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:
You must make an eldritch horror, any type you like, they can be terrifying and want to destroy the universe or actually be a nice guy stuck in another world, but the rules remain the same. You can use powers at reduced strength or recruit cultists, but that is the extent to which you can impact the world until you are summoned, or the cascade begins. Your objective is to get to Earth and prevent other horrors from doing the same, or kill them if they get there. The rules otherwise are generally flexible to allow for whatever actions the players choose to take.
However, all actions must be made definitively, ie you can't make an action that changes based on how another dice roll goes. You're allowed to take actions that rely on the success of another to succeed, but it is a risk taken for the benefit of speed. Conditional actions are forbidden.
Rolls:
For those newer to RTD:
1 = epic failure (you poor bastard, your action fails and something bad happens to you)
2 = failure (your action fails, but you don't lose any more than your turn)
3 = partial success (your action works, just not as well as you wanted)
4 = success (You succeed at your action, to the extent of your ability)
5 = epic success (You succeed beyond all expectations, the benefits of your action are greater than your ability would otherwise allow)
6 = overshot (You succeed to such an extent that something bad happens as a result)
Making a horror:
Customizing:
Things that don't have to do with dice rolling directly...
Name: (word salad if you feel like it, but try to make it pronounceable)
Abilities: (What you can do as an eldritch horror, don't give yourself more than 5 for simplicity. You can't take abilities that increase your stats (permanently, short term boosts are ok) or exempt you from other rules, for balance reasons, but most anything else is fair game.)
Appearance: (What do you look like, including things like your size and physical traits, as well as general body shape)
Homeworld: (describe where you come from, and perhaps why you want to invade the human world)
Skills:
An eldritch horror has a few parts, you have 5 points to put into them, just to get an idea of where your strengths lie (1=average, 0 = bad, >1 = good):
-Malignant Presence: (The higher this is, the worse stronger the consequences there are for mortals looking at you or being in your presence. ie: turning into pillars of salt, mutating into fish people, going insane, rising from the dead, etc. Also affects how strong your cultists are compared to normal humans after you're summoned. Important after being summoned, not so much before) edit: changed for more versatility
-Mindlock: (Less affected by other horrors' power, pretty important unless you want someone else to be king horror)
-Power: (ability to use your abilities, especially important as this is the only way to manipulate the world before you are summoned)
-Physique: (Your physical body's strength, important once you are summoned, not so much before)
-Appeal: (General rating of how much humans will like you. Doesn't necessarily mean you are "good", but just that you're popular and less likely to get nuked when the summoning completes)
Standard RTD rolls determine outcomes of things, but, for example, if a weakling horror tries to maul a strong horror, they won't do nearly as much damage as a strong horror attacking a frail one.
The game ends when:
1) there is a winner:
Someone has been summoned and all other eldritch have been killed or sealed out of the human world. Summoning involves an Orb of Stalwart (artifact from the before time, only 5 are known to exist), dragon blood (not from an actual dragon, it's nectar from a rare plant), and a summoning circle spelling out "Welcome to Earth, *insert name here*" in your native language, which only your cult members and you know. Being summoned is the only way to win, but it also opens you up to being killed.
Preventing others from being summoned requires you either kill the horror's entire cult (can't make the summoning circle), destroy all the orbs of Stalwart (after being summoned yourself of course), or altering the world to make cultivating dragon blood impossible (again, after being summoned yourself unless you plan to cause the cascade). A horror who has already been summoned can be killed, either by another horror, or by humans if they haven't invested enough in physique and aren't well liked. A dead horror loses the game, no takebacks, no resurrection, and they don't get to take part in a tie.
2)The cascade completes
The cascade is an end of the world ritual, as long as Folston remains intact it can be performed by any cult at any time. It will summon all living horrors to Folston and they will be locked in conflict forever, effectively making the game a tie. The ritual is complicated but doesn't require the artifacts, so there is time to stop it from being performed if there's only one or two cults trying it, but it is the only way to win for horrors that still have cults, but the other components of summoning are destroyed.
