no idea" rabe's ghost:"well thats not suspicious at all"

Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 22, 2015, 08:15:37 am
...Hang on, would Rosabel's resurrection stuff work on her?
Random Rosabel Cultist: In fit of desperation, apply Golden Ichor to Rosabel.
((Yes, I know I'm not a player, and I know her soul was released.  I'm still trying it anyway.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 22, 2015, 09:03:56 am
...Hang on, would Rosabel's resurrection stuff work on her?
Random Rosabel Cultist: In fit of desperation, apply Golden Ichor to Rosabel.
((Yes, I know I'm not a player, and I know her soul was released.  I'm still trying it anyway.))
No, mortals can get resurrected, but Horrors specifically cannot. In the next game, maybe I'll let people barter with death to get resurrected, but for now dead is dead for eldritch creatures from beyond the rift...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 22, 2015, 09:05:04 am
Except when they're alive somewhere else.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 22, 2015, 09:18:23 am
((Hey, biggerfish, you're interfering with my plan.
Also, Rosabel isn't going to die in NM, don't worry.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 22, 2015, 01:28:41 pm
((Hey, biggerfish, you're interfering with my plan.
Also, Rosabel isn't going to die in NM, don't worry.))
biggerfish?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 22, 2015, 01:29:52 pm
((Hey, biggerfish, you're interfering with my plan.
Also, Rosabel isn't going to die in NM, don't worry.))
biggerfish?
((Yes.  I am a bigger fish than you.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on October 22, 2015, 05:21:01 pm
I like this idea. Are you taking applications?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 22, 2015, 07:26:06 pm
I like this idea. Are you taking applications?
Yep, feel free to build a horror for next game. Since we're in this special end game we'll wait until either the cults get exterminated or the horsemen are dead before calling it, despite all the horrors being six feet under at this point...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 23, 2015, 08:57:15 am
((Hey, biggerfish, you're interfering with my plan.
Also, Rosabel isn't going to die in NM, don't worry.))
biggerfish?
((Yes.  I am a bigger fish than you.))
ohhhhhh HAELLLLLLLLLLLLL NO

this is my game 4 horror now. thpugh i'm still incorperating fragdragül.
Spoiler (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 23, 2015, 09:38:09 am
((Dear Carp: Still nope.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 23, 2015, 10:52:07 am
((Hey, biggerfish, you're interfering with my plan.
Also, Rosabel isn't going to die in NM, don't worry.))
biggerfish?
((Yes.  I am a bigger fish than you.))
ohhhhhh HAELLLLLLLLLLLLL NO

this is my game 4 horror now. thpugh i'm still incorperating fragdragül.
Spoiler (click to show/hide)
Sure, and since now you've actually given a thing he transforms into it'll be a bit harder to justify handing you a baleful polymorph :P

((Dear Carp: Still nope.))
You going to make a "bigger fish" horror who's main power is being larger than every other horror in the game? :P
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 23, 2015, 01:45:47 pm
((Dear Carp: Still nope.))
This MEANS WAAAAAAAR
being the biggest fish is now one of my horrors abilities :P so there.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 23, 2015, 01:48:13 pm
((is it possible for me to become a ghost like rabe))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 23, 2015, 01:59:19 pm
Spoiler: Fish Of Great Size (click to show/hide)
((Two can play at that game, Carp.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 23, 2015, 02:49:04 pm
((is it possible for me to become a ghost like rabe))
Sure, but you can't use any magix from the ghostland

Spoiler: Fish Of Great Size (click to show/hide)
((Two can play at that game, Carp.))
Waitlisted, don't worry, if you get too big we'll make a bigger universe :P

My favorite part is that you have 0 physique, so you're basically a giant balloon
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Whisperling on October 23, 2015, 03:22:43 pm
((I can't believe you people.))

((Also, horror. Something tells me game four will be very crowded.))

Spoiler: The Archon (click to show/hide)

If the abilities are too much, I'd be happy to change them. With five power, though, I figure overkill is much better than wasting points.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 23, 2015, 05:50:49 pm
Hmh.  0 Physique does not present concentrations of mass of a big fish into a small point.
Or Summon Bigger Fish working.  Splats of fish will happen.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 23, 2015, 11:00:16 pm
((I can't believe you people.))

((Also, horror. Something tells me game four will be very crowded.))

Spoiler: The Archon (click to show/hide)

If the abilities are too much, I'd be happy to change them. With five power, though, I figure overkill is much better than wasting points.
Don't worry, those are fine, if they aren't psi-proof enough to resist then they'll just have to deal with you occasionally choosing their actions for them...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 23, 2015, 11:26:30 pm
K.I.:Make remote controlled engineering drones so we don't keep losing cultists to that greatest predator of all, stupidity.
33 armored armed cultists: Train.
Goshu: Recrute for me.
Rest: Stock up on medicine and get immunized, don't want Pestilence spreading.
Me: Chat with death about the various afterlives and psychopomps(Anthaju, Death, ect.)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 10:04:17 am
i made some modifications bigger fish  :P
this is my game 4 horror now.
the problem is to be bigger than eachother our fish will have to be bigger than many universes so i took my problem into the 15th dimension the highest dimension that exists in our universe so even if you have say 2015 dimensions in you universe once we get summoned most of you will be chopped of however i will be fine.
Spoiler (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 11:27:42 am
K.I.:Make remote controlled engineering drones so we don't keep losing cultists to that greatest predator of all, stupidity.
33 armored armed cultists: Train.
Goshu: Recrute for me.
Rest: Stock up on medicine and get immunized, don't want Pestilence spreading.
Me: Chat with death about the various afterlives and psychopomps(Anthaju, Death, ect.)
KI: [3] Due to a clerical error in the message, they bred bees whose drones build their own hives instead of making anything remotely useful. (builder bees created)
Train: [5] They become experts at using their weapons and armor to the best of its ability. Look out world, we got some badasses coming through! (33 armored armed cultists now well trained)
Order Goshu: [1] DAMMIT GOSHU! STOP ATTACKING KOSHU AND LISTEN! (frustration increased)
Medicine: [4] They collect medicine to treat injuries and the plague, but they aren't able to get immunized
A friendly chat: [5] You get death talking about the afterlife, keeping him occupied for another turn or two. "We just sort of send whoever the person believes is going to take them to the afterlife and their spirit gets taken to an afterlife. What that afterlife is actually varies from person to person, but if their will is strong enough their afterlife can become a new world with its own populations and its own things that go bump in the night, though only a relatively few worlds have the ability to travel to others, such as this Earth." (Death distracted for [2] more turns)

Koshu: regen
[6] Koshu successfully regenerates the meager damage done by the chalk monster, but overheals, piling extra obsidian onto its body weighing it down. (now uninjured, burdened)
Goshu: attack Koshu
[3] It rubs against Koshu again, scraping more of each of them off, though somehow not knocking the extra obsidian off Koshu (Koshu lightly injured, Goshu moderately injured)
i made some modifications bigger fish  :P
this is my game 4 horror now.
the problem is to be bigger than eachother our fish will have to be bigger than many universes so i took my problem into the 15th dimension the highest dimension that exists in our universe so even if you have say 2015 dimensions in you universe once we get summoned most of you will be chopped of however i will be fine.
Spoiler (click to show/hide)
I was just gonna leave "bigger fish" as an abililty that you have to use, so if you want to have your "who's bigger" contest you would have to keep pushing it yourself. Also, I'm not updating your waitlist entry for a specification in a single ability about being able to get bigger than a dimension >:(
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 24, 2015, 11:43:22 am
((If it wasn't clear from the wording, Always Bigger is a passive on my ?horror?

Also: Dear carp.  The setting limits are up to the GM.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 12:01:32 pm
((If it wasn't clear from the wording, Always Bigger is a passive on my ?horror?))
Not unless you want 1 of your 5 actions every turn to be getting bigger, because that's how passives would work :P

btw, I've decided to allow 5 actions next game instead of 4, should be enough for 1 action for your horror, plus 4 for your cultists (or if you have a passive, 2 for your horror and 3 for your cultists)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 02:53:44 pm
a passive usually means it happens every turn without taking up an action so it just happens. my getting bigger is also like that. but mine uses fifteen dimensions to get bigger. and being in fiteen dimesions doesnt't effect this dimension.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 24, 2015, 02:57:17 pm
a passive means it happens every turn without taking up an action so it just happens. my getting bigger is also like that. but mine uses fifteen dimensions to get bigger. and being in fiteen dimesions doesnt't effect this dimension.
... Did you see what the GM said?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 03:36:34 pm
a passive means it happens every turn without taking up an action so it just happens. my getting bigger is also like that. but mine uses fifteen dimensions to get bigger. and being in fiteen dimesions doesnt't effect this dimension.
Are you GMing this now? Passives take actions just like others, it's just that you as a horror can take more actions personally if some of them are passive abilities. Daragon, the golden vine thing has at least two passive effects, I certainly wouldn't give him two extra actions each turn (once he's summoned) because of it.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 04:06:03 pm
so my computer crashed mid edit i forgot to add the "usually" just check what i said again
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 04:28:45 pm
so my computer crashed mid edit i forgot to add the "usually" just check what i said again
If you're going to challenge the rules, you ought to stick with it, not just waffle as soon as I decline. Not to stomp on you for trying to change something you don't like, but it's annoying that you keep demanding changes then backtracking when I say no.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 08:08:38 pm
sorry bout double post
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 08:10:17 pm
my computer crashes all the time when i play minecraft (not quite sure why) generally if i do something like that i try to roll with it.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 24, 2015, 08:16:23 pm
((Dude, really, was that necessary?))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 08:19:10 pm
i shall be THE BIGGEST FISH  >:(
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 24, 2015, 08:24:15 pm
i shall be THE BIGGEST FISH  >:(
But I am, in fact, the bigger fish.
((The "was that necessary" was mostly about the double explanation posts.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 08:35:30 pm
my computer crashes all the time when i play minecraft (not quite sure why) generally if i do something like that i try to roll with it.
Eh, fair enough.

Is Rosabel still alive out there? Hello? We don't have actions for her yet and I believe she's the last one who hasn't gone this turn...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 24, 2015, 09:02:11 pm
i shall be THE BIGGEST FISH  >:(
But I am, in fact, the bigger fish.
((The "was that necessary" was mostly about the double explanation posts.))
oh sorry you noticed they were the first on this page so what happened was i posted one reloaded the page didn't see it so i posted another oneand made some improvements
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 24, 2015, 09:17:34 pm
my computer crashes all the time when i play minecraft (not quite sure why) generally if i do something like that i try to roll with it.
Eh, fair enough.

Is Rosabel still alive out there? Hello? We don't have actions for her yet and I believe she's the last one who hasn't gone this turn...
You DEDed her?
Although her cult.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 24, 2015, 10:30:28 pm
my computer crashes all the time when i play minecraft (not quite sure why) generally if i do something like that i try to roll with it.
Eh, fair enough.

Is Rosabel still alive out there? Hello? We don't have actions for her yet and I believe she's the last one who hasn't gone this turn...
You DEDed her?
Although her cult.
Well, Adragis anyway, I just refer to people as their horrors because it simplifies things...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on October 25, 2015, 01:50:50 am
((Sorry, I thought the turn was over))
Half of Mad Cultists: Research ways to cure these deformities.
Other half of Mad Cultists: Research the properties of this healing blood. Perhaps even beyond the grave we could make chosen from it. Who knows.
100 cultists: Perform a burial service for The Smiling One.
100 other cultists: Administer zombie vaccine.
Rest of cultists: Retrieve weapons.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 25, 2015, 11:13:25 am
((Sorry, I thought the turn was over))
Half of Mad Cultists: Research ways to cure these deformities.
Other half of Mad Cultists: Research the properties of this healing blood. Perhaps even beyond the grave we could make chosen from it. Who knows.
100 cultists: Perform a burial service for The Smiling One.
100 other cultists: Administer zombie vaccine.
Rest of cultists: Retrieve weapons.
Cure: [3] They find that the many of the deformities can be easily removed via cosmetic surgery. No way to actually cure scaly skin or extra eyes though, those gotta stay. (Monstrous cultists can be made merely horrific)
Blood: [4] They discover that the blood can be transfused into a person's bloodstream to make them produce healing blood. Why it doesn't work when applied normally and how they figured this out is an enigma only a madman could understand. (learned ritual of imbibed blood {req cultist, consumes healing blood})
Burial: [2] The weather's pretty bad right now, they hold off on the funeral.
Vaccinate: [6] They inoculate the rest of Rabe's cultists since they're nearby and in their fervor accidentally overdose some civvies who hadn't left yet on the vaccine, plaguing them. (Rabe's cultists vaccinated, +50 plagued civilians)
Weapons: [no roll] The ones that have weapons available pick up their weapons from the racks and ready themselves for battle. The others get ready to provide backup as best they can.

Inquisitors: Steal healing blood
[2] They can't find an opening so they just sort of hang around for the turn.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 25, 2015, 12:36:18 pm
End of Turn Thewiarefa
score:
Unescargot (DEAD): summoned, getting old, released
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster)), Anthaju's flesh
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}, knows ritual of Create Reaper {req Anthaju's flesh}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, 30 armed reapers

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken], released
-cultists: 145 fit armored armed cultists, high morale, can reach Famine easily
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1, [3] turns worth of food, 50 captured inquisitors
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, have [5] turns worth of food, Inquisitors activated, occupied for 1 turn
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}, has killed Famine
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings, technical difficulties [1]
--Bakery: existence
-+"Booze: the magic poison" talk show: mid range ratings
-+Soup R Us:

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 55 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu (lightly injured): Summoned, Has given up on personal ambitions for Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult, has Koshu's assistance, frustrated at Goshu
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 370 cultists, 165 armored cultists, 33 well trained armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, 15 well trained astronauts on the MOON!, immunized against plague
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood, has [2] turns of food, has access to nukes, has medicine
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards, created builder bees
--Goshu (moderately injured): Ordered to attack Koshu, relationship with Rabe weaker

DF CARP (DEAD): rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, trapped in an oven in the land of Myth, smells delicious
-goal: CARP LIFE
-Cultists: 10 brave cultists (on submarines), 10 brave english cultists (on submarines), magic dragoncorn mount, 5 trolls (myth)
-Items: a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool, located unobtainable nukes
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5, 30 zombies (active)
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
++War(lightly injured): power doesn't affect Rosabel for [1] turns
++Death(uninjured): stalled for [3] turns, +1 power, can't harm the undead
++Pestilence(uninjured): Smells funny
++Famine(DEAD): corpse is near TW's cult

Rosabel (DEAD): summoned, has seal rift ability, read self help book, has a migraine, targeted by War, knows Brandishing spell, ascended
Cultists: 185 well trained armed cultists, 260 well trained cultists, 100 well trained horrific armed cultists, 43 well trained heavily armed cultists, 476 armed mad cultists, 25 well trained assassin cultists, morale high, immunized against zombification
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has brutal defenses, has surgical tools and first aid kits, [8] turns worth of food, [5] servings of healing blood
Inquisitors: discredited, 700 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, have [2] turns worth of food, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, aware of False death ritual, knows ritual of imbibed blood {req cultist, consumes healing blood}
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known, locals immune to plague/zombification, can change monstrous cultists to merely horrific cultists
Temporary: 50 civilians, 50 plagued civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on October 25, 2015, 04:16:21 pm
30 reapers: preform the reaper conversion ritual on Rabe's leftover cultists! Again!

Unescargot: Play chess with Death!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 25, 2015, 06:02:43 pm
30 reapers: preform the reaper conversion ritual on Rabe's leftover cultists! Again!

Unescargot: Play chess with Death!
Convert: [1] You accidentally summon a bunch of oranges all over Rabe's cultists. They get very angry with your reapers for pelting them with fruit. (Relations with Rabe's cult decrease)
Chess: [1] He checkmates you in three turns. You accuse him of cheating. He shrugs. Death decides he should probably get moving on the whole apocalypse thing soon. (-1 distraction)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on October 25, 2015, 06:08:41 pm
70 cultists: Continue baking and shaking.
75 cultists: Start a dance party, to distract death.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 25, 2015, 06:36:20 pm
70 cultists: Continue baking and shaking.
75 cultists: Start a dance party, to distract death.
Shake n bake: [1] They have a small workplace accident that injures several workers. No deaths, thankfully, but they'll be on crutches for at least a week or two. (30 cultists crippled)
Dance: [3] Death is hesitant at first, but joins in the festivities, keeping him busy for the turn. (+1 distraction)

Inquisitors: be distracted
[irrelevant] They are bogged down by the overwhelming number of customers ordering soup and can't act against you. However, they manage to clear up the queue before the next turn. (no longer occupied)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on October 27, 2015, 08:43:38 am
Spoiler: Hondraasaan (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 27, 2015, 12:38:44 pm
Spoiler: Hondraasaan (click to show/hide)
I would suggest you put the presence point into power instead, since you don't seem to have any sort of presence-induced ability and 1 power might have enough punch for things like mind control... That said, it's up to you if you want to hedge your bets on being able to find something powered by presence later and gamble on having lower power...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on October 27, 2015, 06:59:02 pm
Alright, changed that.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 27, 2015, 07:12:30 pm
Alright, changed that.
Added to the waitlist
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: fillipk on October 27, 2015, 07:35:42 pm
((im sorely tempted to join the bigger fish wars as The Second Biggest Fish, a 3 physique 1 power 1 appeal combat god.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Whisperling on October 27, 2015, 07:45:49 pm
((im sorely tempted to join the bigger fish wars as The Second Biggest Fish, a 3 physique 1 power 1 appeal combat god.))

((I'm not sure that would be safe. The universe can only become so fishy before it implodes from sheer redundancy.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 27, 2015, 09:09:55 pm
((im sorely tempted to join the bigger fish wars as The Second Biggest Fish, a 3 physique 1 power 1 appeal combat god.))

((I'm not sure that would be safe. The universe can only become so fishy before it implodes from sheer redundancy.))
((Just wait, I'll secretly turn everyone's appearance into fish just for the sake of the joke))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 27, 2015, 09:11:28 pm
((These fish jokes stink.))
((Also, edited my sheet.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Sl4cker on October 27, 2015, 09:38:06 pm
I guess I'll get back into the horror game, with all you fish guys fighting for dominance.
Spoiler: AntiFISHsis (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on October 27, 2015, 09:46:05 pm
K.I.:Make remote controlled engineering drones so we don't keep losing cultists to that greatest predator of all, stupidity.
Huh oranges...   DIEDIEDIE!!!!!
EVERYBODY: Wipe out all under control of Unescargot.
Also I thought out a great idea for a meme based horror (something a bit more lovecrafty) but now I want to do Fish Of Fixed Size (physique 5).
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 27, 2015, 09:47:04 pm
((Oh FISH.  This is going to be one of those games, isn't it.
On the plus side, I have a plan for the fisherman.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Sl4cker on October 27, 2015, 09:49:19 pm
((The fisherman also has a plan for you.
On a completely unrelated note, how much do you like searing hot frying pans?))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Whisperling on October 28, 2015, 06:37:38 am
((The Cosmic Fisherman uses fish! It's super effective!))

((Sorry. It had to be said.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on October 28, 2015, 06:59:23 am
((The fisherman also has a plan for you.
On a completely unrelated note, how much do you like searing hot frying pans?))
((Hahahaha.  Oh, he can have his fish....))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 28, 2015, 01:03:18 pm
K.I.:Make remote controlled engineering drones so we don't keep losing cultists to that greatest predator of all, stupidity.
Huh oranges...   DIEDIEDIE!!!!!
EVERYBODY: Wipe out all under control of Unescargot.
Also I thought out a great idea for a meme based horror (something a bit more lovecrafty) but now I want to do Fish Of Fixed Size (physique 5).
Go for whatever, it's your horror
Drones: [2] Their prototypes weren't even able to get off the ground, so they call off the project for the turn.
Murder party fun time retribution: [5] They gun down all the annoying reapers flying overhead. That'll teach them to try to force you to eat citrus! (-30 reapers under Unescargot)
Order change: [6] Both Koshu and Goshu stop what they're doing and charge toward the corpses of Unescargot's cult. This serves no practical purpose, but at least they're not murdering each other anymore. (orders changed to "attack Unescargot's cult")

Goshu: attack Unescargot's cult
[4] It mashes itself against the corpses of the cultists, scraping more of its crumbling body off. (now heavily wounded)
Koshu: attack Unescargot's cult
[2] Koshu doesn't really do anything, it just floats there ominously.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: H4zardZ1 on October 30, 2015, 10:09:40 am
((im sorely tempted to join the bigger fish wars as The Second Biggest Fish, a 3 physique 1 power 1 appeal combat god.))

((I'm not sure that would be safe. The universe can only become so fishy before it implodes from sheer redundancy.))
((Just wait, I'll secretly turn everyone's appearance into fish just for the sake of the joke))
((I'll shake you with the fi-ke. And it'll be something before someone starts to throw keas to this.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on October 30, 2015, 11:12:20 am
Gonna assume this is still CARP's actions since he hasn't posted anything new...
ME:get out of the frikkin oven
submarine cultist: do something to try and recuit anthaju's cultists there master is dead so go over there and recuit them.
plagued cultists: stay with rabes guy and pretend to be his guys rabe's ghost:"where did we get extra cultist" cultist:"i have literally no idea" rabe's ghost:"well thats not suspicious at all"

OVEN: [6] The trolls pull the deliciously baked carp out of the oven and burn their hands. You are still dead. (trolls have burned hands)
Recruit: [4] They manage to convince some of the lost lambs of Anthaju to join your submarine crew. It doesn't get you much manpower, but it's more than you had. (10 cultists stolen from Anthaju) ((Seriously guys, kill war already, this no recruiting thing looks like it's really hurting ya))
Plague: [irrelevant] They are zombies, they don't obey you anymore.

Zombies: attack the other cultists
[1] Many of the zombies drown themselves trying to reach the guys in submarines. Turns out they do need to breathe. (-15 zombies)

Horsemen:
Death: hang out with the dead horrors
[no roll] Death talks about the weather and how he thinks Game of Thrones is overrated. (-1 distraction token)
War: Start a riot among Rabe's cult
[3] The cultists get really pissed off at each other, but it doesn't come to blows. That said, Rabe may have to speak up to be heard over all the shouting. (cult in chaos for [1] turn, Rosabel no longer immune to war's power)
Pestilence: Plague the rest of CARP's cult
[5] The entire rest of CARP's cult is having coughing fits, including the guys that just joined. Hopefully if they can get some medicine or at least some bed rest they can recover. The fact that they are breathing recycled air in those submarines probably isn't helping. (30 CARP cultists plagued)
Famine: continue being dead
[no roll] He rises up and- Just kidding, he's still lying in a ditch slowly decaying.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on October 31, 2015, 09:17:00 am
yeah oops sorry but that was pretty much what i would do except my action would be "talk with death about how to defeat war"
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on November 01, 2015, 05:49:44 pm
There is only active live horror. I say Rosabel has won.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on November 01, 2015, 05:51:40 pm
((I died :(
Also turn coming in a bit))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 01, 2015, 06:24:27 pm
There is only active live horror. I say Rosabel has won.
((I died :(
Also turn coming in a bit))
In-deedily dee. If you can beat the horsemen before they slaughter the remainder of your cults, then you all "win". Since you're all technically dead then no world conquering for you, but your cults can still persist in your name... Well, except CARP's, it's probably too late for him...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 02, 2015, 10:40:35 am
well i'll just tell my cult to try and survive and living in the subs. i might still do my turns though.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 07, 2015, 12:08:13 am
Still waiting on actions for Rosabel before we move forward...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 10, 2015, 06:10:41 pm
roseable might not be playing i think you whould move it on.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on November 10, 2015, 06:11:51 pm
((Sorry. Have my cultists repeat last turn's actions, dividing any that are no longer able to/have already accomplished the task between the other tasks.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 10, 2015, 06:36:31 pm
roseable might not be playing i think you whould move it on.
I would have eventually, but I was a bit busy over the last two days...
((Sorry. Have my cultists repeat last turn's actions, dividing any that are no longer able to/have already accomplished the task between the other tasks.))
I'm lazy, so you'll just be doing the same thing even if you already did it since you can't be bothered to change anything
Half of Mad Cultists: Research ways to cure these deformities.
Other half of Mad Cultists: Research the properties of this healing blood. Perhaps even beyond the grave we could make chosen from it. Who knows.
100 cultists: Perform a burial service for The Smiling One.
100 other cultists: Administer zombie vaccine.
Rest of cultists: Retrieve weapons.
Deformities: [3] They find some saws and needles they can use to remove the deformities. Maybe telling the insane people to discover cosmetic surgery wasn't such a good idea... (found saws and needles)
Healing blood: [4] They find that healing blood contains traces of healing magic and with proper procedure may be able to yield healing powers. They don't discover what that procedure is though. (aware of ability to make chosen with healing blood)
Burial: [2] Once again they fail to bury the body. Though this time it was because they forgot to bring shovels. Whoops.
Vaccinate: [3] They give shots to people. No notable effects.
Weapons: [5] They REALLY pick up their weapons. Everyone's impressed by their amazing gun juggling skills. (morale improves)

Inquisitors: Steal the healing blood
[6] They snag several buckets of blood, but several inquisitors drop the buckets on their way out. Your cultists are quick to take the slow ones down. (Lose [3] servings of healing blood, Inquisitors gain [1] serving of healing blood, -200 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 11, 2015, 11:00:53 pm
((End-turn result?))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 12, 2015, 01:50:05 pm
((End-turn result?))
Sorry, might be a little delay on the next actions too, I've got a bit of work to do over the next few days...
End of Turn Sreowjqfenqa;
score:
Unescargot (DEAD): summoned, getting old, released
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster)), Anthaju's flesh
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}, knows ritual of Create Reaper {req Anthaju's flesh}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, disliked by Rabe's cult

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken], released
-cultists: 115 fit armored armed cultists, 30 crippled cultists, high morale, can reach Famine easily
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1, [3] turns worth of food, 50 captured inquisitors
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, have [5] turns worth of food, Inquisitors activated, occupied for 1 turn
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}, has killed Famine
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings, technical difficulties [1]
--Bakery: existence
-+"Booze: the magic poison" talk show: mid range ratings
-+Soup R Us:

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 45 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu (lightly injured): Summoned, Has given up on personal ambitions for Earth, has a headache (doesn't really do anything)
-Cultists: Fled for greener pastures
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: Pursued their prey
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult, has Koshu's assistance, frustrated at Goshu
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 370 cultists, 165 armored cultists, 33 well trained armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, 15 well trained astronauts on the MOON!, immunized against plague, chaos has broken out
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood, has [2] turns of food, has access to nukes, has medicine
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards, created builder bees
--Goshu (heavily injured): Ordered to attack Koshu, relationship with Rabe weaker

DF CARP (DEAD): rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, trapped in an oven in the land of Myth, smells delicious
-goal: CARP LIFE
-Cultists: 10 brave plagued cultists (on submarines), 10 brave plagued english cultists (on submarines), 10 plagued cultists, magic dragoncorn mount, 5 burned trolls (myth)
-Items: a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool, located unobtainable nukes
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5, 15 zombies (active)
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
++War(lightly injured):
++Death(uninjured): stalled for [2] turns, +1 power, can't harm the undead
++Pestilence(uninjured): Smells funny
++Famine(DEAD): corpse is near TW's cult

Rosabel (DEAD): summoned, has seal rift ability, read self help book, has a migraine, targeted by War, knows Brandishing spell, ascended
Cultists: 185 well trained armed cultists, 260 well trained cultists, 100 well trained horrific armed cultists, 43 well trained heavily armed cultists, 476 armed mad cultists, 25 well trained assassin cultists, morale really high, immunized against zombification
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has brutal defenses, has surgical tools and first aid kits, [8] turns worth of food, [2] servings of healing blood, saws and needles
Inquisitors: discredited, 500 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, have [2] turns worth of food, have [1] serving of healing blood, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, aware of False death ritual, knows ritual of imbibed blood {req cultist, consumes healing blood}
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known, locals immune to plague/zombification, can change monstrous cultists to merely horrific cultists, aware of ability to make chosen from healing blood
Temporary: 50 civilians, 50 plagued civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 12, 2015, 04:55:53 pm

Unescargot: ask Death to free Puff Puff from his banishment.
Puff Puff: If you are freed, serve Death's agenda by blasting Koshu with your powders of crazy.

((This game. It's incredible. For instance... at the bottom of the status, where it says "Other", it includes such gems for instance "Lunar Orb of Stalwart has a carp in it", "Everyone is on psi-net", and "has rained in California". O so funny.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: SaberToothTiger on November 12, 2015, 05:01:39 pm
Koshu wins... I guess. By default.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 12, 2015, 09:45:05 pm

Unescargot: ask Death to free Puff Puff from his banishment.
Puff Puff: If you are freed, serve Death's agenda by blasting Koshu with your powders of crazy.

((This game. It's incredible. For instance... at the bottom of the status, where it says "Other", it includes such gems for instance "Lunar Orb of Stalwart has a carp in it", "Everyone is on psi-net", and "has rained in California". O so funny.))
Bargain: [1] Death refuses and you call him a lazy sack of bones. He decides it's time to stop being lazy. (-2 distraction tokens)
Powder puff: [irrelevant] He's still banished.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on November 12, 2015, 10:54:22 pm
PTW
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 16, 2015, 05:39:16 pm
Phew, got that paper done so now my time is freed up again
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on November 17, 2015, 07:47:27 pm
Just wanna roll for what he does with his rule?

Me: Attempt to become Koshu's spirit animal.
Rest: attempt to blow death up with nukes.


My horror:
Name: An Ideal Meme, AIM, Fred
Abilities:
-Memetic spread: Anybody who (listens to/reads/sees/feels out in braille/etc.) a certain series of concepts will become infected by the Meme
Appearance: Has no physical form.
Homeworld: Earth

Dunno how to assign my points, for example would unwilling mental takeover count as Appeal, Power or Presence?
-Presence:
-Mindlock:
-Power:
-Physique:
-Appeal:
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 17, 2015, 10:03:24 pm
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 18, 2015, 09:39:25 am
nice someones horror is in scp format  :D and somebody finally tried their luck with a negative point and adding an other one curious to see how this works out.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 18, 2015, 11:54:57 am
Just wanna roll for what he does with his rule?

Me: Attempt to become Koshu's spirit animal.
Rest: attempt to blow death up with nukes.


Spoiler (click to show/hide)
Dank memes need stats badly :P
It depends on whether it's a passive thing (presence) or an active move you make (power), and appeal is just for PR and recruiting... In this case, presence seems like the most likely thing, but it's up to you...

With no physical form you'll be forced to inhabit computers or something and will have to be fought via hackers and antivirus software :P
Spirit animal: [5] Despite being a floating rock with no need for a spirit animal, Koshu accepts your offer. You can now give advice directly without a roll to decide whether it listens or not. (Social link: GO!)
NUKES: [2] They've watched Doctor Strangelove enough to know that when it comes to nukes, the only winning move is not to play.

Koshu: Claim the astronauts as your new cult, let's get this space race moving again!
[6] He successfully claims them, but accidentally offends the local moon monsters. Their somewhat cheese-like wrath knows no end! (Stole 15 astronaut cultists from Rabe, +10 moon monster inquisitors)

I normally wouldn't recommend a -1 physique, but given the fact that this guy seems hilarious and not particularly overpowered with the extra point, I'll let it slide... Just be aware that you'll probably get one-shot by literally everything in existence...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 18, 2015, 12:43:47 pm
that is the whole point of it. he is supposed to be absurdly weak. a person punching him in the face could kill them, if they could muster the will to overwhelm his presence.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on November 18, 2015, 12:44:45 pm
Could I join?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 18, 2015, 01:25:40 pm
Could I join?
Yas
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 18, 2015, 01:39:10 pm
you need to re-do your quote of my horror on page one. the spoiler tag held the name, and when you removed that, it was lost.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 18, 2015, 02:17:20 pm
you need to re-do your quote of my horror on page one. the spoiler tag held the name, and when you removed that, it was lost.
I can't put a spoiler within a spoiler, so the name has to be posted separately. Just added it, but I'm probably just gonna call your guy "Speedy speedo" instead...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 18, 2015, 02:57:37 pm
you need to re-do your quote of my horror on page one. the spoiler tag held the name, and when you removed that, it was lost.
I can't put a spoiler within a spoiler, so the name has to be posted separately. Just added it, but I'm probably just gonna call your guy "Speedy speedo" instead...
you can put a spoiler within a quote though. and actually, I think you CAN put spoilers within spoilers. let me see if I can find a example.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 18, 2015, 03:47:38 pm
you need to re-do your quote of my horror on page one. the spoiler tag held the name, and when you removed that, it was lost.
I can't put a spoiler within a spoiler, so the name has to be posted separately. Just added it, but I'm probably just gonna call your guy "Speedy speedo" instead...
you can put a spoiler within a quote though. and actually, I think you CAN put spoilers within spoilers. let me see if I can find a example.
Putting the quotes outside the spoilers would take up too much space and if you put a spoiler tag within a spoiler then the first spoiler ends and the second one gets cut off. Like this:

Spoiler (click to show/hide)
This is after the second spoiler[/spoiler] This is after the first spoiler

It's better the way I've done it, I'm quite sure of that. I've already copied your name into the waitlist, so no need to freak out about it.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on November 18, 2015, 08:51:11 pm
+10 moon monster inquisitors

If I had room left or was willing to stoop to sigtext, that would be so sigged.

EDIT: Screw it, that's sigged. I'll get rid of Diggy Diggy Hole.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on November 18, 2015, 10:11:08 pm
Spoiler: Character Sheet (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 18, 2015, 11:33:18 pm
Spoiler: Character Sheet (click to show/hide)
Well, there's our zombie guy for the game I suppose
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 19, 2015, 05:14:50 pm
oh god i pity you aslandus and anyone who wants to keep meticulous track of all the horrors :o i just had a look at the wait list.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 19, 2015, 06:12:05 pm
oh god i pity you aslandus and anyone who wants to keep meticulous track of all the horrors :o i just had a look at the wait list.
14 players and counting... I stand by my 5 actions per turn rule
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 19, 2015, 06:44:26 pm
... oh boy. Either next game is going to be absurdly large, or you're going to need to put a player limit on.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on November 19, 2015, 06:46:27 pm
I think I'll drop out, actually, I have many things on my plate.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 19, 2015, 08:24:52 pm
... oh boy. Either next game is going to be absurdly large, or you're going to need to put a player limit on.
I might start turning away people at about 20 players, but at this rate I may have to remove dead players altogether instead of keeping the cults and minions to cut down the workload...
I think I'll drop out, actually, I have many things on my plate.
Suit yourself, feel free to come back if things clear up, we still haven't started the game yet...

Speaking of which, do you guys currently playing wanna take your actions or not? We could just call the game here if life's getting in the way
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 20, 2015, 08:59:23 am
I think I'll drop out, actually, I have many things on my plate.
HAH HAAAA i am the bigger fish man though that was basically my character any one else got fish guys t give me purpose in game 4?
and any way koshu should win i think we should call the game
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on November 20, 2015, 09:44:30 pm
Non-crippled cultists: Find a way to destroy war.
Crippled cultists: Try to kill Death.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 20, 2015, 11:13:46 pm
Non-crippled cultists: Find a way to destroy war.
Crippled cultists: Try to kill Death.
Find secrets: [1] They get close to war looking for a weak spot. Many of them get sliced up before they can get away, but their armor saves their lives. They presume that they could just fight him head on, but he isn't the embodiment of war for nothing. (50 cultists crippled)
Defeat death: [5] They challenge Death to a duel, their lives or their limbs, and win. Why Death decided to accept a duel from 30 people at once is a mystery for the ages. (Death lightly wounded, 30 crippled cultists healed)

Inquisitors: Finish off those wounded idiots
[3] They manage to kill a few of the crippled cultists, but are driven away before they can do too much damage. (-15 crippled cultists)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 21, 2015, 11:43:49 am
hmm you know what the celiastial carp was for the funnyness of the bigger fish war (and i have way to many ideas for horrors) and i had a brain wave for yet another horror which i particularly like
so here is game fours horror for me sorry bout all the changing.
Spoiler (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 21, 2015, 12:05:55 pm
hmm you know what the celiastial carp was for the funnyness of the bigger fish war (and i have way to many ideas for horrors) and i had a brain wave for yet another horror which i particularly like
so here is game fours horror for me sorry bout all the changing.
Spoiler (click to show/hide)
You want the excess to go into physique and not power? You realize that would mean you won't be able to do much with your abilities once you infest something, right?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 21, 2015, 12:27:22 pm
Unescargot: act as a cheerleader for Death.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 21, 2015, 05:30:31 pm
hmm well i guess i'll add one to power if what i'm in wouldn't have a point in power
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 23, 2015, 11:59:08 am
man compare how long the other 2 games were to this one
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 23, 2015, 07:43:54 pm
man compare how long the other 2 games were to this one
Now imagine how long the next one's going to take... If these slowpokes don't take their actions by Wednesday I'm moving the turn forward without them
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 23, 2015, 07:45:17 pm
((Maybe you should just do it now... but that's just my opinion.))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 23, 2015, 07:47:01 pm
((Maybe you should just do it now... but that's just my opinion.))
Maybe, but I'm feeling lazy right now
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 26, 2015, 03:20:02 pm
Death: TW has thrown the gauntlet! Strike back with glorious fervor!
[5] He points at TW's cult and makes a thumbs down gesture. Skeletal arms spring from the dry, dusty earth, dragging the poor souls into the underworld to hang out with their dead matron saint. (-130 cultists)
War: Start a riot among the disorganized rabble of Rosabel's cult
[4] The mad cultists are driven into a fervor, and their more well behaved bretheren have to fight them off. The riot will likely continue until quelled. (riot started in Rosabel's cult, -200 mad cultists, -200 other cultists)
Pestilence: Deliver the poor souls in Rosabel's cult from the impending apocalypse
[1] In response to the offer, they show him the business end of their guns. (Pestilence now moderately wounded)
 
End of Turn Too Slow, You Lazy Bastards!
score:
Unescargot (DEAD): summoned, getting old, released, has pissed off Death
-cultists: regrets
-Items: veteran memoirs, charm of tunneling ((buried in the gut of an invisible monster)), Anthaju's flesh
-Inquisitors: 40 lightly armed inquisitors, inquisitorial demolition hirelings, inquisitors activated and attacking Puff puff.
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual,  very bad PR, knows power swap ritual, knows yoga, knows ritual of summon oranges {req chalk}, knows ritual of temporary possession {req host and possessor horror, charm of channeling}, knows ritual of Create Reaper {req Anthaju's flesh}
--Puff Puff (GONE): banished to the 5432545th dimension, plush toy that looks just like him, disliked by Rabe's cult

Tavern wench (DEAD): summoned, sunburn [+1 to damage taken], released
-cultists: Caught a bad case of death
-Items: base in the barren desert (breached), has mercury, access to Orb of Stability 1, [3] turns worth of food, 50 captured inquisitors
-Inquisitors: 25 well trained inquisitors, 5 inquisitors in high places, have [5] turns worth of food, Inquisitors activated, occupied for 1 turn
-Other: well known, bad PR, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury, consumes orb of stability, can sub Dragon blood [causes injury]}, knows ritual of summon oranges {req chalk}, has killed Famine
--Crux the mad (DEAD): killed 10% of Earth's population
--"Wine and beer with Tavern Wench" talk show: mid range ratings, technical difficulties [1]
--Bakery: existence
-+"Booze: the magic poison" talk show: mid range ratings
-+Soup R Us:

TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(moderately wounded): hallucinating, berserk

Anthaju(DEAD): summoned, resting in peace
-cultists: 45 cultists, 15 reapers
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 3 strong mummy inquisitors, 20 inquisitorial reapers, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion, bad PR

Koshu (lightly injured): Summoned, Has given up on personal ambitions for Earth, has a headache (doesn't really do anything)
-Cultists: 15 well trained astronauts on the MOON!
-Items: has a few spaceship components, has extra spikes, watch mirrors set up, has dragon blood
-Inquisitors: 10 moon monsters
-Other: loved by humanity, satellite launched, community improved, knows "cascade" ritual,

Rabe (DEAD): summoned, can drown people and detect beards/alcohol, paranoid, afraid of water, afraid of ghosts, slightly depressed, second in command of CARP's cult, is Koshu's spirit animal (and can command him easily)
-Goal: Create a civilization that has harnessed the sun and made off-planet colonies, create a Miskatonic university that doesn't get blown up (and ideally accomplishes its goals of understanding the eldritch)
-Cultists: 370 cultists, 165 armored cultists, 33 well trained armored armed cultists, 50 trained armed armored cultists, 2 fit armored armed cultists, 10 well trained astronauts, 10 recognizable armored cultists, 150 ghost friends, immunized against plague, chaos has broken out
-Items: has sturdy base with defenses (20 gun turrets), knows location of Lunar Orb of Stalwart, has dragon blood, has grand training center, has hidden bunker, has dragon blood, space suits, hazmat suits, roughshod rocket safety equipment, space rocket {req fuel}, partially gathered more dragon blood, has [2] turns of food, has access to nukes, has medicine
-Inquisitors:15 armored inquisitors, have gasoline
-Other: posters put up, campaign for president started, very bad PR,  requested Koshu's permission to summon him, knows ritual of summon oranges {req chalk}, aware of power store ritual, knows power swap ritual {no cost}, can access Alterworld via giant robot
-Achievements: destroyed Orb of Stalwart 1, second in command to carp's faction, founded Miskatonic University, created Kitten Industries, shamed by cookie-Cthulhu, discovered Alterworld
--Kitten Industries: 261 armored cultists, 50 tired armored cultists 15 recognizable armored cultists, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), has materials for starfruit jelly, covered in enhance poison wards, created builder bees
--Goshu (heavily injured): Ordered to attack Koshu, relationship with Rabe weaker

DF CARP (DEAD): rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp, temporarily allied with TTU, trapped in an oven in the land of Myth, smells delicious
-goal: CARP LIFE
-Cultists: 10 brave plagued cultists (on submarines), 10 brave plagued english cultists (on submarines), 10 plagued cultists, magic dragoncorn mount, 5 burned trolls (myth)
-Items: a bunch of motorized submarines working properly, a shallow ditch, whiskey, cashews, bread, aboveground pool, located unobtainable nukes
-Inquisitors: 90 inquisitors, inquisitors destroyed Orbs of Stalwart 3 and 5, 15 zombies (active)
-Accomplishments: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, found portal to world of Fables, found green portal, summoned the horsemen
-Other: CARP LIFE 4 EVAR, going crazy, horrible PR, campaigning for mayor of Tijuana and doing very badly
-Rituals: knows rain dance {req 50 cultists}, knows ritual of sunshine {req whiskey and light}, knows summon to europa {req fruit [fresh], bread, cashews, consumes English cultists}, knows summon horsemen ritual {consumes 7 seals}
--GOEARERKSFLES (DEAD): unending hunger,  mass: 200, physique +2
++War(lightly injured):
++Death(lightly injured): stalled for [2] turns, +1 power, can't harm the undead
++Pestilence(moderately injured): Smells funny
++Famine(DEAD): corpse is near TW's cult

Rosabel (DEAD): summoned, has seal rift ability, read self help book, has a migraine, targeted by War, knows Brandishing spell, ascended
Cultists: 185 well trained armed cultists, 60 well trained cultists, 100 well trained horrific armed cultists, 43 well trained heavily armed cultists, 276 armed mad cultists, 25 well trained assassin cultists, morale really high, immunized against zombification, RIOT!
Items: has dragon blood, has gold block, has dynamite, has tallow candles, has brutal defenses, has surgical tools and first aid kits, [8] turns worth of food, [2] servings of healing blood, saws and needles
Inquisitors: discredited, 500 inquisitors, 80 trained inquisitors, inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2, know ritual of warming {req whiskey}, have [2] turns worth of food, have [1] serving of healing blood, inquisitors active
Rituals:knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}, knows ritual of summon oranges {req chalk}, knows circle of healing ritual {req cultists, wine, and candles}, knows ignite mortal ritual {req gasoline, consumes cultists}, knows sacrificial summoning ritual {requires Dragonblood, consumes 500 sacrificial cultists}, knows hold rift ritual {consumes solid material}, aware of False death ritual, knows ritual of imbibed blood {req cultist, consumes healing blood}
Other: very good PR, community improved, excellent PR, has zombie vaccine, buried the dead again, knows how to hide horrific appearances, publicly known, locals immune to plague/zombification, can change monstrous cultists to merely horrific cultists, aware of ability to make chosen from healing blood
Temporary: 50 civilians, 50 plagued civilians

Other: Poison widely available, 10% of Earth's population gone, cascade impossible, everyone is on psi-net, Lunar Orb of Stalwart has a carp in it, Rift stabilized at [9] turns, has rained in California
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on November 26, 2015, 04:05:02 pm
Unescargot: haunt Koshu! With butterflies! Electric ones!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 26, 2015, 09:41:00 pm
Unescargot: haunt Koshu! With butterflies! Electric ones!
[1] You send an annoying bunch of ghost butterflies as a fake birthday gift after Koshu, knowing it is helpless to their pestering since it can't hurt the dead. Of course, you accidentally wrote the contract wrong and sent the electric butterflies after yourself, signed with a forged signature of Koshu. Curse you "Koshu"! (Butterfly-a-gram sent to Unescargot)

C!D   C1D   CID
bzzzzzzz
     V            V
(H>I<H) (H>I<H)
bzzzzzzzzzzzzzz
((I'm really bad at drawing ASCII butterflies...))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 27, 2015, 08:33:11 am
I think you should just put a end to it. enough haunting stuff. people are waiting, FFS.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 27, 2015, 10:36:03 am
I think you should just put a end to it. enough haunting stuff. people are waiting, FFS.
Since it seems like the players are starting to lose interest I may well call it, but I still want to give a few days in case they're just busy. I know I got a complaint earlier this game that the last game was called too early because of the waitlist filling up, so I'm trying to play on the safe side.