-After the cascade there will be three rounds to duke it out and try to kill each other before it is declared a draw, at which point all living horrors are locked in a stalemate for all time (effectively a tie if you can't kill everyone else before time runs out).
-All living horrors includes those that can't be summoned, even if their cult is gone.
-The city of Folston can be destroyed by the combined power of three horrors all but one horror, if three horrors all players-1 are on Earth at once the cascade is made impossible.
3) The apocalypse is defeated
When over half the players have been killed or otherwise removed from the game, the remaining players can seek out a big boss to bring about an apocalypse. The power of the boss(es) will likely be higher than that of any individual player, or anything else encountered in the game, but it shouldn't be insurmountable if you can work as a team (and not fail every dice roll). Averting the apocalypse counts as a win for everyone still playing.
Anyone want to play? I'll accept as many as are willing to play.
Edit: Stuff that's been added:
-All Horrors have the innate ability to "whisper into the minds of mortals," intended so they can recruit cultists even if they're not a very mind-centric horror.
-Inquisitors: anti-cultists, they work to stop your plans and on some rolls their presence can make your results worse. When they become active they get a turn directly after the horror they are fighting and will take actions to try to prevent their summoning and influence. They have the same approximate recruitment regardless of your appeal.
-Purging: The most lethal thing that can happen outside of death. The ritual has to be done by inquisitors with the help of an already summoned horror, and it will cause an unsummoned horror to lose all influence on the world, they cannot recruit cultists themselves nor can they use their power unless they are summoned (does not prevent being summoned). Having this happen when you have no cultists is essentially game over, though if someone else begins the cascade you may still have a chance.
-Chosen: cultists upgraded by exposure to their horror's power to the point that they can now use some of it themselves (can only be created after summoning)
-Transformations are allowed, but you need to tell everyone before the game starts that your horror can/will transform at some point. The exact conditions of the transformation and what you turn into can be kept between me and you (via pm) but everyone needs to know that you will transform and what will trigger it (ritual, time, eating a certain number of cultists, whatever). This particular thing must be approved by me (or whoever the GM is if I decide to stop hosting it) before you can use it, and I reserve the right to adjust things if I find it unfair.
-Attacks and theft are done as actions, with a standard dice roll. Having a base and having cultists ordered to guard something protects you and your stuff from being attacked or stolen, with the base and guards taking the hit for you or keeping out potential thieves (disclaimer: a strong/critically successful attack or theft can bypass defenses that aren't also critically successful in being set up).
-Mercy save: Unless the attacker has overwhelming force you won't die instantly from being attacked, you'll merely have mortal wounds from which you can be finished off or bleed out if not healed
-You can barter with death for one turn after dying, failing at this or choosing not to (depending on how big the game is) results in your cult being dissolved and you staying dead, while succeeding returns you to life... At least, to the extent that you succeed (http://tvtropes.org/pmwiki/pmwiki.php/Main/CameBackWrong) at the roll...
-Apocalypse: you can opt into a "hard" final boss by summoning the end of the world in some way. Beating it results in victory for everyone who's still in the game, but failure results in an ending worse than a double-fatality. You can't opt in until at least half the horrors playing have died.
-Conditional actions are not going to be used. If you say "if" or have multiple possible actions for a single group depending on other rolls, the first possibility will always be chosen regardless of the outcome (ie if you have one person acquire a baseball and have a second person throw the baseball if it's acquired, then even if you fail the first roll the second person will still try to throw the nonexistent baseball)
Waitlist:
Name: John Smith.
Abilities:
Is a Human(albeit one banished to an eldritch dimension): As such, will be treated like a human, won't be effected by rituals that effect only horrors...(except the summoning ritual).
Doctorate Degree In Logic: Is very, very good at using logic to persuade people and horrors to do things and whatnot.
But Politics, My Friends: The president of the united states owes him a big favor.
Friends In Low Places: And so does the leader of the American mafia.
Cult of Personality: His cultists are resistant to attempts to degrade their morale... and they're not going to turn against him easily.
Appearance: An adult human male in a tuxedo.
Homeworld: Planet Earth.
Stats:
Presence: 0. He's human.
Mindlock: -1. He's human.
Power: 0. He's human.
Physique: -1. He's human.
Appeal: 7. He basically has a cult of personality. He's just that good.
Name:Urgnulaftnus's of the Styx
Abilities:
Conquest- Imbues Followers with the ability to Dominate all you see, with both Physical and Mental superiority.
War- Imbues Followers with the ability to Cut down all enemies with Blood and Blade
Famine- Imbues Followers with the ability to Wrap others in Shadow and Chill them to the bone.
Pestilence- Imbues Followers with the ability to Cripple enemies to the cell, corrupting both Body and Soul.
Death- Imbues Followers with the ability to Burn Souls to ash, and Puppet the corpses.
Appearance: A fish-man, 3 meters in height. His chromatic scales change to different shades of purple and red. Wears no clothing, save a loincloth and jewelry on his arms and neck, and a crown, fitted to his head. Has grown 5 black horns on his head, and talons on his fingers and toes, along with eyes which are fiery and serpent-like.
Homeworld: The Styx, formally Atlantis, before it sank and became corrupted. It is now deep in the Atlantic Ocean.
Goal: Corrupt the world just like how his land was corrupted.
Presence: 0 (Godzilla and The Pacific Rim have desensitized humanity to monsters of similar appearance.)
Mindlock: 2 (Massive amounts of brainwashing tends to get in the way of brainwashing)
Power: 3 (The Powers of Hell are strong, indeed.)
Physique: 0 (Rather unspectacular by abomination standards)
Appeal: 0 (His plans appeal to no one. Not even to himself.)
Name: The Heart
Abilities: Inversed summon (Summoning instead links the summoning point to the core, allowing access to the brave and foolish that would try to destroy it. However, power and presence are significantly reduced[-3] without a opened summoning point, making it a risk vs reward situation.)
Immobile (self explanatory, since it's.. well, a heart at the center of the world.)
Twisting Revelations (without strong mindlock or special trinkets[to be distributed by the GM at will], any who enter the domain to attack it must resist a roll each turn or become Afflicted. Afflicted may harm their allies, and if left untreated may turn into eldritch minions or madmen.)
Appearance: A heart, crossed with tentacles with a twisted head mounted on one side. The "Room" it occupies is also a part of it, and is quite fleshy.
Homeworld: The Center of the Earth. No seriously, it is the center of the earth.
Stats:
Presence: 3 (Knowledge of it's existence alone is enough to start transforming normal people into insane followers and fleshy horrors.)
Mindlock: 1 (it's a heart, so it doesn't possess much in the way brainpower. this is to it's advantage.)
Power: 2 (but ONLY in it's little "Room". It can't move, making it unlikely to use it's powers outside of it's domain, but then again it doesn't really need to.)
Physique: 1 (The flesh can be reshaped, remade! and it's own is no exception!)
Appeal: -2 (most of his cultists come from the fact that simply knowing about it slowly corrupts them into eldritch minions or Madmen. and most people don't like that. Thankfully, there are some trinkets that can slow, or possibly stop it's corruptive influence because this is not the first time It has appeared.)
Name: the flockmind
Description: appears as a cloud of smoke or mist that takes on many birdlike shapes,is a combination of many bird souls
Home plane: the afterlife,as it is made up of the souls of many birds
Stats:
Presence:1
Mindlock:0
Power:2
Appeal:1
Physique:1
Abilities:
The great flock: nearby birds will surround the flockmind,acting as its body. The flockmind requires its flock to survive once summoned,and a low amount of birds will cause injury,which is healed by adding more birds
Call of the flock: birds from a wide area around the flockmind come to join it
Name: Shadocra
Appearance: A mage seemingly covered by a robe made from shadow.