At any rate, with death now in the mix the game probably won't last for more than two turns :P
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Adragis on November 27, 2015, 11:43:16 am
Cult: Disperse. Do your duty elsewhere. And make sure that blood doesn't end up with the wrong people.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 27, 2015, 01:20:03 pm
Cult: Disperse. Do your duty elsewhere. And make sure that blood doesn't end up with the wrong people.
Flee: [no roll] They abandon your flag and run off into the wilds, calling in the local asylums to take the madmen away. Just in time for the end of the world. (cult gone)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on November 29, 2015, 05:57:16 pm
*taps foot impatiently*
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on November 30, 2015, 04:36:57 pm
i want to make my cult do the same thing every turn
1 3rd of cultists: recruit
1 3rd of cultists: attain submarine parts
1 3rd of cultists: builf more submariones
GOAL build an epic submarine armada once we gain say 10 submarines combine them into a mother sub then for every 5 submarines gained put one into the mother sub.
and remember cult only surface when absolutley necessary you can eat sea grass and fish drink desalinated ocean water and use the longest pipes you can to get air.


remember the end isn't "nigh" the end is now if the carp cult is to survive we must thrive in the underwater down here nukes eruptions they cant get us we will live past the end.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on November 30, 2015, 10:48:25 pm
*taps foot impatiently*
If rabe doesn't post in a day or two I'm gonna assume they'll redo their last turn since it's the last *important* set of actions...
i want to make my cult do the same thing every turn
1 3rd of cultists: recruit
1 3rd of cultists: attain submarine parts
1 3rd of cultists: builf more submariones
GOAL build an epic submarine armada once we gain say 10 submarines combine them into a mother sub then for every 5 submarines gained put one into the mother sub.
and remember cult only surface when absolutley necessary you can eat sea grass and fish drink desalinated ocean water and use the longest pipes you can to get air.


remember the end isn't "nigh" the end is now if the carp cult is to survive we must thrive in the underwater down here nukes eruptions they cant get us we will live past the end.

Not like that will matter since you didn't even try to get rid of the plague...
Recruit: [irrelevant] They can't recruit anyone to begin with because War is making angry faces at them. Even the merpeople are in havoc because of him.
Sub parts: [5] Since you've forbidden surfacing, they craft some very nice submarine parts from sea salt and rocks at the bottom of shallower seas. (Fine submarine parts acquired)
Build submarines: [6] They craft a dozen super submarines from the parts their compatriots made, but their labor accelerates their disease giving them an extra turn... As zombies... Which isn't great given that everyone is locked underwater in submarines... (Super submarines made, 10 plagued cultists become zombies)

Plague: turn to zombyism
[6] The other cultists get turned into Uber-zombies with bonus infectivity. However, they are also rotting and won't last long if they aren't kept in a cool, dry environment. (20 cultists become rotters [3])

Zombies: Eat your friends
[2] Even the undead are repulsed by the taste of those decayed bastards.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 06:02:11 pm

Me: Attempt to become Koshu's spirit animal.
Rest: attempt to blow death the horsemen up with nukes.

Commune: [2] Your psychic voice doesn't transfer that well into his head, apparently your conscience can't quite overtake Koshu's body.
LAST CHANCE DESTROY: [1] They accidentally blow themselves up trying to arm the nukes. Seems they were right to be hesitant, nukes are super dangerous. There's not much left of anything. (cult destroyed, base destroyed, all items destroyed)

Death: Wipe up the rest
[2] He decides not to annihilate the few cultists left running around this gods-forsaken land. Those that challenged them have been dealt with, let the rest worship their false gods if they deem it so.
War: Take your brothers and go home
[6] He looks around for Famine and realizes he's too late to bring everyone home safe. He ascends the rest of the horsemen to make sure they all stay together. (all horsemen dead)
Pestilence: wipe up your mess
[3] He can't un-plague people unfortunately, but he can stop spraying that infectious ooze everywhere. He does so, partially because he just got dragged into the underworld by his brother War.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 06:27:17 pm
End of Game 3.

The land is desloated. Many are dead and by any measure, this could hardly be called victory. The world as it was has ended, and the few that still dare follow the horrors they once deemed mighty now hide in the shadows waiting for an opportunity to bring their champions back, though the opportunity will likely never come. Perhaps they will find new gods, but who can tell for sure what their futures may hold.

Koshu rounded up a few more cultists and began traveling into space, exploring this new universe it had been brought to. Needless to say, none of humanity cares where it's gone since it doesn't seem too keen on helping clean up. They discovered some curious little psionic squid people that they showed the way back to Earth. This will surely have no negative repercussions.

With Death gone, or perhaps because of the abundance of zombies and other abominations wandering the land, the dead don't seem to be staying dead anymore. It's becoming a problem for the survivors, trying to piece back together civilization while facing problems nobody in history has seen. Luckily, that old bombed-out university seems like the perfect place to send them, if only to act as an asylum while a longer-term solution is figured out.

The ex-followers of Rosabel formed a new church when the smoke cleared, producing healing chalices and imbibing themselves with what remained of the healing blood in an effort to make more. It seems there are some minor side effects with inoculating oneself with the blood of eldritch beings, particularly those who can alter flesh with their power, but how bad could it really be?

Ending discovered: Dark Souls/Bloodborne
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on December 02, 2015, 07:46:23 pm
well, that was mildly disturbing.
TIME TO START AGAIN!
*presses the reset button*
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on December 02, 2015, 07:52:58 pm
*Just in case reset button doesn't push, grabs Dustan's head, smashes it into reset button*

((Now let's play game four!))
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Whisperling on December 02, 2015, 08:06:59 pm
((Whoo-hoo! Time to start game 4 at long last.))


Archon: Find a forest and begin populating it with beastfolk. Loyal to me, of course.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on December 02, 2015, 08:24:52 pm
Quarken: Whisper into the minds of some scholarly mortals and recruit them to join you.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on December 02, 2015, 09:27:13 pm
Hondrasaan: Whisper into the minds of some smart dudes and convince them that following the King of Shadows is a good idea.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 09:43:07 pm
Game 4 Start!

Players/horrors:
-BOF/fillipk
Spoiler (click to show/hide)
-Vol-Kriit/Daparrot
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-Daragon/Humaan
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-Quarken/FallacyofUrist
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-parasite/carp
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The Jade Empress/wipeout1024
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-Nuffle/SpottedWobbegong
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-Kszipasowiernik/SaberToothTiger
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-Archon/Whisperling
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-Hondraasaan/LordBrassroast
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-The Cosmic Fisherman/Sl4cker
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-SCP-999-J "creepy speedo man"/Dustan Hache
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-Thun Gara' Tun Rack' Ooozz Chath/crazyabe
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Fred/AIM/Evonix
Spoiler (click to show/hide)

Minor horrors
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Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: wipeout1024 on December 02, 2015, 09:44:07 pm
Recruit disgruntled housewives!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 10:01:36 pm
((Whoo-hoo! Time to start game 4 at long last.))
Archon: Find a forest and begin populating it with beastfolk. Loyal to me, of course.
[2] You fail to notice any of the forests on the face of the Earth. Asking for directions from the locals via mind whispers doesn't help, perhaps the definition of "forest" is different here than it is back in the labyrinth.

Quarken: Whisper into the minds of some scholarly mortals and recruit them to join you.
[1] You discover that they're not as hospitable as you thought. Don't they realize you're a refugee in need of a new home? (+25 inquisitors)

Hondrasaan: Whisper into the minds of some smart dudes and convince them that following the King of Shadows is a good idea.
[4] Turns out they really like the idea of joining a living shadow, and getting an opportunity to study a being of such metaphysical strangeness. The fact that they even considered joining a potentially destructive voice in their head makes you consider that they may not be as smart as you initially thought. (+75 "smart" cultists)

Recruit disgruntled housewives!
[5] They join you with no questions, and why wouldn't they? You are, after all, a glorious ruler through and through, even among other rulers! (+100 angry housewife cultists)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on December 02, 2015, 10:04:44 pm
I Whisper into the minds of Grave keepers Recruiting them to join me...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Humaan on December 02, 2015, 10:10:35 pm
Daragon: Recruit cultists, for I have no hands in this world. Figuratively and Literally.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 10:18:48 pm
I Whisper into the minds of Grave keepers Recruiting them to join me...
[5] You convince the grave keepers that you can help the dead find peace. They agree to help you, not realizing you were lying. (+100 cultists) ((I assume you mean "grave keepers" as in people who maintain graves, not people who are kept in graves, since they wouldn't be very helpful))

Daragon: Recruit cultists, for I have no hands in this world. Figuratively and Literally.
[6] Just as every infection an entry point, you must be summoned to begin your duty. As such, you corrupt the minds of some poor souls to convince them to summon you to Earth. Seems their minds are still there, at least for a few minutes. They shout to some bystanders to stop them from finishing the summoning. Such a pity, now you must kill them. All in the name of survival. (+50 cultists, +25 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on December 02, 2015, 10:23:52 pm
I start Whispering to Goth Teens, attempting to Get them to join me...

I have my Cult start looking for large underground places to Worship me...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: DAPARROT on December 02, 2015, 10:52:19 pm
Vol-Kriit: whisper into the minds of mortals, telling them of my suffering
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Whisperling on December 02, 2015, 10:57:44 pm
Just make some loyal beastfolk. A forest would have been nice, but we can worry about proper habitats when I'm more established.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 11:04:27 pm
Vol-Kriit: whisper into the minds of mortals, telling them of my suffering
[1] You are about to tell them that, but then you scream in their ears as you accidentally jam a thorn under your fingernail. Stupid thornbushes. Stupid banishment. Stupid mortals who now want to kill you. (+25 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: fillipk on December 02, 2015, 11:22:22 pm
B.O.F. Gather some followers
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 02, 2015, 11:36:25 pm
B.O.F. Gather some followers
[1] Shockingly, they choose not to trust the sentient flame/voice in their head that is telling them to collect poison and perform strange rituals. Clearly they hate the environment and must be purged, cleansing the land of such terribly unreasonable people. Glory to a purer, cleaner world! (+25 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on December 03, 2015, 02:27:54 am
Start whispering into the minds of random people, generally in a small area near Washington DC.
And maybe on the side, try to get other cultists to other horrors intrested in helping me as well as a secondary goal.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: LordBrassroast on December 03, 2015, 09:04:01 am
Hondrasaan: Figure out where my cultists live, find them a secret meeting place within 20 miles of each of their dwellings.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: crazyabe on December 03, 2015, 11:55:40 am
I Whisper into the minds of Goth Teens, and Order my Cult to start looking for Large, Dark, Death-filled, underground Areas to set up Shop in.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 03, 2015, 12:45:07 pm
I Whisper into the minds of Goth Teens, and Order my Cult to start looking for Large, Dark, Death-filled, underground Areas to set up Shop in.
Slow down there, Eager McBeaver, we need to let the rest of the players take their actions for the turn... Given how many players there are I may move the turn forward every three days even if not everyone has gone, but some people might have schedules that prevent them from posting actions every few hours...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: SaberToothTiger on December 03, 2015, 12:50:07 pm
Kszipasowiernik:
I recruit cultists and assign one of them the role of the High Priest. I shall send him a vision of the future.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 03, 2015, 01:08:36 pm
Kszipasowiernik:
I recruit cultists and assign one of them the role of the High Priest. I shall send him a vision of the future.
[3] You manage to recruit a few people, but there's no time to send a vision this turn and none of these guys seem worthy of being high priest to your glorious jelly-godness. Maybe you should designate one anyway, but right now there's few enough that you can just micromanage them yourself without delegating authority. (+50 cultists)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on December 03, 2015, 01:34:30 pm
Start whispering into the minds of random people, generally in a small area near Washington DC.
And maybe on the side, try to get other cultists to other horrors intrested in helping me as well, as a secondary goal.

Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on December 03, 2015, 10:31:18 pm
Sorry for not doing anything for a week, I have been very tired. can I join late?
Spoiler (click to show/hide)
Fred after reading his own Meme: Walk though the bustling city chanting as he goes.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 03, 2015, 10:51:00 pm
Sorry for not doing anything for a week, I have been very tired. can I join late?
Spoiler (click to show/hide)
Walk though the bustling city chanting as he goes.
Technically not late since the first turn hasn't ended yet. The physique thing will be mostly flavor with no real gameplay effect, you can still be killed like any other horror. Otherwise you would start the game dead. Also, your points should go into presence instead of power if you spread passively, otherwise you would have to put effort into spreading like a virus which would go against your concept.

Also, you can't cut the knot by starting on Earth.

Read Paper: [6] Fred reads the paper with his amazing, unthinkably-unforgettable, impossibly-infectious meme so hard that his brain gets sore. He passes out for the next turn. (+1 cultist, cultist unusable for [1] turn)
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on December 03, 2015, 11:09:46 pm
I think you misunderstood everything I said, could you make some suggestions so it fits in with the game? also I thought I made my concept fit in quite nicely with the rules and having as much influence as a non summoned horror without changing my origin.

On the other hand I could be misunderstanding you.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 04, 2015, 12:39:45 am
I think you misunderstood everything I said, could you make some suggestions so it fits in with the game? also I thought I made my concept fit in quite nicely with the rules and having as much influence as a non summoned horror without changing my origin.

On the other hand I could be misunderstanding you.
The first problem is that you have no physical form, not even a sheet of paper. I've changed this on your "official" character sheet because it would be impossible for you to survive the first turn without it. Fred wouldn't be able to read your nothing and then you would die due to lack of followers. I'd rather not ruin the game for you like that, and I'll redo your first action to something productive if you make the change.

The second problem is starting  on Earth, which cuts out the early game for you. Not doing the summoning ritual has almost no repercussions for you, as even with you self-inflicted restrictions there is little benefit to performing it outside of having the flavor say "now these guys look like people instead of zombies". As a result, you could go straight to smashing the Orbs of Stalwart with impunity since you have no stake in keeping them around, then constantly mauling the other cults while they try to research new ways to summon until they have enough inquisitors to purge them. I don't think you specifically would do that, but I'd rather not set a bad precedent, and there's not really any way to balance that advantage.

Your horror could work, if you want to make Fred the poet your actual horror and make the flavor that he's a lazy guy who got/discovered a way to use powers that he can unlock through the summoning ritual. Or if you insist on the meme thing, have the paper to start out and then have it disappear after you successfully get cultists, but you should probably still transfer your points from power to presence since your meme essentially spreads via proximity. In that case, you would also have to make part of your goal to perform the summoning, and have some hefty restrictions until you do, because right now there's no tangible reason for you to perform it.

Are the rules as they are too stringent for you? This isn't the first time you've pushed the boundaries on what a horror can be, nor is it the first time I've pushed back, but I'd rather figure out a solution than have another issue with character creation...
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: H4zardZ1 on December 04, 2015, 12:58:32 am
Quote
Game 3 Running
We're at the fourth, correct?
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Dustan Hache on December 04, 2015, 01:03:48 am
Aslandus, y u no do my actions?!
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on December 04, 2015, 10:20:31 am
parisite lord: intice the minds of mortals with promises of power
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 04, 2015, 10:49:06 am
parisite lord: intice the minds of mortals with promises of power
I have no idea what character you're referring to, could you repost/link the character card?
[5] You find the most ambitious people you can find and convince them that you can give them all they desire. Suckers. (+100 cultists?)

Aslandus, y u no do my actions?!
Sorry, I thought you'd already gone and were posting next turn's actions. My bad...

Start whispering into the minds of random people, generally in a small area near Washington DC.
And maybe on the side, try to get other cultists to other horrors intrested in helping me as well, as a secondary goal.

[4] You get the most random people you can find to follow you. Apparently they all have a secret love of Speedos and awkward encounters. (+75 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 04, 2015, 12:49:15 pm
Kszipasowiernik recruits charismatic, intelligent, rich or influential people.

50 cultists go and recruit mooks.


Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: carp on December 05, 2015, 10:15:27 am
Spoiler (click to show/hide)
see this guy remeber you suggested that excess stats go into power and i decided that isn't quite wjhat i wanted so now 1 of the excess points go to power if none are present in power.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 05, 2015, 10:45:11 am
Spoiler (click to show/hide)
see this guy remeber you suggested that excess stats go into power and i decided that isn't quite wjhat i wanted so now 1 of the excess points go to power if none are present in power.
Oh right, I must've forgotten to copy it into the waitlist. My bad.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 05, 2015, 01:44:35 pm
Daragon: Attempt to convert more people, focusing on the Inquisitors.

Current Cult: Locate the Orb of Stalwart associated with Myself
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Evonix on December 05, 2015, 03:24:04 pm
I think you misunderstood everything I said, could you make some suggestions so it fits in with the game? also I thought I made my concept fit in quite nicely with the rules and having as much influence as a non summoned horror without changing my origin.

On the other hand I could be misunderstanding you.
The first problem is that you have no physical form, not even a sheet of paper. I've changed this on your "official" character sheet because it would be impossible for you to survive the first turn without it. Fred wouldn't be able to read your nothing and then you would die due to lack of followers. I'd rather not ruin the game for you like that, and I'll redo your first action to something productive if you make the change.

I feel I have forgotten something.

The second problem is starting  on Earth, which cuts out the early game for you. Not doing the summoning ritual has almost no repercussions for you, as even with you self-inflicted restrictions there is little benefit to performing it outside of having the flavor say "now these guys look like people instead of zombies". As a result, you could go straight to smashing the Orbs of Stalwart with impunity since you have no stake in keeping them around, then constantly mauling the other cults while they try to research new ways to summon until they have enough inquisitors to purge them. I don't think you specifically would do that, but I'd rather not set a bad precedent, and there's not really any way to balance that advantage.

Your horror could work, if you want to make Fred the poet your actual horror and make the flavor that he's a lazy guy who got/discovered a way to use powers that he can unlock through the summoning ritual. Or if you insist on the meme thing, have the paper to start out and then have it disappear after you successfully get cultists, but you should probably still transfer your points from power to presence since your meme essentially spreads via proximity. In that case, you would also have to make part of your goal to perform the summoning, and have some hefty restrictions until you do, because right now there's no tangible reason for you to perform it.

Are the rules as they are too stringent for you? This isn't the first time you've pushed the boundaries on what a horror can be, nor is it the first time I've pushed back, but I'd rather figure out a solution than have another issue with character creation...
I was thinking of making my own copy of the game so you don't have to deal with 15 horrors but instead the more reasonable 7. I like this idea personally.
(glowed for noticeability to see what others think)

Anyway I thought I solved most of those. The first is that while at the start the only copies are on the paper and in the mind of Fred (no more useful than an ordinary cultist) but that's not AIM's form, he's a concept. I will put down that's how he starts though. Secondly I did put some hefty restrictions on it, before the ritual the minions can only repeat the meme, look for dragons blood, look for the orb, bring them back(they must bring the orb back, since they can't communicate they need a preset point to bring everything and this point is fred's house.) and perform the ritual, nothing else.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: Aslandus on December 05, 2015, 04:03:24 pm
Quote
-Other stuff-

I was thinking of making my own copy of the game so you don't have to deal with 15 horrors but instead the more reasonable 7. I like this idea personally.
(glowed for noticeability to see what others think)

Anyway I thought I solved most of those. The first is that while at the start the only copies are on the paper and in the mind of Fred (no more useful than an ordinary cultist) but that's not AIM's form, he's a concept. I will put down that's how he starts though. Secondly I did put some hefty restrictions on it, before the ritual the minions can only repeat the meme, look for dragons blood, look for the orb, bring them back(they must bring the orb back, since they can't communicate they need a preset point to bring everything and this point is fred's house.) and perform the ritual, nothing else.
Go for it on the copycat game, and if that's true then I'll let you keep your horror as is, but as it's written it seems to me like they *can* do whatever they want and your cultists would just be tripping over their own feet the whole time. Just keep in mind that your groups of cultists can still only take 1 action per turn apiece.

Also while I think there's 1 person who hasn't gone, I'd rather not build up 4 pages of chatter waiting, so I'll be ending the turn shortly.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 04:40:36 pm
End of Turn 1.
Big Ol' Fire: GLORY TO PURITY
cult:
inquisitors: 25 inquisitors

Volker-hands: Angry at thorns
cult:
inquisitors: 25 inquisitors

Dar Gold: Confident in own cause
cult: 50 cultists
inquisitors: 25 inquisitors

Quar-splosion man: Lamenting the lack of hospitality
cult:
inquisitors: 25 inquisitors

Leechmaster:
cult: 100 cultists
inquisitors:

Crystal queen: Basking in own glory
cult: 100 angry housewives
inquisitors:

NFL: Knows better than to trust dice
cult:
inquisitors:

KZ-Jello: Doesn't trust these idiots
cult: 50 cultists
inquisitors:

Arcing Mist-elf: confused about Earth's strange language
cult:
inquisitors:

Hon Shadow: smug about his devious lies
cult: 75 "smart" cultists
inquisitors:

Fisherman: Still sleeping on the moon
cult:
inquisitors:

Speedy Speedoman: Wait, people like this stuff?
cult: 75 cultists
inquisitors:

Zomboss with really long name: BRAAAAAINS
cult: 100 gravekeepers
inquisitors:

Meme-aster:
cult: 1 cultist, unconscious for [1] turn
inquisitors:
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 05, 2015, 05:11:31 pm
Who's interested in a second game?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 05, 2015, 05:13:33 pm
Recruit or somefink I dunno
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on December 05, 2015, 05:15:16 pm
I wisper into the minds of goth teens, attempting to conver them into my cult.
I have my cult look for dark underground areas to 'set up shop' and worship me in the mean time.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 05, 2015, 05:15:25 pm
Cultists: Spread knowledge of my existence (jokingly) through the power of social networking! I can then use their vague awareness to try and convert more of them, faster!
Creepy Eldritch Speedo Man: start picking out good leaders among my cultists, since I will DEFFINITELY need leaders. I'm a "eldritch" horror in a speedo, not a commander.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 06:42:59 pm
Recruit or somefink I dunno
[3] You recruit some little fishies from the big pond that is Earth to help you. Such good little fishies, they will be kept alive after The Great Trawling. (+35 cultists)

I wisper into the minds of goth teens, attempting to conver them into my cult.
I have my cult look for dark underground areas to 'set up shop' and worship me in the mean time.
Recruit: [2] Turns out those kids are into nonexistence, not the undead. What a tasteless crowd!
Base: [5] Your followers tell you the mausoleum in the graveyard they work at has angel statues, iron gates, and other amenities that one would expect from a mausoleum. You order them to spend the rest of the turn worshipping you to inflate your massive ego. (Grand Mausoleum base gained)

Cultists: Spread knowledge of my existence (jokingly) through the power of social networking! I can then use their vague awareness to try and convert more of them, faster!
Creepy Eldritch Speedo Man: start picking out good leaders among my cultists, since I will DEFFINITELY need leaders. I'm a "eldritch" horror in a speedo, not a commander.
Recruit: [1] Turns out their rather niche interests aren't shared by their peers. (+75 inquisitors)
Appoint leaders: [5] You elicit the best people from your cult and give them lofty titles of leadership. Thanks to their excellent leadership skills 3's will be have a chance of being normal successes in any group they are in. (5 cultists now skilled leaders [50% chance of 3 becoming 4])

aaa
[no roll] Fred wakes up groaning softly into his empty office. (can take action again)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 05, 2015, 07:02:54 pm
Make some beastfolk cultists.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 07:12:29 pm
Make some beastfolk cultists.
[3] You fumble your incantation and make regular beasts. Oops. You get the feeling that even if you had succeeded, beastfolk wouldn't be able to grasp the complexities of rituals. (100 beasts summoned)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on December 05, 2015, 07:28:08 pm
Quarken: recruit some scholars to join your cult. Again.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 07:43:48 pm
Quarken: recruit some scholars to join your cult. Again.
[5] You find some much more friendly scholars to help you. You'll show those other losers! (+100 scholar cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 05, 2015, 08:16:44 pm
Vol-Kriit: try again, no screaming this time
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 05, 2015, 08:22:10 pm
Continue recruiting.
Housewife cultists: Search for orbs of stalwart.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 05, 2015, 09:53:26 pm
Daragon: Attempt to convert more people, focusing on the Inquisitors.

Current Cult: Locate the Orb of Stalwart associated with Myself

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 10:09:11 pm
Vol-Kriit: try again, no screaming this time
[1] AUGH! THOSE MOSTAFRASSIN THORNS GOT YA AGAIN! And now those guys are pissed at you too... (+25 inquisitors)

Continue recruiting.
Housewife cultists: Search for orbs of stalwart.

Recruit: [2] WHAT? NOBODY WANTS TO JOIN YOU?!?! WHAT KIND OF BLASPHEMY IS THIS?!?!? EVERYONE SHOULD WANT TO JOIN THE JADE EMPRESS!!!!
Stalwart: [6] They find an orb of Stalwart, but several of them get lost on the way. (-25 cultists, found Orb of Stalwart 1)

Daragon: Attempt to convert more people, focusing on the Inquisitors.

Current Cult: Locate the Orb of Stalwart associated with Myself

Convert: [4] You manage to corrupt the minds of those who were trying to fight you. Feh, once you get summoned you won't have to take time out to do such trivial things. (25 inquisitors converted to cultists)
Locate orb: [2] They decide to paint each other gold instead to get closer to you. What a bunch of jackasses.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on December 05, 2015, 10:40:37 pm
B.O.F. The Renewer: Recruit some cultists to fight the inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 05, 2015, 10:46:59 pm
B.O.F. The Renewer: Recruit some cultists to fight the inquisitors.
[4] You convince some mortals to join your crusade of cleanliness! This battle will be a glorious victory worthy of great song! (+50 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 06, 2015, 10:19:39 am
ME: look through the eyes of a random cultist
Cultist: search for an orb of stalwart in a swamp (when i'm summoned i'll want to spend pretty much all my time outside a host buried as deep as i can get in a a swamp(if i can survive in a brain i can survive buried in a swamp))

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 06, 2015, 10:19:59 am
1 cultist: wander through the streets, mumbling.(recrute)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 06, 2015, 10:23:09 am
I'm a "eldritch" horror in a speedo, not a commander.
if i decide to sig any quotes from a game i'm sigging this.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 06, 2015, 10:48:59 am
ME: look through the eyes of a random cultist
Cultist: search for an orb of stalwart in a swamp (when i'm summoned i'll want to spend pretty much all my time outside a host buried as deep as i can get in a a swamp(if i can survive in a brain i can survive buried in a swamp))

Look: [4] You look through the eyes of one of your hosts cultists, and see a strange world. Everything is so massive! You're definitely going to need to hijack a body to make it in this world...
Seek: [3] They spot an orb, but it's in the middle of an acidic bog. You would rather not have your first experience in this world be burning to death in a pit of acid. (found Orb of Stalwart 2 in acid bog)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 06, 2015, 01:36:26 pm
((taken out of context carp, i'd agree.))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 06, 2015, 02:08:50 pm
hmmm prolly gonna set up base beside the acid bog and make board walks
hmm do you think my guy could survive in an acid bog?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 06, 2015, 02:40:49 pm
hmmm prolly gonna set up base beside the acid bog and make board walks
hmm do you think my guy could survive in an acid bog?
"In" an acid bog? Not without already being in a host to protect your frail, squishy body. You should probably roll the orb out of there before trying the summoning ritual, unless you're willing to risk it being a very short game for you...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 06, 2015, 03:10:48 pm
What about my action?

Kszipasowiernik recruits charismatic, intelligent, rich or influential people.

50 cultists go and recruit mooks.


Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 06, 2015, 05:03:25 pm
What about my action?

Kszipasowiernik recruits charismatic, intelligent, rich or influential people.

50 cultists go and recruit mooks.

Sorry, with so many players it's easier to wait for people to repost their actions than to go back and try to figure out who is doing what...

Recruit: [2] You spoke, but nobody who matters listened. Your cultists handed out fliers, but they all got thrown in the trash. Perhaps a reevaluation of your target audience is in order.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 06, 2015, 05:14:59 pm
Repeat.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 06, 2015, 05:19:46 pm
YAY i can summon the orb with me you can't go back now though i guess i could get summoned then use my orb there by destroying the orb of stalwart and making it part of my orb
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 06, 2015, 05:23:52 pm
Hondrasaan: Whisper into the minds of the US President, his entire cabinet, and the majority senate leader.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 06, 2015, 06:08:44 pm
YAY i can summon the orb with me you can't go back now though i guess i could get summoned then use my orb there by destroying the orb of stalwart and making it part of my orb
Except that if you get summoned your shield gets left behind...

Even if you could you'd end up summoning two other potentially hostile horrors due to the standing order thing on your ability...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 06, 2015, 07:54:27 pm
ahh ok so just summon orb get my clutist to roll me along the cat walks before i get orbified
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 07, 2015, 12:00:10 am
The new thread is up (http://www.bay12forums.com/smf/index.php?topic=154384.0)

Also I think you should nominate RTD horrors aslandus (http://www.bay12forums.com/smf/index.php?topic=150088.0)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 12:22:10 am
The new thread is up (http://www.bay12forums.com/smf/index.php?topic=154384.0)

Also I think you should nominate RTD horrors aslandus (http://www.bay12forums.com/smf/index.php?topic=150088.0)
Cool, I'll link it on the front page so it's easy to find later... Not sure what the etiquette is for nominations, such as whether we're supposed to nominate our own games, but I'll do it now while I remember.

Also, I'll move the turn forward tomorrow, it's getting a bit late where I am.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 07, 2015, 10:28:47 am
griffin you think you can dedicate yourself enough to run a game constantly what i'm  asking is can i help?
and aslandus a bit? late more like it's getting early 22 minutes past midnight
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 12:38:59 pm
Hondrasaan: Whisper into the minds of the US President, his entire cabinet, and the majority senate leader.
[5] You successfully convince the president to believe in your cause. The effort of narrowing down this one human out of billions takes your entire turn. Why must they all look alike? (Gained support of president) ((Sorry, even with a 5, the entire US government is a little too much power to give in one turn))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 12:40:13 pm
End of Turn 2.
Big Ol' Fire: GLORY TO PURITY
cult: 50 cultists
inquisitors: 25 inquisitors

Volker-hands:
cult:
inquisitors: 50 inquisitors

Dar Gold: Confident in own cause
cult: 75 cultists
inquisitors:

Quar-splosion man:
cult: 100 scholars
inquisitors: 25 inquisitors

Leechmaster:
cult: 100 cultists
items: Access to Orb of Stalwart 2 (in acid bog)
inquisitors:

Crystal queen:
cult: 75 angry housewives
Items: Access to Orb of Stalwart 1
inquisitors:

NFL: Knows better than to trust dice
cult:
inquisitors:

KZ-Jello:
cult: 50 cultists
inquisitors:

Arcing Mist-elf:
cult: 100 beasts
inquisitors:

Hon Shadow:
cult: 75 "smart" cultists, support of president
inquisitors:

Fisherman:
cult: 35 cultists
inquisitors:

Speedy Speedoman:
cult: 70 cultists, 5 skilled leaders (50% chance of 3 becoming 4)
inquisitors: +75 inquisitors

Zomboss with really long name:
cult: 100 gravekeepers
Base (Grand Mausoleum): Iron gates
inquisitors:

Meme-aster:
cult: 1 cultist
inquisitors:
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on December 07, 2015, 01:13:16 pm

I whisper at the minds of Lunatics, attempting to Convert them to my Cause.
I Send 1/2 my Cult Poking around for an Orb of Stalwart...
...and the other half looking for dragons blood.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 01:33:50 pm

I whisper at the minds of Lunatics, attempting to Convert them to my Cause.
I Send 1/2 my Cult Poking around for an Orb of Stalwart...
...and the other half looking for dragons blood.
Recruit: [5] You draw a large group of madmen to your cause. They await orders to murder things with bated breath. (+100 psycho cultists)
Orb: [3] You manage to find a Stagnant orb. It won't summon you, but if you use it for the ritual it could summon a fish-based parody of you... (found stagnant orb, discovered Salmoning ritual)
DB: [3] They find some dragon lilies growing outside the mausoleum, but they are so scattered it will take another turn to harvest enough for the ritual. (partially gathered dragon blood)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 07, 2015, 01:37:42 pm
You forgot me. I am cry.

Recruit smart people.

Goons recruit more goons.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 07, 2015, 01:44:36 pm
Speedo Man: Since the inquisitors now know about me and thus are able to be tracked via their thoughts about killing me/my cultists, Lets convince them that there's more to it than just a guy in a speedo and that they should be my allies, not my enemy.
Cultist Leader No.1: Practice oratory for inspiring the other cultists and convincing the inquisitors to help/not murder them.
Cultist Leader No.2: promptly scoop up half the cultists and go cult hunting, Figuratively speaking. Perhaps if we could convince them that our cult could help theirs...
Cultist Leader No.3: Go hunting for dragonsblood with the other half the cultists. with such a large number of them doing the job, this shouldn't be impossible.
Cultist Leader No.4: Start looking for combat gear and training, since if things go bad and talking does not work, it'll come to blows.
Cultist Leader No.5: Continue spreading the knowledge of my existence via the internets.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 02:14:36 pm
You forgot me. I am cry.

Recruit smart people.

Goons recruit more goons.
recruiting is one action, and you got it last turn...
[6] You and your cultists work double time to get more bodies to throw at problems, but your lack of discernment ends up dragging people with no interest n your cause into the loop. (+50 "smart" cultists, +50 cultists, +75 inquisitors)

Speedo Man: Since the inquisitors now know about me and thus are able to be tracked via their thoughts about killing me/my cultists, Lets convince them that there's more to it than just a guy in a speedo, and that they should be my allies, not my enemy.
Cultist Leader No.1: Practice oratory for inspiring the other cultists and convincing the inquisitors to help/not murder them.
Cultist Leader No.2: promptly scoop up half the cultists and go cult hunting, Figuratively speaking. Perhaps if we could convince them that our cult could help theirs...
Cultist Leader No.3: Go hunting for dragonsblood with the other half the cultists. with such a large number of them doing the job, this shouldn't be impossible.
Cultist Leader No.4: Start looking for combat gear and training, since if things go bad and talking does not work, it'll come to blows.
Cultist Leader No.5: Continue spreading the knowledge of my existence via the internets.

5 Actions per turn, so I'll just do the first 5
Steal inquisitors: [5] You manage to convince them that you're not such a bad guy. And lucky thing you did, if you'd revealed yourself like that and NOT gotten all of them then you would've just uncovered your cult to whoever was left. (75 inquisitors converted to cultists)
Practice speech: [2] He gets nervous standing in front of a mirror and just sits in the bathroom for a few hours.
Recruit: [5] They find a group of fanatical devotees without a god and convince them that teleporting speedo gods are all the rage. (+70 cultists)
Dragonblood: [3-4 > 4] They find a local distillery that's trying to sell Dragonblood as a fancy ink. They buy a box of it. (acquired dragonblood)
Get gear: [2] They check all the local pawn shops and can't find anything that would be useful in a combat scenario.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 07, 2015, 02:23:51 pm
(well, the cult hunt was meant to find OTHER cults. not recruit to my own. meh, whatever. cult leader number 5 is going to take all the credit for it.)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 02:48:31 pm
(well, the cult hunt was meant to find OTHER cults. not recruit to my own. meh, whatever. cult leader number 5 is going to take all the credit for it.)
I hope that becomes a running gag of #5 doing nothing and getting all the credit for their cohorts...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 07, 2015, 03:19:40 pm
Vol-Kriit:try again, third time's the charm
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 03:24:29 pm
Vol-Kriit:try again, third time's the charm
Moar recrooting: [1] Son of a bitch! You're starting to think you should focus on finding a clearing from these thorny vines before you try recruiting again. (+25 inquisitors) ((What are the odds of three ones in a row?))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 07, 2015, 04:16:43 pm
Designate the most charismatic person as the klan kultist and make him the spiritual leader of the community. I shall grant him visions of the future. I shall also capture people with magical or psychic capabilities and sacrifice them so I gain strength.


Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 07, 2015, 04:32:49 pm
Archon: Actually create some beastfolk.
Beasts: Recruit some of the nearby animals. Preferably the large-ish ones, but nobody's discriminating against chipmunks.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 07, 2015, 04:38:05 pm
ME: recruit
50 cultists : gain wood
other 50 : make a board walk to the orb production line style (build as they get the wood)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 07, 2015, 05:22:18 pm
Convince non-president cultists to move to Washington, DC. Locate suitably secret cult meeting place.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on December 07, 2015, 06:29:14 pm

Quarken: recruit Daragon's cultists to join your own cult!
100 scholar cultists: do research to find the location of the Orbs of Stalwart(and any other Orbs you feel like researching...).
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 07:13:19 pm
Designate the most charismatic person as the klan kultist and make him the spiritual leader of the community. I shall grant him visions of the future. I shall also capture people with magical or psychic capabilities and sacrifice them so I gain strength.
Sorry, I didn't see that in your ability list when I copied it, you can't actually gain stats after character creation, even from sacrificing cultists. You would need to drain one of your other stats to ensure you remain at 5 total stat points. Should've said that earlier, but better I say it now than bring it up after you try to sacrifice them.

Designate: [5] Your selection process is impeccable, you pick someone with such strong faith and give him visions that allow him to inspire the rest of your cult. Nothing of particular use, but it's convincing to the more doubtful among your peons that you are real. Your other cultists suggest that naming the group "Kszipasowiernik's Klan Kult" would be a bad idea, but you insist. (Cult master designated, Morale high)
Capture: [irrelevant] You can't do that because you're busy designating your head cultist. If only you'd planned better and told your cultists to do it instead.

You already had actions this turn, so you get nothing

Archon: Actually create some beastfolk.
Beasts: Recruit some of the nearby animals. Preferably the large-ish ones, but nobody's discriminating against chipmunks.

Beastfolk: [5] You manage to summon a bunch of minotaurs, centaurs, and satyrs to serve you. They are too dumb to understand the rituals of the old gods beyond the most basic summoning ritual, but they are stronger fighters than equally equipped, equally skilled humans. (+25 minotaurs, +25 centaurs, +50 satyrs)
Recruit: [1] These guys are loyal because they're summoned, they quickly discover that the larger animals of the wild take advantage of docile creatures with no second thoughts. Perhaps next time you should use your mind control powers when you want to recruit wild animals, nature's a rough place for diplomacy after all. (-50 beasts)

ME: recruit
50 cultists : gain wood
other 50 : make a board walk to the orb production line style (build as they get the wood)

Recruit: [1] You try to get people to join you. Turns out a glorified tick isn't the boss most people want to work for. (+25 inquisitors)
Wood: [5] They harvest several trees in record time and send it back to the gathering field asap. Surely this will be useful, as long as those workers didn't get lazy. (gained wood, 50 cultists become lumberjacks)
Board walk: [2] They decide to nap until enough wood is collected to start the boardwalk, and oversleep.