Homeworld: A world full of mages.
Abilities: Shadow of Fear(Presence Ability): A kind of shadow covers Shadowcra that inflicts fear to any non-cult that isn't himself(except for anyone that somehow mind controlled him) in a semi-large radius. The symptoms are: Paranoia, fear from darkness, uncontrollable twitching, and in extreme cases, insanity from fear and death from heart attack. This effect is weakened by any kind of light.
Shadow Cloud: Covers an area in a dark cloud, almost completely covering the area from sunlight.
Crush Light: Damages(or kills, if it was weak enough) any life-based light and short electric-based light, but magic and fire(or heat)-based light will simply turn off for a very short time(unless the magic is weak)
Skills:
Presence:3(Enough to throw people to insanity from fear at a short time if it goes well enough)
Mindlock:1(His mind is empowered with his own presence power)
Power:1(Even with that powerful presence, he still had some power left to use)
Physique:0(He's just a weak dude physically)
Appeal:0(Who likes someone that is covered with shadows?)
Name: Mentalis Nex
Abilities:
1) Banishment: Sends a (large Number of) Mortal to the Endless Void he is/was Trapped in.
2) Transmografication: Summons/Sends Something From the Endless Void he is/was Trapped in.
3) Eldrtich Mind Fuck: By Forcing Mortals to Relive the Time he spent in Trapped he Drives them Irreversibly Insane.
4) E-Bay = Eldritch-Bay: By gaining Access to the internet he can Trade Things Around for more... Eldritch Items.
5) Mass Mental Warfare: By gaining Eye contact with any number of Mortals he can Enslave them to his Will.
Appearance: A Long Eye covered Chunk of Flesh, He has three Tentacals near the Top of his mass
Homeworld: He cant remember his original Homeworld, But he Considers the Endless Void Mortals Banished him to 96.32 Million years ago His "Real" Home world.
Presence: 0
-Mindlock: 0
-Power: 5
-Physique: 0
-Appeal: 0
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 :
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 : Illusions
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.
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
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
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 : 0
Appeal : 0
Name: Paradox
Abilities:
Annihilator: Things he touches have a tendency to just... disappear. Not even Paradox knows exactly how this works, but it is effective all the same.
Mind-Breaker: His presence alone can break the mind of almost any thinking being. Smaller ones shatter instantly, but it might take a little while to work on those with more mental prowess, like horrors.
Space-Breaker: Paradox shatters the surrounding space merely by existing. If possible, this will play out in a way that benefits him (making a bullet meant for him go who-knows-where, for instance), but is simply reflexive otherwise.
Time-Breaker: Time around him seems to move exactly as long as he needs it to. The five-second timer on a bomb could last five minutes, a fleeing enemy could take ten days to get away... effects are infinite and often absurd.
Appearance: A featureless humanoid made of blue energy.
Homeworld: A world which was torn apart by his very existence. Fortunately for the earthlings, this universe seems to be a lot less fragile.
Presence: 5
Mindlock: 0
Power: 0
Physique: 0
Appeal: 0
Game index:
Game 1 (http://www.bay12forums.com/smf/index.php?topic=149212.msg6089551#msg6089551)
Game 2 (http://www.bay12forums.com/smf/index.php?topic=149212.msg6117350#msg6117350)
Game 3 (http://www.bay12forums.com/smf/index.php?topic=149212.msg6174198#msg6174198)
Game 4 (http://www.bay12forums.com/smf/index.php?topic=149212.msg6640459#msg6640459)
Game 5 (http://www.bay12forums.com/smf/index.php?topic=149212.msg7062885#msg7062885)
Now featuring a second game (http://www.bay12forums.com/smf/index.php?topic=154384.0) run by Evonix
Name: Big Dog (that's the name in his native language, actually, and he finds it ideal - his cultists keep trying to think of one that sticks, though)
Abilities:
- The presence of Big Dog fills his followers with fascinating visions and sounds of the Ideal Plane, motivating them to tranquil, efficient behavior.
- He is slightly difficult to explain on most fronts.
- He speaks to the mind, on a deeper level than some would expect.
Appearance: a flowering dandelion planted in a flowerpot of deepest, darkest black, with perpetually damp soil that smells a little like sliced intestines. The dandelion is, for all intents and purposes, perfectly normal-looking otherwise, even in size, though if one listens in, one can hear alien harmonies softly playing from out of its leaves, enticing humans to do its bidding. The pot and the plant in it both shuffle around occasionally, and it looks a lot like stop motion animation when it does.
Homeworld: the Ideal Plane, where all things are polished and sing of eternal life, where everything is neat and ordered, where no filth is allowed to prosper. Big Dog was refused soil to live in, and this made him deeply unhappy with his lot in life, so he refused to sing in the great chamber of echoes that is the Ideal Plane, and instead took root in the minds of mortals, and now seeks to make them create a proper receptacle for his presence.
Skills:
- Presence: 1
- Mindlock: 0
- Power: 0
- Physique: 2
- Appeal: 2
Name: The keeper
Abilities: -His presence inspires those who see him to tell and face their darkest their greatest secrets. Cultists are merely filled with a sense of tranquility
-Silence: snaps his tome shut to silence a target, preventing any form of communication
-Raise skeletons
-Imbue knowledge: give a certain knowledge to a target
-Extract knowledge: for when someone would dare withhold information
Appearance: From the outside it looks like a 3 meter tall creature, very fat, wearing a monks robe with cowl. From underneath the cowl, only a silver mask in the form of lizard's face can be seen. Underneath the robe he is in fact an amalgamation of hundreds of skeletons of all species, some defying explenation. The true center is a single reptilian skull. He always carries a large tome, filled with forbidden knowledge.
Homeworld: The library world of Dun'Tspiik, where he has hoarded knowledge and stories for as long as he has existed. But along it's endless ivory bookcases, there is always room for more
-Malignant Presence: 2
-Mindlock: 1
-Power: 1
-Physique: 0
-Appeal: 1
Name: Brok the strong
Abilities: Enrage and empower the beasts of the world
Cause earthquakes and volcanic eruptions
Create weapons
Appearance: An huge and absurdly muscular humanoid crocodile. Its skin resembles stone and is covered in spikes. It has six arms, and in each arm it carries a large hammer. It has a long tail with an axe blade on the end.
Homeworld: An inhospitable world of constant war. The gravity is crushing, the heat is unbearable, and the only available resource is the blood of your enemies.
Presence: 1
Mindlock: 0
Power: 2
Physique: 2
Appeal: 0
We just post a new character sheet, right?
Name: Nightmare
Abilities:
- Evil dreams: The presence of the personification of dreams gone wrong causes those not of her cult to be overcome with fear, and those of her cult start to take on the features of one of the night (slit eyes/fangs, acuter hearing) and become more nocturnal.
- Bearer of the Moon: Nightmare can at the very least influence the orbit of the Moon around the planet, causing the associated effects (eclipses, messed up tides)
- Regent of the Night: Nightmare holds some sway over the minds of night (nocturnal) creatures.
Appearance: A huge mare of midnight black, with red slit eyes gazing out like burning embers of a long smoldering fire. The air noticeably chills in her presence.
Homeworld: The Plane of Myth, she was cast out from the team that would pull the Sun's chariot across the sky, and swore that she would attain revenge in the form of eternal night, in this world or another.
Skills:
- Presence: 3 Such a powerful force commands a very great presence
- Mindlock: 1 The Nightmare is stalwart in her goals
- Power: 0 Out of all the moons in this universe, it takes the concentration of being on the planet itself to have much effect
- Physique : 1 A strong physique has been attained from years of labour pulling the sun chariot
- Appeal : 0 Only the craziest cultist will wish for eternal night.
Will this work?
Name: Carl Yelvin
Abilities:
- He can Summon Hordes of Fantasy Monsters to aid himself and his Followers
- He can Turn Electronics and Pop Culture Memorabilia into Spell Components, Golems, Medieval Weaponry, and so on and so on...