Convince non-president cultists to move to Washington, DC. Locate suitably secret cult meeting place.
[2] The message gets lost in the mail so nobody comes. Stupid psionic postage, you could've sworn you put enough stamps.


Quarken: recruit Daragon's cultists to join your own cult!
100 scholar cultists: do research to find the location of the Orbs of Stalwart(and any other Orbs you feel like researching...).

Steal cultists: [5] You mend the broken minds of those poor souls and tell them of the horrible nature of the creature they were serving. They agree to help you instead. (50 cultists stolen from Daragon) ((apparently stealing cultists and inquisitors is a really successful venture this game))
Research? [4] They find rumors of the location of an orb of stalwart near the city. They have no idea is it's still there, but at least they didn't have to risk their lives hiking through the brush to find it. (found rumors of Orb of Stalwart 3)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 07, 2015, 07:33:41 pm
Recruit.
Housewife cultists: Find dragon blood.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 07:47:55 pm
Recruit.
Housewife cultists: Find dragon blood.
Recruit: [4] You find more people who consider themselves worthy of serving you. Time will tell whether they will be good laborers or just cannon fodder. (+50 cultists)
Dragonblood: [2] They keep hearing rumors of how dangerous dragonblood is and decide not to go after it.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 07, 2015, 10:06:25 pm
I think you missed my turn last turn, anyway this again:
1 cultist: wander through the streets mumbling(Recrout)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 07, 2015, 10:16:08 pm
Daragon: Locate Dragon Blood
Cultists: Stop the painting and work to find the Orb of Stalwart
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 07, 2015, 11:22:25 pm
I think you missed my turn last turn, anyway this again:
1 cultist: wander through the streets mumbling(Recrout)
You were stalled last turn, I missed nothing.
[3] His mumbling draws a few people closer so they can hear him. They begin to follow along after hearing his whispers and a small crowd develops. (+75 cultists) ((I guess I'll just treat power as if it were appeal for recruiting purposes since spreading like a plague is basically the entire power... at least until you get enough cultists that it won't matter as much...))

Daragon: Locate Dragon Blood
Cultists: Stop the painting and work to find the Orb of Stalwart

What a drag: [5] You pinpoint all the dragon blood and lilies in the nearby area and mark it out for your cult to find. As soon as they finish playing with that damn paint. You also remember how to breed the plants to keep a constant supply of blood in case you want to make a secret cache of it or something. (found dragon blood, learned basic horticulture)
Orb: [5] They find an orb and haul it back to their nonexistent base, in spite of its large size. They question why they haven't built a base to honor their emissary when he arrives, and where over half the cult disappeared to. Oh well, probably nothing to be worried about. (Obtained Orb of Stalwart 4)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 08, 2015, 03:25:41 am
Everyone including me: Recruit some more.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 09:34:15 am
can i just tell my lumberjack cultists to sing lumberjack songs in the middle of a turn? it won't affect anything if so
lumber jack cultists: sing lumber jack songs
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 09:56:42 am
Everyone including me: Recruit some more.
[4] You and your little guppies find more fish in the big old sea to help you out. (+110 cultists)

can i just tell my lumberjack cultists to sing lumberjack songs in the middle of a turn? it won't affect anything if so
lumber jack cultists: sing lumber jack songs
Meh, it's silly and won't effect anything so...
[4] "We're some lumberjacks and we're okay, we sleep all night and we work all day..."
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 10:14:15 am
we like to wear womens clothing...... i hope they don't sing that verse if they're men  ::)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 12:43:56 pm
we like to wear womens clothing...... i hope they don't sing that verse if they're men  ::)
But if they were women it would just be clothing :P
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on December 08, 2015, 01:12:14 pm
Everyone: Keep recruiting
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 01:24:27 pm
we like to wear womens clothing...... i hope they don't sing that verse if they're men  ::)
But if they were women it would just be clothing :P
true but then it doesn't fit the verse so they may add that in.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 01:26:37 pm
hmmmmm

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 01:30:52 pm
Everyone: Keep recruiting
Just in time, I was about to end the turn since I thought everyone had gone, then I realized I accidentally rolled Sabertooth twice.

[5] You and your cult of cleanliness bring more and more people in, enticing them with promises of a brighter future. You know, since you're a fire. (+200 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 01:32:43 pm
End of Turn 3.
Big Ol' Fire: Lol, brighter future. I'll be here all week, folks!
cult: 250 cultists
inquisitors: 25 inquisitors

Volker-hands: First order of business after getting summoned: destroy all thorn bushes on Earth.
cult:
inquisitors: 75 inquisitors

Dar Gold: Lost cultists? Who cares?
cult: 25 cultists
Items: Knows where to find dragon blood, has Orb of Stalwart 4
Rituals: Basic horticulture
inquisitors:

Quar-splosion man: Take that, Goldy!
cult: 100 scholars, 50 cultists
Items: rumors of Orb of Stalwart 3
inquisitors: 25 inquisitors

Leechmaster: Doesn't like homoerotic lumberjacks
cult: 50 cultists, 50 lumberjacks
items: Access to Orb of Stalwart 2 (in acid bog), wood
inquisitors: 25 inquisitors

Crystal queen: These peasants had better know their place
cult: 75 angry housewives, 50 cultists
Items: Access to Orb of Stalwart 1
inquisitors:

NFL: About to be removed from the game due to inaction

KZ-Jello: Meat for the meat gods!
cult: 100 cultists, 50 "smart" cultists
inquisitors: 75 inquisitors

Arcing Mist-elf: Finally got some moderately intelligent beings to work with!
cult: 50 beasts, 50 satyrs, 25 minotaurs, 25 centaurs
inquisitors:

Hon Shadow: Frustrated with interdimensional postage
cult: 75 "smart" cultists, support of president
inquisitors:

Fisherman: All da fishies will be mine!
cult: 145 cultists
inquisitors:

Speedy Speedoman: Leader #5 is such a good worker
cult: 215 cultists, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood
inquisitors:

Zomboss with really long name: All your fish monsters are belong to us
cult: 100 gravekeepers, 100 psychopaths
Items: Stagnant orb, partially gathered dragon blood
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
inquisitors:

Meme-aster: Gonna spread like wildfire
cult: 76 cultists
inquisitors:
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 01:33:32 pm
hmmmmm
-Quote pyramid-
Please stop, you're going to make Toady ban the thread at this rate, he hates quote pyramids
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 01:34:54 pm
OH sorry sorry i'll fix just testing there is now a majestic quote pyramid of 1 i was going to make one with all 40000 characters then i realised that just might crash peoples computers. good thing you were on.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 08, 2015, 01:50:24 pm
Cultist leader 1: Take half the cultists again, and go recruiting via various means. lets spread our silly ideals like wildfire!
Cultist leader 2: Continue attempting to practice oratory with speedo man's (mental) presence and maybe leader 5.
Cultist leader 3: Take the other half the cultists and go searching for a orb of stalwart. if it becomes dangerous, Protect the lives of the cultists over retrieving the orb.
Cultist leader 4: Continue searching for some weapons, armor and training. Don't worry about bringing them back, just find somewhere to get them.
Cultist leader 5: Procrastinate on the internet. Attempt to make Cultist leader 2 feel better if he fails at oration with some motivational pictures of kittens.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 02:00:01 pm
hmm okayME: attempt to get salmoning ritual from whoever has it
cultists : build the boardwalk maybe make some nice thatch huts (are lumber jack cultists good at wood working too )
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 08, 2015, 02:27:13 pm
Repeat last turn action.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 02:32:50 pm
Cultist leader 1: Take half the cultists again, and go recruiting via various means. lets spread our silly ideals like wildfire!
Cultist leader 2: Continue attempting to practice oratory with speedo man's (mental) presence and maybe leader 5.
Cultist leader 3: Take the other half the cultists and go searching for a orb of stalwart. if it becomes dangerous, Protect the lives of the cultists over retrieving the orb.
Cultist leader 4: Continue searching for some weapons, armor and training. Don't worry about bringing them back, just find somewhere to get them.
Cultist leader 5: Procrastinate on the internet. Attempt to make Cultist leader 2 feel better if he fails at oration with some motivational pictures of kittens.

Recruit: [4] They spread the word about the power of Speedos and how they are the most powerful omnitools in existence. (+107 cultists)
Practice: [3-6 > 4] He gives a small presentation to himself in the mirror. He feels more confident at speaking in the future, which will help maintain morale in the future. Your presence has no effect due to your lack of being on Earth, and good thing too since being creeped out would've made it much harder to give a good speech. (Can restore morale as a passive ability)
Orb: [5] They find the last orb and haul it back to the stockpile, dropping it next to the cartridges of dragonblood. (obtained Orb of Stalwart 5)
Fighty stuff: [2] She can't seem to find any weapon shops, blacksmiths, sporting good stores or martial arts dojos in the area. Oh well, They'll just have to make their own weapons and invent their own creepy fighting style, and why would anyone want armor that isn't a speedo?
Slack off: [no roll] He spends the whole turn surfing the interwebs and generally being a useless bastard glorious champion of the team.

hmm okayME: attempt to get salmoning ritual from whoever has it
cultists : build the boardwalk maybe make some nice thatch huts (are lumber jack cultists good at wood working too )

Salmoning: [4] You ask Zomboss to send you the salmoning ritual and he does. It doesn't really matter that much since it's literally the summoning ritual with a different orb that you don't have. (learned Salmoning ritual)
Build boardwalk: [4] They finally get around to building that damned boardwalk. The lumberjacks grumble about the carpentry work just as much as every other cultist, seems they prefer chopping trees over woodworking. As long as you don't stumble during the summoning ritual, you *should* be able to survive it now. (boardwalk built)

Repeat last turn action.
Convince non-president cultists to move to Washington, DC. Locate suitably secret cult meeting place.
[4] They move out to DC and prepare to do dastardly cult things over there. Naturally as a cult they pick out a hidden location to make their meeting place, wouldn't want some inquisitors or police busting down the door due to lack of subtlety. (Moved to Washington DC)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 08, 2015, 02:37:17 pm
((wait. so I can whisper into people's minds, but I can't listen to them speak? wut?))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 02:51:23 pm
((wait. so I can whisper into people's minds, but I can't listen to them speak? wut?))
((Your presence has no effect because you're not present))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 08, 2015, 03:28:27 pm
Vol-Kriit:apologize to the inquisitors,tell them that I wasn't trying to scream at them,try to get them to help me
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 03:42:35 pm
Vol-Kriit:apologize to the inquisitors,tell them that I wasn't trying to scream at them,try to get them to help me
[6] You make your case and convince some of them to help you, but the others are still super salty about it. (35 inquisitors converted, inquisitors activated)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 08, 2015, 04:19:52 pm
Archon: forcibly recruit animals via mind control.
5 centaurs: train as scouts.
20 beasts: poke around for random orbs, which is to say anything but an orb of stalwart.
5 beasts: get dragon blood.
5 satyrs: recruit.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on December 08, 2015, 04:47:24 pm
Everyone: Recruit enviornmentalists.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on December 08, 2015, 04:48:23 pm
Grave keepers: Look for books on summoning magic

I: Attempt to choose leaders out of my cult

Psychos: look for magic summoning orbs of all types
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 08, 2015, 05:15:52 pm
Recruit journalists, to write articles about ME.
All cultists: Find dragon blood.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 05:34:31 pm
Archon: forcibly recruit animals via mind control.
5 centaurs: train as scouts.
20 beasts: poke around for random orbs, which is to say anything but an orb of stalwart.
5 beasts: get dragon blood.
5 satyrs: recruit.

Recruit animals: [3] You use your psionic power to press the local beasts to do your bidding. It appears the local lion, tiger, and bear (oh my) population is fairly healthy. (+100 large beasts)
Train: [4] They learn how to sneak around despite their hooves and how to escape areas quickly. This should help, or it may have been a waste of time, but it's not like the horsemen have anything better to do. (5 centaurs become scouts)
Orbs: [2] They find no orbs of anything. You would think animals with intelligence equitable with dogs would have less trouble finding ball-shaped objects.
Dragunblud: [5] They find dragonblood and lap up a bunch of it, managing to carry it back in their mouths before keeling over. Maybe you should've sent someone with opposable thumbs to do this instead... (gained dragonblood, -5 beasts)
Recruit cultists: [5] They bleat at humans until they follow them and decide to help. Somehow, they successfully get several people to join. (+10 cultists)

Everyone: Recruit enviornmentalists.
[1] They seem very skeptical of a fire that claims it can clean the air. Damn skeptics, they should all take your word at face value! (+275 eco inquisitors)

Grave keepers: Look for books on summoning magic

I: Attempt to choose leaders out of my cult

Psychos: look for magic summoning orbs of all types

Books: [2] Perhaps a library would be a better place to find books than a graveyard... And to think, they stopped gathering dragon blood for this...
Leaders: [6] You pick some downright fanatical members of the cult to be leaders. Maybe you made a mistake picking them from the maniacs instead of the gravekeepers. (5 psychos become overzealous leaders [50% chance of turning 5s into 6s])
Orbs: [3] They weren't listening very hard when you gave them orders since it didn't have to do with killing things, so they got you and Orb of Summering instead. It makes the sun shine. How useful. (gained orb of summering (light))

Recruit journalists, to write articles about ME.
All cultists: Find dragon blood.

recriot: [5] You order a bunch of journalists to work for you. They agree, since they're unemployed anyway, and get some friends to join as well. (+100 journalist cultists)
Derganblerd: [3] They find the blood, but they don't gather enough for any real use. They need another turn of gathering to get it done. (partially gathered dragon blood)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 08, 2015, 05:50:10 pm

Salmoning: [4] You ask Zomboss to send you the salmoning ritual and he does. It doesn't really matter that much since it's literally the summoning ritual with a different orb that you don't have. (learned Salmoning ritual)

oops musta misread
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on December 08, 2015, 08:10:58 pm

Quarken: Recruit more of Daragon's cult to join your cult.
100 scholar cultists: do research to find a ritual that targets a horror and makes that horror more difficult to summon.
50 cultists: investigate those rumors of the Orb of Stalwart 3.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 08, 2015, 09:39:41 pm

Quarken: Recruit more of Daragon's cult to join your cult.
100 scholar cultists: do research to find a ritual that targets a horror and makes that horror more difficult to summon.
50 cultists: investigate those rumors of the Orb of Stalwart 3.

Recruit: [3] You liberate a few more of Daragon's slaves, now he doesn't have enough peons to stage a soccer game. (stole 13 cultists from Daragon)
Research: [2] Try as they might, they can't find anything on it. Perhaps a different library would have references to it.
Orb: [5] They find the orb exactly where the rumors said it was, and roll it back to the stockpile. (obtained Orb of Stalwart 3)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 09, 2015, 02:06:23 am
Right, then. Pearl-diving ain't usually my thing, but I suppose it'll have to do.
60 Fishes: Locate that shiny little orb of stalwart.
60 other fishes: Get me that dragon blood.
Leftover fries and me: Continue to be fishers of men. And by that I mean recruit.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 09, 2015, 11:19:19 am
Right, then. Pearl-diving ain't usually my thing, but I suppose it'll have to do.
60 Fishes: Locate that shiny little orb of stalwart.
60 other fishes: Get me that dragon blood.
Leftover fries and me: Continue to be fishers of men. And by that I mean recruit.

Stalwart: [5] Your cultists discover an Orb of Stalwart sitting in an acid bog where some other weirdos are building a boardwalk over to it. With a sneaky sleight of hand, your cultists snatch the Orb from the bog and sneak it into their meeting area. Sure hope those guys don't come after them. (obtained Orb of Stalwart 2, Parasite loses access to Orb of Stalwart 2)
Dragers: [3] They gather a bit of Dragon blood... damn, not enough. (partially gathered dragon blood)
Recruit: [4] You and your school head out and get another catch. (+100 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 09, 2015, 06:18:40 pm
Everybody: Continue muttering and spiraling out from the center.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 09, 2015, 07:14:29 pm
Everybody: Continue muttering and spiraling out from the center.
[5] The concept spreads throughout the city, and many find themselves trapped in its embrace. (+300 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 10, 2015, 10:11:24 am
me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 10, 2015, 10:33:25 am
me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

hey i totally forgot about telekinesis and why is that "small" objects still there that was from before i made his power five.
ME: us mah epic power of 5 with telekinesis and lift the little fish'd nase up and shake or something until mah orb of stalwart falls out.
cultists : try and recruit "the little fishes" since i'm using their base like a salt shaker say if they stay with us their base will never get shooken like a salt shaker.

(and aslandus if you say that much telekinesis is over powered once i'm summoned it takes a little trained cockroach to kill me if i'm out of a body)
No, but I will point out that they don't have a "nase", or even a base, so you'd just shake a patch of dirt until they all fall off and cause almost no casualties... Not to mention there's a fair chance you'd break the orb of stalwart doing that...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 10, 2015, 04:26:28 pm
yeah i'll just do what i crossed out
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 10, 2015, 09:46:16 pm
Daragon: Get some cultists, man.
10 Cultists: Get some of the now located Dragon's Blood. Preferably not ingested.
Remaining 2: Commence preparations for the ritual.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 10, 2015, 10:13:11 pm
Daragon: Get some cultists, man.
10 Cultists: Get some of the now located Dragon's Blood. Preferably not ingested.
Remaining 2: Commence preparations for the ritual.
Recruit: [3] You manage to drag some more hapless fools into your circle. (+25 cultists)
Dragas: [5] They successfully find enough dragonblood in spite of their low numbers. It's only a matter of time now... (gained dragon blood)
Prep for ritual: [3] They clear out an area for the ritual to be done in. It takes them all day.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 11, 2015, 06:26:53 pm
*awaits updop*
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 11, 2015, 07:02:38 pm
Recruit.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 11, 2015, 07:14:34 pm
Recruit.
I think that's the last one for this turn... But I do have an essay to do before monday, so I may be a little more slow to roll actions next turn...
[1] Your cultists misprint the flyers they hand out, and now everyone thinks you get stronger due to worship of dogs... Due to a comical series of ambiguous phrases and grammar mistakes, you end up convincing them of this further... Gods, you hate dogs... All these people gotta go now, can't have them stinking up the place with their dog altars... (+175 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 11, 2015, 07:36:13 pm
Nuffle suffers a tragic case of being forgotten and falls out of reality.

End of Turn 4.
Big Ol' Fire:
cult: 250 cultists
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 35 cultists
inquisitors (ACTIVE): 40 inquisitors

Dar Gold:
cult: 37 cultists
Items: dragon blood, has Orb of Stalwart 4
Rituals: Basic horticulture
Base: area cleared for rituals
inquisitors:

Quar-splosion man:
cult: 100 scholars, 63 cultists
Items: Orb of Stalwart 3
inquisitors: 25 inquisitors

Leechmaster:
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk
inquisitors: 25 inquisitors

Crystal queen:
cult: 75 angry housewives, 50 cultists, 100 journalists
Items: Access to Orb of Stalwart 1, partially gathered dragon blood
inquisitors:

KZ-Jello:
cult: 100 cultists, 50 "smart" cultists
inquisitors: 250 inquisitors

Arcing Mist-elf:
cult: 10 cultists, 45 beasts, 100 large beasts, 50 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts
Items: dragonblood
inquisitors:

Hon Shadow:
cult: 75 "smart" cultists, support of president, cult in Washington DC
inquisitors:

Fisherman:
cult: 245 cultists
Items: Orb of Stalwart 2, partially gathered dragon blood
inquisitors:

Speedy Speedoman:
cult: 322 cultists, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, Orb of Stalwart 5
inquisitors:
-Leader #2: passively restores morale

Zomboss with really long name:
cult: 100 gravekeepers, 95 psychopaths, 5 overzealous leaders (50% chance of 5 becoming 6)
Items: Stagnant orb, partially gathered dragon blood, Orb of Summering [light]
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
inquisitors:

Meme-aster:
cult: 376 cultists
inquisitors:
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 11, 2015, 07:44:10 pm
50: Get the rest of the dragon blood.
60: Acquire a warehouse in any way possible; somewhere we can hide the summoning ingredients.
40: Acquire weaponry.
55: Train yourselves in use of said weaponry.
40 & Me: Continue the recruitment program.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 11, 2015, 07:51:15 pm
Daragon : Last minute recruiment drive, focusing of militias.
Cult: Commence the summoning ritual.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on December 11, 2015, 07:56:32 pm
Psycho leader1: take 30 other Psychos and hunt down other cults
Psycho leader2: take 30 other Psychos and attack anyone you suspect of having an orb of Stalwart
Psycho leader3: take 35 other Psychos and kill people who are annoying
I: attempt to convince the fisherman's followers to join my cult
Grave keepers: gather dragons blood
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 11, 2015, 08:42:41 pm
me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 11, 2015, 10:34:56 pm
Speedo Man and 22 cultists: Tell my followers how to summon me. (or if by some magical magic, they already know, have them get on with it!)
Leader 1 and 50 cultists: Start making defences around the orb I have. can't have it getting rolled off without me!
Leader 2 and 50 cultists: continue practicing oratory, this time with an audience!
Leader 3 and 100 cultists: go out and contribute to the community. yes, they're cultists, but they're still members of society!
Leader 4 with 100 cultists: Scavenge for makeshift weapons and armor to use/train with. we need to start making a military to protect the orb.
Leader 5: Pretend to help leader 3, but continue procrastinating.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on December 11, 2015, 10:54:48 pm

Quarken and 63 normal cultists: Recruit more of Daragon's cultists to join your own cult!
100 scholar cultists: do research to locate some dragon's blood.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 11, 2015, 11:56:20 pm
Vol-Kriit: recruit
25 cultists: find an orb of stalwart,set up a base around it
10 cultists: Trash inquisitors PR, accuse them of discriminating against the verbally-impaired
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 12, 2015, 04:53:11 am
Convert inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 12, 2015, 06:54:44 am
20 normal cultists and myself: Recruit.
President: Deliver speech about the importance of religious freedom in these trying times.
All else: Search for dragon blood.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 12, 2015, 01:37:09 pm
50: Get the rest of the dragon blood.
60: Acquire a warehouse in any way possible; somewhere we can hide the summoning ingredients.
40: Acquire weaponry.
55: Train yourselves in use of said weaponry.
40 & Me: Continue the recruitment program.

DB: [no roll] They collect the last of the dragon blood needed for the ritual (now have dragon blood)
Warehouse: [1] They try to set up shop in a military base and get shot on sight. (-50 cultists)
Weapons: [3] They don't get any real weapons, but they find some pipes and boards with a decent weight to them. (improvised weapons acquired)
Train: [4] They practice with their swinging arms. Someone's gonna regret making you mad. (40 cultists now warriors)
Recruit: [6] You and your little minnows bait the water for more fishies to join. Seems a few turtles got caught on the hooks as well. (+115 cultists, +65 inquisitors)

Daragon : Last minute recruiment drive, focusing of militias.
Cult: Commence the summoning ritual.

recruit: [4] You manage to find some people with skills prepackaged, but with that kind of specificity you left behind a few perfectly good candidates. (+25 militia cultists)
Summon: [5] They perform the ritual, summoning you from a world beyond worlds. They had enough time to bring a new friend along too. (summoned, also summoned Saragon)
Spoiler: Saragon (click to show/hide)

Psycho leader1: take 30 other Psychos and hunt down other cults
Psycho leader2: take 30 other Psychos and attack anyone you suspect of having an orb of Stalwart
Psycho leader3: take 35 other Psychos and kill people who are annoying
I: attempt to convince the fisherman's followers to join my cult
Grave keepers: gather dragons blood

Cult hunt: [5-5 > 6] They charge recklessly into battle against [7] KZ Jello's cult and slaughter with no regard for their own safety. The irony is that without the encouragement of their leader, they probably would've gotten away with no casualties and more kills. (-30 psycho cultists, KZ Jello loses 30 cultists)
Steal orb: [3] They attack [1] Daragon's cult, but withdraw early after they realize there's a bunch of militia guys marching in. (-15 psycho cultists, Daragon loses 15 cultists)
Murder party fun time: [1] Looks like your Uriah gambit worked, they ran off and got themselves slaughtered by challenging everyone at once. (-35 psychos, -1 overzealous leader)
Steal cultists: [2] Seems those idiots love being called fishies. They will rot with all the rest.
DB: [no roll] They finish gathering dragon blood

me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

Diplomacy: [6] You make a treaty with the Cosmic fisherman to have him summon you then work together afterwards. However, your aggressive negotiation strategy backfires, coming off as a threat. The cosmic fisherman briefly considers using his cosmic rod to pull you into a black hole before he gets summoned out of spite, but decides against it. (now Fisherman thinks you're a jerk, and is able to summon you)
Offer: [6] They offer housing to the fisherman's cult, only realizing too late that they never got around to building the huts because they were too busy with the boardwalk. (tensions high with Fisherman's cult)

Speedo Man and 22 cultists: Tell my followers how to summon me. (or if by some magical magic, they already know, have them get on with it!)
Leader 1 and 50 cultists: Start making defences around the orb I have. can't have it getting rolled off without me!
Leader 2 and 50 cultists: continue practicing oratory, this time with an audience!
Leader 3 and 100 cultists: go out and contribute to the community. yes, they're cultists, but they're still members of society!
Leader 4 with 100 cultists: Scavenge for makeshift weapons and armor to use/train with. we need to start making a military to protect the orb.
Leader 5: Pretend to help leader 3, but continue procrastinating.

Summon: [5] They summon you, and an old buddy of yours as well. (summoned, Mr. Banana hammock also summoned)
Spoiler: Mr banana hammock (click to show/hide)
Defenses: [5] They build a solid perimeter around the orb, along with barbed wire and punji pits. Nobody steals you orb, NOBODY! (Base now has punji pits and barbed wire defenses)
Practice more: [1] He flubs his lines and gets laughed off the stage. The cultists who attended discover they love being snarky assholes and making authority figures cry. (50 cultists become hecklers [negates leadership abilities])
Community service: [3-5 > 4] They hold an event to bring the community together, while leader 5 sneaks in and switches name tags with leader 3. Through the efforts of their leader they manage to make everything work out well. What a glorious credit to the team leader 3 5 is.
Scavenge: [5] They find some handguns in the scrap piles. Who threw these away? (Acquired firearms)


Quarken and 63 normal cultists: Recruit more of Daragon's cultists to join your own cult!
100 scholar cultists: do research to locate some dragon's blood.

Steal cultists: [2] They can't seem to get close enough to Daragon's cult to cure them of their trance, and your power seems to be blocked by otherworldly forces.
Research: [6] They find dragons and their blood, but then they remember that they are supposed to use the nectar of dragon lilies for the ritual and not the blood of actual dragons. (located dragons)

Vol-Kriit: recruit
25 cultists: find an orb of stalwart,set up a base around it
10 cultists: Trash inquisitors PR, accuse them of discriminating against the verbally-impaired

Recruit: [1] You jam another thorn under your fingernails and end up screaming at more mortals. Fuck. (+25 inquisitors)
Orb of Stalwart: [1] They get lost while searching. (-25 cultists)
PR: [1] They accidentally leave the "inquisitors" off the  script and end up trashing the cult itself. Whoops. (PR now bad)

Inquisitors: kill those guys who hate mutes
[5] They show you the error of your ways, by beating the last of your followers into submission.  Your cult disbands with no members and you now have no followers again. (-10 cultists)

Convert inquisitors.
[3] You and your cultists explain your mistake to those stupid dog-worshippers and many of them fix their error. The rest now think you're anti-dog, which you may be, but now they hate you. (110 inquisitors converted, inquisitors activated)

20 normal cultists and myself: Recruit.
President: Deliver speech about the importance of religious freedom in these trying times.
All else: Search for dragon blood.

Recruit: [2] You and your cultists try to recruit, but everyone is gathered elsewhere to watch the president's speech.
Religious freedom: [4] Their speech goes off without a hitch, and cults become a little more acceptable. (+PR for everyone)
Search: [4] They find a bunch of dragon blood and are now one step closer to having you on da erf! (acquired dragon blood)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 12, 2015, 05:36:19 pm
Archon: Recruit more animals via mind-control.
5 beasts: Search for a stagnant orb.
5 beasts: Search for an orb of storms.
2 cultists: Research a summoning ritual designed to bring random horrors to earth rather than specific entities.
5 cultists: Learn about battlefield tactics.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Evonix on December 12, 2015, 07:17:40 pm
Cultists: reach edge of city and wander out until you find some summoning ingredeants
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 12, 2015, 08:21:16 pm
Archon: Recruit more animals via mind-control.
5 beasts: Search for a stagnant orb.
5 beasts: Search for an orb of storms.
2 cultists: Research a summoning ritual designed to bring random horrors to earth rather than specific entities.
5 cultists: Learn about battlefield tactics.

Recruit: [4] You mind control more beasties to join your army. Mist-elf superiority is so helpful. (+200 beasts)
Stagnant orb: [5] They successfully find a stagnant orb. However, since they're just a tiny group of dog-sized animals with the intelligence of a dog-like animal they aren't able to bring it back. (discovered Stagnant orb)
Orb of storms: [1] They get distracted by the smell of garbage and run off, never to return. (-5 beasts)
Research: [6] They delve so far into the arcane lore of ages that they go mad. Curse the vast amount of fake information they have to wade through, they didn't even realize what they were reading. (2 cultists insane)
Tactics: [5] They figure out tactics and strategy, allowing them to act as commanders in battle. Hopefully their troops will listen. (now battle commanders [50% chance to reroll negative outcomes in fights they are instigating])

Cultists: reach edge of city and wander out until you find some summoning ingredeants
[5] They bumble around and step right in a bunch of dragon blood. They think there is one Orb of Stalwart left that they wouldn't have to steal, but their bumbling doesn't run into it. (aware of Orb of Stalwart 1, acquired dragon blood)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 12, 2015, 08:44:49 pm
Recruit more housewives.
Housewives: Continue acquiring dragon blood.
Journalists: Start printing out fliers, to improve public opinion of me.
Cultists: Start studying economics.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 12, 2015, 09:53:14 pm
Recruit more housewives.
Housewives: Continue acquiring dragon blood.
Journalists: Start printing out fliers, to improve public opinion of me.
Cultists: Start studying economics.
Recruit: [6] You recruit a couple more angry women to work for your cause. Seems some people think you're discriminating against non-angry housewives and people that aren't housewives at all. (+50 housewife cultists, +25 inquisitors)
Gather: [no roll] They finish gathering dragon blood (dragon blood acquired)
PR: [4] They create and print flyers talking about how awesome you are. They make the (probably wise) decision not to talk about your glorious superiority over mortals and end up making you more well known. (PR up)
Study: [6] They study the ins and outs of economics until they never want to see another dollar sign. (cultists now economists that hate economics)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 13, 2015, 10:03:07 am
ME: try to mend relations with the cosmic fisherman. and explain to the cult that there was a communication error with my cult.
cultists: try to build those thatched huts along the board walk and offer the fishermans cult a stay for the night in apology (if you finish the huts)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 13, 2015, 12:52:27 pm
(YOU ALREADY DID YOUR ACTION! WAIT FOR NEXT TURN LIKE THE REST OF US CARP!)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 13, 2015, 05:07:14 pm
Recruit.

Cultists: Murder inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 14, 2015, 06:44:11 pm
End of Turn 5.
Big Ol' Fire: Slept through the turn
cult: 250 cultists
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands: Luck is not on my side
cult:
Diplomacy: Mixed PR
inquisitors (ACTIVE): 65 inquisitors

Dar Gold (uninjured): I've arrived. This world is mine now.
cult: 22 cultists, 25 militiamen
Items: dragon blood, has Orb of Stalwart 4
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon:

Quar-splosion man: Real dragons might actually be better than dragon blood... though getting summoned would be nice...
cult: 100 scholars, 63 cultists
Items: Orb of Stalwart 3, located dragons
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster: Sorry, I didn't mean it!
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk
Diplomacy: disliked by Fisherman, tensions high with Fisherman's cult, good PR
inquisitors: 25 inquisitors

Crystal queen: What do you mean you don't want to manage the inventory anymore?
cult: 125 angry housewives, 50 economists that hate economics, 100 journalists
Items: Access to Orb of Stalwart 1, dragon blood
Diplomacy: excellent PR
inquisitors: 25 inquisitors

KZ-Jello: Join the glorious cult of Jello today!
cult: 180 cultists, 50 "smart" cultists
Diplomacy: good PR
inquisitors (ACTIVE): 140 inquisitors

Arcing Mist-elf: My cultists are few, but they will be the best!
cult: 3 cultists, 2 mad cultists, 240 beasts, 100 large beasts, 50 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
Diplomacy: good PR
inquisitors:

Hon Shadow: Cults are awesome, aren't they?
cult: 75 "smart" cultists, support of president, cult in Washington DC
Items: dragonblood
Diplomacy: good PR
inquisitors:

Fisherman: We've got some big fish to fry
cult: 270 cultists, 40 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Rituals: can summon parasite
Diplomacy: good PR
inquisitors: 65 inquisitors

Speedy Speedoman (uninjured): Hello hammock, my old friend
cult: 272 cultists, 5 skilled leaders (50% chance of 3 becoming 4), 50 hecklers (negate leadership bonuses)
Items: dragonblood, Orb of Stalwart 5, firearms
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: good PR
inquisitors:
-Leader #2 (m): passively restores morale
-Mr. Banana hammock:

Zomboss with really long name: These psychos are useless
cult: 100 gravekeepers, 15 psychopaths, 4 overzealous leaders (50% chance of 5 becoming 6)
Items: Stagnant orb, dragon blood, Orb of Summering [light]
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
Diplomacy: good PR
inquisitors:

Meme-aster: The time for summoning is near
cult: 376 cultists
Items: aware of Orb of stalwart 1, dragonblood
Diplomacy: good PR
inquisitors:
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 14, 2015, 06:59:57 pm
20 cultists and self: Recruit.
President: Recruit from among the US govt. specifically.
20 cultists: Obtain weapons and educate selves in their use
All else: Search for Orb of Stalwart.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 14, 2015, 07:01:41 pm
Wait, 'can summon parasite'? When did that happen?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 14, 2015, 07:07:47 pm
Wait, 'can summon parasite'? When did that happen?
He tried to convince you to summon him and gave you the ability to do so, but also offended you. You could just summon him and immediately kill him if you want, or ignore the flavor saying you're supposed to be mad at him and just be buddies anyway.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on December 14, 2015, 07:13:11 pm
Remaining Psychos & Psycho Leaders: Assault Daragon, He must be Destroyed.
30 Grave keepers: Set up for any and All rituals that could Summon me.
next 30: Improve the Defenses of the Mausoleum.
next 30: Look for Weapons and Armor of all ages, Dig it up if you have to.
I: "Convert" members of Quarken's Cult, "Suggesting" they to bring his orb of Stalwart with them when they join me.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 14, 2015, 07:25:21 pm
Woo, that was awesome!
Speedo man: high-five my leaders,the cultists who summoned me, and Mr.Hammock. As a show of goodwill to my buddy, I assign 50 cultists (half of which are hecklers) And leader number 5 to him. He can go out and start his own cult with their help, and then we can do a system of favors if we need to do stuff with eachother.
Leaders 1 and 3 with 200 cultists: Start planning a huge party for to celebrate the summoning, and host it for the community with a little recruiting on the side. Speedo wearing is optional.
Leader 2 and the remaining hecklers: continue practicing oratory. He will not give up on his dreams to be a public speaker!
Leader 4 and 50 cultists: Begin training in combat with our new munitions. this is important to a sub-plan of ours.
remaining 22 cultists: begin researching a way to make chosen with minimal chances of getting bad effects, such as my frail nature.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 14, 2015, 07:26:49 pm
Ah. Well, in that case...
120: Negotiate with the inquisitors. Talk with them. I'm only here because there are many OTHER horrors (like this ugly parasite guy) that are attacking this place and I want to eat them and I'll probably just leave afterwards. I'm not a bad guy, honest!
80: Try to acquire a warehouse. Again.
70: Say bad things about the Parasite, effectively reducing their PR.
Warriors: Summon me, first.
Me: Recruit if I can.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 14, 2015, 08:07:53 pm
ME: try to mend relations with the cosmic fisherman. and explain to the cult that there was a communication error with my cult.
cultists: try to build those thatched huts along the board walk and offer the fishermans cult a stay for the night in apology (if you finish the huts)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 14, 2015, 08:25:30 pm
Vol-Kriit:recruit
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on December 14, 2015, 08:48:21 pm

Bah.
Quarken: Recruit Daragon's cultists to join you.
100 scholar cultists: do research to find dragon's blood orchids.
63 generic cultists: recruit Zomboss' cultists...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 15, 2015, 08:45:16 am
Recruit.

Cultists: Murder inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 15, 2015, 01:13:44 pm
20 cultists and self: Recruit.
President: Recruit from among the US govt. specifically.
20 cultists: Obtain weapons and educate selves in their use
All else: Search for Orb of Stalwart.

Recruit: [6] You and your peons work double time to get people onto your side. Unfortunately, not everyone is so enthusiastic to join you. (+70 cultists, +25 inquisitors)
Get more govt support: [3] The president manages to get a governor on your side, so Virginia's govt is now friendly to you. (Governor of Virginia now supporting you)
Weapons: [5] They find some guns and figure out how to fire them properly (20 cultists become marksmen, acquired firearms)
Orb: [5] You find Orb of Stalwart 1 and haul it back home, thus stealing it away from anyone who had access to it before and causing all future "search for Orb of Stalwart" commands to be fruitless. (obtained Orb of Stalwart 1)

Remaining Psychos & Psycho Leaders: Assault Daragon, He must be Destroyed.
30 Grave keepers: Set up for any and All rituals that could Summon me.
next 30: Improve the Defenses of the Mausoleum.
next 30: Look for Weapons and Armor of all ages, Dig it up if you have to.
I: "Convert" members of Quarken's Cult, "Suggesting" they to bring his orb of Stalwart with them when they join me.
Attack on Daragon: [4] They storm past his cult and attack the newly born pillar of gold. Their battle is short lived due to lack of manpower, but they got some good hits in. (Daragon lightly wounded, -15 psychos, -4 reckless leaders)
Sommun: [1] They can't set up a summoning ritual to summon YOU due to lacking an Orb of Stalwart, but they try to summon a fish-based parody of you, and putz it up completely. They are lost to the void. (-30 grave keepers)
Defnz: [6] They board up all the doors and windows... Including the exit. Whoops. Now they're trapped with those guys who were on break and everyone else is stuck outside. (40 cultists locked in base, everyone else locked out)
Weapon& armur: [3] They find a pile of scrap material that could arguably be used as weapons. Tree branches and rocks count as weapons, right? (obtained improvised melee weapons)
Convert: [2] They can't convince Quarken's followers that you'd be a better boss. They definitely don't manage to get the orb away from him.

Woo, that was awesome!
Speedo man: high-five my leaders,the cultists who summoned me, and Mr.Hammock. As a show of goodwill to my buddy, I assign 50 cultists (half of which are hecklers) And leader number 5 to him. He can go out and start his own cult with their help, and then we can do a system of favors if we need to do stuff with eachother.
Leaders 1 and 3 with 200 cultists: Start planning a huge party for to celebrate the summoning, and host it for the community with a little recruiting on the side. Speedo wearing is optional.
Leader 2 and the remaining hecklers: continue practicing oratory. He will not give up on his dreams to be a public speaker!
Leader 4 and 50 cultists: Begin training in combat with our new munitions. this is important to a sub-plan of ours.
remaining 22 cultists: begin researching a way to make chosen with minimal chances of getting bad effects, such as my frail nature.

Hand off: [3-3] You give him the 50 cultists but aren't quite willing to part with your best leader yet. Nor are you willing to break ties with your old pal at the moment. (50 cultists transferred to Banana hammock)
Party: [6] The party gets a little out of control and the police get involved. Everyone agrees to never speak of it again. You may need to pull everyone back together before you ask that kind of thing again. (community weakened)
Speaking: [1] He gets humiliated again. Now he's starting to worry the problem is with him. (Leader 2 lacks confidence [50% chance of 2 becoming 1])
Training: [6] They practice with their guns until their trigger fingers get sore. Noise complaints and a visit from the police ends up getting your guns confiscated. Dammit! (50 cultists and leader 4 become marksmen, lose firearms)
Research: [1] They can't find anything, and they start to get an unhealthy obsession with speedos. While you normally praise this sort of thing, it's interfering with their work. (22 cultists now obsessed with speedos)

Ah. Well, in that case...
120: Negotiate with the inquisitors. Talk with them. I'm only here because there are many OTHER horrors (like this ugly parasite guy) that are attacking this place and I want to eat them and I'll probably just leave afterwards. I'm not a bad guy, honest!
80: Try to acquire a warehouse. Again.
70: Say bad things about the Parasite, effectively reducing their PR.
Warriors: Summon me, first.
Me: Recruit if I can.

Negotiate: [3] Your cultists manage to convince most of the inquisitors that you're not such a bad guy. The rest have traced the call and are coming to get you. (-60 inquisitors, inquisitors activated)
Warehouse: [4] They get a contract to use a warehouse. Now they don't have to store everything in a big pile, they can store it in a pile with a roof! (warehouse obtained)
PR down: [2] Your cultists spend the day fishing instead. A worthy use of time.
Summon: [4] They perform the summoning ritual and succeed on the first try. You emerge from a rift in space time which closes up behind you. (summoned)
Recruit: [5] You toss a hook out and drag back a bunch of new recruits. (+150 cultists)

ME: try to mend relations with the cosmic fisherman. and explain to the cult that there was a communication error with my cult.
cultists: try to build those thatched huts along the board walk and offer the fishermans cult a stay for the night in apology (if you finish the huts)

Mend: [4] You manage to convince the cosmic fisherman that you're not actually trying to take advantage of him. Sucker. (relations mended with Fisherman)
Build huts: [5] They build enough huts to house an army, and offer for the fishermans to stay with you. They politely decline, as they now have a warehouse which at least keeps the rain out and doesn't require them to lay on rough wood planks. (lots of thatch huts built)

Vol-Kriit:recruit
[6] You manage to hold back on screaming in pain long enough to get some people to join you. Unfortunately you still end up pissing off some people. (+75 cultists, +25 inquisitors)

Inquisitors: deactivate [no roll] (Inquisitors are deactivated because I forgot to do it when the cult got disbanded)


Bah.
Quarken: Recruit Daragon's cultists to join you.
100 scholar cultists: do research to find dragon's blood orchids.
63 generic cultists: recruit Zomboss' cultists...

Steal from Daragon: [3] You manage to liberate a few more of Daragon's cultists and bring them to your side. Unfortunately Daragon drives you off with its madness before you can get too many. (15 cultists stolen from Daragon)
Research dragon lilies: [5] They discover that the lilies have a psychic presence of their own, and the nectar, known to many as dragon blood, resonates with psychic power. When channelled and focused properly, it allows one to momentarily tear through the fabric of reality and enter another world. If consumed, the lilies cause people's brains to melt, though a sufficiently talented psychic with the proper dosage may be able to get a temporary boost to their power before it liquifies their innards. Apart from the potion, they don't think any of this will actually be helpful on its own, but it's nice to know. (learned to brew power potion [consumes dragon blood, damages user])
Steal from Zomboss: [3] Your cultists inform some of Zomboss' lackeys of his true nature, and they defect to your side instead. Many of them simply ignore your cultists. (15 cultists stolen from Zomboss)

Recruit.

Cultists: Murder inquisitors.
REctuir: [6] You get more people to join you, and the inquisition finds a few new members. (+100 cultists, +25 inquisitors)
Murder: [5] They slaughter the entire inquisition while they sleep. Long live Jello. (-165 inquisitors)

Inquisitors: steal something
[irrelevant] they suffer a tragic case of death and can't fulfill their actions (inquisitors deactivated)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 15, 2015, 01:52:45 pm
((well, leader four is female, so wouldn't that make her a markswoman? Also, looks like I am going to have to convert the cops.))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 15, 2015, 02:06:02 pm
((well, leader four is female, so wouldn't that make her a markswoman? Also, looks like I am going to have to convert the cops.))
((I think "marksman" is gender neutral, but I actually forgot about that, I should put established genders in the faction info :P

I guess that's what happens when you leave details of random faction people to memory...))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 15, 2015, 09:38:33 pm
Daragon: Tell Saragon to go and "hug" Speedo-man, then go deep into the woods to plant the first Seed.
Militia Cult: Attack Quarken, killing as many of his cult as possible, with the goal of destroying his Orb of Stalwart
Rest of the Cult: Destroy the Orb I possess and then follow Daragon.

If the Seed gets created: set the vines not to attack my cult.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 15, 2015, 10:11:04 pm
Archon: Mind-control more animals. It's impossible to have too many pets!

2 cultists: Acquire leadership skills.

1 insane cultist: Keep researching that ritual of summon random horror. You delved deep enough to go mad, so you ought to be getting somewhere.

1 insane cultist, 1 cultist, 5 beasts: Go and camp out at the orb of stagnant. Bring some dragon blood, and be sure to fish for my parody if you've got the time.

20 satyrs: Go recruit more humans. Animals are great, but we could really benefit from the extra brainpower.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 15, 2015, 10:34:44 pm
Daragon: Tell Saragon to go and "hug" Speedo-man, then go deep into the woods to plant the first Seed.
Militia Cult: Attack Quarken, killing as many of his cult as possible, with the goal of destroying his Orb of Stalwart
Rest of the Cult: Destroy the Orb I possess and then follow Daragon.

If the Seed gets created: set the vines not to attack my cult.

Attack Speedo: [1] You use your turn to tell Saragon to take his turn, and then Saragon creeps over in Speedo man's direction. Unfortunately, because it's a fucking tower of needles and not a mobile creature it starts falling apart. Luckily Sara is smart enough to stop moving when half it's body is about to fall off. (Saragon lightly injured)
Attack Quarken: [6] They attack Quarken's cult, and get themselves killed fighting... still, they manage to take a few of the bastards with them. (-25 militia, Quarken loses 50 cultists)
Destroy orb: [3] Your cultists roll the orb into a pit nearby. That's basically destroyed, right? (Orb of Stalwart 4 now stuck in a deep pit)
Seed: [irrelevant] No time, what with all the commanding and fighting Daragon is busy doing
Passive Madness: [4] Your cultists are driven to madness by the glow of your gilding. They are now obsessed with the golden vines and will likely throw themselves into the clutches of them at the first opportunity. (7 cultists now mad)

Archon: Mind-control more animals. It's impossible to have too many pets!

2 cultists: Acquire leadership skills.

1 insane cultist: Keep researching that ritual of summon random horror. You delved deep enough to go mad, so you ought to be getting somewhere.

1 insane cultist, 1 cultist, 5 beasts: Go and camp out at the orb of stagnant. Bring some dragon blood, and be sure to fish for my parody if you've got the time.

20 satyrs: Go recruit more humans. Animals are great, but we could really benefit from the extra brainpower.

Mind control: [6] You drag more beasts to do your bidding, but accidentally drive some of them feral. They'll have to be put down, for the good of the group. (+200 beasts, +100 beast inquisitors)
Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])
research: [3] They gaze into the void and find a ritual that allows you to summon a random horror. Unfortunately, it only summons extremely weak horrors, but luckily it only requires dragon blood to do. (learned summon mini-horror [req dragonblood])
THE SALMONING: [4] The cultists work feverishly to etch out the summoning, but with only four able hands between them they don't get all the required runes etched this turn. (partially completed salmoning ritual)
Recruit: [1] They run out into the streets and get hit by cars. Idiots. What's a cloud of mist got to do to get good help around here? (-20 satyrs)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 15, 2015, 11:09:48 pm
Recruit nurses and doctors.
Angry housewives: Start preparing the summoning ritual.
Economics-hating economists: Start talking about how money needs to be abolished, and that there must be a revolution.
Journalists: Slander the inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 19, 2015, 06:53:57 pm
Recruit nurses and doctors.
Angry housewives: Start preparing the summoning ritual.
Economics-hating economists: Start talking about how money needs to be abolished, and that there must be a revolution.
Journalists: Slander the inquisitors.
Recruit: [5] You convince some medical professionals to help your cause. Excellent, now you don't have to write off everyone who gets injured as gone. (+50 medic cultists)
Summon: [irrelevant] What? The Orb of Stalwart is gone! Some wretch must have stolen it! Bastard!
Down with money!: [4] They find an elaborate solution to replace economics with non-financial methodology, and spread word about it. They manage to find an audience. (Money protest started)
Slander: [5] They make out the inquisitors to be a bunch of heretical brutes, which of course they are. The inquisitors quit after they start being ostracized by their peers. (-25 inquisitors, inquisitor PR down)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on December 20, 2015, 03:23:38 pm
((Bleh I've been busy.))

Everyone keep recruiting preferably Eco people
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 20, 2015, 05:48:20 pm
((Bleh I've been busy.))

Everyone keep recruiting preferably Eco people
[2] You and your cult are unable to seek out new recruits, the heat of the inquisitor's search for you is too high right now.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 21, 2015, 05:35:52 am
Look for summoning ingredients.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 21, 2015, 08:34:58 pm
HEY if you search rtd horrors images the first thing that comes up is my profile pic  :D sorry bout not posting much i'll do my turn
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 21, 2015, 08:38:11 pm
ME:recroot
cultists : offer to help the fisherman with summoning in return for me being summoned too after our orb mysteriously got stolen
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 21, 2015, 10:19:19 pm
carp, the turn has not ended yet. BE F*IN PATIENT!
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 22, 2015, 11:40:01 am
it hasn't? but i havent posted in aaageees wow people are even  slower than i am (and please don't swear even if it's censored thanks!  ;))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 22, 2015, 03:36:37 pm
I think there's still one person who hasn't gone, but since it's the holidays I wasn't too keen on pushing things ahead. I'll move the turn forward soon whether they've posted or not.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 22, 2015, 04:00:05 pm
It has been a while since the last turn.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 23, 2015, 10:18:44 am
hey i wonder how many other rtd's have reached 100 pages
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist 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.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 23, 2015, 01:02:42 pm
Historically? A lot. Consult the hall of legends for the select few considered best.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 23, 2015, 01:43:55 pm
Roll to Die/Dwarf/Derail is long dead, but it hit like 250 pages IIRC.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus 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
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache 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.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus 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?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe 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.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus 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)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: wipeout1024 on December 23, 2015, 07:24:27 pm
Recruit random people.
Cultists: Continue to protest against money.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus 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)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist 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.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on December 23, 2015, 09:14:04 pm
Vol-Kriit+15 cultists:recruit
30 cultists:find orb of stalwart
30 cultists:find dragons blood
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on December 23, 2015, 09:17:44 pm
BOF: Recruit
Cultists: Go claim Orb of Stalwart 3 from the other cult
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on December 23, 2015, 09:43:14 pm
Archon: Get some more mind-controlled pets.
10 beasts: Recruit humans. Seriously, how difficult could that be?
1 insane cultist, 1 cultist, 5 beasts: Complete the salmoning. Leader 1 can supervise if there's a roll involved in that.
2 cultists, supervised by leader 2: Summon a mini-horror.
1 insane cultist: Delve deeper! Gain a semblance of mastery over the arcane secrets you have discovered.

Also, make a mental note that you were the guy who finished researching the mini-horror ritual. The whole insanity thing was... unfortunate, but the end justifies the means.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 23, 2015, 11:25:01 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.

Research: [4] Through careful reading of the runic matrices, they discover a way to burn away the orb itself to perform the summoning. They aren't quite sure what negative effects it will have, but their best guess is that it will weaken you for a few turns, effectively setting all your stats at 0 until you can recover. (Discovered Burning orb summoning [req Orb of Stalwart, afflicts those summoned with crippling weakness])
Summon: [2] Not one to waste time, you order them to immediately do it. However, your followers are a little more hesitant, and choose to put off the ritual in case they can find any more information.
Recruit: [4] You get more people to help you. No reason to worry about the summoning, your peons probably have it under control. (+50 cultists)

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

Recruit: [5] You and a few of your new workers get the word out about how you are the best overlord. Without alerting your inquisition, of course. (+180 cultists)
Orb: [2] They search high and low, but can't find the one orb of stalwart that has been disowned.
Dragon blood: [2] They heard that dragon blood was extremely toxic and chickened out of collecting it. After having to wait this long, you are quite annoyed at their reluctance.

BOF: Recruit
Cultists: Go claim Orb of Stalwart 3 from the other cult

Recruit: [2] You consider trying to get more people to help you, but decide to enjoy a nice bowl of crude oil instead. Mmm, oil... Can't get this stuff every day without industries collecting it, but soon you'll have all you can burn...
Steal OoS3: [6] They completely forgo stealth and go barreling through Quarken's not-base, snatching the orb and rolling it out as fast as they can. Some of the cultists stay behind to hold off Quarken's cult while the others escape, and are never heard from again. (Obtained orb of Stalwart 3, -100 cultists)

Archon: Get some more mind-controlled pets.
10 beasts: Recruit humans. Seriously, how difficult could that be?
1 insane cultist, 1 cultist, 5 beasts: Complete the salmoning. Leader 1 can supervise if there's a roll involved in that.
2 cultists, supervised by leader 2: Summon a mini-horror.
1 insane cultist: Delve deeper! Gain a semblance of mastery over the arcane secrets you have discovered.

Also, make a mental note that you were the guy who finished researching the mini-horror ritual. The whole insanity thing was... unfortunate, but the end justifies the means.

More mind control, ALL TEH MIND CONTROL!: [1] You suffer psi-shock, and lose the ability to use your abilities for [2] turns. Luckily, you manage to maintain your hold over the beasts you have, otherwise you may have had a slight disaster to deal with. (Lose abilities for [2] turns)
Recruit hoomans: [3] They bark and screech and do other cute animal things to draw humans in. Your cultists see fit to inform you that you would be much better off doing recruiting yourself, or at least sending larger groups. (+2 cultists)
Salmoning: [4] They finish the ritual and summon a fishie to help you. Aww, it looks just like you. (summoned Sharkon)
Spoiler: Sharkon (click to show/hide)
Summon mini-horror: [5] They do an excellent job etching the symbols and manage to summon someone actually useful! Well, sort of... (summoned Baby Beldroth)
Spoiler: Beldroth (click to show/hide)
Stare into the void: [3] He sees such strange things it warps his mind and he gains some minor telekinetic power. Or maybe he's just seeing things. You don't really have any second opinion on it, so you'll just have to trust him. (insane cultist now weak esper)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Humaan on December 24, 2015, 02:07:56 am
Daragon: Flee into woods and create a Seed of the Gold Spire, again setting the vines not to attack the cult if successful.
(Remaining) Cult: Learn how to create a Seed from Daragon
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: H4zardZ1 on December 24, 2015, 04:21:32 am
((There is a connection between power potion made from dragon blood and summoning a horror without it causes weakness. Not sure what that means tho.))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 24, 2015, 11:14:36 am
((There is a connection between power potion made from dragon blood and summoning a horror without it causes weakness. Not sure what that means tho.))
((The connection is that without dragon blood the ritual uses the horror's power to be performed, so they are exhausted for awhile))

Daragon: Flee into woods and create a Seed of the Gold Spire, again setting the vines not to attack the cult if successful.
(Remaining) Cult: Learn how to create a Seed from Daragon

Seed: [6] You plant a seed of gold into the nearby forest and tendrils immediately start consuming everything. You think to yourself that it's working faster than normal, then realize you put more of your biomass into that seed than you meant to. (Seed 1 planted, now hungry)
Learn the ways: [1] They get too close and get sucked into the tentacles. Mmm... flesh... Shit, those were the last of your cultists... (-7 fanatics, now slightly hungry)
Regen: [1] You burn more biomass trying to speed up your healing, but end up just making yourself hungrier. (now very hungry)
Saragon: attack Speedoman
[3] Saragon slinks over toward the teleporting speedo man and nudges him. Speedo man of course runs away before Sara can do much, but manages to get a solid punch in before leaving. Speedo man barely resists catching mercury plague, but due to his skin being like wet tissue paper, still gets pretty badly chopped up. (Saragon moderately wounded, Speedo man heavily wounded)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on December 24, 2015, 11:40:45 am
Hondrasaan: Recruit.
Marksmen: Kill the inquisitors.
All others: Prepare the summoning.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 24, 2015, 12:53:16 pm
Hondrasaan: Recruit.
Marksmen: Kill the inquisitors.
All others: Prepare the summoning.

Recruit: [2] You can't find anyone willing to work with you. For some reason listening to a talking shadow doesn't appeal to them.
Murder: [4] They grab some guns and peg the inquisitors from 40 yards. They then run away before the few survivors get their hands on them. (-20 inquisitors, inquisitors activated)
Summon: [5] They summon you, and seem to have summoned a talking lantern as well. (summoned, summoned Unlight)
Spoiler: Unlight (click to show/hide)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 24, 2015, 05:43:09 pm
Look for summoning ingredients.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 24, 2015, 11:55:53 pm
Look for summoning ingredients.
Dragon blood: [6] They seek out the dragon blood, and they find it... A big pool of it, which many of them fall into... (-50 cultists, acquired dragon blood)
Orb: [2] They can't find any Orbs of Stalwart.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: H4zardZ1 on December 25, 2015, 07:30:47 am
((It's funny people keep searching for Stalwart Orbs when there is none right now. Steal it, or get another orb.))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 25, 2015, 09:47:01 am
((It's funny people keep searching for Stalwart Orbs when there is none right now. Steal it, or get another orb.))
(you know, If they asked politely I might share mine with them. I'm nice like that, though I currently need to heal myself.)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 25, 2015, 01:05:18 pm
((It's funny people keep searching for Stalwart Orbs when there is none right now. Steal it, or get another orb.))
((There's one orb stuck in a pit, if there was no orb they could find I would be putting "irrelevant" in the roll brackets))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on December 27, 2015, 11:27:23 am
Retrieve the Orb stuck in the ground.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: carp on December 29, 2015, 11:41:26 am
ME:recroot
cultists : offer to help the fisherman with summoning in return for me being summoned too after our orb mysteriously got stolen

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 29, 2015, 11:58:51 am
ME:recroot
cultists : offer to help the fisherman with summoning in return for me being summoned too after our orb mysteriously got stolen

Recruit: [2] You don't get anyone willing to act as a host to you. Curses.
Help with summoning: [4] Your cult agrees, for a limited time, to perform the summoning for Cosmic fisherman in exchange for you being summoned with his stuff and possibly having him become a host to you immediately after... Whether Fisherman agrees or not is ultimately irrelevant, the cult agreed for him since this frees them to perform their own actions on his turn. (Can perform summoning with Fisherman's items on Fisherman's turn) ((That wouldn't be counted as one of the five actions in case that's important))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 29, 2015, 09:30:30 pm
((Wait, aren't I already summoned?))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 29, 2015, 10:16:57 pm
((Wait, aren't I already summoned?))
They were really convincing, feel free to fight them off if you don't want him using your stuff
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on December 29, 2015, 10:41:17 pm
150: Obtain more weapons.
150: Train in use of the above weapons.
120: Destroy Parasite's PR.
Warriors: Beat the snot out of our inquisitors.
Me: Recruiiiiit.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 30, 2015, 12:04:44 am
150: Obtain more weapons.
150: Train in use of the above weapons.
120: Destroy Parasite's PR.
Warriors: Beat the snot out of our inquisitors.
Me: Recruiiiiit.

Weapons: [1] They seek out weaponry. Turns out some weapons were seeking them as well. (-100 cultists)
Train: [6] Since the other guys got... lost... They train with the weapons you have, and become proficient at beating the snot out of others. They probably should've taken more breaks through, most of them are too tired to work for awhile. (150 cultists become warriors, exhausted for 1 turn)
PR: [6] They march through the streets chanting and holding signs to spread awareness of Parasite's wretched nature. Some people get confused and think they're talking about you. (Parasite's PR down, Fisherman's PR down)
Attack!: [6] They drive themselves into a frenzy and the red mist descends. Not all of them are still alive when their heads clear up. (-2 warriors, -5 inquisitors, inquisitors deactivated)
Recruit: [5] You send out a hook to drag a few more guppies into the ranks. There are more bites than you were expecting (+150 cultists)

Parasite's cultists: summon: [2] They putz up the ritual by spilling a bunch of water all over the blood runes. They'll have to start all over again next turn.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on December 30, 2015, 09:20:59 pm
so, when is the next summery?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on December 31, 2015, 11:50:57 am
so, when is the next summery?
Either when Evonix posts his actions or in a day or so, whichever comes first.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on January 02, 2016, 10:59:15 am
it's been three days. where's my updop?!
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 02, 2016, 12:15:20 pm
it's been three days. where's my updop?!
In the middle of writing it when you posted this
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 02, 2016, 12:41:24 pm
End of turn 7.
Big Ol' Fire: LEROOOOOOYYY JENKIINS!!!
cult: 150 cultists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands: At least I have followers now...
cult: 255 cultists
Diplomacy: Mixed PR
inquisitors: 90 inquisitors

Dar Gold (lightly injured): My tummy's making the rumblies, that only hands can satisfy... [Very hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (moderately injured):
-Seed 1:

Quar-splosion man: Dammit, summon me already!
cult: 100 scholars, 93 cultists
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster: C'mon buddy, just help me out...
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: mixed PR
inquisitors: 25 inquisitors

Crystal queen: Such insolence!
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors

KZ-Jello: Work faster, your god demands it!
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:

Arcing Mist-elf: Ow, my brain hurts... [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [2] TURNS]
cult: 3 cultists, 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)
Items: dragonblood, discovered Stagnant orb
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (uninjured): Mine doesn't!
-Beldroth (uninjured): [5] turns til adulthood

Hon Shadow (uninjured): Now then, where are my little snackles?
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 (ACTIVE): 5 inquisitors
-Unlight: Let the light guide you!

Fisherman (uninjured):
cult: 320 cultists, 150 exhausted warriors, 38 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors:

Speedy Speedoman (heavily injured): These guys won't leave, what the hell?!?!
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed 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: FREEDO- Wait, shit, I'm still stuck in the dead world...
cult: 60 gravekeepers, 25 cultists
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
Diplomacy: good PR
inquisitors:
-Count Trout: I vill devour all!

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

---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 50 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World info:
-Orb of Stalwart 4 stuck in a pit
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: crazyabe on January 02, 2016, 01:07:13 pm
Count Trout: Go bother the Fisherman.
Gravekeepers: Repeat the Salmoning ritual.
Cultists: Start digging out a bunker under the Mausoleum.
I: Grab up some Russians, I Require additional Cultists...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: DAPARROT on January 02, 2016, 01:33:58 pm
Vol-Kriit:recruit
105 cultists:build a base
75 cultists:find dragons blood,no drinking it
75 cultists:acquire an orb of stalwart,ask nicely if someone already owns it
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on January 02, 2016, 02:10:36 pm
Hondrasaan: Make the remaining Inquisitors insane so as to destroy credibility.
10 smart cultists: Research the lantern that hitchhiked with me.
All other cultists: Find weapons, dig in at our base and prepare for battle in case the insanamamizing fails.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 02, 2016, 02:36:10 pm
Count Trout: Go bother the Fisherman.
Gravekeepers: Repeat the Salmoning ritual.
Cultists: Start digging out a bunker under the Mausoleum.
I: Grab up some Russians, I Require additional Cultists...
Pester: [2] He wasn't listening, and instead spends the whole turn flopping around and gasping. What's his problem? (Count Trout lightly injured due to suffocation)
Salmoning: [3] Haha! They have summoned several horrors this time! Wait, those are just regular fish... (acquired salmon)
Dig: [4] They dig deeper into the underground under the mausoleum, hopefully deep enough that an explosion aboveground won't reach them. (bunker dug under base)
Recruit: [5] You convince some russian people to help you. They talk about vodka and bears for the whole turn. (gained 100 Russian cultists)

Vol-Kriit:recruit
105 cultists:build a base
75 cultists:find dragons blood,no drinking it
75 cultists:acquire an orb of stalwart,ask nicely if someone already owns it

Recruit: [1] You seem to have a knack for finding those thorns, don't you? (+25 inquisitors)
Base: [6] Good news: they built a sturdy fortress as your base. Bad news: They forgot to put any doors or windows and several of them suffocated (built sturdy fortress base (LOCKED), -25 cultists, 80 cultists locked inside)
Dragon blud: [2] They can't even be bothered to come up with an excuse for not getting the blood
Orb: [5] They spot an orb of Stalwart in a pit and haul it out with no trouble. This takes so much time that they have to leave it in the field for the turn. (gained access to Orb of Stalwart 4)

Hondrasaan: Make the remaining Inquisitors insane so as to destroy credibility.
10 smart cultists: Research the lantern that hitchhiked with me.
All other cultists: Find weapons, dig in at our base and prepare for battle in case the insanamamizing fails.

Insanity: [5] You do such an excellent job at it that they all commit suicide. What a hero. (-5 inquisitors, inquisitors deactivated)
Research: [1] They all mysteriously disappear after being left alone with Unlight. No fair! Those are your cultists to eat! (-10 "smart" cultists)
Weapons: [1] Many get lost in the search. You suspect the other horrors of foul play, but have no proof. (-100 cultists)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on January 02, 2016, 02:58:51 pm
Speedoman: Teleport into a ER bed. politely ask for the doctors to patch me up.
Leader 2: Attempt to politely and calmly ask saragon not to bump into our people. We like how shiny it is, but it HURTS when they poke people.
Besides, what did we ever do to them?
Marksmen cultists and leader 4: kill the thing that just attacked our horror/buddy with our guns if talking to it does not work.
Leaders 1 and 3, along with all other cultists: find more dragonsblood, preferably in plant form this time. we can summon other people as a favor!
Leader 5 and banana hammock: Go find other cults who have not summoned their horrors yet. offer to help them in exchange for favors.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: fillipk on January 02, 2016, 02:59:50 pm
B.O.F.: "At least I still have chicken"  Recruit, lets get some real eco cultists
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on January 02, 2016, 03:23:03 pm
...
Quarken: Recruit more scholars to join your cult.
100 scholar cultists: use logical arguments to convince the guys who stole our Stalwart Orb to give it back.
93 normal cultists: if the logical arguments fail, steal the Orb back yourselves. Otherwise, acquire some dragon's blood orchids.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on January 02, 2016, 05:56:48 pm
Archon: Recruit. Maybe leader 1 can offer some advice?
3 cultists, supervised by leader 2: Use the mini-horror ritual to summon someone with a bit of appeal.
2 cultists: Learn about disaster management. Leader 3 can provide a few pointers.
1 mad cultist: Try to improve on the mini-horror ritual.
Beldroth: Bottle some of your saliva for use in biological warfare.

Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on January 02, 2016, 08:00:05 pm
100 & me: Fish. No, seriously, we're going to actually fish for actual fish. Donate all of the catch to those in need. We're good guys, honest!
100: Bring down Parasite's PR even harder.
70: Recruit.
50: Activate B.O.F.'s inquisitors. This plan will, without any semblance of doubt, not backfire.
Non-tired warriors: train more or something I dunno lol
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 02, 2016, 10:03:20 pm
Speedoman: Teleport into a ER bed. politely ask for the doctors to patch me up.
Leader 2: Attempt to politely and calmly ask saragon not to bump into our people. We like how shiny it is, but it HURTS when they poke people.
Besides, what did we ever do to them?
Marksmen cultists and leader 4: kill the thing that just attacked our horror/buddy with our guns if talking to it does not work.
Leaders 1 and 3, along with all other cultists: find more dragonsblood, preferably in plant form this time. we can summon other people as a favor!
Leader 5 and banana hammock: Go find other cults who have not summoned their horrors yet. offer to help them in exchange for favors.
Get halp: [5] You slip into the hospital without incident and they begin treating you. You'll recover from damage until you get hurt again or are fully healed. (Now moderately wounded, regen active)
Diplomasize: [5] He convinces Saragon that you aren't actually such a bad guy, and Saragon leaves you alone... The success makes Leader 2 feel more confident in his abilities for the future. (Saragon will no longer attack your faction, Leader 2 regains confidence)
GRISLY MURDER: [3-5>4] Just long enough for your gun-toting followers to SHOOT THE BASTARD IN THE BACK!!! BAHAHA! What an idiot! Of course, they wait until Leader 2 leaves first, don't want him getting caught in the crossfire, nor do they want him finding out that his actions were ultimately irrelevant. (Saragon is dead)
Dragon blood: [3-3] They collect a bit of dragon blood, but get distracted. The leaders are unable to get the group back on track, so they need to come back to it next turn. (partially gathered dragon blood)
Offer help: [2] They find no cults nearby. Apparently Saragon came quite a long way to reach you.

B.O.F.: "At least I still have chicken"  Recruit, lets get some real eco cultists
Recruit: [5] You and your cultists do some parlor tricks to entice environmental advocates to join your cause. They eat it up like candy. (+400 eco cultists)

...
Quarken: Recruit more scholars to join your cult.
100 scholar cultists: use logical arguments to convince the guys who stole our Stalwart Orb to give it back.
93 normal cultists: if the logical arguments fail, steal the Orb back yourselves. Otherwise, acquire some dragon's blood orchids.

Recruit: [1] You try to get more smart folk to help you, but they find your methods questionable and your ideals abhorrent. (+25 scholarly inquisitors)
Logick: [2] They aren't listening to reason. Or perhaps they aren't interested in the fumbling of your scholars due to their poor speaking skills.
Theft: [1] They try to steal the orb, but quickly find themselves bagged and tagged. (-93 cultists)

Archon: Recruit. Maybe leader 1 can offer some advice?
3 cultists, supervised by leader 2: Use the mini-horror ritual to summon someone with a bit of appeal.
2 cultists: Learn about disaster management. Leader 3 can provide a few pointers.
1 mad cultist: Try to improve on the mini-horror ritual.
Beldroth: Bottle some of your saliva for use in biological warfare.

Recruit: [1] Oh dear... It seems Humans don't actually like it when you scream in their ears like an ape. Your battle commander doesn't offer much insight into the matter, apparently screaming is half their strategy... Your leader is no help in the matter. (+25 inquisitors)
Summon: [6] They summon someone with loads of appeal... If only they were friendly... Once again, the leader's support offers no aid to this endeavor... (Summoned Happy the Clown [hostile])
Spoiler (click to show/hide)
Learn: [5] They figure out how to neutralize a terrible situation, with a little more work they may learn to actually turn a nothing into something! (cultists become disaster averters [50% chance of 1 becoming 2])
Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))
Bottle toxin: [6] Beldroth slobbers into vials, allowing your cultists to use them in combat as weapons. Unfortunately, the bottles are also coated in the stuff, so anyone who uses the bottles will be afflicted by it themselves. (acquired [3] slimy toxin bottles, Beldroth ages)

(Sharkon takes damage from lack of water)

100 & me: Fish. No, seriously, we're going to actually fish for actual fish. Donate all of the catch to those in need. We're good guys, honest!
100: Bring down Parasite's PR even harder.
70: Recruit.
50: Activate B.O.F.'s inquisitors. This plan will, without any semblance of doubt, not backfire.
Non-tired warriors: train more or something I dunno lol

Fishing for teh fishies: [1] You cast out your hook and drag Count Trout into the water near your base. Whoops. (Count Trout now submerged and attacking cult)
PR assault: [4] They detail Parasite's master plan to destroy the Earth to a public audience. So what if they made it up? It made Parasite look like a terrible monster. (Parasite PR down)
Recruit: [6] They go around spreading word of your wondrous plans for the world. Apparently some people are concerned with "sustainable fishing practices", bah! (+70 cultists, +70 inquisitors)
Activate inquisitors: [4] They call BOF's inquisitors and tell them the location of his cult. Then hang up with a quick "Happy hunting!" (BOF inquisitors activated)
Train: [6] They work themselves ragged to become better at fighting. Though, it's hard to argue with the results. (warriors become champions, and exhausted)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Dustan Hache on January 02, 2016, 10:17:03 pm
(But... I said that IF talking to it does not work, they shoot. it worked, so they shouldn't of killed saragon... aslandus, y u do dis? T_T)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Whisperling on January 02, 2016, 10:42:38 pm
Your battle commander

I meant these guys:

((Actually, looks like I though I had more leaders than I did... The point remains, though.))

Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])


Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))

I meant, improve on it as in making stronger (but still randomly targeted) horrors without specific artifacts. Namely, an orb of stalwart. I figured that would be a decent goal because I originally got the ritual with a research roll of 3.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 02, 2016, 10:54:28 pm
(But... I said that IF talking to it does not work, they shoot. it worked, so they shouldn't of killed saragon... aslandus, y u do dis? T_T)
No conditional actions was an established thing last game, it means that if you want to get things done faster or have multiple solutions, you have to risk multiple rolls.

Your battle commander

I meant these guys:

((Actually, looks like I though I had more leaders than I did... The point remains, though.))

Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])

Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))
I meant, improve on it as in making stronger (but still randomly targeted) horrors without specific artifacts. Namely, an orb of stalwart. I figured that would be a decent goal because I originally got the ritual with a research roll of 3.
I must've missed those leaders in the end of turn tally, and it's now been two turns since they were created. This is the reason people should check their inventories at the end of the turn before posting actions, I have 12 people to manage here and can't remember every item you have offhand, so I use the inventory when determining what you've got.

As for the ritual, improving rituals is an issue I would rather avoid. Please just research a new ritual if you want something better.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on January 03, 2016, 05:03:16 am
Retrieve the Orb stuck in the ground.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 03, 2016, 11:16:57 am
Retrieve the Orb stuck in the ground.
[2] Wait, where was that pit again?
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: SaberToothTiger on January 04, 2016, 03:50:14 am
gaddemit kaltists
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Sl4cker on January 04, 2016, 04:02:36 am
gaddemit kaltists
This describes the entirety of this game, right here.
Title: Re: RTD horrors - game 4 running
Post by: Humaan on January 05, 2016, 11:26:21 am
Daragon: Hungry? You're a pillar, not a tree. Absorb more biomass to recover.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: LordBrassroast on January 05, 2016, 03:18:24 pm
gaddemit kaltists
This describes the entirety of this game, right here.

Quote from: Old Man Henderson
MUCKLE DARMED CULTISTS 'AIR YEH NAMBLIES BE KEEPIN' ME WEE MEN!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 05, 2016, 04:38:40 pm
Daragon: Hungry? You're a pillar, not a tree. Absorb more biomass to recover.
[4] You creep around with your pillar stalks and absorb a bunch of nearby foliage for fast biomass. Not quite enough, but it's not an overwhelming force now. (Now only somewhat hungry)
Seed: grow [6] It spreads tendrils all around, covering the entire forest in golden vines. The seed's energy reserves are completely depleted and if it fails to absorb biomass next turn it will die. (Seed 1 spreads tendrils, Seed 1 now starving)
Title: Re: RTD horrors - game 4 running
Post by: TheBiggerFish on January 05, 2016, 04:39:26 pm
Quote from: Old Man Henderson
MUCKLE DARMED CULTISTS 'AIR YEH NAMBLIES BE KEEPIN' ME WEE MEN!
You may want to pray for mercy now...
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 05, 2016, 11:30:06 pm
Why? Is OMH not something you're supposed to put on this forum?
Title: Re: RTD horrors - game 4 running
Post by: SaberToothTiger on January 06, 2016, 01:43:51 am
We are his enemies, Lord Brassroast. And he doesn't lose.
Title: Re: RTD horrors - game 4 running
Post by: H4zardZ1 on January 06, 2016, 03:58:16 am
((Next time: If you don't want your cultists to kill someone 'accidentally', guard.))
Title: Re: RTD horrors - game 4 running
Post by: TheBiggerFish on January 06, 2016, 07:05:33 am
We are his enemies, Lord Brassroast. And he doesn't lose.
This.
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 06, 2016, 08:04:35 am
Ah. Maybe invoking the name of the man who killed Hastur was a bad idea while playing as an eldritch monstrosity.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 09, 2016, 05:26:02 pm
Still two people that haven't posted actions, I believe it's Jade Empress and Parasite that still need to choose their actions.... I'll end the turn by Monday regardless
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 09, 2016, 06:23:06 pm
((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 09, 2016, 08:44:43 pm
((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
I don't know if I can make 2-3 days with my schedule as it is, but I can say I'll make sure we're not hanging on a single turn for more than a week in the future... Maybe Sundays at 1:00 pm (for when I start writing the report, it might be an hour or two after that it actually gets posted)

Oh yeah, and from now on anyone who misses two turns in a row gets booted, so we don't end up waiting for nobody
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 09, 2016, 09:01:51 pm
((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
I don't know if I can make 2-3 days with my schedule as it is, but I can say I'll make sure we're not hanging on a single turn for more than a week in the future... Maybe Sundays at 1:00 pm (for when I start writing the report, it might be an hour or two after that it actually gets posted)

Oh yeah, and from now on anyone who misses two turns in a row gets booted, so we don't end up waiting for nobody

((Sounds good.))
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 10, 2016, 01:40:10 pm
Yeah that will work.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 10, 2016, 02:31:28 pm
Heckler's guild: pester Archon
[1] Several of their members are enraptured by all the adorable animals following Archon and join their faction. (15 hecklers join Archon)

AIM is forgotten.

End of turn 8.
Big Ol' Fire:
cult: 150 cultists, 400 ecologists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors (ACTIVE): 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 150 cultists, 80 cultists locked inside base
items: access to Orb of Stawlart 4
Base (sturdy fortress [LOCKED]):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (lightly injured): [somewhat hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, starving

Quar-splosion man:
cult: 100 scholars
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors, 25 scholars

Leechmaster: *yawn*
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: bad PR
inquisitors: 25 inquisitors

Crystal queen: Zzzzzzzz...
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors

KZ-Jello:
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:

Arcing Mist-elf: [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [1] TURNS]
cult: 3 cultists, 15 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, discovered Stagnant orb, 3 slimy toxin bottles
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (lightly injured): suffocating
-Beldroth (uninjured): [4] turns til adulthood
+Happy the clown: Hey there kids! Let's play a game!

Hon Shadow (uninjured):
cult: 15 "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
-Unlight: Let the light guide you!

Fisherman (uninjured):
cult: 390 cultists, 150 warriors, 38 exhausted champions
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors: 70 inquisitors

Speedy Speedoman (moderately injured, [REGEN]):
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult: 60 gravekeepers, 25 cultists, 100 russians
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons, salmon
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates, bunker
Diplomacy: good PR
inquisitors:
-Count Trout (lightly injured): submerged, attacking Fisherman's faction

---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 35 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World info:
-Orb of Stalwart 4 in a field somewhere
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 10, 2016, 02:42:44 pm
Russians: Get Bears to Ride!
gravekeepers: Salmon me in Again!
Cultists: Get an actual Orb of Stalwart!
I: Cheerfully Grab up Suicidal and otherwise depressed people!
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on January 10, 2016, 03:26:55 pm
Vol-Kriit+50 cultists:recruit
80 cultists in base:build an entrance
50 cultists:bring orb of stalwart 4 back to base
50 cultists:find dragons blood
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 10, 2016, 03:45:08 pm
Archon, advised by disaster averter 1: recruit.
1 cultist, advised over the phone by leader 1 and disaster averter 2: Tell Happy that we're not such bad people.
5 beasts: find an orb of storms.
5 hecklers: Follow in the footsteps of our esper and get psychic powers.
5 hecklers: REPEAT THE SALMONING.
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 10, 2016, 04:03:45 pm
5 cultists: Destroy the OoS we just used.
Govt. Cultists: Recruit more govt. cultists.
Marksmen: Find a secure area in backwoods Virginia we can build a new base on.
All else plus Hon: Recruit.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 10, 2016, 04:21:04 pm
Russians: Get Bears to Ride!
gravekeepers: Salmon me in Again!
Cultists: Get an actual Orb of Stalwart!
I: Cheerfully Grab up Suicidal and otherwise depressed people!

Get bears: [1] Seems the bears got them instead... Luckily, several of them are experienced enough in bear-wrangling to know when to run away. (-50 russian cultists)
Salmoning!: [5] They summon something that looks sort of like you from the aquasphere. In fact, it seems like it's almost as competent as you... You quietly hope your cult doesn't decide to make it the new faction lord and abandon you... (summoned Thun Carpa)
Spoiler (click to show/hide)
Orb: [1] They wander off and never come back (-25 cultists)
Recruit: [3] You convince a few suicidally depressed people that dying for you is dying for good. The believe you, for some reason. (+25 suicidal cultists)

Vol-Kriit+50 cultists:recruit
80 cultists in base:build an entrance
50 cultists:bring orb of stalwart 4 back to base
50 cultists:find dragons blood

Recruit: [2] You get a bunch of nothing to join you. Your cultists are not very impressed.
Entrance: [6] They tear a big hole in the front of the base. A bunch of rubble falls on some of the cultists, so you tell them to go home, writing them off as a loss. (-40 cultists, base no longer locked)
Haul it back: [6] They bring the orb back to the base through sheer effort. Some of them don't like the backbreaking work and refuse to help any more. (-25 cultists, Orb of Stalwart 4 acquired)
Find dragon blood: [3] They find a bit of dragon blood, but the area seems to have run dry of the stuff. They'll have to search elsewhere next time. (partially gathered dragon blood)

Archon, advised by disaster averter 1: recruit.
1 cultist, advised over the phone by leader 1 and disaster averter 2: Tell Happy that we're not such bad people.
5 beasts: find an orb of storms.
5 hecklers: Follow in the footsteps of our esper and get psychic powers.
5 hecklers: REPEAT THE SALMONING.

Recruit: [2] You don't manage to get anyone to help you, even with your manager helping
Diplomacy: [6] HEY THERE KIDDO! WHAT'S THAT BEHIND YOU EAR? (-1 cultist)
Orb of Storms: [2] They find nothing but air and disappointment.
Psychic: [1] They try to become psychics and fail. They quit the cult in shame. (-5 hecklers)
Salmoning: [1] They pry open a rift and get sucked in. You never hear from them again. (-5 hecklers)

Happy the clown: Recruit
[4] Happy does a silly dance and people flock to watch. Then they get sucked into the rhythm. (Happy gains 75 cultists)

5 cultists: Destroy the OoS we just used.
Govt. Cultists: Recruit more govt. cultists.
Marksmen: Find a secure area in backwoods Virginia we can build a new base on.
All else plus Hon: Recruit.

Destroy orb: [5] The orb shatters and the pieces float off into the wind. The unsummoned horrors feel their hold on the planet grow weaker, and if the rest of the orbs are destroyed before they get summoned, they'll lose the ability to be summoned. (Orb of Stalwart 1 destroyed)
Recruit: [3] Your government workers manage to get another statesman on their side, and you and your cult get more people to help you. The state you got the support of is Florida, so maybe this "Florida man" you've heard so much about will help you. (gained support of Florida, +45 cultists)
New base: [1] They wander off and get eaten by mountain lions. At least that's what the letter that the party sent said, but it was written on the back of a postcard from Hawaii, so you think they might be lying. (-20 marksmen)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 10, 2016, 05:10:36 pm
Leader 1 and 20 cultists: defend the orb, and speedoman from attack.
Leader 2 and 30: discover the fate of saragon. attempt to find a resurrection ritual so that he can apologize for leader 4.
leader 3 and 50 cultists: practice craftsmanship so that we can make nice things for the community, and armor for ourselves.
Leader 4 and all marksman: help defend speedoman, but also get some care for those bad backs.
Leader 5, banana hammock, and remaining cultists: continue searching for cults who have not summoned their horrors as of yet. the favor potential is well worth it!
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 10, 2016, 05:48:59 pm
100 scholar cultists: Use logical arguments to convince the dudes who stole Orb of Stalwart 3 to give it back to us.
Quarken: Recruit more scholars to join your cult!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 10, 2016, 06:36:52 pm
Leader 1 and 20 cultists: defend the orb, and speedoman from attack.
Leader 2 and 30: discover the fate of saragon. attempt to find a resurrection ritual so that he can apologize for leader 4.
leader 3 and 50 cultists: practice craftsmanship so that we can make nice things for the community, and armor for ourselves.
Leader 4 and all marksman: help defend speedoman, but also get some care for those bad backs.
Leader 5, banana hammock, and remaining cultists: continue searching for cults who have not summoned their horrors as of yet. the favor potential is well worth it!