- He can Singlehandedly Pwn Pretty Much anybody in a Video Gaming Contest
- He can Strike Fear into those of the opposite Gender and Rage into those who are skilled in Athletic Sports
Appearance: He's a Very Typical Basement Dwelling Nerd wearing a Cloak and wielding a Golden Staff, Albeit, He's roughly 30 feet tall, But nontheless...
Homeworld: He was once a resident of Earth but then he was caught in a summoning ritual gone wrong and was sentenced to The Land Of Fables for several Hundred Thousand Years and slowly began to absorb the Dimension's Power and Now wants to travel back to Earth to catch up on Pop-Culture, Along with getting his Well-Deserved Revenge against the Jerks that once Mocked Him!
Malignant Presence: 1 (He slowly turns his Cultists into Fantasy Monsters along with giving them Magical Powers)
-Mindlock: 1 (He is Set in his Goals and won't break easily)
-Power: 1 (He absorbed quite a Lot of Power...)
-Physique: 0 (He still has only the Comparative Strength of a Stereotypical Nerd, despite being Giant)
-Appeal: 2 (He is very good at recruiting fellow Nerds, Gamers, and Geeks to Aid Him)
Name: The Plague Doctor
Abilities:
* The Plague Doctor can spread disease upon Man.
* The Plague Doctor can excrete liquid poison, acid, and other things lethal to Man.
* The Plague Doctor can reanimate those who died of disease.
* The Plague Doctor can turn all organic matter in reanimated corpses into liquid poison, acid, and other things lethal to Man.
Appearance: The Plague doctor is a 7 foot tall humanoid made out of tar with a large torso, gangly limbs, and, instead of a neck or head, there is a Plague Doctor mask. He also has massive shadowy wings which are much, much larger than needed for flight.
Homeworld: The Plague Doctor is an aspect of Death, Decay, Old Age and other such ideas. The Plague Doctor exists from the fear such ideas, and exists (In pieces) inside everyone who fears such ideas and thus has no homeworld. The only purpose of The Plague Doctor is to destroy anything that fears those ideas or have the possibility to fear those ideas.
Skills:
* Presence: 0 I do not care about the pawns, only what they can do and are doing.
* Mindlock: 2 I will not rest until this world is naught but an ocean of acid.
* Power: 2 I am death. I am poison. I am disease itself.
* Physique: 1 Fear strengthens me, and that is sufficient.
* Appeal: 0 None wish for death but the depraved and depressed.
oh god this is such a bad idea
Name: The Mad Matron
Abilities:
* She can summon manifestations of your childhood fears.
* She can drive people mad with visions of their parents.
* She can put someone in a trance, to attack their relatives.
Appearance: She appears as a gigantic middle-aged woman, but her hair is made up of tentacles, and her eyes are pure black.
Homeworld: She originates from the Plane of Childhood Fears. She wants to invade Earth, to drive people back into their childhood traumas.
Skills:
* Presence: 1
* Mindlock: 1
* Power: 2- Her powers are quite strong, and she uses them expertly.
* Physique: 1
* Appeal: 0 - People are terrified of her goals, and no one but those who find solace in breaking people's minds, would support her.
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:
Jeff, the diseased lung in a cowboy hat.
Abilities:
-Those around him can lose turns coughing and hacking their lungs out
-Dies of Emphysema ten turns after being summoned
-his stylish cowboy hat encourages people near him to join him as cultists (even if they're already cultists to somebody else)
-On every turn he takes an extra roll to decide whether he can do anything. If he fails he just hangs around your cultists and coughs up smoke.
Appearance: a human lung the size of an adult human, with black spots on its exterior and a stylish cowboy hat
Homeworld: an Earthlike world where smoking is commonplace and tobacco fumes fill the air constantly. Sapient body parts are also common there, but them reaching Jeff's size is still rather rare
Stats:
Presence: 3
Mindlock: 0
Power: 0
Physique: 0
Appeal: 2
((Jeff is a special horror, in that he is only temporary and is actually a hindrance on the side that has him... also, I stole the idea for him from John Oliver))
(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).