Guard: [6] They get to work and guard so hard that you and the Orb aren't able to do anything until their guard shifts end. Leader 1 seems to be encouraging them. (20 cultists guarding, Speedo and Orb of Stalwart locked down, Leader 1 paranoid [50% chance of turning 5 into 6 on guard rolls])
Investigate: [6] They find the corpse, or more precisely the pile of needles stacked up. The bullets seem to have broken a chord inside the spire which caused the entire thing to collapse into a big heap. They could probably repair the chord, but whatever spark kept Saragon alive is gone. The cultists catch a nasty disease from rooting through the needles, Leader 2 estimates they'll be dead in 5 turns without treatment. (30 cultists catch Mercury plague [5])
Craft: [1] They end up cutting their hands up on their tools. Ouch, those are gonna need some stitches. Leader 3  (50 cultists injured)
Chiropractor: [1] Their backs get broken! Leader 4 sends them home and tells them not to come back until they feel better... If they feel better... (-50 marksmen)
Search: [1] They refuse to leave and end up trolling the web for a few hours. Seems your cult has become less popular overnight because of them. (PR down)

100 scholar cultists: Use logical arguments to convince the dudes who stole Orb of Stalwart 3 to give it back to us.
Quarken: Recruit more scholars to join your cult!

LOGIC!: [6] They speak of all the reasons it makes sense for the Orb of Stalwart 3 to be in your possession instead of BOF's, but accidentally let it slip that you plan to destroy it as you use it. They definitely aren't going to let you have it now. (Cannot Logic OoS3 anymore, relationship with BOF worsened)
Recruit: [1] You seem to have offended them. Apparently these people don't think widespread destruction via explosives is as awesome as you do. (+25 scholarly inquisitors)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 10, 2016, 07:20:07 pm
Leader 1 and 20 cultists: defend the orb, and speedoman from attack.
Leader 2 and 30: discover the fate of saragon. attempt to find a resurrection ritual so that he can apologize for leader 4.
leader 3 and 50 cultists: practice craftsmanship so that we can make nice things for the community, and armor for ourselves.
Leader 4 and all marksman: help defend speedoman, but also get some care for those bad backs.
Leader 5, banana hammock, and remaining cultists: continue searching for cults who have not summoned their horrors as of yet. the favor potential is well worth it!

Guard: [6] They get to work and guard so hard that you and the Orb aren't able to do anything until their guard shifts end. Leader 1 seems to be encouraging them. (20 cultists guarding, Speedo and Orb of Stalwart locked down, Leader 1 paranoid [50% chance of turning 5 into 6 on guard rolls])
Investigate: [6] They find the corpse, or more precisely the pile of needles stacked up. The bullets seem to have broken a chord inside the spire which caused the entire thing to collapse into a big heap. They could probably repair the chord, but whatever spark kept Saragon alive is gone. The cultists catch a nasty disease from rooting through the needles, Leader 2 estimates they'll be dead in 5 turns without treatment. (30 cultists catch Mercury plague [5])
Craft: [1] They end up cutting their hands up on their tools. Ouch, those are gonna need some stitches. Leader 3  (50 cultists injured)
Chiropractor: [1] Their backs get broken! Leader 4 sends them home and tells them not to come back until they feel better... If they feel better... (-50 marksmen)
Search: [1] They refuse to leave and end up trolling the web for a few hours. Seems your cult has become less popular overnight because of them. (PR down)
(I said find a resurrection ritual, not investigate the corpse! Also, what the hell are you using for these rolls? there's no conceiveable way I could get 2 6s in a row, followed by 3 1s in a row!)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 10, 2016, 07:44:32 pm
Leader 1 and 20 cultists: defend the orb, and speedoman from attack.
Leader 2 and 30: discover the fate of saragon. attempt to find a resurrection ritual so that he can apologize for leader 4.
leader 3 and 50 cultists: practice craftsmanship so that we can make nice things for the community, and armor for ourselves.
Leader 4 and all marksman: help defend speedoman, but also get some care for those bad backs.
Leader 5, banana hammock, and remaining cultists: continue searching for cults who have not summoned their horrors as of yet. the favor potential is well worth it!

Guard: [6] They get to work and guard so hard that you and the Orb aren't able to do anything until their guard shifts end. Leader 1 seems to be encouraging them. (20 cultists guarding, Speedo and Orb of Stalwart locked down, Leader 1 paranoid [50% chance of turning 5 into 6 on guard rolls])
Investigate: [6] They find the corpse, or more precisely the pile of needles stacked up. The bullets seem to have broken a chord inside the spire which caused the entire thing to collapse into a big heap. They could probably repair the chord, but whatever spark kept Saragon alive is gone. The cultists catch a nasty disease from rooting through the needles, Leader 2 estimates they'll be dead in 5 turns without treatment. (30 cultists catch Mercury plague [5])
Craft: [1] They end up cutting their hands up on their tools. Ouch, those are gonna need some stitches. Leader 3  (50 cultists injured)
Chiropractor: [1] Their backs get broken! Leader 4 sends them home and tells them not to come back until they feel better... If they feel better... (-50 marksmen)
Search: [1] They refuse to leave and end up trolling the web for a few hours. Seems your cult has become less popular overnight because of them. (PR down)
(I said find a resurrection ritual, not investigate the corpse! Also, what the hell are you using for these rolls? there's no conceiveable way I could get 2 6s in a row, followed by 3 1s in a row!)
Random number generator on my phone, it can seem a bit fiddly but RNG is like that sometimes... I actually rolled a few more numbers afterward to make sure the thing wasn't broken, and it rolled a 4, 5, and 2, so you just got unlucky, like how Volkriit critically failed on recruiting four turns in a row.

Also you gave multiple commands at once, so I just went with the first thing. Then immediately made a hypocrite of myself by using the second command 2 lines later, but that was more so it would be a separate roll instead of just shoving them into the guard group. There's a method to the madness, but it's still madness all the same. Be more specific in the future if you want specific outcomes.
Title: Re: RTD horrors - game 4 running
Post by: SaberToothTiger on January 10, 2016, 07:47:11 pm
I don't have a status no more :(

Me: Recruit.
Kult: Get Orb 4. out of the ground and into the base.
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 10, 2016, 07:47:21 pm
B.O.F. + Eco cultists improve our PR especially in the environmental area.

Everyone else get dragon blood and try not to die.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 10, 2016, 08:22:38 pm
I don't have a status no more :(

Me: Recruit.
Kult: Get Orb 4. out of the ground and into the base.
((Yeah, kinda using those to keep track of who I've already recorded while making the scorecard, and who missed the turn...))
Recruit: [1] You try to impress people with your divine majesty, but end up starting a witch hunt instead. Whoops. (+25 inquisitors)
Orb 4: [6] It's not in the ground, but your cultists track it down and steal it from Volk's base. Nobody is actively guarding, but a few thrown rocks from the cultists nearby find their mark and not all your cultists make it back. (-100 cultists, acquired Orb of Stalwart 4)

B.O.F. + Eco cultists improve our PR especially in the environmental area.

Everyone else get dragon blood and try not to die.

PR: [3] You and your cult work to improve relations with the world and spread word of your abilities. You don't get much following, but at least those who see the presentations come away with a good opinion. (PR up slightly)
Dragonblood: [3] They dig out some dragon blood, finding just enough to fill their bottles, but not enough for a ritual. Should've brought more bottles. (partially gathered dragon blood)

Inquisitors: Destroy Orb of Stalwart 3 while it's unguarded!
[4] They rush your stockpile and shove the orb off a hill and onto a rock, and it shatters to dust. Your cult gets back just in time to chase them away, even knocking out a few of them, but you feel your grip on the Earth growing more tenuous. (-25 inquisitors, Orb of Stalwart 3 destroyed)
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 10, 2016, 08:52:42 pm
((I don't often nitpick(actually, I really don't), but a 6 is an overshoot, not an epic fail.))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 10, 2016, 09:24:47 pm
((I don't often nitpick(actually, I really don't), but a 6 is an overshoot, not an epic fail.))
((I know, but the results of overshoots tend to vary depending on what an "overshoot" would entail for the action. It's usually supposed to be bad in RTD terms, but for common actions like attacking and recruiting I tend to be more merciful and give a positive outcome along with the negative. In your case, an epic fail would have been your cultists insulting BOF's mother instead of using any real argument and getting clubbed to death, or something along those lines, so a little diplomatic hit isn't so bad.))
Title: Re: RTD horrors - game 4 running
Post by: Sl4cker on January 11, 2016, 04:09:28 am
Me: Oh look, a little eldritch fishie. Hook it and roast it.
All warriors: Host a party at the parasite's place! A murder party.
150: Just raise our PR.
120: Recruit more.
120: Reason with our inquisitors. We are not going to be doing anything to Earth after all the other horrors are roasted and eaten. I'm practically the good guy in this situation!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 11, 2016, 10:19:56 am
Me: Oh look, a little eldritch fishie. Hook it and roast it.
All warriors: Host a party at the parasite's place! A murder party.
150: Just raise our PR.
120: Recruit more.
120: Reason with our inquisitors. We are not going to be doing anything to Earth after all the other horrors are roasted and eaten. I'm practically the good guy in this situation!

Fishie fishie: [6] You hook Count Trout and give him a boot to the head. You miss on the first kick and sprain your ankle, but hit him with the second strike. (Count Trout heavily injured, Fisherman moderately injured)
MUDER PARTY FUN TIME: [1] They get caught in he acid bog and many of them aren't able to escape. (-75 warriors)
PR: [2] They spend the day staring at the water instead.
Recruit: [5] They find additional people to assist your cause. (+240 cultists)
reason: [4] They convince the Inquisitors that you're not actually evil and most of them leave you alone. (-60 inquisitors)
Title: Re: RTD horrors - game 4 running
Post by: Humaan on January 11, 2016, 05:33:34 pm
Seed: Absorb Biomass from now-covered forest.
Daragon: Use some biomass to make a Biomass-generator so the Seed doesn't starve itself after the forest runs out of biomass to eat.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 11, 2016, 09:25:19 pm
Seed: Absorb Biomass from now-covered forest.
Daragon: Use some biomass to make a Biomass-generator so the Seed doesn't starve itself after the forest runs out of biomass to eat.

EAT: [6] The seed absorbs a bunch of mass around it, unfortunately you were a little too close so part of your mass is now in the seedling. (seed 1 now only slightly hungry, Daragon moderately wounded)
MAKE FOOD: [5] You use some of your biomass to make photosynthetic leaves on your vines. Now you'll gain satiation each turn as long as you can see the sun, and the leaves aren't chopped or burned off and you can grow food to feed your little seedlings. (Gained leaves [reduce hunger passively])
Regenerate: [3] Your vines fill in some of the gaping holes in your body and harden until the wound is nearly healed, but there are a few gaps left open. (Now lightly wounded) ((Sorry, I keep forgetting you can regenerate))
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 17, 2016, 03:55:48 pm
Heckler's guild: pester Archon
[6] They taunt Archon's leaders, distracting them from their duties. A few angry badgers make them pay for it. (Archon leadership bonuses negated for [1] turn, -25 hecklers)

Jade empress and parasite give up on their ambitions.

End of turn 9.
Big Ol' Fire: I love the planet! Honest!
cult: 150 cultists, 400 ecologists
items:partially gathered dragon blood
Diplomacy: very good PR
inquisitors (ACTIVE): 275 eco inquisitors

Volker-hands: This is why we make DOORS!
cult: 165 cultists
items: partially gathered dragon blood
Base (sturdy fortress):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (lightly injured): [somewhat hungry]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, slightly hungry

Quar-splosion man: Damn you, logic! You have failed me again!
cult: 100 scholars
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR, BOF no longer open to OoS related negotiations
inquisitors: 25 inquisitors, 50 scholars

KZ-Jello: Nyeh heh heh heh! I have the orb now!
cult: 130 cultists, 50 "smart" cultists
items: Dragon blood, Orb of Stalwart 4
Diplomacy: good PR
inquisitors: 25 inquisitors

Arcing Mist-elf: Ok, I feel better now... Wait, who are those guys?, LEADERSHIP BONUSES DISABLED FOR [1] TURN
cult: 2 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, discovered Stagnant orb, 3 slimy toxin bottles
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (moderately injured): suffocating, WHY DO YOU FORSAKE ME LIKE THIS M'LORD?!?!
-Beldroth (uninjured): [3] turns til adulthood
+Happy the clown (uninjured): 75 cultists

Hon Shadow (uninjured): Save us, Florida man!
cult: 15 "smart" cultists, 45 cultists, cult in Washington DC
Items: dragonblood
Diplomacy: good PR, support of president, support of Virginia, support of Florida
inquisitors: 25 inquisitors
-Unlight: Let the light guide you!

Fisherman (moderately injured): Augh, my leg!
cult: 630 cultists, 75 warriors, 38 champions
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors: 10 inquisitors

Speedy Speedoman (lightly injured, [REGEN], locked down): This luck is terrible!
cult: 50 cultists, 50 injured cultists, 30 sick cultists [5], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4), 20 cultists (guarding)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5 (locked down), firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: bad PR
inquisitors:
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name: My faction will be the mightiest!
cult: 60 gravekeepers, 25 suicidal cultists, 50 russians
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons, salmon
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates, bunker
Diplomacy: good PR
inquisitors:
-Count Trout (heavily injured): submerged, attacking Fisherman's faction
-Thun Carpa (uninjured): This faction will be mine, you rotter!

---- NPC factions
Heckler's guild: Augh! Fucking badgers!
Personnel: 10 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World details:
-Orb of Stalwarts 1 and 3 destroyed

You guys might want to start stealing orbs from people who were already summoned, they'll probably break the orbs and leave you stranded otherwise :P
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 17, 2016, 04:01:02 pm
Russians: Get me an orb of stalwart.
Count Trout & Thun Carpa: Attack the Fisher man!
gravekeepers: Look for books on necromancy!
suicidal cultists: Get explosives...
I: Steal Other people's cultists!
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 17, 2016, 04:29:34 pm
Cultists: Ask for the orb of stalwart and remaining summoning materials

BOF and the Eco cultist recruit more Eco cultists.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on January 17, 2016, 04:38:14 pm
75 cultists: steal orb of stalwart 4 back
25 cultists: finish gathering dragons blood
35 cultists: research alternative summoning rituals
30 cultists: attempt to summon me, using the orb if we have it
Vol-Kriit: recruit
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 17, 2016, 04:38:46 pm
I have the WORST luck in this game. The WORST.

Quarken: Recruit a legendary scholar to act as your second in command. Cry if you get a 1.
100 scholar cultists: Use logic to acquire Orb of Stalwart 4.


For the next game, also:
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 17, 2016, 07:08:58 pm

Hondrasaan: Get the marksmen back from Hawaii.
Govt. Cultists: Recruit more government cultists.
10 normal cultists: Look for a good spot to build a base in a quiet, secluded nook of backwoods Virginia.
All Else: Procure guns. Learn to use them.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 17, 2016, 08:44:14 pm
Russians: Get me an orb of stalwart.
Count Trout & Thun Carpa: Attack the Fisher man!
gravekeepers: Look for books on necromancy!
suicidal cultists: Get explosives...
I: Steal Other people's cultists!

Orb: [3] They manage to steal a Stagnant orb from Archon. Wait, you already have one of these! Dammit, why are these russians having trouble with simple English? (Stole stagnant orb from Archon)
Attack: [6] They dive onto poor Fisherman and beat him to a pulp. Fisherman manages to gut Count Trout, and deal a few blows to Carpa, but ultimately can't escape. (Count trout is dead, Carpa is lightly wounded, Fisherman is on Death's door) ((He can negotiate with death to come back to life, but only for one turn. Same basic thing as the bleeding out, but this time you can get brought back to full health.))
Necromancy: [6] They discover a book of necromancing, and can study it to learn the magicks of the dead. Of course, learning it directly from you would probably be better, but these are hard times. Also most of the gravekeepers mysteriously disappear, which you attribute to attempted interception by your rivals. (-50 gravekeepers, Necronomicon acquired)
Explosives: [1] They use the opportunity to fulfill their dreams of embracing sweet death. (-25 suicidal cultists)
Steal: [6] You decide to steal from BOF because you want to make sure everyone hates you, and end up stealing some of his inquisitors as well. (25 cultists stolen from BOF, 25 eco inquisitors stolen)

Carpa didn't enter the water because he's dense as a rock. (Carpa now moderately wounded)

Cultists: Ask for the orb of stalwart and remaining summoning materials


BOF and the Eco cultist recruit more Eco cultists.

Orb: [6] They beg Fisherman's cult for their orb. The cult agrees, in exchange for a few of your cultists. You find this strange since their patriarch just died, but the trade is made regardless. (75 cultists transferred to Fisherman, gained Orb of Stalwart 2)
DB: [no roll] They finish gathering the stuff. (dragon blood acquired)
Recruit: [5] You and your ecomaniacs manage to get a slew of new rookies to join your army. A glorious victory for the Earth is upon you! They will not be able to stop your sheer numbers! (+900 cultists)

Inquisitors: Get weapons
[2] For some reason, they can't find any weapons or even objects that could be useful as weapons in the nearby area. It's as if the cult they're hunting is conspiring from the shadows to keep them weak.

75 cultists: steal orb of stalwart 4 back
25 cultists: finish gathering dragons blood
35 cultists: research alternative summoning rituals
30 cultists: attempt to summon me, using the orb if we have it
Vol-Kriit: recruit

Steal Orb4: [1] They lost track of where the orb went. They also lost track of where the base went. And where several of their members went. Whoops. (-50 cultists)
Gather: [no roll] They find the rest of the dragon blood.
Research: [4] They discover that in place of an Orb of Stalwart, a glass sphere imbibed with liquid silver and inlaid with runes secret to those who complete the research can be used. This is no substitute for a true Orb of Stalwart, and requires a bit more prep time, but at least you don't have to play tug-of-war over it. (Discovered Fake Orb of Stalwart creation [consumes glass and silver, use causes temporary weakness])
Attempt to summon: [1] They don't have the orb, or the substitute. They try the ritual anyway. It doesn't go well. (-30 cultists)
Recruit: [3] You convince some people to help you out. Only half of them actually show up the next day. (+35 cultists)

I have the WORST luck in this game. The WORST.

Quarken: Recruit a legendary scholar to act as your second in command. Cry if you get a 1.
100 scholar cultists: Use logic to acquire Orb of Stalwart 4.


For the next game, also:
I'll stick that in the waitlist asap
Recruit: [3] You manage to get a leg 'n' dairy scholar. He's a master on all things related to legs and milk. While your failure to get a useful leader is annoying, the leg n dairy scholar is impressed at your dedication to puns. (gained Leg and Dairy scholar [50% chance of turning 2 into 3 on dairy and leg related rolls])
Logic up Orb 4: [4] You convince Jello's cult that handing the orb to you is a much better idea than keeping it in their not-base. They want you to promise to let them summon their master, but they should've gotten it in writing :P (acquired Orb of Stalwart 4)


Hondrasaan: Get the marksmen back from Hawaii.
Govt. Cultists: Recruit more government cultists.
10 normal cultists: Look for a good spot to build a base in a quiet, secluded nook of backwoods Virginia.
All Else: Procure guns. Learn to use them.

Recover those lazy bastards: [1] You soon discover that they have no interest in coming back. They call you several rude names and show some obscene gestures that even you are too polite to repeat. They will burn with the rest of this world. Well, maybe just the ones that flipped you off. (+10 marksmen inquisitors)
Recruit: [1] Their prodding for potential recruits gets the press on their tails and the ensuing scandal causes some of them to lose credibility. They won't get impeached over it, but good luck getting anything done through them now that everyone knows they are part of a cult. (Governing cultists discredited)
FIND THE BASE DAMMIT: [3] They find a small clearing they can build a base on. There are some trees overhead to block the rain, but actual buildings need to be made by you. (found Clearing for base)
Get gunz: [1] They eat a bunch of Chicky Nugs instead and it goes right to their thighs. And then they blow up! (-50 cultists)
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 17, 2016, 10:23:07 pm
((Randomness gives and randomness takes away, yeh? And it shouldn't be too hard to weaponize actions involving legs and dairy...))
Title: Re: RTD horrors - game 4 running
Post by: Sl4cker on January 18, 2016, 02:29:57 am
Me: Ugh... Ask Death for a long a life as possible, in exchange for absolutely anything he wishes. My Soul? Done. The souls of all my followers? No question. Go on a mad quest to take the soul of every fish in and out of existence? Gladly. All three? Accepted in a heartbeat.
250: Destroy Zomboss's PR.
EVERYONE ELSE: DESTROY ZOMBOSS'S EVERYTHING ELSE. His cultists, the other horror, his items, his base, everything. Nothing remains.
Title: Re: RTD horrors - game 4 running
Post by: SaberToothTiger on January 18, 2016, 02:38:21 am
Be summoned.
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 18, 2016, 07:31:25 am
Leader 4: Now that our glorious speedoman is healed up nicely, go try to apologize to the marksmen with broken backs. Maybe they'll change their minds and we can try to research some sort of healing.
Leader 2 and all the sick and injured cultists: To the hospital with you, you're not dead yet.
leader 3 and all remaining cultists: recruit, our numbers are getting low from the recent incedents.
Leader 1: Take the fanatics and go work on fixing our PR. We are TRYING to be good, we just fail miserably at it.
Leader 5 and banana hammock: Procrastinate wildly. Without end.

Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 18, 2016, 11:33:49 am
Me: Ugh... Ask Death for a long a life as possible, in exchange for absolutely anything he wishes. My Soul? Done. The souls of all my followers? No question. Go on a mad quest to take the soul of every fish in and out of existence? Gladly. All three? Accepted in a heartbeat.
250: Destroy Zomboss's PR.
EVERYONE ELSE: DESTROY ZOMBOSS'S EVERYTHING ELSE. His cultists, the other horror, his items, his base, everything. Nothing remains.

Death's barter: [2] Unfortunately, death offers you no deals, and accepts none of your propositions. He simply takes you by the hand and brings you to the hereafter, where you can fish for all eternity in peace. (Fisherman is dead)
Destroy PR: [4] They broadcast to everyone the fact that Zomboss is an undead abomination, and the word gets out. He'll have trouble backtracking from that, but his existing reputation buffers his cult against actual harm. (Zomboss' PR down)
GLORIOUS SLAUGHTER AND DESTRUCTION: [3] Your warriors slaughter his followers (mostly due to a low amount of personnel to begin with), and your cultists knock over much of his stuff, but ultimately leave the more important things. They've nothing to live for now that their leader is dead, so why die for this? (Zomboss loses all his cultists, Thun carpa is dead, his salmon and Orb of Summering are gone, and the iron gates from his base have been torn off; Fisherman loses all his warriors and champions, and 200 cultists)

Fisherman's faction is dissolved, his items are now fair game.
Be summoned.
[3] They try to summon you, but find they don't have an orb and Quarken's cult won't let them use the one they just handed them. They try to do the ritual without an orb and... the results are not pretty. (-100 cultists, Grotesque summoned) ((guess you should've paid more attention to what the others were doing))

Spoiler (click to show/hide)

Leader 4: Now that our glorious speedoman is healed up nicely, go try to apologize to the marksmen with broken backs. Maybe they'll change their minds and we can try to research some sort of healing.
Leader 2 and all the sick and injured cultists: To the hospital with you, you're not dead yet.
leader 3 and all remaining cultists: recruit, our numbers are getting low from the recent incedents.
Leader 1: Take the fanatics and go work on fixing our PR. We are TRYING to be good, we just fail miserably at it.
Leader 5 and banana hammock: Procrastinate wildly. Without end.

Get our marksmen back: [1] The marksmen are still far too injured to work, and Leader 4 feels guilty asking them to come back this soon. (Leader 4 now feeling guilty [50% chance of turning 5 into 4])
Hospital: [1] They get lost on the way there and Leader 2 returns with only a few of the injured guys. (-30 sick cultists, -25 injured cultists)
Recruit: [3-2] They bring some more people to the cult, but even the ostentatious displays of leader 3 aren't enough to bring in a crowd. He takes the people on guard as well, freeing you and the orb up, but leaving you vulnerable to hostile action. (+46 cultists, guard and lockdown no longer in place)
Fix PR: [3-4 > 4] They manage to make your PR much better than it was. Congratulations on not being the actual devil. (PR up)
Procrastinate: [3-6 > 4] They put up their feet, and relax for the turn under Leader 5's amazing slacking skills. This doesn't actually help anything.
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 18, 2016, 12:41:14 pm
*SLACKING INTENSIFIES*
Title: Re: RTD horrors - game 4 running
Post by: SaberToothTiger on January 18, 2016, 02:14:02 pm
It's a bit hard to find when was my orb stolen, especially because I have no status.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: FallacyofUrist on January 18, 2016, 06:47:21 pm
KZ-Jello: Nyeh heh heh heh! I (don't) have the orb now!
cult: 130 cultists, 50 "smart" cultists
items: Dragon blood, Orb of Stalwart 4
Diplomacy: good PR
inquisitors: 25 inquisitors
Ho. Here you go.
Title: Re: RTD horrors - game 4 running
Post by: Humaan on January 19, 2016, 12:46:01 am
Daragon: Now that hunger is taken care of, and the Seed is not eating everything, use biomass to create some Drones

Spoiler: Drone (click to show/hide)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 19, 2016, 07:40:16 pm
Daragon: Now that hunger is taken care of, and the Seed is not eating everything, use biomass to create some Drones

Spoiler: Drone (click to show/hide)
Minion maker: [2] There is a minor glitch in your memories of how to make drones, and you spend the turn fixing it instead of generating beasties.
Seed: Grow
[3] The seed spreads a little more. The tendrils still haven't reached outside the forest it was planted in. (+minor growth)
Regeneration: [4] You recover the last of your damaged hide and feel good as new. Better than knew actually, now that you have all these upgrades. (now uninjured)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 19, 2016, 07:52:12 pm
Archon: Mind-control Happy into the cult. He's a mini-horror and has all of 0 mindlock, it shouldn't be that hard.
50 beasts, 10 satyrs: Go and grab all the stuff from Zomboss and fishermans' base, now that they don't have any cultists.
20 beasts, 5 satyrs, Sharkon: Get Sharkon back into the water. Seriously.
20 beasts: Consider yourselves badgers. Go and kill off the rest of the hecklers' guild.

5th action is a conditional:

~If happy was successfully mind-controlled: Happy: Recruit

~If he's neutral: 1 heckler: Convince Happy we're nice people and he should join us.

~If he's actively causing problems: 50 beasts: Kill Happy.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 19, 2016, 08:32:24 pm
Archon: Mind-control Happy into the cult. He's a mini-horror and has all of 0 mindlock, it shouldn't be that hard.
50 beasts, 10 satyrs: Go and grab all the stuff from Zomboss and fishermans' base, now that they don't have any cultists.
20 beasts, 5 satyrs, Sharkon: Get Sharkon back into the water. Seriously.
20 beasts: Consider yourselves badgers. Go and kill off the rest of the hecklers' guild.

5th action is a conditional:

~If happy was successfully mind-controlled: Happy: Recruit

~If he's neutral: 1 heckler: Convince Happy we're nice people and he should join us.

~If he's actively causing problems: 50 beasts: Kill Happy.

Mind control: [3] You get distracted by the incessant babbling of you beasties and fail to bring Happy to your side, but you do manage to pacify him a bit so he won't try to eat your entire cult. Even if they are delicious when deep fried. (Happy now neutral)
Steal: [5] They steal the good stuff out of Zomboss and the late fisherman's base. Well, the beastmen steal, and use the wolves and badges as pack animals. While they find the choice bits to take, they aren't strong enough to take everything and leave behind the heavy stuff. (stole Necronomicon, stole improvised melee weapons, stole dragon blood)
Water: [4] They drop Sharkon into a nearby bay where they can swim and breathe freely (Sharkon now submerged)
Murder: [2] They are too busy eating bugs and berries to follow orders.
(Beldroth age+)

Happy: recruit
[6] Happy isn't listening to your orders, but he was planning to do this anyway. Happy puts on a performance and draws a small crowd. Some of them throw stones. (+75 cultists, +25 inquisitors)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 20, 2016, 06:45:15 pm
Heckler's guild: pester Speedo
[1] They get assassinated by Speedo's more attentive followers. (-10 hecklers, heckler's guild destroyed)

End of turn 10.
Big Ol' Fire:
cult: 950 cultists, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Diplomacy: very good PR
inquisitors (ACTIVE): 250 eco inquisitors

Volker-hands:
cult: 120 cultists
items: dragon blood
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): [somewhat hungry]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, Slight growth, slightly hungry

Quar-splosion man:
cult: 100 scholars, 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
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR, BOF no longer open to OoS related negotiations
inquisitors: 25 inquisitors, 50 scholars

KZ-Jello:
cult: 30 cultists, 50 "smart" cultists
items: Dragon blood, Orb of Stalwart 4
Diplomacy: good PR
inquisitors: 25 inquisitors
-Grotesque:

Arcing Mist-elf:
cult: 2 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, extra dragon blood
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (moderately injured): Submerged
-Beldroth (uninjured): [2] turns til adulthood


Hon Shadow (uninjured):
cult: 10 "smart" cultists, cult in Washington DC
Items: dragonblood
Base (Clearing):
Diplomacy: good PR, support of president (discredited), support of Virginia (discredited), support of Florida (discredited)
inquisitors: 25 inquisitors, 10 marksmen
-Unlight: Let the light guide you!

Speedy Speedoman (uninjured):
cult: 116 cultists, 25 injured cultists, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman, guilty (50% chance of turning 5 into 4)
-Leader #5: lazy
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult:
Items: 2 Stagnant orbs, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker
Diplomacy: mixed PR
inquisitors: 25 eco inquisitors

---- NPC factions
Happy the Clown's legion:
Cult: 150 cultists
Inquisitors: 25 inquisitors

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 20, 2016, 06:51:00 pm
Right then. I guess the good luck had to end sometime.
Hon: Implode the lungs of the marksmen inquisitors. They are too dangerous to leave alive.
Unlight: Tell the lamp to make the inquisitors insane.
Everyone else: MASSIVE RECRUITMENT DRIVE. House-to-house, flyers, TV commercials, everything.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on January 20, 2016, 06:58:24 pm
30 cultists: acquire materials for fake orb
40 cultists: get some guns
50 cultists+Vol-Kriit: recruit


(Also,you put my dragons blood as partially gathered,but I finished it last turn)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 20, 2016, 07:33:04 pm
Archon: Create Presences, creatures which are purely psychic. While they can be killed by physical beings, they can't ordinarily do much to affect the material world. However, they may learn magic and can be created in very large numbers.

1 mad cultist: Research a way to secure my connection to earth, so that I can still be summoned using alternative rituals should all the orbs of stalwart be destroyed.

20 Satyrs, supervised by leader 1 and disaster manager 1: Go and get the stagnant orb zomboss stole back. Plus, you know, the other one that's conveniently lying there.

1 Heckler: Research a way to give beasts magical talent and/or intelligence. Check in regularly with leader  2.

Whichever cultist has the most medical experience: Patch up Sharkon, with disaster manager 2's help.

Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 20, 2016, 09:09:36 pm
100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.
Quarken, Leg n' dairy scholar: Recruit more scholars to join our cult!
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 20, 2016, 09:27:27 pm
100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.


Give this the OK.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 20, 2016, 09:36:44 pm
Right then. I guess the good luck had to end sometime.
Hon: Implode the lungs of the marksmen inquisitors. They are too dangerous to leave alive.
Unlight: Tell the lamp to make the inquisitors insane.
Everyone else: MASSIVE RECRUITMENT DRIVE. House-to-house, flyers, TV commercials, everything.

MURDER: [5] You aren't one to let a minor thing like lack of guns dissuade you from annihilating them with extreme prejudice. You even have enough juice left to wipe their buddies as well. (-25 inquisitors, -10 marksmen inquisitors)
Insanity: [2] Good thing you did, since Unlight is sleeping on the job. Wake up, lazy eye!
Recruit: [5] Since they have no clout, no money, and very few numbers, they only manage to regain a fraction of the numbers you used to have. Still, they work their hardest and bring more people to the cult. (+20 cultists)

30 cultists: acquire materials for fake orb
40 cultists: get some guns
50 cultists+Vol-Kriit: recruit


(Also,you put my dragons blood as partially gathered,but I finished it last turn)
My bad
Orb: [1] They seek out glass and end up being turned into pillars of salt by otherworldly forces. This is unsettling, even to a nonperson like yourself. (-30 cultists)
Gunz: [2] They can't find any firearms in the nearby area. Seems this place is either underdeveloped or under armed.
Recroot: [5] You and your cultists grab more and more people to help with your endeavors. They do an admirable job and the locals are quite welcoming of your leadership. (+250 cultists)

Archon: Create Presences, creatures which are purely psychic. While they can be killed by physical beings, they can't ordinarily do much to affect the material world. However, they may learn magic and can be created in very large numbers.

1 mad cultist: Research a way to secure my connection to earth, so that I can still be summoned using alternative rituals should all the orbs of stalwart be destroyed.

20 Satyrs, supervised by leader 1 and disaster manager 1: Go and get the stagnant orb zomboss stole back. Plus, you know, the other one that's conveniently lying there.

1 Heckler: Research a way to give beasts magical talent and/or intelligence. Check in regularly with leader  2.

Whichever cultist has the most medical experience: Patch up Sharkon, with disaster manager 2's help.

Ghost muster: [1] You try to summon the presences, but your power recoils into your face. The pain is excrutiating. (Psishocked for [2] turns)
Research summon: [5] He has a revelation about the summoning ritual. Using branches from trees drenched in Zinc, a shell can be created that allows you to be summoned without an Orb of Stalwart. The shell is single use, but it comes without any drawbacks. (discovered create Summoning Shell [req Zinc, wood; single use])
Stagnant steal: [3-1] They grab a stagnant orb, leaving behind one for Zomboss to use because taking both would be rude. Also because they aren't strong enough to carry both or smart enough to kick the second oen along with them. Like some good neighbors, Satyrs are there. (stole stagnant orb)

Research knowledge: [4] They find that the various beasts you have in your entourage can be taught to do basic tasks with training, though to imbue them with knowledge requires eating of the "forbidden fruit", described as having the appearance of golden apples... Hmm, can you think of anyone who is gold, a plant, and recently learned how to grow fruit? They also add that while the ritual can make them smarter and able to handle more complex weapons like firearms and explosives (assuming they also have fingers), rituals are still impossible for them, though you suspect they are just saying that so you won't feed them to the badgers. (Learned Imbue knowledge [consumes Daragon's fruit])

Medic!: [4] They patch up sharkon and drop him back in the water. (Regen active for Sharkon)

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.
Quarken, Leg n' dairy scholar: Recruit more scholars to join our cult!

Trade?: [1] In a display of sneakiness you didn't expect from a pack of hounds, they distract your cultists and steal one of the the your ritual scrolls without giving you anything! (Orb burning ritual transferred to Archon)
Recruit: [6] You and your favorite cultist bring more scholars to help you out. Dissenting opinions run rampant. (+51 cultists, +26 inquisitors)

100 scholar cultists: offer to trade our knowledge of rituals to the horror with all the beasts and beastfolk and the Necronomnicon in exchange for his/her excess dragon blood.


Give this the OK.
You've used all your actions :P
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 20, 2016, 09:54:15 pm
((...I guess we'll have to finish trading next turn. Sorry about that.))

((Also, Humaan, would you like to do some trading?))
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 20, 2016, 09:56:15 pm
Speedoman and all unassigned normal cultists: go out recruiting for a bit, and say hi to the neighbors.
Leader 1,50 cultists and Banana hammock(With his 50 cultists too.): start working on the PR again. In fact, lets be nice and try to up the PR of all unsummoned horrors.
Leader 2: cheer up leader 4. maybe go on a date with her, or something.
Leader 3 and all fanatics: work on that thing where we- did leader four just kill the last of the hecklers!? if not, get the poor hecklers to the ER, STAT! oh and take the injured cultists too.
Leader 5: Play videogames and make fun of the MLG community.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 20, 2016, 10:30:32 pm
Speedoman and all unassigned normal cultists: go out recruiting for a bit, and say hi to the neighbors.
Leader 1,50 cultists and Banana hammock(With his 50 cultists too.): start working on the PR again. In fact, lets be nice and try to up the PR of all unsummoned horrors.
Leader 2: cheer up leader 4. maybe go on a date with her, or something.
Leader 3 and all fanatics: work on that thing where we- did leader four just kill the last of the hecklers!? if not, get the poor hecklers to the ER, STAT! oh and take the injured cultists too.
Leader 5: Play videogames and make fun of the MLG community.

Recruit: [5] You and your idling peons gather more allies for your glorified swimsuit advertisement. (+282 cultists)
PR madness: [6] You make everyone's PR get better, perhaps more than you intended, but knowledge of you and your creepiness makes your own PR suffer. (PR up for everyone, PR down for you)
Minion shipping: [3] He manages to cheer up his sister in arms with his awesome speaking skills, but ultimately fails to make any romantic advances. (leader 4 no longer feeling guilty)
Heal the peeps: [1] The hecklers that used to be your cult are too far gone to be saved by normal medicine, and you have no magical cures for bullet wounds. The injured cultists get run over by the ambulance that was called for the hecklers. (-25 injured cultists)
Play games: [4] They successfully get the game console running and play Mario cart for several hours. Naturally, their hardcore friends online think they're lame. (discovered love of casual games)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 20, 2016, 10:55:58 pm
Minion shipping: [3] He manages to cheer up his sister in arms with his awesome speaking skills, but ultimately fails to make any romantic advances.

He ultimately fails to make any romantic advances.

He ultimately fails.

Like dis if you cri evre tiem.
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 20, 2016, 11:49:36 pm
summon myself using 400 normal cultists
Rest of normal cultists get weapon training
Eco cultists raise my PR

Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 21, 2016, 02:53:20 am
(at this rate, fillipk will have infinite good PR. it will be funny to watch.)
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 21, 2016, 07:41:55 am
I GRAB UP EVERY DRUNKEN FOOL I CAN FOR MY CULT.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 21, 2016, 05:18:21 pm
summon myself using 400 normal cultists
Rest of normal cultists get weapon training
Eco cultists raise my PR

Summon: [2] They draw the sigils wrong and have to start over.
Train: [5] They work double time and become experts at the art of beating the shit out of things. Since you have no weapons, they train to use their own fists to the best extent they can. (550 cultists become master martial artists)
PR: [3] They push your brand a little further, awakening your true calling as humanity's favorite. Their assistance will surely do wonders for your cause. (PR up, humanity's aid gained)

Humanity: Give some real estate
[3] They offer you an abandoned car garage. There's nothing useful here and your cultists say it stinks of used motor oil, but it sounds like an awesome place to you. (Gained old garage base)
I GRAB UP EVERY DRUNKEN FOOL I CAN FOR MY CULT.
Recruit!: [4] You recruit a bunch of drunken fools to your cult, and start cursing yourself for failing to put on a prettier face before setting out on this journey. Good thing the beer goggles distract them from the rotting. (+50 drunk cultists)
Title: Re: RTD horrors - game 4 running
Post by: Humaan on January 24, 2016, 11:07:07 am
((Also, Humaan, would you like to do some trading?))

Whisperling, I'll be frank. I am a computer-plant thing which is surrounded in a field of "eat you if you enter". I am probably the most eldritch thing here, and you know how they don't seem to notice or care about other life. You have little to offer me beyond sending your cult to die trying to get the fruit (which, to be fair, probably isn't that hard).

What I am saying is, go ahead and get the fruit. I have no arms, remember? I won't stop you, and I am sure there are a few fruit-bearing parts of the seed towards the edges for you to minimalize casualities. Biomass is the only thing I need right now, so as long as you don't roll a one, I will get some biomass (from eating), and you can get fruit to... grow somewhere else, I don't know. Of course, if you wait for me to get some Drones, we might be able to properly trade, but I can't help you much right now.

Daragon: Finally create Drones, now that the file has been repaired.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 24, 2016, 12:46:00 pm
((Also, Humaan, would you like to do some trading?))

Whisperling, I'll be frank. I am a computer-plant thing which is surrounded in a field of "eat you if you enter". I am probably the most eldritch thing here, and you know how they don't seem to notice or care about other life. You have little to offer me beyond sending your cult to die trying to get the fruit (which, to be fair, probably isn't that hard).

What I am saying is, go ahead and get the fruit. I have no arms, remember? I won't stop you, and I am sure there are a few fruit-bearing parts of the seed towards the edges for you to minimalize casualities. Biomass is the only thing I need right now, so as long as you don't roll a one, I will get some biomass (from eating), and you can get fruit to... grow somewhere else, I don't know. Of course, if you wait for me to get some Drones, we might be able to properly trade, but I can't help you much right now.

Daragon: Finally create Drones, now that the file has been repaired.
Drones: [6] You think you succeeded in repairing the corruption, but run a test to make sure. You end up producing larger drones than intended. Because of the optimization of the normal drones, the larger ones take way more biomass than their moderately higher strength deserves. In fact, since they are bear sized normally, you end up using so much biomass that you almost starve. You manage to fix the problem, but you still have the large drones. (+100 large drones, now starving)
Photosynthesis: [4] Your leaves use the power of the sun and absorb CO2 to produce more biomass. You feel significantly less starved. (Now hungry)
Seed1: grow [2] The seed stagnates in its growth. Whether it wants more biomass or it's simply being difficult is hard to tell.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 24, 2016, 03:26:05 pm
Happy the clown: Recruit
[4] He lets out a boisterous laugh that draws more people to watch his show. (+75 cultists)
Happy's cult: Steal Necronomicon from Archon
[3] They slip in and steal the Necronomnomnomicon. Wait,  this is just a cookbook with an undead theme, not a book of necromancy... where did they get this? Wherever it was, they seem to have traded a few souls for it. (Found Necronomnomnomicon, -50 cultists)

End of turn 11.
Big Ol' Fire: Don't worry humans! I am your bestest friend!
cult: 400 cultists, 550 martial arts masters, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Base (old garage):
Diplomacy: Savior-esque PR (Has humanity's aid)
inquisitors (ACTIVE): 250 eco inquisitors

Volker-hands: Dangit guys, we're so close!
cult: 340 cultists
items: dragon blood
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): Will eat 4 food [hungry]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: 100 large drones
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: excellent PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, Slight growth, slightly hungry

Quar-splosion man: Buy my scro- Those sneaky foxes!
cult: 100 scholars, 51 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
Rituals: brew power potion [consumes dragon blood, damages user]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors: 51 inquisitors, 50 scholars

KZ-Jello: So sleepy from lack of status ticker
cult: 30 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: excellent PR
inquisitors: 25 inquisitors
-Grotesque:

Arcing Mist-elf: IT BURNS! (PSISHOCK, NO ABILITIES FOR [2] TURNS)
cult: 2 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, extra dragon blood, Stagnant Orb
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]
Diplomacy: excellent PR
inquisitors: 100 beasts
-Sharkon (moderately injured, REGEN ACTIVE): Submerged
-Beldroth (uninjured): [2] turns til adulthood


Hon Shadow (uninjured): If you want something done right...
cult: 10 "smart" cultists, 20 cultists, cult in Washington DC
Items: dragonblood
Base (Clearing):
Diplomacy: excellent PR, support of president (discredited), support of Virginia (discredited), support of Florida (discredited)
inquisitors:
-Unlight: Let the light guide you!

Speedy Speedoman (uninjured): What do you mean this isn't the Sims?
cult: 398 cultists, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
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: So Ronery
cult: 50 drunks
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker
Diplomacy: good PR
inquisitors: 25 eco inquisitors

---- NPC factions
Happy the Clown's legion:
Cult: 125 cultists
Items: Necronomnomnomicon
Inquisitors: 25 inquisitors

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 24, 2016, 03:31:03 pm
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
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 24, 2016, 03:36:37 pm
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!
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 24, 2016, 03:43:34 pm
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.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on January 24, 2016, 04:12:26 pm
40 cultists:get materials for a fake orb
100 cultists:get weapons
100 cultists:guard
Vol-Kriit+100 cultists: recruit
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 24, 2016, 04:36:58 pm
20 Cultists: Build fortifications on our land.
10 Cultists: Recruit.
Hondrasaan: Recruit the Pope.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 24, 2016, 04:48:51 pm
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)
Spoiler (click to show/hide)
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)
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 24, 2016, 04:57:26 pm
Quarken: trade the brew power potion ritual for the excess dragon blood.
100 scholars: Summon Quarken if the dragon blood is acquired. If the dragon blood is not acquired, use logic to convince Happy the Clown to join Quarken's cult.
51 cultists: Aid in the summoning if the dragon blood is acquired. If the dragon blood is not acquired, locate a mansion base for us.
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 24, 2016, 05:08:25 pm
((Hey all I have an extra orb and am willing to trade it to people in exchange for things.))
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 24, 2016, 06:08:40 pm
((Hey all I have an extra orb and am willing to trade it to people in exchange for things.))

((Meh. I don't need it, but extra horror summoning might be nice. What would you want in return?))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 24, 2016, 06:38:00 pm
Quarken: trade the brew power potion ritual for the excess dragon blood.
100 scholars: Summon Quarken if the dragon blood is acquired. If the dragon blood is not acquired, use logic to convince Happy the Clown to join Quarken's cult.
51 cultists: Aid in the summoning if the dragon blood is acquired. If the dragon blood is not acquired, locate a mansion base for us.

Trade: [6] You trade your last ritual for some sweet sweet dragon blood. Some of your cultists drink from the dragon blood because they heard it was to die for. Turns out they were right. (-25 cultists, obtained dragon blood from Archon, Brew power potion ritual transferred to Archon)
Summon: [6] They summon you, but it seems you had a hitchhiker. (summoned, Quacken summoned [hostile])
Spoiler (click to show/hide)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 25, 2016, 12:20:09 am
Speedoman and (windows)98 cultists: Lets try and work on our PR some more. Maybe hitchhike our PR off of some of the really awesome horrors, like that giant fireball.
Leader 1 and 50 cultists: Attempt to find a cult to a horror in need of a orb of stalwart. Let them use ours in our base on the condition that they help our PR
Leader 2 and 4, 50 cultists: Attempt to create healing thingys like magic or potions using dragonsblood! and Aspirin!
leader 3 and all other cultists: Build some nice housing for our cult. I feel like I have neglected that for too long, and most of them are hobos.
Leader 5 and banana hammock's cult: Hold a Mario kart tournament to determine who is the best.
Title: Re: RTD horrors - game 4 running
Post by: H4zardZ1 on January 25, 2016, 06:03:01 am
Spoiler (click to show/hide)
Please explain how did the appeal was 0, sir. On flavor?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 25, 2016, 08:09:25 pm
Speedoman and (windows)98 cultists: Lets try and work on our PR some more. Maybe hitchhike our PR off of some of the really awesome horrors, like that giant fireball.
Leader 1 and 50 cultists: Attempt to find a cult to a horror in need of a orb of stalwart. Let them use ours in our base on the condition that they help our PR
Leader 2 and 4, 50 cultists: Attempt to create healing thingys like magic or potions using dragonsblood! and Aspirin!
leader 3 and all other cultists: Build some nice housing for our cult. I feel like I have neglected that for too long, and most of them are hobos.
Leader 5 and banana hammock's cult: Hold a Mario kart tournament to determine who is the best.

PR: [6] You bolster your own PR, but then ruin it in trying to link yourself with BOF because you get blamed for his prior mistakes. (PR up, PR down)
Orb 4 sale: [4] They succeed in getting the word out. Contracts are open to the unsummoned and they can perform summoning with your orb. Naturally, everyone will think you're cooler if they succeed. (Orb use available)
Healing Salve: [1] Welp, looks like that stuff is still as poisonous as ever... Looks like Leader's 2 and 4 are gonna have to bond over digging graves instead of brewing potions. (-50 cultists)
Housing: [4] They build some housing for the cult. While they aren't the fanciest, they're more than a lot of the cultists had. (Housing added to base)
Tournament: [2] The TV stops working and they bop it with their fists for the whole turn.

Spoiler (click to show/hide)
Please explain how did the appeal was 0, sir. On flavor?
You might not want to stomp on a duck, but would you really follow it into battle?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 28, 2016, 09:41:02 pm
Just a reminder for Saber/KZ-Jello, if you fail to post actions this turn it'll be assumed you've quit the game...
Title: Re: RTD horrors - game 4 running
Post by: SaberToothTiger on January 29, 2016, 08:55:11 am
Yeah, i've lost interest with all the status shenanigans and shit
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 29, 2016, 09:43:29 am
Yeah, i've lost interest with all the status shenanigans and shit
ok, fair enough
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 29, 2016, 11:55:10 am
((Hey all I have an extra orb and am willing to trade it to people in exchange for things.))

((Meh. I don't need it, but extra horror summoning might be nice. What would you want in return?))
I don't know, maybe increase my pr? Or some cultists or some eldritch item, your choice.
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 29, 2016, 05:46:29 pm
((Hey all I have an extra orb and am willing to trade it to people in exchange for things.))
You could Let me use it, I do have a fully functional bar I could allow your cultists to use...
Title: Re: RTD horrors - game 4 running
Post by: Humaan on January 30, 2016, 11:56:47 am
Daragon: Absorb biomass. Get less hungry.
Large Drones: Fortify the area around the Seed, to protect it from intrusion. There should be some stone somewhere nearby, I hope.


Also, I can't quite tell, how much people have not been summoned yet? I am just curious.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 30, 2016, 02:53:08 pm
Daragon: Absorb biomass. Get less hungry.
Large Drones: Fortify the area around the Seed, to protect it from intrusion. There should be some stone somewhere nearby, I hope.


Also, I can't quite tell, how much people have not been summoned yet? I am just curious.
The ones with injury meters next to their names have been summoned. As it stands, Archon, Volkriit, KZ jello and Zomboss have not been summoned... Quarken and BOf just got summoned this round, so they'll show up on the next score.

Absorb: [2] You try to grab things to absorb, but everything slips away from you.
Leaves: produce food [6] They absorb a bunch of light and fill your insides with gooey nutrients. Unfortunately, the rush caused them to drain all the water from your system, and the leaves won't work without water. You don't really want to think about what else might not work without it. (Dehydrated, no longer hungry)
Fortify: [5] They build the dirt and rocks in the area into walls around the seed's area. The walls around the seed are too high to climb and will no doubt keep out intruders, assuming there is some sort of protective guard to prevent them from simply walking in the front door. (Sturdy walls build around seed 1)
Seed1: grow [2] The seed seems to be stuck in this phase. You are getting impatient waiting for it.
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on January 31, 2016, 01:19:54 am
Happy the clown: Recruit
[3] Happy laughs cheerfully and more people join him. (+35 cultists)
Happy's cult: Read the necronomnomnomicon
[6] They go mad with the revelations held within, learning the secrets of undead cooking. So many recipes for zombrownies and ghostmeal that they feel compelled to use it. (cultists become necrochefs)

Grotesque: try to eat some humans
[3] Managed to stave off death for a little while by feasting on human flesh, but it's not enough to gain from. (no damage from starvation this turn, consumed 25 humans)

KZ jello abandons his followers

End of turn 12.
Big Ol' Fire (uninjured):
cult: 400 cultists, 550 martial arts masters, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Base (Apartments):
Diplomacy: Savior-esque PR (Has humanity's aid)
inquisitors: 100 eco inquisitors

Volker-hands:
cult: 100 cultists (inside), 100 cultists (guarding), 100 cultists (outside), 20 injured cultists (locked somewhere)
items: dragon blood, glass, firearms
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress, LOCKED):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): [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):
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: Nothing but vague memories
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors: 51 inquisitors, 50 scholars
+Quaken (uninjured):

Arcing Mist-elf: [PSISHOCK, NO ABILITIES FOR [1] TURNS]
cult (High morale): 2 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, Stagnant Orb, 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]
Diplomacy: excellent PR, Allies with Happy
inquisitors: 100 beasts
-Sharkon (lightly injured, REGEN ACTIVE): Submerged
-Beldroth (uninjured): [1] turn til adulthood
-Some scrub fish (uninjured):


Hon Shadow (uninjured):
cult: 10 "smart" cultists, 30 cultists, support of Pope, cult in Washington DC
Items: dragonblood
Base (Clearing): Stick fence
Diplomacy: excellent PR, support of president (discredited), support of Virginia (discredited), support of Florida (discredited)
inquisitors:
-Unlight: Let the light guide you!

Speedy Speedoman (uninjured):
cult: 348 cultists, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community, housing
Diplomacy: mixed PR, allowing others to use Orb of Stalwart (improves PR when used)
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: So Ronery
cult: 140 drunks, 10 brewmasters (can serve booze to increase cultist strength)
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker, bar
Diplomacy: good PR
inquisitors: 25 eco inquisitors

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

Grotesque (uninjured): consumed 25 humans

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on January 31, 2016, 09:18:28 am
Archon, disaster averter 1: recruit.
1 mad cultist: Find a cure for psishock.
1 heckler: Research an alternative summoning ritual.
Esper: Hone your powers.
2 hecklers: Salmon up someone with good powers.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 11:08:54 am
Archon, disaster averter 1: recruit.
1 mad cultist: Find a cure for psishock.
1 heckler: Research an alternative summoning ritual.
Esper: Hone your powers.
2 hecklers: Salmon up someone with good powers.

Recruit: [5] You gather people to your side. Given how you manage your people, you may never need to recruit again. (+100 cultists)
Cure: [4] They are fairly sure from your description of it that Psishock is basically a bad headache and could be cured with common aspirin. The bigger problem is that you're not on Earth, so they can't give you any medicine. (Discovered Cure Psishock [req aspirin])
Research: [2] He calls you rude names and takes a break because he thinks you're asking for too much from one person.
Psi-up: [2] They can't seem to focus because of the incessant noise around the base.
Salmoning: [1] They accidentally drop the stagnant orb through the portal before anyone comes out. They apologize profusely for their butter fingers. (lose stagnant orb)

Scrub fish starts to suffocate. (lightly injured)
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 31, 2016, 12:11:49 pm
40 Drunks: Invite the creepy speedo man, his cult, Mr. Banana hammock, his cult, and the Renewer's cult; over for a drink at our bar!
brewmasters: Serve Drinks to anyone that shows up!
90 Drunks: Go use the creepy speedo man's orb to summon me!
10 Drunks: build a Still out back so we can make some better Booze!
I: Recruit Hillbillys, we will have moonshine soon enough!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 12:36:09 pm
90 Drunks: Go use the creepy speedo man's orb to summon me!
You have no dragon blood, any chance you want to change that action?
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on January 31, 2016, 12:46:36 pm
Changed.
40 Drunks: Invite the creepy speedo man, his cult, Mr. Banana hammock, his cult, and the Renewer's cult; over for a drink at our bar!
brewmasters: Serve Drinks to anyone that shows up!
60 Drunks: gather Dragons blood!
40 Drunks: build a Still out back so we can make some better Booze!
I: Recruit Hillbillys, we will have moonshine soon enough!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 02:06:01 pm
Changed.
40 Drunks: Invite the creepy speedo man, his cult, Mr. Banana hammock, his cult, and the Renewer's cult; over for a drink at our bar!
brewmasters: Serve Drinks to anyone that shows up!
60 Drunks: gather Dragons blood!
40 Drunks: build a Still out back so we can make some better Booze!
I: Recruit Hillbillys, we will have moonshine soon enough!
Make new friends: [5] They get Speedo man and BOF's cult into your base for a few drinks. They all come over and have a great time. (stronger relations with BOF and Speedo)
Drinks: [3] They decide to save the good stuff for your own guys and serve regular beer, wine, and whiskey to the guests. (Guests drunk for the turn)
Dragon blood: [3] They collect some dragon blood, but need a bit more time to finish. (partially collected dragon blood)
Still: [5] They build a finely crafted still to make increase the effects of drinks served. Seeing how the still goes together allows them to figure out how to operate it. (Still built, 40 drunks become distillers)
Recruit: [4] You convince some locals to join your campaign for alcohol mastery. Their special moonshine is higher proof than most of the stuff on the market. In fact, it probably qualifies as a fire hazard. (+25 hillbillies [can brew high- alcohol moonshine])
Title: Re: RTD horrors - game 4 running
Post by: fillipk on January 31, 2016, 02:07:44 pm
400 Cultists: get a better base
I'll give 50 of my martial arts masters fire powers
Eco Cultists will recruit from my inquisitors
And the rest of the masters will improve my PR through free martial arts lessons.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 02:27:18 pm
400 Cultists: get a better base
I'll give 50 of my martial arts masters fire powers
Eco Cultists will recruit from my inquisitors
And the rest of the masters will improve my PR through free martial arts lessons.

Base: [2] They try to get some better accommodations for their overlord, but can't seem to get anyone on board with housing a ball of fire.
Chosen: [2] You smell gasoline outside and spend the whole turn sniffing around looking for the source.
Reconcile: [6] They convince the inquisitors to join you. They do such a good job that the inquisitors gain a fanatical devotion to your cause. Especially when they find out about the booze being handed out. (100 inquisitors become fanatical cultists)
Free martial arts: [4] They open dojos to teach the tricks of martial arts to others. Your PR increases for the generosity of your followers. (martial arts lessons available [increases PR])

Humanity: better base
[6] The buildings nearby are cleared out to give you more space for your cult. Of course, this means you will have a harder time finding recruits nearby, but at least you have more stuff now. (gained abandoned neighborhood, -1 appeal for [2] turns)
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on January 31, 2016, 02:42:49 pm
Vol-Kriit: recruit
100 guards: stop being paranoid, relax for a bit and unlock the doors
100 outside cultists: get some silver
100 inside cultists: research more rituals
20 injured cultists: get some medical care
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 03:17:48 pm
Vol-Kriit: recruit
100 guards: stop being paranoid, relax for a bit and unlock the doors
100 outside cultists: get some silver
100 inside cultists: research more rituals
20 injured cultists: get some medical care

Recruit: [2] You fail to get anyone on your side.
Open the doors: [4] They loosen the guard a bit to allow people and items in and out. Infiltrators might be able to get in, but at least the base can function now. (no longer locked)
Silver: [3] They find quicksilver. It's... silver colored, at least... And highly toxic. Might want to keep it out of the water supply. You doubt this is going to work for the ritual. (gained quicksilver)
Research: [2] They don't find anything.
Medicine: [4] They crawl up to the nearest emergency room and get treatment for their wounds. They are ready to work again by next turn. (20 injured cultists healed)
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on January 31, 2016, 03:41:23 pm
"oh... hello, Quacken. Long time no see."

Quarken and 50 scholarly cultists: Convince Quacken to join my cult(and become non-hostile).
50 scholarly cultists, Leg n' dairy scholar, 26 generic cultists: Attempt to discover an appeal boosting ritual!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 03:50:09 pm
"oh... hello, Quacken. Long time no see."

Quarken and 50 scholarly cultists: Convince Quacken to join my cult(and become non-hostile).
50 scholarly cultists, Leg n' dairy scholar, 26 generic cultists: Attempt to discover an appeal boosting ritual!

Quacken: [1] It super doesn't work. And now you're right next to an exploding duck. Shit. (Cult cannot save you until next turn)
Research: [4] They find a ritual that tricks people into thinking you're super cool. It resembles a trendy dance. Unfortunately, it can't fix the hollowness inside your heart. (Discovered Popularity ritual)

Quacken: plant feathers on Quarken
[3] A few feathers stick, but with Quarken's iron will he'll probably just shrug off the blast if it's triggered now. (Quarken tagged with <1 damage worth of feathers)
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on January 31, 2016, 05:09:10 pm
Pope: Tell all the Catholics that I am a servant of the Lord Jesus Christ and that they should listen to me.
Govt. Cultists: Disaster recovery mode. Put so much spin on the whole "cult" issue you can see it from space.
Other Cultists: Figure out how to effectively build stuff, not just stick fences.
Hondrasaan: Recruit.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 05:21:31 pm
Pope: Tell all the Catholics that I am a servant of the Lord Jesus Christ and that they should listen to me.
Govt. Cultists: Disaster recovery mode. Put so much spin on the whole "cult" issue you can see it from space.
Other Cultists: Figure out how to effectively build stuff, not just stick fences.
Hondrasaan: Recruit.

Corrupt church: [3] The Pope's support makes you more popular, but nobody really believes a 10 foot tall shadow is the holy ghost without some kind of proof. Gotta be on watch for false prophets, you know? (PR up)
Recover: [4] They manage to gain some support again. They just pretend the whole cult thing was an exaggeration of a more acceptable religion. (govt support now worth something again)
Learn 2 bild: [2] They stare blankly at engineering handbooks for several hours and learn nothing.
Recruit: [4] You get more people on your side. (+75 cultists)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on January 31, 2016, 07:27:27 pm
I'd like point out to unsummoned horrors that
YOU CAN USE MY ORB IF YOU WANT TO!
That is all. And now back to your regularly scheduled post.


Speedoman: abstain from drinking, even though this is an awesome party. Instead, use this as a chance to recruit some people that are NOT in a cult already, and talk about what makes a good demoman.
leaders 1 and 3, 50 cultists: guard the orb to make sure that if someone uses it, they do not destroy it.
Leaders 2 and 4 with 50 cultists: try again with making healing drugs from dragonsblood. Remind all cultists that there is a reason they test it on animals BEFORE they test it on humans.
leader 5, all remaining regular cultists,and banana hammock's cult: hold ultimate Mario kart competition at the party. Winner's cult gets to make the loser's cults do one thing for the winner's cult within reason.
Fanatics: Play caves and cannadians. (https://youtu.be/u0MYgaL743s)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on January 31, 2016, 07:56:24 pm
Speedoman: abstain from drinking, even though this is an awesome party. Instead, use this as a chance to recruit some people that are NOT in a cult already, and talk about what makes a good demoman.
leaders 1 and 3, 50 cultists: guard the orb to make sure that if someone uses it, they do not destroy it.
Leaders 2 and 4 with 50 cultists: try again with making healing drugs from dragonsblood. Remind all cultists that there is a reason they test it on animals BEFORE they test it on humans.
leader 5, all remaining regular cultists,and banana hammock's cult: hold ultimate Mario kart competition at the party. Winner's cult gets to make the loser's cults do one thing for the winner's cult within reason.
Fanatics: Play caves and cannadians. (https://youtu.be/u0MYgaL743s)
Recruit: [1] You fail to abstain from drinking and end up making an ass of yourself. Some of the people get really upset about it. (+25 inquisitors)
Guard: [4] They set up a guard schedule around the Orb. Not to stop people from using it of course, just prevent them from smashing it. (Orb of Stalwart under guard)
Healing: [6] They succeed in making the healing drugs. Unfortunately, it seems they don't work on humans unless heavily watered down. They also don't have any effect on animals. (-40 cultists, learned Healing Brew [req dragonblood])
Challenge!: [6] They succeed at making the challenge... Then lose against both. Turns out those drunks and ecologists play Mario kart all the time as well, and leader 5 severely underestimated them. (Owe BOF and Zomboss a favor)
Caves and Canadians: [4] TF2_RP_shouting.exe (morale up)
Title: Re: RTD horrors - game 4 running
Post by: Salsacookies on February 04, 2016, 08:45:46 am
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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...
Title: Re: RTD horrors - game 4 running
Post by: Salsacookies 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?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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...
Title: Re: RTD horrors - game 4 running
Post by: Salsacookies 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?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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...
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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...
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus 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
Title: Re: RTD horrors - game 4 running
Post by: crazyabe 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...
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist 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.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT 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



Title: Re: RTD horrors - game 4 running
Post by: fillipk 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.
Title: Re: RTD horrors - game 4 running
Post by: Whisperling 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!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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.
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache 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.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus 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.
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on February 11, 2016, 12:50:17 pm
Pope: GODDAMMIT I'M THE POPE! LISTEN TO ME WHEN I PROCLAIM SOMEONE IS AN ANGEL!
Cult: LEARN TO BUILD SHIT WITH SOME SLIGHT AMOUNT OF F**KING COMPETENCE!
Govt. Cult: More govt. cult. MAKE SURE TO KEEP IT ON THE DAMN DOWN-LOW THIS TIME!
Hondrasaan: Recruit.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 11, 2016, 02:20:30 pm
Pope: GODDAMMIT I'M THE POPE! LISTEN TO ME WHEN I PROCLAIM SOMEONE IS AN ANGEL!
Cult: LEARN TO BUILD SHIT WITH SOME SLIGHT AMOUNT OF F**KING COMPETENCE!
Govt. Cult: More govt. cult. MAKE SURE TO KEEP IT ON THE DAMN DOWN-LOW THIS TIME!
Hondrasaan: Recruit.

POPIEST POPE TO EVER POPIFY: [3] Everyone loves how the pope is so silly. His sermons are so much fun to listen to, if somewhat hard to understand. (Pope more popular)
LRN BUILD: [5] THEY BECOME THE BEST DAMN BUILDERS YOU'VE EVER SEEN. (cult becomes skilled engineers)
Recruit: [2] Your government guys aren't able to get near anyone they are confident would join you, so they stay quiet. You just fail to find anybody.

Humanity: give building materials
[3] Cotton counts as a building material, right? (acquired cotton)
Title: Re: RTD horrors - game 4 running
Post by: Humaan on February 13, 2016, 07:42:38 pm
Daragon: Grow Roots, so the Vines can drink.
Drones: Travel to a nearby mountain, and start carving a cave out.


Its strange, I swore I made a turn last time. Well, my fault, so I am not complaining.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 14, 2016, 11:52:16 am
Daragon: Grow Roots, so the Vines can drink.
Drones: Travel to a nearby mountain, and start carving a cave out.


Its strange, I swore I made a turn last time. Well, my fault, so I am not complaining.
Grow: [1] You discover you're even more deprived than you thought. You can't even grow any more until you get some water. Luckily, unlike your seeds you can drag yourself along the ground to find water since you don't have roots and aren't really planted. (severely dehydrated [no growth until rehydrated])
Dig out cave: [1] They get lost travelling so far from their master, some of them return, others don't. (-50 large drones)
Seed1: grow [4] The seed grows leaves, copying your physical form. (seed 1 has leaves)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on February 14, 2016, 02:07:44 pm
Happy the clown: recruit
[1] His hijinks end up getting on some people's bad side. Apparently hiding razor blades in those cream pies was a bad move. (+25 inquisitors)
Happy's unconverted cult: Have a bake sale!
[1] They give away all their haunted cookies and get nothing in return! (Lose haunted cookies)
Necrochefs: bake zombrownies!
[2] They don't have any ingredients! Curses! They spend the turn at the grocery store instead of in the kitchen.

Grotesque: try to eat some humans
[2] Grotesque is too slow and ends up starving to death. (Grotesque takes damage from hunger, Grotesque dies)

End of turn 14.
Big Ol' Fire (uninjured): (-1 APPEAL FOR [1] TURNS)
cult (drunk [1]): 300 cultists, 100 fanatics, 500 martial arts masters, 400 ecologists, 50 chosen martial arts masters
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: 700 eco inquisitors, 25 wealthy inquisitors

Volker-hands: Curses, this won't do at all!
cult: 265 cultists, 50 injured cultists, 100 marksmen
items: dragon blood, glass, firearms, quicksilver, silver
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): [SEVERELY DEHYDRATED - growth effects nullified until fixed, no additional growth until fixed]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: 50 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, leaves

Quar-splosion man (uninjured):
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), Air bubble ritual [req soap]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors: 51 inquisitors, 50 scholars
+Quaken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: (PSISHOCK - NO ABILITIES FOR [3] TURNS)
cult (High morale): 100 cultists, 5 hecklers (negate leadership bonuses), 1 mad weak esper, 2 necromancers, 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint
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: 115 skilled engineers support of Pope, cult in Washington DC
Items: dragonblood, cotton
Base (Clearing): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia, support of Florida
inquisitors:
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured):
cult (drunk [1]): 258 cultists, 50 cultists (guarding) 22 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms, rough armor, 50 healing potions
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
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

-Mr. Banana hammock: 50 cultists

Zomboss with really long name (uninjured):
cult: 100 cultists, 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, dragon blood
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors
-Mooney the thirsty (uninjured):

---- NPC factions
Jail: 25 hillbillies (can brew high-alcohol moonshine) [Zomboss], Leader #5: lazy, loves casual games [Speedo]

Happy the Clown's legion:
Cult: 150 cultists, 35 necrochefs, 125 mad necrochefs
Diplomacy: Allies with Archon
Items: Necronomnomnomicon
Inquisitors: 50 inquisitors

World details:
-Orb of Stalwarts 1 and 3 destroyed

((At this rate I might have to have NPCs start targeting Archon just to cull some of the variety in his cult so it's easier to read))
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on February 14, 2016, 02:16:37 pm
4 Cultists: Play Go to jail and play monopoly with (Speedo's) Leader #5, We need a "Get out of Jail Free" Card.
96 Cultists: Put Mooney the thirsty into a box and send him down to Russia!
Drunks: It should be easy for you to learn Zui quan, more commonly known as the Drunken fist, So get Learning!
Distillers: Lets try to distill Something Explosive...
I: Recruit Priests, Preferably ones with drinking problems.
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on February 14, 2016, 04:25:40 pm
"... it's just a duck."

26 cultists: carry the duck away. Throw it to Daragon, let him deal with it.
Quarken: inscribe some explosion negating glyphs on yourself.
100 scholars: recruit more scholars to join Quarken's cult.
1 leg n' dairy scholar: Refine your scholarly skills- specialize in healing rituals.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 14, 2016, 08:59:18 pm
4 Cultists: Play Go to jail and play monopoly with (Speedo's) Leader #5, We need a "Get out of Jail Free" Card.
96 Cultists: Put Mooney the thirsty into a box and send him down to Russia!
Drunks: It should be easy for you to learn Zui quan, more commonly known as the Drunken fist, So get Learning!
Distillers: Lets try to distill Something Explosive...
I: Recruit Priests, Preferably ones with drinking problems.

Get outta jail: [2] They miss visiting hours and have to come back next turn.
Goodbye moon: [6] They send off Mooney, but only realize too late that it snuck your booze and dragonblood into the box with it! (Mooney now wild, dragonblood stolen, booze stolen)
Drunken fist: [3] They learn the drunken fist! And by that I mean they learn how to punch things while drunk! (drunks now amateur brawlers)
Make boom: [6] Whatever they brewed up was really powerful. You know because it blew up in their faces. They left behind notes... thought they're a bit charred... (-40 distillers, still destroyed, learned Exploding brew [req alcohol])
Recruit: [4] You recruit a bunch of holy men to help you. Their faith might help... actually, you know it won't but they're familiar with the taste of wine so why not? (+50 priests)
"... it's just a duck."

26 cultists: carry the duck away. Throw it to Daragon, let him deal with it.
Quarken: inscribe some explosion negating glyphs on yourself.
100 scholars: recruit more scholars to join Quarken's cult.
1 leg n' dairy scholar: Refine your scholarly skills- specialize in healing rituals.
Throw duck away: [3] They carry Quacken away from you, but can't bring themselves to feed the poor thing to the mass of gold tentacles. They just leave it outside the base. Except you don't have a base, so they just leave it far enough away that it's not directly on top of you. (Quacken now outside your lack of defenses)
Inscribe: [4] You don't know any explosion-negating glyphs, but you improvise some with your knowledge of glyphery. That won't stop the explosions, but it should make them SURVIVABLE at least... You feel a bit uncomfortable with carving runes into your own flesh, but if it saves your life it's worth it. (explosion damage halved)
Recruit: [1] They try to recruit scholars, but they get mad about being bothered when they're trying to study. (+100 scholarly inquisitors)
Learn: [4] They figure out some of the tricks to healing the eldritch. May you hope they never have to use them. (now healer [50% chance of changing 2 to 3 on healing rolls])

Quacken: detonate planted feathers
[2] Quacken decides not to blow up all the feathers yet, it wants to make sure you'll die from the damage first.
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on February 14, 2016, 09:11:21 pm
2 cultists, 5 beasts: Get some asprin.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
1 Esper, with life advice from leader and disaster averter 1: Train.
50 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to destroy both him and his cult.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on February 14, 2016, 11:11:15 pm
Vol-Kriit+165 cultists:recruit
100 marksman:guard
50 cultists:make fake orb
100 cultists: research rituals


Not sure why 50 of my cultists are injured,pretty sure they are supposed to be fine
Title: Re: RTD horrors - game 4 running
Post by: fillipk on February 14, 2016, 11:26:55 pm
Me + all my cultists, recruit from my inquisiters
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 14, 2016, 11:31:33 pm
2 cultists, 5 beasts: Get some asprin.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
1 Esper, with life advice from leader and disaster averter 1: Train.
50 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to destroy both him and his cult.

Aspirin: [4] They buy some aspirin from the store. That was way harder than it should've been. (acquired aspirin)
Sending: [2] He sits and does nothing since he knows you wouldn't expect one person to discover a vital ritual alone.
Raise dead: [1] They try to raise the dead, but end up being dragged to hell instead. Sure hope they don't rise up in a dozen turns or so leading an army of demons. (-1 necromancer)
Train: [1-3] A massive psychic reflux causes the esper's head to explode. Great work there pal, doing the team proud. (-1 esper)
To war!: [5] They rally the inquisitors, pointing them in the right direction and ally with Quacken against the mad marker known as Quarken. (Quarken's inquisitors activated, Allied with Quacken, war declared on Quarken) ((well... you said team up, not attack))

Vol-Kriit+165 cultists:recruit
100 marksman:guard
50 cultists:make fake orb
100 cultists: research rituals


Not sure why 50 of my cultists are injured,pretty sure they are supposed to be fine
They broke their backs carrying silver, check last turn. It wouldn't really matter for most of these actions though, apart from guarding.

Recruit: [6] You and your followers work to bring more people, but your pushiness antagonizes some. (+240 cultists, +190 inquisitors)
Guard: [3] They set up guard schedules, but nobody seems to take it seriously. (guard active, infiltration still possible)
Make orb: [6]  They make the fake orb, putting all your materials into it. They work so hard they demand a scheduled break next turn. (50 cultists on break, Fake orb made)
Research: [4] They find a new ritual. Seems this one rains fire from the sky upon whatever unlucky bastard it's aimed at, using gasoline as a reactant. Hopefully it'll shore up your current lack of offensive power. (discovered Rain of Fire [consumes gasoline])

Me + all my cultists, recruit from my inquisiters
Playing dangerous games I see...
[1] Whoops, you and your cultists revealed themselves to the inquisition and they're bashing in your door. A large group of civilians get caught up in the frenzy! But you're supposed to be a hero, why are they attacking you?!?! (inquisitors activated, +1375 inquisitors)

Humanity: save BOF!
[2] They are too distracted by the current Sportsball tournament to save you.
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 15, 2016, 01:05:38 am
chaos mages: do stoopid magic to distract and possibly recruit some of them inquisitors!

Leader 5: use reverse psychology to trick the police into freeing him and the moonshiners.

Me, leader 4, leader 2, and 22 cultists: Go use those healing potions on our former marksmen as a apology. It should help their poor broken backs.

Leader 1 and half of the remaining non guard cultists: work on the PR a bit. Drawing those inquisitors off is going to bring hell on us PR wise I think.
Leader 3 and the other half of remaining non guard cultists: recruit some people casually. You know, ask them "have you let speedos into your life" or something. Hopefully they'll find it funny and join.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 15, 2016, 10:59:30 am
chaos mages: do stoopid magic to distract and possibly recruit some of them inquisitors!

Leader 5: use reverse psychology to trick the police into freeing him and the moonshiners.

Me, leader 4, leader 2, and 22 cultists: Go use those healing potions on our former marksmen as a apology. It should help their poor broken backs.

Leader 1 and half of the remaining non guard cultists: work on the PR a bit. Drawing those inquisitors off is going to bring hell on us PR wise I think.
Leader 3 and the other half of remaining non guard cultists: recruit some people casually. You know, ask them "have you let speedos into your life" or something. Hopefully they'll find it funny and join.

CHAOS UNLEASHED: [7-Speedo > 3-items > 3-firearms > Success: 3] You tell them to use their magic on the inquisitors. They target your guns instead. The guns now fire exploding bullets. Well, it's an improvement. (firearms now use explosive ammo)
Freedom: [2] In trying to convince the police to let them go, Leader 5 accomplishes nothing. On the other hand, they have won two hands of blackjack.
Heal: [1] Oh no! They got the dosages wrong and the marksmen are dead now! Everyone feels super bad about it. (-50 health potions)
PR: [6] They make you look good and bad at the same time. (PR up, PR down)
Recruit: [5] Everyone wants Speedos in their life! (+236 cultists)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 15, 2016, 08:54:03 pm
wait, WHY DO I HAVE COTTON!?
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on February 15, 2016, 09:33:52 pm
wait, WHY DO I HAVE COTTON!?
Sig detected. Query- May I take it?
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 15, 2016, 09:37:39 pm
wait, WHY DO I HAVE COTTON!?
Sig detected. Query- May I take it?
Not until Aslandus patches the issue.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on February 16, 2016, 12:18:26 am
wait, WHY DO I HAVE COTTON!?
Humanity: give building materials
[3] Cotton counts as a building material, right? (acquired cotton)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 16, 2016, 02:25:33 am
But that was for Someone else, not for me!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 16, 2016, 09:24:07 am
Whoops, I'll fix that... though it doesn't really change anything that happened that turn
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on February 21, 2016, 04:41:25 pm
Happy the clown: recruit
[6] He steps on some people's feet while doing a silly dance (+75 cultists, +25 inquisitors)
Happy's unconverted cult: read necronomnomnomicon
[6] They read too deeply into the book of deadly snack and go insane. (150 cultists become mad necrochefs)
Necrochefs: bake zombrownies!
[5] These treats are so good they raise the dead! (gained Delicious zombrownies)

End of turn 15.
Big Ol' Fire (uninjured):
cult (drunk [1]): 300 cultists, 100 fanatics, 500 martial arts masters, 400 ecologists, 50 chosen martial arts masters
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 (ACTIVE): 700 eco inquisitors, 25 wealthy inquisitors, 1375 inquisitors

Volker-hands: Curses, this won't do at all!
cult: 505 cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): ZZZzzzzzzz [SEVERELY DEHYDRATED - growth effects nullified until fixed, no additional growth until fixed]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: 50 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, leaves

Quar-splosion man (uninjured):
Runes: Explosion damage halved (self)
cult: 100 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors (ACTIVE): 51 inquisitors, 150 scholars
-Leg n dairy scholar: 50% chance of turning 2 into 3 on dairy or leg related rolls, healer (50%chance of turning 2 to 3 on healing rolls)
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: (PSISHOCK - NO ABILITIES FOR [2] TURNS)
cult (High morale): 100 cultists, 5 hecklers (negate leadership bonuses), 1 necromancer, 390 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
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
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): Zzzzzzzzzzz
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton
Base (Clearing): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia, support of Florida
inquisitors:
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured):
cult (drunk [1]):494 cultists, 50 cultists (guarding) 22 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
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

-Mr. Banana hammock: 50 cultists

Zomboss with really long name (uninjured):
cult: 100 cultists, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 amateur brawlers, 50 priests
Items: Stagnant orb, improvised melee weapons, dry on booze
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding
Base (Grand Mausoleum): bunker, bar (now with better taste)
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors

---- NPC factions
Jail: 25 hillbillies (can brew high-alcohol moonshine) [Zomboss], Leader #5: lazy, loves casual games [Speedo]

Happy the Clown (uninjured):
Cult: 75 cultists, 35 necrochefs, 275 mad necrochefs
Diplomacy: Allies with Archon
Items: Necronomnomnomicon
Inquisitors: 50 inquisitors

Mooney (uninjured): dragonblood, booze

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on February 21, 2016, 05:07:44 pm
Some Scrub Fish: Figure out why on earth you're suffocating and then get in water.
1 cultist: Find a ritual to summon other horrors without their consent.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
60 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to attack both him and his cult.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 21, 2016, 07:28:43 pm
Some Scrub Fish: Figure out why on earth you're suffocating and then get in water.
1 cultist: Find a ritual to summon other horrors without their consent.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
60 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to attack both him and his cult.

Get water: [4] Scrub-a-dub-dub makes the life-changing discovery that gills aren't good for breathing air, and flops into a nearby body of water. (now submerged)
Research summoning: [1] They try to research that, but in doing so discover a truth about the horrors so terrible that they run home and never come back. (-1 cultist)
research sending: [1] They try discovering a ritual via experimentation, and accidentally open a rift to another world. They get sucked inside and you lose contact with them. (-1 cultist)
Resurrection: [1] The dead hunger, perhaps sending them alone was a poor decision. (-1 necromancer)
MURDER PARTY FUN TIME: [5] The warband, reinforced with a few more beasts, charges into battle against the fearsome Quarken and his horde of peons. The explodey one is helpless against such an assault! (Quarken moderately wounded, Quarken loses 50 cultists)
((You might've killed him straight away if you'd either sent more fighty things, or specified Quarken instead of including his cult))
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on February 21, 2016, 07:50:11 pm
I: Use A'rise on dead things around my graveyard.
Hillbillys: Play "Monopoly" with Speedo's Leader #5 until you get a "Get out of Jail free" Card.
BrewMasters: Serve Booze.
10 Cultists: Try to rebuild the Still.
EVERYONEELSE: Put up "Free Booze" posters around Alcoholics Anonymous Locations, It's basically recruiting right?
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on February 21, 2016, 07:52:31 pm
((Did my leg n' dairy scholar join my inquisitors?))

100 scholar cultists, 26 normal cultists: Research a place for us to stay. Preferably underground. Preferably an abandoned nuclear missile silo.
Quarken: carve some automatic recruitment(to my cult) trap runes in the floor around you to protect you from murderous inquisitors and Quacken.
1 leg n' dairy scholar: Persuade my inquisitors' legs and their milk to join me!
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 21, 2016, 08:27:13 pm
Leader 1 and the magi: Do magic again! on BOF's inquisitors this time!
Me: Pay bail for leader 5.
leaders 2 and 4, 50 cultists: Go to a shooting range and practice with our new guns.
Leader 5: Eat a doughnut while playing mariokart.
Everyone else: Work on our PR
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 21, 2016, 09:22:08 pm
I: Use A'rise on dead things around my graveyard.
Hillbillys: Play "Monopoly" with Speedo's Leader #5 until you get a "Get out of Jail free" Card.
BrewMasters: Serve Booze.
10 Cultists: Try to rebuild the Still.
EVERYONEELSE: Put up "Free Booze" posters around Alcoholics Anonymous Locations, It's basically recruiting right?
Arise: [1] You're about to bring one of your old pals back in the corpse of someone, but you have trouble locating your old world. Dammit, why must the inter dimensional rift be so hard to navigate? The strain hurts like hell. (lightly wounded)
Monopoly: [2] They only have Yahtzee, Candyland, and a deck of cards in this prison... Dammit, don't they know it's boring sitting in a cell all day?
Serve: [4] They buy some more booze from the store and start handing it out to the other cultists. They don't have time to put the fortifying supplements in, but the mood's a bit lighter. (regained booze, morale up)
Rebuild still: [5] They make a new still and figure out how to use it better. Unlimited booze, back on track! (still built, 10 cultists now distillers)
Free booze signs: [2] They lost track of all their markers and posterboard. No signs today, I'm afraid.

((Did my leg n' dairy scholar join my inquisitors?))