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!
Name: Lucius
Appearance: a young boy with silver hair and red eyes
Abilities:
-Light: cancels out darkness based abilities
-Adorable: People left in his presence may turn into his cultists
-Grows up in 5 turns
Homeworld: A land of angels and light. He came here on accident when he tried to make a grilled cheese sandwich for the first time
Stats:
Presence: 1
Mindlock: 0
Power: 4
Physique: 0
Appeal: 0
((No, you can't actually make a horror that manipulates luck, but I can give one to you))
[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.
Name: Paul the Pineapple
Abilities:
-steals cultists for himself, even from afar
-becomes giant after 5 turns, losing the ability to move but becoming huge and nigh invincible
-spiny/acidic body fluid: those who touch him can get damaged themselves much more easily than normal
Appearance: a pineapple with a face drawn on with a sharpie
Homeworld: he used to live in a world where he was worshipped as a god, and is rather upset at being brought here
Stats:
Presence: 0
Mindlock: 0
Power: 0
Physique: 2
Appeal: 3 (yeah, he can probably steal your entire entourage in one turn)
[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
Double posting for end turn:
Paul grows into Giant Paul and Lucius into Lucifer the Lightbringer. Heals for everyone: woohoo!
Name: Paul the Pineapple
Abilities:
-steals cultists for himself, even from afar
-Cannot move, and thus cannot follow you if you run from him nor can he attack you physically unless you come to him.
-Thick hide: acts as though he has 1 extra physique when defending
-spiny/acidic body fluid: those who touch him can get damaged themselves much more easily than normal
-Latent Psionic: though he's not very good at it, he can do some psychic maneuvers
Appearance: a colossal pineapple with a face drawn on with a sharpie
Homeworld: he used to live in a world where he was worshipped as a god, and is rather upset at being brought here. He has grown colossal and considers himself a part of the team, though he doesn't see eye to eye with your views and will have to be killed or banished (basically anti-summoning) before you can win the game. He has also grown large gangly arms that he can reach around himself with.
Stats:
Presence: 1
Mindlock: 0
Power: 0
Physique: 3
Appeal: 1
Name: Lucifer the Lightbringer
Appearance: a young man with silver hair and red eyes, as well a large white feathered wings
Abilities:
-Purging light: can clear out ill effects on his followers, and they are more resistant to them simply by being in his presence
-Only sane man: Will not commit to an action unless he thinks it will actually gain him something.
-Crusader: Will not rest until he's dead or his enemies are.
-Chronic backstabbing disorder: each turn rolls and extra die, on a fail (or a 6), he will cancel his action, then become hostile to and attack the person he's following
Homeworld: A land of angels and light. He came here on accident when he tried to make a grilled cheese sandwich for the first time. He's become jaded to the horrors of this world due to neglect and poor treatment, and will aim to kill the one that brought him here first.
Stats:
Presence: 1
Mindlock: 0
Power: 2
Physique: 2
Appeal: 0
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
Name: Tavern Wench
Abilities:
Summon Food and Drink
Summon Alcohol
Cause Liver Failure
Ferment
Cause Hangover
Appearance: A young woman, holding gigantic, refilling mugs of ale.
Homeworld: The Land of Taverns, where there is much alcohol.
Skills:
Presence: 0- It's quite difficult to make the heavily drunk great powers, when your main power is to make them even more drunk.
Mindlock: 0- People with alcohol in their veins are easily swayed.
Power: 2- It's quite easy to be an expert on your powers, when they're almost all related to alcohol, and the process of making it, and side effects.
Physique: 1
Appeal: 2- Who doesn't want free booze?
Name: Trogdor The Primal
Abilities:
- Devolving Animals and Plants into more Savage/Ancient versions of themselves, Such as a Human to a Neanderthal then to a Gorilla and so on.