100 scholar cultists, 26 normal cultists: Research a place for us to stay. Preferably underground. Preferably an abandoned nuclear missile silo.
Quarken: carve some automatic recruitment(to my cult) trap runes in the floor around you to protect you from murderous inquisitors and Quacken.
1 leg n' dairy scholar: Persuade my inquisitors' legs and their milk to join me!
((No, I just gave them a character slot instead of a minion slot because you started adding things to them))
Base: [4] They find an underground bunker that is fairly easy to defend. It should help with your trappery, but
Trap runes: [5] despite not knowing how to do runes that do things besides explode, you manage to forge some pretty decent fakes. They won't get ALL the people that attack, but with your power they should work for at least 150 minions per turn (recruitment traps created [150 capacity])
Legs and milk?: [1] They get dragged out and stabbed to death in the street. Seems the inquisitors don't like the implications of you chopping them in half and sapping the milk from their breasts. (Leg n dairy scholar dead)

Inquisitors: Kill Quarken!
[4] They catch you off guard placing your runes. A bunch of them get caught by the runes, but it is little consolation since you're now chatting with death. Maybe you can convince them to let you go? (150 inquisitors converted, Quarken is on Death's door)
Quacken: Boom boom
[2] Quacken doesn't set off the feathers. Apparently even a duck has some sense of mercy.

Leader 1 and the magi: Do magic again! on BOF's inquisitors this time!
Me: Pay bail for leader 5.
leaders 2 and 4, 50 cultists: Go to a shooting range and practice with our new guns.
Leader 5: Eat a doughnut while playing mariokart.
Everyone else: Work on our PR

Chaos: [9: Happy's legion > 1: Happy > Success: 3-6 > 4] They decide to target the monster clown instead, and bombard it until there's little more than ash remaining. (Happy is dead) ((You got lucky with the rolls last time, the dice decide what chaos magi do even more than normal))
Pay bail: [2] Come back when ya got some money, buddy!
Practice guns: [6] They get better at shooting, but it seems some of them didn't pay attention to the gun safety rules. (-25 cultists, 25 cultists and leader #2 become marksmen)
Play mario cart: [4] They keep their skills at Mario kart fresh while in jail. They actually don't have Mario kart in jail, but #5's played it so much that they can play the game in their head. (+Mario kart skill)
PR: [2] They can't get an audience, maybe they came on a little too strong wearing speedos for the first introduction.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on February 21, 2016, 10:19:05 pm
Vol-Kriit: recruit
50 cultists: summon me
455 cultists: research rituals,lots of them
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: FallacyofUrist on February 21, 2016, 10:23:31 pm
Name: Quarken
Abilities:

Ritualistic: Quarken can inscribe eldritch glyphs with his bare hands, and easily uses those to preform rituals- much easier than other horrors would.

Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.

Everything Explodes: Moreover, if he puts trap glyphs on something, merely a thought indicating that he wants something with his trap glyphs on it to explode will cause it to explode.

Illusion Glyphs: His trap glyphs can alter perceptions pretty easily.

Overcharge: and when he dies... everything he marked with trap glyphs explodes. Much more violently than it normally would.

Appearance: Quarken appears to be a man. Albeit one that tends to appear at different heights depending on what colors are behind him. The purple robe he wears hides scales. And claws. And a fox-like tail.

Homeworld: It's gone now. The world of Eziean has been destroyed by Daragon's species. Thankfully Quarken had a "time capsule" of sorts to escape.

Skills:
Presence: 0(he's rather mundane in appearance.)
Mindlock: 2(magic comes with willpower.)
Power: 3(his magics are quite dangerous to his foes.)
Physique: 0(flimsy wizard trope intensifies.)
Appeal:0(there's not much to like or dislike about him.)
((It seems to me like Quarken can make glyphs that do things other than explode... it's just that all the glyphs he makes can also explode if he wants them to... right?))
Title: Re: RTD horrors - game 4 running
Post by: fillipk on February 21, 2016, 10:38:07 pm
New plan, Me and my Martial arts masters and chosen beat up normal inquisitors, rest of my cultists recruit the eco inquisitors.
Title: Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
Post by: TheBiggerFish on February 21, 2016, 10:41:18 pm
Name: Quarken
Abilities:

Ritualistic: Quarken can inscribe eldritch glyphs with his bare hands, and easily uses those to preform rituals- much easier than other horrors would.

Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.

Everything Explodes: Moreover, if he puts trap glyphs on something, merely a thought indicating that he wants something with his trap glyphs on it to explode will cause it to explode.
((It seems to me like Quarken can make glyphs that do things other than explode... it's just that all the glyphs he makes can also explode if he wants them to... right?))
((^^^))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 22, 2016, 12:20:06 am
Vol-Kriit: recruit
50 cultists: summon me
455 cultists: research rituals,lots of them

Recruit: [3] You get more people to join you. (+40 cultists)
Summon: [3] They summon you through the fake orb. Wait, no, this is someone else. (summoned Handyman [-1 physique for 2 turns])
Spoiler: handyman (click to show/hide)
Research (150): [6] They delve too deeply into the tomes of old world lore and discover horrible truths of the world. But they stick with you, so it's not that problematic. The ritual they discovered is apparently one that strengthens the cultists performing it (as such, it only works on humans). The tomes suggest using large amounts of beans or meat to perform it, but protein powder would probably work fine. (150 cultists go mad, discovered Ritual of STRENGTH [consumes protein])
Research2 (150): [6] They get bored reading old scripture and want to do something else in the future. On the other hand, they did discover a handy ritual for turning cultists invisible. They won't be undetectable, but infiltrations will be much easier. It requires quicksilver and sand, luckily you already have one of those. (150 cultists dislike research, discovered ritual of invisibility [req quicksilver and sand])
Research3 (155): [2] They get nothing done on the research, apparently someone let them into the bubble soap and they've spent the whole turn having a bubble party...

New plan, Me and my Martial arts masters and chosen beat up normal inquisitors, rest of my cultists recruit the eco inquisitors.
Murder: [3] You and your finest warriors enter battle against the unwashed horde that is your inquisition. You don't end up contributing much to the fight and may as well have stayed home to avoid damaging your malleable fire body, especially since your fighters decided they should hang back to protect you instead of going in full force. (-500 inquisitors, -150 martial arts masters)
Recruit: [2] They can't get though the inquisitors' iron wills, and their logic for fighting you is sound.

Inquisitors: Arm yeselves
[6] They get some handheld death rays from the local mad scientist. Now with double the killing power! (inquisitors acquired death rays [kills user and target])
Humanity: drive off the inquisitors
[3] They convince some of the inquisitors to leave, but fail to make them stop hunting you. (-300 inquisitors)

Name: Quarken
Abilities:

Ritualistic: Quarken can inscribe eldritch glyphs with his bare hands, and easily uses those to preform rituals- much easier than other horrors would.

Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.

Everything Explodes: Moreover, if he puts trap glyphs on something, merely a thought indicating that he wants something with his trap glyphs on it to explode will cause it to explode.
((It seems to me like Quarken can make glyphs that do things other than explode... it's just that all the glyphs he makes can also explode if he wants them to... right?))
((^^^))
((This is why I make you write down your abilities, so people can't just pull anything out of their hat and say they could do it all along. Because of "ritualistic" I've been letting you ad lib, but since you didn't explicitly say you can do any of that, runes that do things besides just explode or make illusions are going to be you working hard to fake it until your demise... and by "you" I mean Quarken/FallacyofUrist, not Bigger fish...))
Title: Re: RTD horrors - game 4 running
Post by: Humaan on February 23, 2016, 12:36:27 am
I am posting because I have decided to withdraw from this game due to being busy with school and work.

However, because I am full of spite:

Remaining Drones: Attack Quarken and his cult.
Title: Re: RTD horrors - game 3 running, waitlist open
Post by: FallacyofUrist on February 23, 2016, 09:27:58 am
Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.
((I thought this bolded section would be interpreted as being able to make trap glyphs that do a variety of things.))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 23, 2016, 05:35:01 pm
I am posting because I have decided to withdraw from this game due to being busy with school and work.

However, because I am full of spite:

Remaining Drones: Attack Quarken and his cult.
MURDER: [4] They tear through the untrained mass of cultists like warm butter. Guess they'll be heading the the great hereafter together. (Quarken loses 150 cultists, -50 large drones)
Seed1: attempt to eat the prisoners in jail
[2] It's way too far to reach the jailhouse from here!

Daragon must go, his planet needs him! (Daragon has left the game)
Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.
((I thought this bolded section would be interpreted as being able to make trap glyphs that do a variety of things.))
((It COULD be INTERPRETED as that... but it doesn't SAY that, and when technicalities come up that's what's important. After all, it could just as easily be interpreted as meaning that the trap glyphs animate whatever they're stuck on and make them hostile to other factions.))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 28, 2016, 12:02:50 pm
Hondraason still needs to make actions for the turn, you've got until I actually post the end of turn stuff to do it or I'll assume you've dropped the game
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on February 28, 2016, 02:42:57 pm
Mooney: drink booze
[5] Mooney downs the truckload of booze he stole from zomboss, and passes the hangover to everyone else. Nobody has enough mindlock to stop it, but most are able to take the edge off. (everyone but Mooney hungover now)

Hon Shadow's influence fades into forgotten history.

End of turn 16.
Big Ol' Fire (uninjured): HUNGOVER FOR [2] TURNS
cult (drunk [1]): 300 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters
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 (ACTIVE): 700 eco inquisitors, 25 wealthy inquisitors, 575 inquisitors, death rays [kills user and target]

Volker-hands: HUNGOVER FOR [2] TURNS
cult: 245 cultists, 150 mad cultists, 150 bored cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors
-Handyman(uninjured): -1 physique for [2] turns

Quar-splosion man (DYING): HUNGOVER FOR [1] TURN
Runes: Explosion damage halved (self)
cult: 50 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap]
Base(Bunker): recruiting trap runes [150 capacity]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors (ACTIVE): 51 inquisitors
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: (PSISHOCK - NO ABILITIES FOR [1] TURNS) HUNGOVER FOR [3] TURNS
cult (High morale): 98 cultists, 5 hecklers (negate leadership bonuses), 390 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
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): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): ZzzzzzzzzzzZzzzzzz HANGOVER FOR [2] TURNS
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton
Base (Clearing): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia, support of Florida
inquisitors:
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured): HUNGOVER FOR [2] TURNS
cult (drunk [1]):444 cultists, 50 cultists (guarding), 25 marksmen, 22 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 25 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): HUNGOVER FOR [2] TURNS
cult (high morale): 90 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 amateur brawlers, 50 priests
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors

---- NPC factions
Jail (hungover): 25 hillbillies (can brew high-alcohol moonshine) [Zomboss], Leader #5: lazy, loves casual games, good at Mario kart [Speedo]

Mooney (uninjured):

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on February 28, 2016, 05:04:09 pm
Ah sh*t I forgot about this! Can I come back please?
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on February 28, 2016, 05:20:18 pm
"Graaaghhh...."

Scholars, 26 cultists, leg n' dairy scholar: Do research to find a ritual that can heal Quarken.
150 converted inquisitors: do the ritual on Quarken.
Quarken: don't die.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on February 28, 2016, 07:29:10 pm
Vol-Kriit: negotiate with handyman, tell him we will work on getting him home if he helps me
45 cultists: summon me
200 cultists: recruit
150 mad cultists: research rituals
150 bored cultists: keep the mad cultists from doing anything too dangerous
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on February 28, 2016, 07:34:59 pm
Chaos magi: Train more chaos magi from our cultists!
Leaders: hold a omniscient council of vagueness for the cult. binge play XCOM enemy unknown, XCOM 2, and XCOM the boardgame.
Leader 5: Pay bail for self and go attend aforementioned council.
Me: Go ask moony to pass my hangover to someone else, cause I am his friend.
Marksmen: go recruiting, but DON'T BRING GUNS!
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 28, 2016, 07:54:54 pm
Ah sh*t I forgot about this! Can I come back please?
Sure, since I gave you about 3 hours notice I'll let you pop back in
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 28, 2016, 09:10:40 pm
"Graaaghhh...."

Scholars, 26 cultists, leg n' dairy scholar: Do research to find a ritual that can heal Quarken.
150 converted inquisitors: do the ritual on Quarken.
Quarken: don't die.
Research a ritual: [4] Your leg n dairy scholar has tragically died due to being murdered by inquisitors, but your other cultists get to work researching the ritual. They find a regeneration ritual which should heal you as fast as conventional medicine, and which ironically uses medical supplies. (discovered regeneration ritual [req medical supplies])
Ritual: [no roll] Due to being mauled by gold monsters they can't help you.
Dodge death: [4] You manage to slip back into consciousness before the angel of death carries you away. You're still bleeding from several places and in excruciating pain, but you're alive. (now heavily wounded)

Inquisitors: kill Quarken!
[3] They run into the base and kick you in the head before the traps brainwash them. You pass out again. (Quarken back on death's door, 51 inquisitors converted)
Quacken: Kersplodey now!
[2] Quacken doesn't seem too keen on making those fireworks happen. Maybe it's just a regular duck after all and the hype is over nothing.
Vol-Kriit: negotiate with handyman, tell him we will work on getting him home if he helps me
45 cultists: summon me
200 cultists: recruit
150 mad cultists: research rituals
150 bored cultists: keep the mad cultists from doing anything too dangerous

Negotiate: [1] You accidentally antagonize him with your negotiating. Maybe letting it slip that (Handyman now hostile)
summon: [3] They summon another scrub. Dammit, you knew changing your address wasn't a good idea. (summoned Val'krete)
Spoiler (click to show/hide)
recruit: [3] They get more people into the party, it's really kicking off now. (+100 cultists)
research: [3] They find a pitual. It's a large pit where magic happens occasionally, usually in the form of granting a wish. It's kind of like a ritual but a lot less reliable. At least using it is free. (discovered pitual)
Inhibit negative effects: [3] They prevent the madmen from leaping into the pitual. Standing this close to a weak point in the bindings of the world is probably unhealthy, but falling in would be much worse.

Chaos magi: Train more chaos magi from our cultists!
Leaders: hold a omniscient council of vagueness for the cult. binge play XCOM enemy unknown, XCOM 2, and XCOM the boardgame.
Leader 5: Pay bail for self and go attend aforementioned council.
Me: Go ask moony to pass my hangover to someone else, cause I am his friend.
Marksmen: go recruiting, but DON'T BRING GUNS!

Train: [4] They teach some of the other cultists the wonders of chaos and the power that it brings. (22 cultists become chaos magi)
Council of vagueness: [4] They discuss matters of cult management and work on their tactical skills via gratuitous amounts of XCOM. (Leaders 1-4 gain tactical skills [50% chance of rerolling negative rolls on combat])
Pay bail: [1] He tries to pay his bail with bottlecaps. The guards have gotten annoyed enough with him that they're restricting his actions from now on. (Leader 5 cannot act anymore until freed)
Ask for healing: [3] You convince Mooney to take the edge off your hangover, and he transfers it to that dying guy since he's probably about to be gone anyway. (1 turn of hangover removed, .5 added to Quarken)
Recruit: [1] They didn't listen and brought their guns. Turns out that didn't go over well with the locals. (+25 inquisitors)
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on February 28, 2016, 09:46:20 pm
I: make the Dead Walk in my name.
hillbillies: Play monopoly until you get a "Get out of Jail Free" Card.
Cultists: Recruit.
Priests: Get Drunk and give a good sermon about how awesome I am to Random people.
amateur brawlers: Train to be Adept Brawlers.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 28, 2016, 11:34:28 pm
I: make the Dead Walk in my name.
hillbillies: Play monopoly until you get a "Get out of Jail Free" Card.
Cultists: Recruit.
Priests: Get Drunk and give a good sermon about how awesome I am to Random people.
amateur brawlers: Train to be Adept Brawlers.
LIVE AGAIN!: [4] You raise a bunch of undead minions to serve as your front line. They kinda suck as far as minions go, but you get a bunch of them. (+200 zombies)
Get out of jail: [5] They manage to liberate themselves from jail, despite there being no Monopoly in jail. They seem to have discovered some latent talent with making things materialize. (hillbillies gain ability to summon materials, hillbillies freed from jail)
Recruit: [6] They bring more people into the cult, but also inspire a new generation of inquisitors to take up the call. (+90 cultists, +90 inquisitors)
PR: [3] They dip a little too deeply into the holy wine, and the slurring makes them seem a little off kilter during their sermons. Still, they manage to make you look good. (PR slightly up)
Train: [4] They become proficient at beating the snot out of people, and partly due to lack of competition end up being in the master class of punching things. (brawlers become master brawlers)
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on February 29, 2016, 08:12:39 am
Pope: Recruit Catholics.
Govt. cult: Moar govt. cult. Try to go for senators.
Engineer cultists: Buy materials to build a military base in the clearing.
Hondrasaan: Recruit.
Title: Re: RTD horrors - game 4 running
Post by: fillipk on February 29, 2016, 10:03:47 am
Everyone, recruit from the government too, lets go for representatives.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on February 29, 2016, 10:22:50 am
Pope: Recruit Catholics.
Govt. cult: Moar govt. cult. Try to go for senators.
Engineer cultists: Buy materials to build a military base in the clearing.
Hondrasaan: Recruit.

recruit: [1] That didn't go very well, the Pope accidentally called you the antichrist, the government cultists called you a threat to national security, and then you vomited on a bunch of people.  (+25 inquisitors, +25 catholic inquisitors, Arizona and Michigan against you)
build: [5] They build a finely made fortress out of concrete and rebar. There is some left over as well. (acquired rebar, acquired concrete, built sturdy fortress base)

Everyone, recruit from the government too, lets go for representatives.
[2] You might want to get into the government, but the government doesn't want you.

Inquisitors: fix the death rays so they don't kill you
[6] Yeah! Now they're even more lethal! Wait... (Death rays now cause double casualties on both sides)
Humanity: chase away inquisitors
[6] They succeed, but even more people get tangled up with them. (+150 inquisitors, inquisitors deactivated)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on February 29, 2016, 10:14:20 pm
Archon, directed from another world by leader & disaster manager 1: Hangovers are basically a nasty case of dehydration, right? Get some water into your system.
1 cultist: Keep working on that ritual to send stuff to me. I'd love it if you could expend some effort this time around.
2 hecklers: Locate a pitual of our own. Not at all reliable, but if it doesn't require any reagents, I'll take it.
2 heklers: Follow in the footsteps of that one guy who died and become espers. Might want to skip the dying bit, though.
2 cultists: Find a ritual to give cultists common sense. I await your results with bated breath.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 01, 2016, 02:32:37 pm
Archon, directed from another world by leader & disaster manager 1: Hangovers are basically a nasty case of dehydration, right? Get some water into your system.
1 cultist: Keep working on that ritual to send stuff to me. I'd love it if you could expend some effort this time around.
2 hecklers: Locate a pitual of our own. Not at all reliable, but if it doesn't require any reagents, I'll take it.
2 heklers: Follow in the footsteps of that one guy who died and become espers. Might want to skip the dying bit, though.
2 cultists: Find a ritual to give cultists common sense. I await your results with bated breath.

Drink: [5] Despite the fact that you have not been summoned yet you decide to amend the hangover. You manage to drink enough water to offset the egregious amount of alcohol burning in your veins. (-3 turns of hangover)
Research with effort: [4] They find a ritual to send stuff. They die from overwork. (Discover ritual of sending, -1 cultist) ((because I'm getting annoyed at the 1 cultist researching))
Find pitual: [3] They discover a pit. Not magic, just a pit. (found pit)
Become esper: [5] They discover the secrets of extra sensory perception. Hopefully it'll be less lethal to them than the last one. They even leave behind their heckling ways. (hecklers become espers)
Research: [5] They discover the way to not be idiots. They even tell you about it instead of throwing it into the garbage. You suspect it's not going to change much in the long run. (discovered ritual of sense)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on March 05, 2016, 11:56:47 pm
Mooney: Find more drink
[6] Hmm, this stuff smells good... The label says "Rocket fuel" and it has a pretty high alcohol content... must be some fancy stuff (acquired rocket fuel)

End of turn 17.
Big Ol' Fire (uninjured): HUNGOVER FOR [1] TURN
cult: 300 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters
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: 700 eco inquisitors, 25 wealthy inquisitors, 725 inquisitors, death rays [kills user and target, double damage]

Volker-hands: HUNGOVER FOR [1] TURN
cult: 345 cultists, 150 mad cultists, 150 bored cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: good PR
inquisitors: 115 inquisitors
-Val'Krete (uninjured): -1 power for [2] turns
+Handyman(uninjured): -1 physique for [1] turn

Quar-splosion man (DYING):
Runes: Explosion damage halved (self)
cult: 101 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap], Regeneration ritual [req medical supplies]
Base(Bunker): recruiting trap runes [150 capacity]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors:
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: Whew, finally got over all that
cult (High morale): 98 cultists, 3 hecklers (negate leadership bonuses), 2 espers, 390 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: excellent PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): HANGOVER FOR [1] TURN
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia and Florida, hostilities of Arizona and Michigan
inquisitors: 25 inquisitors, 25 catholic inquisitors
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured):
cult:422 cultists, 50 cultists (guarding), 25 marksmen, 44 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4, 1-4 have 50% chance of rerolling negative outcomes on combat)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 50 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): HUNGOVER FOR [2] TURNS
cult (high morale): 180 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 master brawlers, 50 priests, 200 zombies, 25 summoner hillbillies (can brew high-alcohol moonshine, can summon materials)
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding brew [req alcohol]
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: very good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors, 90 inquisitors

---- NPC factions
Jail (hungover):  Leader #5: restricted from actions, lazy, loves casual games, good at Mario kart [Speedo]

Mooney (uninjured): Rocket fuel

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: fillipk on March 06, 2016, 02:39:05 am
Everyone, recruit the wealthy inquisitors, secretly of course
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on March 06, 2016, 03:07:07 am
Vol-Kriit: negotiate with Val'Krete, promise him an equal share of the planet
150 mad cultists: lure handyman into the summoning circle and perform the ritual in reverse
150 bored cultists+145 cultists: recruit
200 cultists: research something that lets people see invisible things

Title: Re: RTD horrors - game 4 running
Post by: crazyabe on March 06, 2016, 10:55:43 am
Zombies: gather dragon's blood.
Hillbillys: Make Moonshine.
Priests: keep on preaching.
everyone_else: Build a Green house out back.
I: recruit homeless people.
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on March 06, 2016, 03:33:45 pm
Everybody but Quarken: go to the dragons, ask for their help for healing Quarken.
Quarken: don't die?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 06, 2016, 08:58:44 pm
Everyone, recruit the wealthy inquisitors, secretly of course
And the award for most frequent kicker of hornet nests goes to...
[6] They easily convince the wealthy inquisitors that investing in you is better than investing against you. They also get a bunch of the other guys. Unfortunately, the rest of the inquisitors know where you are, and are coming for you again... (25 wealthy inquisitors stolen, 550 eco inquisitors recruited, inquisitors activated)
Consume trash: [3] You want garbage snacks and there aren't that many wealthy inquisitors, so you just grab a snack instead. The filth in the area clears up your head. (Hangover gone, base slightly cleaner)

Humanity: Instead of wasting a turn stopping the inquisitors again, improve BOF's base
[1] They bulldoze part of the town in preparation for the improvements, but forget to add anything to replace it. (1/2 of neighborhood base destroyed)

Vol-Kriit: negotiate with Val'Krete, promise him an equal share of the planet
150 mad cultists: lure handyman into the summoning circle and perform the ritual in reverse
150 bored cultists+145 cultists: recruit
200 cultists: research something that lets people see invisible things

Technically you could just start ordering these guys around without negotiations, but I'll assume you just like RPing for now...
Negotiate: [5] You successfully get Val'Krete to agree to a 50-50 division of the Earth's resources when you win. He tells you what's been happening on your homeworld since you were banished all those eons ago, and offers you a new ritual to seal the deal in exchange for access to your resources and following. It allows you to absorb a horror's power into an orb. (discovered Orb creation ritual [consumes crystal orb and horror corpse])
Desummon: [6] That wouldn't have actually worked at all, but in their clumsy etching they miraculously created the banishing ritual. If only they had gotten clear in time. (-150 mad cultists, Handyman is BANISHED)
recruit: [5] They get more people to join your righteous cause! (+390 cultists)
research: [1] In trying to learn about vision, they temporarily blind themselves. It wasn't a great plan, to be honest, but at least they'll regain their vision in 2 turns. (200 cultists now blinded for [2] turns)

Zombies: gather dragon's blood.
Hillbillys: Make Moonshine.
Priests: keep on preaching.
everyone_else: Build a Green house out back.
I: recruit homeless people.

Gather: [3] They gather some dragonblood, but not enough for real use. (partially gathered dragon blood)
Moonshine: [5] They brew a plentiful supply of moonshine, enough for everyone if they are willing to drink it. (acquired plentiful moonshine)
Preach: [6] They preach of the horrors of the night and why everyone should support the undead revolution and the stability it brings. People hear about half of it. (PR down for everyone)
Build greenhouse: [5] They build a large greenhouse with irrigation and a cooling system built in. (grand greenhouse built)
Recruit: [6] You get some homeless folks to join you, though some troublemakers think you're going to be fun to pick on. (+75 homeless people, +25 homeless inquisitors)

Everybody but Quarken: go to the dragons, ask for their help for healing Quarken.
Quarken: don't die?
Dragons: [6] Your cultists, in desperation, ask the dragons for help. They know one ritual which might save you if it could be done in time, the ritual of preservation. It turns a person or horror into a mummified version of themselves, returning them to full health but with a very basic statline which rounds out 2 points below their default, effectively making them a subhorror. The dragons are also very hungry. (discovered ritual of preservation [req salt], -50 cultists)
Save yourself: [2] You try, beg and plead with death to let you survive, but ultimately give up. You are taken to the afterlife where all your old family and friends are waiting, who you haven't seen since they were consumed by the golden vines so long ago. (Quarken is dead)

Quacken: Blow up Quarken's corpse to pile it on
[1] Quacken explodes. (Quacken is DEAD)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 14, 2016, 09:14:29 am
Running a little late on ending the turn, so I'll try to get it done when I get out of class in about 4 hours...
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on March 14, 2016, 09:24:35 am

Hondrasaan: Rest and get some water. Un-hangover yourself.
Engineer cultists: Build living quarters in the base
Pope: Accept the wayward heretics back into your loving embrace (de-inquisition the Catholics)
Govt.: Start a smear campaign against the governors of Arizona and Michigan. Try to get them impeached.


((sorry I'm late))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 14, 2016, 02:11:41 pm

Hondrasaan: Rest and get some water. Un-hangover yourself.
Engineer cultists: Build living quarters in the base
Pope: Accept the wayward heretics back into your loving embrace (de-inquisition the Catholics)
Govt.: Start a smear campaign against the governors of Arizona and Michigan. Try to get them impeached.


((sorry I'm late))
Rest: [5] You lie down, absorb some water, and recover from you hangover. In a moment of lucidity you remember an old skill you haven't used in years, which enables you to materialize in any sufficiently dark shadow. (Learned shadow teleport, removed hangover)
Living quarters: [6] They build so many residential areas they'll likely never need to build more. Naturally, some... "guests" have moved into some of the extra rooms. (Tons of residence areas built, some infested with beasts)
Remove inquisitors: [3] The Pope attempts to bring the correct his mistake and calm the catholics, but only a few of them are watching. What's more, he recommended they bring gift baskets to apologize and the inquisitors now know where you're hiding. (-15 catholic inquisitors, inquisitors activated)
Smear campaign: [5] It appears those governors have quite a lot of skeletons hidden in their closets and all you had to do is open the door. They're now serving life sentences and their replacements are a bit less hostile toward you. (Hostile governors removed)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on March 14, 2016, 03:04:05 pm
Archon, with life advice from disaster averter, leader, and war leader (hey, it is an attack) 1: Terraform Mooney into a pit full of lava. And his rocket fuel. Got to wonder what happens when that catches fire alongside the most annoying horror on Earth.

Warband, led from afar by leader, disaster averter, and war leader 2: Finish off Quarken's cult.

3 hecklers: Partake in the ritual of sense and realize leaders are just trying to help you survive.

2 cultists: Become necromancers via the necronomicon.

Beldroth: Put our spearmints in a few bottles with your slobber. Those are significantly more useful as poison.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 14, 2016, 04:07:52 pm
Archon, with life advice from disaster averter, leader, and war leader (hey, it is an attack) 1: Terraform Mooney into a pit full of lava. And his rocket fuel. Got to wonder what happens when that catches fire alongside the most annoying horror on Earth.

Warband, led from afar by leader, disaster averter, and war leader 2: Finish off Quarken's cult.

3 hecklers: Partake in the ritual of sense and realize leaders are just trying to help you survive.

2 cultists: Become necromancers via the necronomicon.

Beldroth: Put our spearmints in a few bottles with your slobber. Those are significantly more useful as poison.

((But it's not COMBAT, so the battle commander doesn't help, assuming they're needed to begin with))
Create volcano: [3-4 > 4] You create a small volcanic event directly under Mooney, burning the moon thing to cinders as well as destroying it's rocket fuel. Probably a good plan, given what the bastard's been doing so far. (Mooney is dead)
Attack: [6 >reroll: 2] The warband is about to charge recklessly into battle, but the commander tells them to wait it out, saving probable losses against a cult that's about to disband anyway.
Sensetize: [2] What is this "sense" and "reason"? Are you saying shouting at authority figures isn't the way to get what we want? Blasphemy!
Necromancing: [4] They look into the secrets of life and death and discover the truths of the underworld. They look a little off kilter, but they're still able enough. (2 cultists become necromancers)
Poison: [3] The potent smell of the saliva is readily apparent even with the strong flavor of spearmint. (obviously poisoned spearmints created)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on March 14, 2016, 04:10:01 pm
Quarken's cult disbands due to their patron dying.

End of turn 18.
Big Ol' Fire (uninjured):
cult: 850 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters, 25 wealthy cultists
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood (half destroyed), somewhat clean
Diplomacy: "friend of humanity" PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors(ACTIVE): 150 eco inquisitors, 25 wealthy inquisitors, 725 inquisitors, death rays [kills user and target, double damage]

Volker-hands:
cult: 535 cultists, 200 cultists blinded for [2] turns, 150 bored cultists, 50 injured cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors: 115 inquisitors
-Val'Krete (uninjured): -1 power for [1] turn

Arcing Mist-elf:
cult (High morale): 96 cultists, 3 hecklers (negate leadership bonuses), 2 necromancers, 2 espers, 390 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured):
Additional powers: shadow teleport
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation)
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia and Florida
inquisitors (ACTIVE): 25 inquisitors, 10 catholic inquisitors
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured):
cult:422 cultists, 50 cultists (guarding), 25 marksmen, 44 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4, 1-4 have 50% chance of rerolling negative outcomes on combat)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): 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, friends with Mooney
inquisitors: 50 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): HUNGOVER FOR [1] TURN
cult (high morale): 180 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 master brawlers, 50 priests, 200 zombies, 25 summoner hillbillies (can brew high-alcohol moonshine, can summon materials), 75 homeless
Items: Stagnant orb, improvised melee weapons, plentiful moonshine, partially gathered dragonblood
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding brew [req alcohol]
Base (Grand Mausoleum): bunker, bar (now with better taste), still, grand greenhouse
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors, 90 inquisitors, 25 homeless inquisitors

---- NPC factions
Jail (hungover):  Leader #5: restricted from actions, lazy, loves casual games, good at Mario kart [Speedo]

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on March 14, 2016, 06:05:25 pm
50 injured cultists(if they are actually still on break use regular cultists instead)+ Val'Krete summon me, have Val'krete supervise them to make sure that they don't mess it up
150 bored cultists: find something to do, get something for everyone
Vol-Kriit+535 cultists+200 blind cultists: recruit
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 14, 2016, 08:11:47 pm
50 injured cultists(if they are actually still on break use regular cultists instead)+ Val'Krete summon me, have Val'krete supervise them to make sure that they don't mess it up
150 bored cultists: find something to do, get something for everyone
Vol-Kriit+535 cultists+200 blind cultists: recruit

Summon: [6] Val'krete makes sure to correct the coordinates this time and you finally get summoned. Unfortunately, it appears the guy who got you and Val'krete banished was summoned too. (summoned, summoned The Lawyer)
Spoiler (click to show/hide)
Do a thing: [2] They do a thing, but then a thing happens that undoes the thing so it really doesn't matter anymore.
Recruit: [4] You and your cultists get more people to join. It's a good thing too, you may be distracted for a bit with this lawyer messing with you. (+810 cultists)
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on March 15, 2016, 01:15:48 pm
Hondrasaan: Implode the Inquisitors' lungs.
Cult: Take cover in the new fort in case any survive. Find things lying around that you can use as weapons.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 17, 2016, 11:28:10 am
Hondrasaan: Implode the Inquisitors' lungs.
Cult: Take cover in the new fort in case any survive. Find things lying around that you can use as weapons.

MURDER: [4] You kill all of the inquisitors with ease by shutting off their ability to breathe. Needless to say, you caught them breathless. (-25 inquisitors, -10 catholic inquisitors)
COWER: [4] They take cover in the base, temporarily reducing casualties if any are taken. They grab a few pieces of rebar to defend themselves, but it's too short and too unwieldy to make a good weapon. (cult has taken cover)

Inquisitors: do a thing
[irrelevant] They can't do a thing due to their recent case of death. (inquisitors deactivated)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 19, 2016, 07:12:07 pm
Looks like a few of our players are taking a break this week, but I plan to move the turn forward on time regardless
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on March 19, 2016, 07:15:37 pm
Archon: Mind-control beasts.
Necromancers: Become liches.
3 Beasts: Search for an orb of storms.
Warband, led by leader and disaster averter 1: Loot Quarken's stuff.
3 Hecklers: Work on self-control.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 20, 2016, 12:25:46 pm
Archon: Mind-control beasts.
Necromancers: Become liches.
3 Beasts: Search for an orb of storms.
Warband, led by leader and disaster averter 1: Loot Quarken's stuff.
3 Hecklers: Work on self-control.

Beasts: [3] You mind control a bunch of beasts. Actually, not "a bunch" so much as "a few". (+100 beasts)
Lichify: [2] They are too busy kicking off the arms
Search: [5] They sniff around and smell rain. There is definitely an orb of storms in the area. (discovered orb of storms)
Loot: [2] They would, but Quarken's base was buried when all the runes he placed at the entrance exploded and buried the whole place.
Self control: [2] They don't want to.

Boredom: take hold
[5] The numbers of followers you keeping leaving with nothing to do, coupled with the massive overwork being placed on a very few is wearing heavily on morale, they demand the labor be spread more evenly, or at least they be given some sort of entertainment during the down time, or they are threatening to quit. (Boredom weighing on faction, morale down)
Title: Re: RTD horrors: apocalypse now! - game 4 running
Post by: Aslandus on March 20, 2016, 12:37:44 pm
End of turn 19.
Big Ol' Fire (uninjured): Zzzzzzzz
cult: 850 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters, 25 wealthy cultists
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood (half destroyed), somewhat clean
Diplomacy: "friend of humanity" PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors(ACTIVE): 150 eco inquisitors, 25 wealthy inquisitors, 725 inquisitors, death rays [kills user and target, double damage]

Volker-hands (uninjured): -1 physique for [2] turns
cult: 1345 cultists, 200 cultists blinded for [1] turn, 150 bored cultists, 50 injured cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors: 115 inquisitors
-Val'Krete (uninjured): -1 power for [1] turn
+The Lawyer (uninjured): -1 mindlock for [2] turns

Arcing Mist-elf:
cult (Bored): 96 cultists, 3 hecklers (negate leadership bonuses), 2 necromancers, 2 espers, 490 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, discovered Orb of Storms
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured):
Additional powers: shadow teleport
cult (TAKING COVER): 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation)
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia and Florida
inquisitors:
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured): ZZZZzzzzz
cult:422 cultists, 50 cultists (guarding), 25 marksmen, 44 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4, 1-4 have 50% chance of rerolling negative outcomes on combat)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): 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, friends with Mooney
inquisitors: 50 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): ZZzzzzzzzz
cult (high morale): 180 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 master brawlers, 50 priests, 200 zombies, 25 summoner hillbillies (can brew high-alcohol moonshine, can summon materials), 75 homeless
Items: Stagnant orb, improvised melee weapons, plentiful moonshine, partially gathered dragonblood
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding brew [req alcohol]
Base (Grand Mausoleum): bunker, bar (now with better taste), still, grand greenhouse
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors, 90 inquisitors, 25 homeless inquisitors

---- NPC factions
Jail (hungover):  Leader #5: restricted from actions, lazy, loves casual games, good at Mario kart [Speedo]

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on March 20, 2016, 02:32:52 pm
Vol-Kriit+Val-Krete: kill the lawer
200 blind cultists+ 150 bored cultists: recruit
50 injured cultists: get medical attention,no matter how long it takes
300 cultists: research a ritual that sends everything inside the circle to a different dimension
Everyone else: train with firearms, get more if we don't have enough
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on March 20, 2016, 04:08:28 pm
Hondrasaan: Recruit U.S. soliers specifically
Govt. cult: Moar govt. cult.
Pope: Work on recruiting cardinals into the cult. If they refuse, DECLARE THEM EXCOMMUNICATED ON CHARGES OF HERESY.
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcStO26U8ulv8Nu3RpeelM3VVtPqvYxro3vsbegHDYCgzdZ8jZO-Hy6Pbg)
Engineer Cult: Come out of hiding and call some exterminators. Start building farms and food storage facilities in case of siege.


((So, how does control of the Pope work exactly? Are all the Catholics my cultists now?))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 20, 2016, 10:35:15 pm
Vol-Kriit+Val-Krete: kill the lawer
200 blind cultists+ 150 bored cultists: recruit
50 injured cultists: get medical attention,no matter how long it takes
300 cultists: research a ritual that sends everything inside the circle to a different dimension
Everyone else: train with firearms, get more if we don't have enough

VENGEANCE: [2] You and Valkrete try to crush the Lawyer, but he objects and holds up the turn with a long speech about the nature of justice.
Recruit: [6] They get sympathy points by talking about their injuries, but some people think the cult is up to no good if this is how they treat their own people. (+350 cultists, +350 inquisitors)
Medicine: [6] They wait for a really long time for medicine, and finally get treated. They are stuck in the hospital for the next turn. (Cured of injuries, stuck in Hospital for [1] turn)
Ritual of discarding?: [5] They find exactly that spell. Now you can make all your trash (and people you don't like) go bye-bye. All for the cost of a little chalk to draw the ritual circle. (Discovered ritual of super banishment [req chalk])
train: [6] They train hard, but a few of them weren't paying attention during the safety instructions. (845 cultists become marksmen, -200 cultists)

Lawyer: Binding arbitration
[5] He points out your rocky relationship with humanity and causes you to lose your next action (stunned for [1] turn)

Hondrasaan: Recruit U.S. soliers specifically
Govt. cult: Moar govt. cult.
Pope: Work on recruiting cardinals into the cult. If they refuse, DECLARE THEM EXCOMMUNICATED ON CHARGES OF HERESY.
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcStO26U8ulv8Nu3RpeelM3VVtPqvYxro3vsbegHDYCgzdZ8jZO-Hy6Pbg)
Engineer Cult: Come out of hiding and call some exterminators. Start building farms and food storage facilities in case of siege.


((So, how does control of the Pope work exactly? Are all the Catholics my cultists now?))
((You would be better off just asking favors of the church than trying to recruit with him, basically cut out the middle man. For example, getting donations of something you need or declaring another player heretical and calling for a crusade against them. The religion as a whole is without number from your perspective, so they're effectively a humanity turn that you can control.))

Recruit: [1] A bunch of people named Solier from the US are really mad at you now. The government workers accidentally alienate some of their fellow governors and the pope excommunicates people. (+25 Solier inquisitors, Animosity of Alaska and Maine gained, +25 catholic inquisitors)
Exterminate: [5] They clear all the beasties out of the base. Some of your cultists seem to have taken beasts as pets. (25 engineers become beastmasters, +25 beasts, base no longer infested)
Build: [1] Dammit, they poisoned their own wells! This is terrible for a siege! (50 engineers now poisoned [2])

Humanity: cure sickness
[1] Ooops, that's the wrong medicine! (sick people now dead)
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on March 28, 2016, 12:42:43 am
You guys still here?
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 28, 2016, 02:22:54 pm
Whoops, I missed the alarm yesterday for moving the turn... Since so many people are missing their turns, I guess it's down to 3...

Oh the humanity! It's a massacre in the streets! (BOF, Speedo, and Zomboss succumb to laziness, Banana hammock now an NPC)
End of turn 20.
Volker-hands (uninjured): -1 physique for [1] turn, stunned for [1] turn
cult: 850 cultists, 845 marksmen, 150 bored cultists, 50 hospitalized cultists [1], 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors: 465 inquisitors
-Val'Krete (uninjured):
+The Lawyer (uninjured): -1 mindlock for [1] turn

Arcing Mist-elf: Zzzzzzzz
cult (Bored): 96 cultists, 3 hecklers (negate leadership bonuses), 2 necromancers, 2 espers, 490 beasts, 100 large beasts, 20 satyrs, 15 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, Necronomicon, Improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, discovered Orb of Storms
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured):
Additional powers: shadow teleport
cult (TAKING COVER): 45 skilled engineers, 25 beastmaster engineers, 25 beasts, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation)
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia and Florida, animosity of Alaska and Maine
Inquisition: 25 Solier inquisitors, 25 catholics
-Unlight: Let the light guide you!
-Pope: popular

---- NPC factions
Jail: nobody relevant

Mr. Banana hammock (uninjured): 50 cultists

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on March 31, 2016, 04:40:33 pm
I think everyone else left, but ill post my action anyway

Val'Krete: kill the lawyer
150 bored cultists: get chalk
845 marksmen: help kill the lawyer
850 cultists: recruit
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 31, 2016, 09:24:45 pm
I think everyone else left, but ill post my action anyway

Val'Krete: kill the lawyer
150 bored cultists: get chalk
845 marksmen: help kill the lawyer
850 cultists: recruit

To be honest, it's getting to the point in the semester where I might have to call a hiatus myself. I would consider giving the others a chance to come back, but they haven't even posted any sort of reason for missing turns so I just assume they've either lost interest or are too busy to even check the thread.

KILL: [2] They get filibustered by the lawyer and miss their opportunity
Chalk: [1] They get held up at the store waiting in line to buy chalk and miss their next turn. (stalled for [1] turn)
MORE KILL: [3] They manage to pop a few shots off at the lawyer between his statements. His squishy flesh yields easily, but they are only grazing shots. Sheer volume of fire still leaves him in a nasty state. (Lawyer heavily wounded)
Recruit: [6] They call people one and all to join your cause. Unfortunately some of them got the wrong address. (+850 cultists, +850 inquisitors)

Lawyer: heal yourself
[3] He staunches the bleeding and starts the healing process, but it offers him no immediate benefits. (regeneration started)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on March 31, 2016, 10:19:57 pm
Whoops, sorry about that. Ended up forgetting about this for a while.

Archon: Mind-control more beasties. Mentally gripe about the universe hating your managerial style.

100 beasts, 10 satyrs, 5 minotaurs, and 5 humans, led by leader and disaster manager 1: Jackpot! Loot the stuff of everyone who just dropped off the face of the earth.

5 cultists: Launch an internet smear campaign targeting Hondrassan.

5 cultists, advised by leader and disaster manager 2: Perform a song-and dance routine to amuse everyone.

3 hecklers: Partake in the ritual of sense, and combine the newfound logic with your old heckling ways to become constructive critics.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on March 31, 2016, 11:08:54 pm
Whoops, sorry about that. Ended up forgetting about this for a while.

Archon: Mind-control more beasties. Mentally gripe about the universe hating your managerial style.

100 beasts, 10 satyrs, 5 minotaurs, and 5 humans, led by leader and disaster manager 1: Jackpot! Loot the stuff of everyone who just dropped off the face of the earth.

5 cultists: Launch an internet smear campaign targeting Hondrassan.

5 cultists, advised by leader and disaster manager 2: Perform a song-and dance routine to amuse everyone.

3 hecklers: Partake in the ritual of sense, and combine the newfound logic with your old heckling ways to become constructive critics.

Mind control: [5] You extend your power to pull more beasties into your cult. It's nice that you think of your cult as your universe, but that doesn't really give them anything to distract themselves from their humdrum lives, as one would expect a cult to do. (+400 beasts)
Loot!: [4] They grab as much stuff as they can carry from the lost horrors' old stockpiles. With more people/pack beasts they could've brought more, but they come back with a decent haul anyway. (gained dragonblood, firearms with explosive ammo, cotton, and moonshine)
Smear: [2] They are unable to get anyone to listen to them when they say the pope is taking advice from his shadow.
Entertainment: [1-1] They try to perform a dance, but stumble and break all their legs despite the insistence of the disaster averters that they be careful. A riot breaks out over the horrible performance. The leader stops the riot, but not before the injured cultists get trampled to death. (-5 cultists)
Make sense: [1] Who needs sense when you've got dollars? They start cutting up green construction paper and tossing it around the base pretending it's money. (Green paper littering base, 3 hecklers go insane)

Boredom: take cultists
[5] The riot at the concert was the last straw for many, after weeks spending their time waiting for orders and only having 3 people go off to do things the recent 5 person per job policy is too little too late. They decide to join a book club instead. They're reading Lovecraft this week. (-75 cultists)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 03, 2016, 01:08:03 pm
End of turn 21.
Volker-hands (uninjured):
cult: 1750 cultists, 845 marksmen, 150 bored cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors: 1315 inquisitors
-Val'Krete (uninjured):
+The Lawyer (heavily injured, REGEN ACTIVE):

Arcing Mist-elf:
cult (Bored): 16 cultists, 3 insane hecklers (negate leadership bonuses), 2 necromancers, 2 espers, 490 beasts, 100 large beasts, 20 satyrs, 15 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: 2x dragonblood, Necronomicon, Improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, discovered Orb of Storms
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): Zzzzzzz
Additional powers: shadow teleport
cult (TAKING COVER): 45 skilled engineers, 25 beastmaster engineers, 25 beasts, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation)
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia and Florida, animosity of Alaska and Maine
Inquisition: 25 Solier inquisitors, 25 catholics
-Unlight: Let the light guide you!
-Pope: popular

---- NPC factions
Jail: nobody relevant

Mr. Banana hammock (uninjured): 50 cultists

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on April 03, 2016, 01:24:47 pm
Archon: Sigh. Recruit. Leader 1 should be on hand.
10 cultists, 10 satyrs, 125 beats, leader 2 & disaster manager 1: Loot more stuff.
Espers, disaster manager 2: Make good use of your ESP and give Volker's inquisitors a bunch of mental hints regarding the location of his base.
3 insane hecklers: Get counseling.
6 cultists: Research a ritual involving cats.
Title: Re: RTD horrors - game 4 running
Post by: LordBrassroast on April 03, 2016, 01:42:51 pm

Hondrasaan: Recruit US soldiers specifically.
Pope: De-inquisition the Catholics.
Cult: Un-poison the well, you dumbf***s.
Govt.: Recruit senators.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on April 03, 2016, 03:50:58 pm
Vol-Kriit+Val Krete: finish the lawer off
845 marksmen: kill the inquisitors from as far way as you can
1750 cultists: get sand and prepare the ritual of invisibility
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 03, 2016, 07:35:41 pm
Archon: Sigh. Recruit. Leader 1 should be on hand.
10 cultists, 10 satyrs, 125 beats, leader 2 & disaster manager 1: Loot more stuff.
Espers, disaster manager 2: Make good use of your ESP and give Volker's inquisitors a bunch of mental hints regarding the location of his base.
3 insane hecklers: Get counseling.
6 cultists: Research a ritual involving cats.

Recruit: [5] You get some different people to help you. They're WAY better than those OTHER jerks who deserted you over nothing. Not that you're bitter or anything.(+100 cultists)
Loot: [4] They find more stuff to haul back. Probably everything you need, though not all there is. (gained rough armor, improvised melee weapons, and Orb of Stalwart 2)
Activate inquisitors: [1-2] They accidentally told your inquisitors where your base was! Those fools! They even had Disaster manager 2 getting coffee so they couldn't help! (inquisitors activated)
Counseling: [6] They get help, and realize their whole life has been a lie! They never wanted to be hecklers! They always wanted to be a lumberjack! A. Singular. You understand their reasoning but they are now going everywhere sitting on each others shoulders and wearing a giant plaid trenchcoat. (3 insane hecklers become 1 giant lumberjack)
Research: [1] In trying to learn a ritual regarding cats, they get turned into cats. Luckily they can still talk and perform rituals, but they're gonna get squashed if they have to do any manual labor. (6 cultists turned into talking cats)


Hondrasaan: Recruit US soldiers specifically.
Pope: De-inquisition the Catholics.
Cult: Un-poison the well, you dumbf***s.
Govt.: Recruit senators.

Recruit: [1] They refuse and you call them a bunch of whiny babies. Some of the soldiers hold a grudge. (+25 soldier inquisitors)
Stop inquisition: [6] He calls on the catholic inquisitors to stop attacking you, specifically you, who lives at exactly this address in Washington DC. (-25 catholic inquisitors, inquisitors activated)
Remove poison: [6] They remove the poison, as well as all the water. Guess you're back on the city water. (wells nonfunctional)
Senators: [5] They talk to some of their buddies and convince them that you're worth giving a few favors. (gained support of North Dakota and Wisconsin) ((Wait, all recruits are supposed to be the same... whatever, I already rolled for it))

Humanity: make the water supply cleaner
[2] The plumbers keep making excuses and putting it off, so you are stuck with somewhat brown water until they get around to helping.
Vol-Kriit+Val Krete: finish the lawer off
845 marksmen: kill the inquisitors from as far way as you can
1750 cultists: get sand and prepare the ritual of invisibility

MURDER: [5] You and Valkrete splatter the lawyer all over the wall. Yeah! Muscles! Vengeance has been had, though it feels a little empty given how long you've been stuck in that thorn world. Maybe smiting thorns will give the satisfaction you seek. (Lawyer is dead)
MORE MURDER: [5] They all shoot twice then go home. (-1315 inquisitors)
Sand: [1] They go to the desert to find the best sand, but some of them get lost. (-100 cultists)
Ritual: [1] They don't have any sand, but they try the ritual anyway... Well, at least you can't see them now... (-150 cultists)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 09, 2016, 07:57:07 pm
Sorry, should've done this right after rolling the actions, but I was a bit busy this week

Banana Hammock: Resurrect the glory of the Speedo/banana hammock!
[5] Glory is had! The power of the not-thong is brought to your faction! Why is everyone backing away? (People now disturbed by presence of BH or his cultists)

End of turn 22.
Volker-hands (uninjured):
cult: 1500 cultists, 845 marksmen, 150 bored cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors:
-Val'Krete (uninjured):

Arcing Mist-elf:
cult (Bored): 110 cultists, 1 giant "lumberjack", 2 necromancers, 2 espers, 6 talking cats, 490 beasts, 100 large beasts, 20 satyrs, 15 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors (ACTIVE): 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured):
Additional powers: shadow teleport
cult (TAKING COVER): 45 skilled engineers, 25 beastmaster engineers, 25 beasts, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation), nonfunctional wells
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia, Florida, North Dakota and Wisconsin, animosity of Alaska and Maine
Inquisition (ACTIVE): 25 Solier inquisitors, 25 soldiers
-Unlight: Let the light guide you!
-Pope: popular

---- NPC factions
Jail: nobody relevant

Mr. Banana hammock (uninjured): 50 cultists, disturbing presence

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on April 09, 2016, 10:09:31 pm
Vol-Kriit+Val-Krete: recruit
500 cultists: get sand
500 cultists: get gasoline
500 cultists: get protein
845 marksmen+ 150 bored cultists:recruit
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 09, 2016, 11:07:00 pm
Vol-Kriit+Val-Krete: recruit
500 cultists: get sand
500 cultists: get gasoline
500 cultists: get protein
845 marksmen+ 150 bored cultists:recruit

I think the combined recruiting thing was originally to reduce the number of actions people were taking so I can just take them as separate...

Recruit: [5] You and valkrete go on a hiring spree and bring many more people to the cult. (+250 cultists)
Sand: [3] They find a bunch of broken glass. You already have glass, and this isn't sand! Maybe you could grind it down into sandy powder though... (acquired broken glass)
Gas: [3] They get crude oil/petroleum. This stuff needs to be refined before it can be used! (acquired petroleum)
Protein: [6] They found lots of protein. Unfortunately, most of it is still alive. (gained meat, +50 cattle inquisitors)
More Recruit: [6] They drag people back to the base and get them to join the cult. Some of them are freaked out and dedicate themselves to stopping you. (+995 cultists, +995 inquisitors)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 24, 2016, 03:06:01 pm
Missed a week, but I was a bit busy since it's the end of the semester... And two people still didn't take their actions :(

Banana Hammock: Recruit
[2] Nobody wants to join this creepy weirdo who is trying to replace the fun creepy weirdo that was here earlier

End of turn 23.
Volker-hands (uninjured):
cult: 2745 cultists, 845 marksmen, 150 bored cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: mixed PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf: Zzzz
cult (Bored): 110 cultists, 1 giant "lumberjack", 2 necromancers, 2 espers, 6 talking cats, 490 beasts, 100 large beasts, 20 satyrs, 15 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors (ACTIVE): 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): Zzzzz
Additional powers: shadow teleport
cult (TAKING COVER): 45 skilled engineers, 25 beastmaster engineers, 25 beasts, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence, Too many residences (minor beast infestation), nonfunctional wells
Diplomacy: "friend of humanity" PR (humanity's aid gained), support of president, support of Virginia, Florida, North Dakota and Wisconsin, animosity of Alaska and Maine
Inquisition (ACTIVE): 25 Solier inquisitors, 25 soldiers
-Unlight: Let the light guide you!
-Pope: popular

---- NPC factions
Jail: nobody relevant

Mr. Banana hammock (uninjured): 50 cultists, disturbing presence

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on April 24, 2016, 05:41:12 pm
(now you know how I feel. I would rejoin, but I was eliminated for inactivity. if you want, you can seize my old faction and give it to banana. after all he was a close friend of speedo, who got lazy and fell asleep.)
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on April 25, 2016, 09:53:43 am
1000 cultists: get chalk
1000 cultists: get sand
Everyone else: improve PR
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 25, 2016, 06:29:27 pm
1000 cultists: get chalk
1000 cultists: get sand
Everyone else: improve PR

Chalk: [5] They grab some fine chalk, and discover a new ritual written on the back of the box! It doesn't seem that useful, but maybe if you need a lot of cheese... (acquired chalk, discovered ritual of summon cheese [req chalk])
Sand: [1] Oh dear, that's a lot of crabs... (25 cultists eaten by crabs)
PR: [5] You and your followers put on an amusing puppet show with some puppets that are definitely not actual people. (PR double up)

(now you know how I feel. I would rejoin, but I was eliminated for inactivity. if you want, you can seize my old faction and give it to banana. after all he was a close friend of speedo, who got lazy and fell asleep.)
((I'd offer to let you rejoin the game, but at this point it would probably be faster to just let this game end and sign up for the next))
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on April 25, 2016, 07:26:31 pm
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on April 25, 2016, 09:45:29 pm
Here my horror for next game:
Spoiler: the flockmind (click to show/hide)

Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 25, 2016, 11:22:21 pm
Justice League: the new frontier? Maybe mixed with a bit of AM for the appearance...

You may have some trouble with -2 appeal since that means you're basically turning people into your inquisitors instead of cultists... And any cultists you somehow obtain will be turned into drooling monsters before getting anything done, including performing the summoning ritual...

Here my horror for next game:
Spoiler: the flockmind (click to show/hide)
Not sure if invincibility should be possible with 2 power, but maybe you can be a bit sturdier... Eh, I'll accept them both for now.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on April 26, 2016, 12:02:01 am
(edited horror,I had new ideas for some things)
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on April 26, 2016, 08:39:27 am
Justice League: the new frontier? Maybe mixed with a bit of AM for the appearance...

You may have some trouble with -2 appeal since that means you're basically turning people into your inquisitors instead of cultists... And any cultists you somehow obtain will be turned into drooling monsters before getting anything done, including performing the summoning ritual...

One, both of those are incorrect. Sorry, try again. I even left a quote in there to help you guess.

Two, hence the presence/power reduction early on while unsummoned. It allows them to stay human a bit longer, and at the same time, press the inquisitors to open the portal/find trinkets as well if only to prevent themselves from turning. Also keep in mind that most of his "Cultists" will either be men driven insane by the realization, or inquisitors turned afflicted while navigating it's lair.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 26, 2016, 03:10:27 pm
Justice League: the new frontier? Maybe mixed with a bit of AM for the appearance...

You may have some trouble with -2 appeal since that means you're basically turning people into your inquisitors instead of cultists... And any cultists you somehow obtain will be turned into drooling monsters before getting anything done, including performing the summoning ritual...

One, both of those are incorrect. Sorry, try again. I even left a quote in there to help you guess.

Two, hence the presence/power reduction early on while unsummoned. It allows them to stay human a bit longer, and at the same time, press the inquisitors to open the portal/find trinkets as well if only to prevent themselves from turning. Also keep in mind that most of his "Cultists" will either be men driven insane by the realization, or inquisitors turned afflicted while navigating it's lair.
If it's neither of those then I probably don't know it, they're the only ones I can think of.

Also, you can't really make your inquisitors do anything, they'd rather fight to the death or turn into monsters than help you, which is why it's harder to drag them into your service than normal people... Just knock off the two power points and we'll say the presence is your power since it only works on things in your chamber room...
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on April 26, 2016, 04:02:03 pm
(.... Are you telling me you have never heard of Darkest Dungeon before this point?.... I am ashamed of you aslandus, Absolutely ashamed.)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on April 26, 2016, 04:12:35 pm
(.... Are you telling me you have never heard of Darkest Dungeon before this point?.... I am ashamed of you aslandus, Absolutely ashamed.)
((Heard of it, but all I've seen is the intro cinematic and that's not there))
Title: Re: RTD horrors - game 4 running
Post by: Dustan Hache on April 26, 2016, 04:43:30 pm
(allow me to direct you to it then. Be warned, Spoilers ahead. (http://darkestdungeon.gamepedia.com/Darkest_Dungeon_(location)#Hell_is_in_the_Heart) Read the section titled "Hell is in the heart".)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on April 30, 2016, 11:13:33 pm
Archon: Mind-control the inquisitors.
Necromancers: Resurrect random people/animals.
10 cultists, leader and disaster manager 1: Perform a song-and-dance routine to amuse everyone.
20 cultists, 50 beasts, 10 satyrs, and 1 centaur scout, led by leader and disaster manager 2: Loot stuff from everyone who went to sleep.
"Lumberjack": Go chop some trees.


EDIT: By the way, I'd be perfectly fine if you declared this game a tie and moved onto the next. It seems a little unfair to the next people to hold things up like this, and my general untimeliness hasn't exactly helped.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 01, 2016, 10:28:47 am
Archon: Mind-control the inquisitors.
Necromancers: Resurrect random people/animals.
10 cultists, leader and disaster manager 1: Perform a song-and-dance routine to amuse everyone.
20 cultists, 50 beasts, 10 satyrs, and 1 centaur scout, led by leader and disaster manager 2: Loot stuff from everyone who went to sleep.
"Lumberjack": Go chop some trees.


EDIT: By the way, I'd be perfectly fine if you declared this game a tie and moved onto the next. It seems a little unfair to the next people to hold things up like this, and my general untimeliness hasn't exactly helped.
((Ironically, the game would've ended in about 3 hours if you'd left the actions unposted... well, assuming I actually updated on time this week. I'm not sure if there could be a draw since you haven't been summoned yet, but I'd need DAPARROT's consent to call it.))

Mind control: [5] Due to the small brains of the beasties, they offer no resistance to your influence. (100 beast inquisitors converted)
Resurrect: [5] They work quickly to prepare and raise extra undead. There's still not much they can do between two people. (+8 zombeasts)
Amuse: [4] They do a silly dance and everyone cheers up. (Boredom warded off for [2] turns)
Loot: [4] They drag every unique item the can find in the ruins of other people's bases back. Not much of it left. (acquired Stagnant orb, concrete, rebar)
Chop trees: [2] But Lumberjacks don't chop trees, they hang around in bars while wearing women's clothing!

Inquisitors: be rebellious
[irrelevant] They are too complacent to resist.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 01, 2016, 12:17:45 pm
Banana Hammock: Purge Mist boy already
[3] The followers of banana hammock prepare the common purging ritual, but realize they don't know Archon's language. They'll need to find someone connected to him to finish it. (Archon purge started [req traitor or inquisitor])

Unlight: Recruit
[5] The lantern's glow draws many in. (+100 cultists)

Hondraason disappears into the night.
End of turn 24.
Volker-hands (uninjured):
cult: 2720 cultists, 845 marksmen, 150 bored cultists, 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf:
cult (Bored [2]): 110 cultists, 1 giant "lumberjack", 2 necromancers, 8 zombeasts, 2 espers, 6 talking cats, 590 beasts, 100 large beasts, 20 satyrs, 15 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

---- NPC factions
Jail: nobody relevant

Mr. Banana hammock (uninjured): 50 cultists, disturbing presence, purging Archon [req traitor or inquisitor]

Unlight (uninjured): 100 cultists

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on May 01, 2016, 12:40:49 pm
2720 cultists+150 bored cultists: use the ritual of super banishment on Arcing mist-elf's base
Everyone else: guard the guys performing the ritual,stay outside the circle
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 01, 2016, 01:06:06 pm
2720 cultists+150 bored cultists: use the ritual of super banishment on Arcing mist-elf's base
Everyone else: guard the guys performing the ritual,stay outside the circle

Banish: [2] They botch the circle and will have to redraw it.
Guard: [5] They set up a watch and ensure the safety of the ritualists. (945 marksmen guarding effectively)
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on May 02, 2016, 03:50:07 pm
40 beasts, 10 cultists, and 10 saytrys, led by leader and disaster manager 1: Get an orb of Stalwart.
20 cultists, directed by leader and disaster manager 2: Do we have an orb of Stalwart? If so, summon me. If not, go get one.
10 satyrs, 5 minotaurs, 20 cultists, 100 beasts, led by battle commander 1: Go kill off banana hammock & friends.
10 satyrs, 5 minotaurs, 10 cultists, 70 beasts, led by battle commander 2: Kill off Unlight & friends.
3 centaur scouts: Dump those poisoned spearmints in Volker's water supply.
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 02, 2016, 05:48:34 pm
40 beasts, 10 cultists, and 10 saytrys, led by leader and disaster manager 1: Get an orb of Stalwart.
20 cultists, directed by leader and disaster manager 2: Do we have an orb of Stalwart? If so, summon me. If not, go get one.
10 satyrs, 5 minotaurs, 20 cultists, 100 beasts, led by battle commander 1: Go kill off banana hammock & friends.
10 satyrs, 5 minotaurs, 10 cultists, 70 beasts, led by battle commander 2: Kill off Unlight & friends.
3 centaur scouts: Dump those poisoned spearmints in Volker's water supply.

Get orb: [2] They look in the stocks and realize you already have one, so they just go out drinking.
Summon: [4] They successfully perform the long-overdue summoning. It's not as dramatic as the buildup made everyone think. (summoned, purging cancelled)
Kill banana: [5] They assault the guys trying to send you away and his cronies. They manage to kill the boss too, but his presence leaves them feeling a bit uneasy. (Banana loses 50 cultists, Banana hammock dead, 100 beasts, 5 minotaurs, 20 cultists, and 10 satyrs feel uneasy)
Kill unlight: [6 reroll> 2] The battle commander is worried about the fervor they work up, and calls off the attack.
Poison: [4] Due to being incredibly unsubtle creatures, they get shot by the guards, but manage to throw the mints into the water supply. A few people die before anyone catches on. (-3 centaur scouts, Volk loses 10 cultists)
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 06, 2016, 05:41:06 pm
Unlight: Use maddening stare on Volkriit
[1] As tempting as it would have been to turn dissolve Archon's mind-controlled army, Unlight makes the probably poor decision to push against Volk's mind. It finds the fortitude of Volkriit insurmountable, and goes mad itself. (Unlight has gone mad, roll dice to determine targets)
Unlight's cultists: Archon has not left any guards! Attack him directly!
[5] Unlight's minions however, find much more success. They tear through the thin mist that makes up Archon's form, leaving only a slightly iridescent puddle behind. Archon sees Death beckoning. (Archon is on death's door)

End of turn 25.
Volker-hands (uninjured):
cult: 2710 cultists, 150 bored cultists, 945 marksmen (guarding, no free hostile actions)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf (DYING):
cult (Bored [1]): 100 cultists, 1 giant "lumberjack", 2 necromancers, 8 zombeasts, 2 espers, 6 talking cats, 540 beasts, 100 large beasts, 20 satyrs, 20 minotaurs, 20 centaurs, 2 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband (uneasy): 100 beasts, 10 satyrs, 5 minotaurs, 20 cultists

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 100 cultists

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on May 06, 2016, 05:44:40 pm
Well... here goes.

Archon: Bargain with death.
Everyone else (including leaders, commanders, etc): Attack Volkriit.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on May 06, 2016, 06:04:22 pm
2710 cultists+150 bored cultists: try the ritual again
Vol-Kriit+Val-Krete:stay near the guards and help them defend the rest of the cult
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 06, 2016, 07:36:11 pm
Well... here goes.

Archon: Bargain with death.
Everyone else (including leaders, commanders, etc): Attack Volkriit.

Bargain: [3] You manage to convince Death to let you live for a bit longer, at the bargain price of part of your mind. You forget what the color Pturic looks like, but feel like you're back in the mortal world. (-1 power permanently, now uninjured)
Attack!: [4] They charge into battle against Volkriit, but the ludicrous amount of firepower guarding him proves too much to break through. They retreat with heavy losses, but they have survivors. (Volkriit loses 450 marksmen guards, -8 zombeasts, "lumberjack" is dead, -6 talking cats, -640 beasts, -25 satyrs, -100 large beasts, -25 minotaurs, -20 centaurs, Sharkon is dead))

((approximately 687 combat power from minions, 200 or so from subhorrors... 887 power total, I think... Weird, I thought you had more manpower than Volkriit, but I guess that's from the huge variety of units rather than actual strength...))

2710 cultists+150 bored cultists: try the ritual again
Vol-Kriit+Val-Krete:stay near the guards and help them defend the rest of the cult

Ritual: [2] They get distracted by the screaming and gunfire.
Defend: [5] You and your near-identical not-twin take up guard duty. You are ready to die before you let this cult be demolished! (Val'krete and Vol'kriit guarding well)

((How honorable, though it does mean you're exposed to direct attack if someone's feeling extra gutsy))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 07, 2016, 12:39:17 am
Unlight: Illuminate [3] Unlight's mind
[2] Though lucky enough to target itself in its madness, Unlight has trouble finding a mirror to stare into.
Unlight's cultists: Arm yeselves
[3] They manage to find some pipes and other potential bludgeoning tools, but nothing too great. (improvised weapons acquired)

End of turn 26.
Volker-hands (uninjured): GUARDING
cult: 2710 cultists, 150 bored cultists, 495 marksmen (guarding, no free hostile actions)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured): GUARDING

Arcing Mist-elf (uninjured): -1 power
cult: 100 cultists, 2 necromancers, 2 espers, 6 talking cats, 2 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband (uneasy): 5 satyrs, 20 cultists

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 100 cultists, improvised weapons

World details:
-Orb of Stalwarts 1 and 3 destroyed
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on May 07, 2016, 11:56:56 am
Archon, advised by leader and disaster manager 1: Numbers failed. Now it's time to terraform Volkriit into a volcano.
Everyone else, leader and disaster manager 2: Guard.
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on May 07, 2016, 04:24:27 pm
everyone kill archon and his cult
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 09, 2016, 10:14:23 pm
Archon, advised by leader and disaster manager 1: Numbers failed. Now it's time to terraform Volkriit into a volcano.
Everyone else, leader and disaster manager 2: Guard.

Terraform: [4] Volkriit tries to resist, but a rumbling and sharp cracking noise erupts forth as the ground around him tears apart, and lava spurts out onto him. The pain is immeasurable, the loss of consciousness is more a mercy than a curse. (Volkriit is on death's door)
Guard: [2] They decide not to.

everyone kill archon and his cult
[4] Your cronies, not noticing your failing health, charge into battle. They tear through the ranks of Archon's cult, even striking down the spirit himself. It's an absolute massacre, and though it's not without cost, Archon's cult is no more. (Archon is on death's door, Archon loses 120 cultists, 2 necromancers, 2 espers, 6 talking cats, 2 centaur scouts, 5 battle commanders, 2 leaders, 2 disaster averters and 5 satyrs, Beldroth and Scrub fish are dead, -100 marksmen, -150 cultists)

((And so, the game comes down to two dice rolls...))
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 13, 2016, 08:55:43 pm
Unlight: Illuminate [1] Volkriit's mind
[irrelevant] Volkriit isn't being afflicted with anything that Unlight can help with, so the illumination does nothing regardless of how well it works.
Unlight's cultists: Practice with weapons
[1] The training goes terribly. Dozens are dead and the instructor is confused. (-25 cultists)

End of turn 27.
Volker-hands (DYING):
cult: 2560 cultists, 150 bored cultists, 395 marksmen
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf (DYING): -1 power
cult: hundreds of shallow graves
Items: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
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], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 75 cultists, improvised weapons

World details:
-Orb of Stalwarts 1 and 3 destroyed

For conciseness, here's the rolls for not dying:
Volk: [2] Death doesn't let you leave, not even to say goodbye to your cult. You find yourself in a world free of thorny legal conundrums and annoying pools of mist. Finally, you can rest after all this chaos and death. You're sure Val'krete can deal with the fallout of your death, they're basically you anyway. (Vol'kriit is DEAD)
Archon: [2] Death informs you that this was just a clever ruse, releasing you from your earlier demise so you'd bring Volkriit down with you. You tell him that Unlight is still alive, and Death momentarily considers giving you another shot before deciding against it. You find yourself in an endless labyrinth with a steady stream of adventurers entering and near endless resources to torment them with. Time to get back to what you do best. (Archon is DEAD)

Oh dear... Well, you both get one turn to try and make the ending, so go for it... If you've got anyone left to do anything that is...
Title: Re: RTD horrors - game 4 running
Post by: FallacyofUrist on May 13, 2016, 09:11:38 pm
Well. Mutually Assured Destruction, anyone?
Title: Re: RTD horrors - game 4 running
Post by: Whisperling on May 13, 2016, 09:58:09 pm
Archon: bargain with death.
Archon: If possible, and if both Voltkritt and I are somehow alive, terraform him into another volcano.

Archon: If this is the ending, and I yet live, terraform the world into a new Maze, then retreat to a citadel somewhere within it.
Title: Re: RTD horrors - game 4 running
Post by: H4zardZ1 on May 13, 2016, 11:17:27 pm
Vol'kriit actually won: He still had the cult to set the ending. Next time, if every horror dies, the tiebreaker is the cult, but if it's the same, PR, allies then inquisitors. Feel free to modify this list... :b
Spoiler: Sheet. (click to show/hide)
Title: Re: RTD horrors - game 4 running
Post by: DAPARROT on May 14, 2016, 02:50:03 pm
Vol-Kriit:bargain with death
Marksman: shoot archon if he gets back up
Everyone else: try to revive me with the pitual
Title: Re: RTD horrors - game 4 running
Post by: crazyabe on May 14, 2016, 03:19:22 pm
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 14, 2016, 05:16:03 pm
Archon: bargain with death.
Archon: If possible, and if both Voltkritt and I are somehow alive, terraform him into another volcano.

Archon: If this is the ending, and I yet live, terraform the world into a new Maze, then retreat to a citadel somewhere within it.

Bargain: [already rolled] You remain dead
If if if if if if if [no roll] No conditional actions, and you only get the one action personally.

Vol-Kriit:bargain with death
Marksman: shoot archon if he gets back up
Everyone else: try to revive me with the pitual

Bargain: [already rolled] You also remain dead.
SHOOT: [irrelevant] He stays dead.
Make a wish: [4] They make a wish in the pitual and a new you emerges! Well, he looks like you, sounds like you, and acts like you, but you still feel very dead. He seamlessly slips into your place and nobody is any the wiser. (Volkreet appears)
Spoiler: Volkreet (click to show/hide)

Vol'kriit actually won: He still had the cult to set the ending. Next time, if every horror dies, the tiebreaker is the cult, but if it's the same, PR, allies then inquisitors. Feel free to modify this list... :b
Spoiler: Sheet. (click to show/hide)
Maybe, but then it wouldn't be fair to the people that died earlier that just had their cult vanish into thin air. While the cult "living on" in secret might be part of the flavor making it gameplay relevant doesn't work that well with the revised rules.

Make sure you say what sort of thing you're trying to summon/create when you use your abilities, I can't guarantee you'll get anything useful if you don't... Also, you seem to have 3 abilities that only work on mortals, so I can already tell that's gonna be a fun argument in the next game...
Title: Re: RTD horrors - game 4 running
Post by: Aslandus on May 22, 2016, 12:44:33 am
Vol-Kreet snatches up the materials and spells from Archon's base much like he stole all aspects of Vol-kriit's life right out from under him (that is, with very little say in the matter as his cultists do the whole thing themselves). He hides away in a secluded area far from normal society where he won't be disturbed while he toys with the mortal world from afar. With no other equally powerful beings to stand against him, he has little trouble changing the world as he wills it, smoothed of all edges and all moving at his command. Unlight tries again and again without success to cure his insanity while his cult prepares for the inevitable final confrontation.

It's no contest. Volkreet has far more manpower, technology, and training on his side, plus a significantly stronger personage. Unlight's cult is wiped out and Unlight itself is turned into a fixture, babbling incomprehensibly while curing random people of psychological ailments as they pass. With no further use for them, Vol-kreet disbands the cult, allowing the members to divide up the loot as they wish and spends the rest of his days as the overlord of Earth. Not too bad for a being that stole his position from much worthier horrors at the last possible second.

Some horrors live on in stories told by their former followers. Others fade into obscurity as history moves forward. Hence nothing remains but our regrets.

END OF GAME 4.

OFF REFERENCES MADE: 1

GAME 5 COMING SOON.
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Mihari Novasteele on June 16, 2016, 04:12:14 am
My horror, warning, very wordy; also this is my first RTD
[spoiler]
Name : Novalord
Abilities  : (from my understanding its 5 points spread between whatever ability you want; ex, 1 point in telekinesis (weak-ish) 4 in pericognition, an ability that is a relative of post- and pre-cognition
that allows one to understand what is happening in the now (very strong))
so my build for abilities would be :

1 Point in Mind manipulation (memory and thought manipulation, as in memory obscuring (hard to remember something) or "replacing" memories (covering them with fakes; its still there though) or illusions that affect the mind, eg; sight, smell, emotions, state of mind (rage, grief, insanity, etc..) and other "manipulations" , not "total" mind control, just manipulation, it can also be used with more subtle things such as convincing humans to join my cult or give the other horrors' cults have nightmares. can be weakened for balance
Effect : Better at getting more followers, Lower chance to get inquisitors, can (possibly, such as rolling a 5, turn other horrors cultists into your own, incites anger of said cultists on bad rolls)

3 pericognition (Able to tell what is happening in a large radius around myself but decreasing in clarity the farther away I get, also only 1/10 the power when not summoned and it would be focused on my cult. My radius when summoned would be, (1 meter (can see skin cells) 10 meters (can see very tiny things) 100 meters for detailed (can see a thread), 1km (can see large beetles), 10km (human level vision, as in can read road signs etc) 100km (blurry, can see large  things such as : Buildings, mountains, 100 meter abominations, etc...)) can also incorporate hearing but at smaller ranges (whispers within 100 meters, normal voices 1km, shouting 5km). Weakens when things are in the way, such as buildings or mountains.
Effect : Can detect approaching dangers, such as abominations or inquisitors, can understand things better when in close range, such as why artifacts do what they do or how to make more of them (within reason)
Note : can be weakened or strengthened depending on balance. I am also willing to lose a skill point to get this if need be.

1 Point in Eldritch Energy Manipulation, this allows for better delicacy and also (limited) sensing of said Eldritch energy, such as sensing other eldritch horrors. This works like so (they're on that half of the planet (on the same planet), they're in a country somewhere around here (500 km), they're around here (100km), they're in the same general area (10km))
Manipulation allows more control, (slightly) less power needed for doing things that require a bit more delicacy such as weaving illusions or reading minds with a lower chance of them realizing it; basically get a +1 to rolls that require manipulation of energy in delicate ways, possibly a -1 when I roll a 6 with delicacy being able to fix it (make it a 5 or a 4, depending on balance)
Note : Sensing can be dropped if it does not balance.

Appearance :
A 2.5 meter tall, hooded figure with "face" hidden in the shadows, all you can see 5 Red, glowing slits, and sharp, gleaming, fangs
Your hooded robe is constantly shifting patterns, it emits a malignant miasma and you can faintly hear wails, such as those of tortured souls
Your "hands" have sharp, pointed, digits; claws really
Your visible "skin" is an empty, void black, you can faintly see some pinpricks of light; stars perhaps

Homeworld :
A desolate plane of existence where beings of great power once fought, killing each other but in the process they destroyed most of said plane.
You were never the strongest but you survived, named after a being long gone; a legend you will probably not live up to, you survived.
As the rest of your home dimension collapsed around you, you finished your ritual, a portal to another plane, a means of an end to escape destruction.

Stats :
Presence : 1, being around you for long periods of time makes mortals a bit more resistant to others mental manipulation, but more suseptable to your own; this also has the affectof making their eyes turn darker, eventually turning them totally red (eyes, not the whole body). Their skin also turns darker, like yours.
Mindlock : 1, you have always been a bit resistant to others powers
Power : 2, you have been a bit more powerful than average, but not by much.
Physique : 1, you have made sure to keep in shape, but your're pretty average
Appeal : 0, You were never really noticed and nobody really liked you anyway, so you learned to hide in the shadows
[spoiler]
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Aslandus on June 16, 2016, 07:21:37 pm
My horror, warning, very wordy; also this is my first RTD
Spoiler (click to show/hide)
There's no point spreading between abilities, all the abilities have the same power denoted by your power stat... It's a bit less detailed, but it keeps things simpler, especially given how complex the game gets... Also, abilities can't modify dice rolls or recruiting, because we have separate stats for that...
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Aslandus on June 16, 2016, 07:47:52 pm
While my mind's on it, I'll put a definite date on game 5 since it's been a month or so with only "soon"... Let's go with next Wednesday, June 22...
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: TheBiggerFish on June 16, 2016, 07:54:13 pm
A Giant Ball Of Energy (GBOE)

Powers:If it can be done by a massive amount of energy, the GBOE can do it.  Or a small amount of energy, even.

Like manipulating braaaains.

Presence : 0
Mindlock : 0
Power : 5
Physique : Incorporeal
Appeal : 0
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Whisperling on June 16, 2016, 08:39:54 pm
Will I remain active this time? Who knows!


This guy is wacky, much more so than Archon. I figure he does basically nothing useful until he gets to earth, then he abandons the cult stuff altogether and uses his four presence abilities to become a one-man army.

Spoiler: Sheet (click to show/hide)
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Aslandus on June 16, 2016, 10:31:12 pm
A Giant Ball Of Energy (GBOE)

Powers:If it can be done by a massive amount of energy, the GBOE can do it.  Or a small amount of energy, even.

Like manipulating braaaains.

Presence : 0
Mindlock : 0
Power : 5
Physique : Incorporeal
Appeal : 0
"Incorporeal" still counts as 0 for physique, you can't make yourself invincible for free by saying physical objects just pass through you. Also, you should be more specific with your powers, otherwise I'll just say no to most of the stuff you try to do because I don't want to look up obscure phenomena of particle physics.

Will I remain active this time? Who knows!


This guy is wacky, much more so than Archon. I figure he does basically nothing useful until he gets to earth, then he abandons the cult stuff altogether and uses his four presence abilities to become a one-man army.

Spoiler: Sheet (click to show/hide)
This one's gonna be fun, I can already tell...
Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Mihari Novasteele on June 17, 2016, 12:18:02 am
I apologize, I misinterpreted.
Please Remove my char.

Title: Re: RTD horrors - game 4 ended. signup for game 5 open.
Post by: Aslandus on June 20, 2016, 12:28:10 am
I apologize, I misinterpreted.
Please Remove my char.
You can still play, I can just modify the character to fit the rules and you'll be fine to hop in...
Title: Re: RTD horrors - Game 5 running.
Post by: Aslandus on June 24, 2016, 04:15:36 pm
Game 5 Start

Horrors:
Spoiler: John Smith (click to show/hide)
Spoiler: Hell fish (click to show/hide)
Spoiler: Heart (click to show/hide)
Spoiler: Flock (click to show/hide)
Spoiler: Shadowmage (click to show/hide)
Spoiler: Nex (click to show/hide)
Spoiler: GBOE (click to show/hide)
Spoiler: Paradox (click to show/hide)
Title: Re: RTD horrors - Game 5 running.
Post by: FallacyofUrist on June 24, 2016, 05:18:45 pm
"All right then... time to use my charisma!"

John Smith recruits generic people to join his "social group".
Title: Re: RTD horrors - Game 5 running.
Post by: crazyabe on June 24, 2016, 05:29:21 pm
I Poke at People's Brains till they Start me a Cult.
Title: Re: RTD horrors - Game 5 running.
Post by: Whisperling on June 24, 2016, 06:48:46 pm
Recruit.
Title: Re: RTD horrors - Game 5 running.
Post by: DAPARROT on June 24, 2016, 09:46:23 pm
Recruit
Title: Re: RTD horrors - Game 5 running.
Post by: H4zardZ1 on June 25, 2016, 01:46:29 am
(re?)cruit
Title: Re: RTD horrors - Game 5 running.
Post by: Aslandus on June 27, 2016, 12:32:07 am
"All right then... time to use my charisma!"

John Smith recruits generic people to join his "social group".
[1] While you are a likable guy, it seems you picked the wrong neighborhood to call. (+25 inquisitors)

I Poke at People's Brains till they Start me a Cult.
[4] A few people start following your will for some reason, presumably some kind of death wish (+50 cultists)

Recruit.
[1] You accidentally revealed that you had destroyed a universe and the people you tried to recruit start working to keep you away (+25 inquisitors)

Recruit
[1] You screech at mortals with your shrillest seagull shriek. For some reason they get upset. (+25 inquisitors)

(re?)cruit
[6] You draw humans into your psychic embrace. Some resist. (+50 cultists, +25 inquisitors)
Title: Re: RTD horrors - Game 5 running.
Post by: Whisperling on June 27, 2016, 12:38:19 am
Keep recruiting.
Title: Re: RTD horrors - Game 5 running.
Post by: crazyabe on June 27, 2016, 11:15:47 am
Everyone Recruit!
Title: Re: RTD horrors - Game 5 running.
Post by: DAPARROT on June 27, 2016, 12:49:59 pm
Recruit again
Title: Re: RTD horrors - Game 5 running.
Post by: H4zardZ1 on June 28, 2016, 05:45:02 am
Recruit again
Title: Re: RTD horrors - Game 5 running.
Post by: Evonix on July 06, 2016, 10:20:01 pm
Missed the start, probably for the best as parts of my computer melted, how much is unclear
Title: Re: RTD horrors - Game 5 running.
Post by: Dustan Hache on July 06, 2016, 10:21:45 pm
Recruit twice as hard to make up for missing the first turn!
Title: Re: RTD horrors - Game 5 running.
Post by: Aslandus on July 22, 2016, 07:05:29 pm
Sorry guys, I think it's about time to cancel the game altogether. I don't come on Bay12 very often any more, so DMing isn't as viable or appealing as it used to be and I haven't updated for almost a month... If someone else wants to take up the role, best luck to you, but I don't think I'll be able to maintain any sort of schedule myself.
Title: Re: RTD horrors
Post by: TheBiggerFish on August 14, 2016, 09:16:39 pm
:(
*hugs*