- Causing Plants to grow Hyper-Fast, Like a 5 mile wide Jungle springing up in the Middle of New York City in only a week.
- Causing Modern Things to decompose Quickly, Such as a Gun Barrel turning to rust in half a minute, Or concrete slowly turning to mud over the course of a month.
- Inspiring Strong Emotions in living things, Such as Rage in his Cultists and Hopelessness for an Architect, For Example.
- Shaping The Earth on a Large Scale, Like Remaking Pangaea at the Absolute Peak of his Power.
Appearance: He is 50 Feet Tall and Looks like a cross between a Giant Cockroach and a Very Muscled Gorilla, He's also Red. He has the Regenerative Powers of a Cockroach, Allowing him to heal slightly faster than most other Horrors. He can breath Fire and wields a Massive Wooden Club made of the Magical Trees of his Home, The Club isn't any stronger than an Ordinary Wooden Club, But it is Flame Retardent and the Wood can and will slowly regrow itself to it's former proportions. Trogdor,is, Actually Very Small by his Race's Standards.
Homeworld: Trogdor was spawned in the Death Pits of Alternate Earth Number 999/111. In the Alternate Timeline The Dinosaurs never went Extinct and Prospered, Until a Very Sadistic Eldritch Being with an Unpronounceable name showed up. Within a few Centuries Stuff got Pretty Brutal and Trogdor wants to escape to Earth in the hopes that he'll never have to deal with Alternate Earth Number 999/111 and the Evils there ever again. He thinks that The Earth's Life is weak and wishes to use his Power to Bring it back to it's Former Glory. Incidentally, He thinks that Modern Civilization going extinct is a small price to pay for that.
-Malignant Presence: 0 (His Devolving Ability only works on his conscious using it.)
-Mindlock: 0 (He's a Giant Gorilla Cockroach who's seen things that would make Cthulhu slightly uneasy, His Mind isn't exactly stable.)
-Power: 2 (He is very good at what he does.)
-Physique: 3 (Size does Matter.)
-Appeal: 0 (Believe it or not, Most Sane People don't want Human Civilization to be destroyed.)
Current Game Actions:
All Cultists: PROTECT THE WIZARDS!
((Ooh, we're doing sheets now, huh? Well, allow me to jump on the bandwagon!))
Name: Anthaju
Abilities:
*Resurrect great, historical figures as mummies, making them far more fast, powerful, and less likely to die again. The chance of success is dependant on how famous they are.
*Give those he wishes the power of the dead, turning them into mummified reapers of death, wielding shadowy scimitars and spears. In this state, their soul is sort of "inactive". It's still there, but they can function fine without it.
*Give those he wishes powers of other Egyptian Gods besides Anubis, although this has less likely chance of working.
*Weigh those around him with a scale, a feather, and their soul. If their soul is lighter than the feather and thus pure, nothing happens to them. If it is heavier, they will have a number of negative effects cast upon them.
Appearance: Anthaju is what can only be described as a giant half-cat half-jackal, and this is because he is the soul of Anubis, god of death and the afterlife. His body burns like dark fire, his eyes are single slits the color gold, and he is adorned with golden jewelry. He is around 33 ft high, and 46 ft long.
Homeworld: Anthaju is the soul of Anubis, god of death and the afterlife. Anubis was the only survivor of the domination of Egypt by Persia, where all of the other Gods and Goddesses were defeated and their souls sealed away. They fought valiantly, and killed many, but ultimately the Egyptian pantheon was one of agriculture and nature, very few were willing to fight. Anubis, in a last ditch effort, hid his soul (as his body would be easily spotted) in the dead King Tutankhamun's tomb, lying dormant but not sealed. After centuries, he awakens again; seeking to be summoned at full power by the archeologists, who only now are exploring the ancient lands once again. He seeks to revive his brothers, to let the world know of the glory of the desert once more.
Presence: 0 I have no eye for passive effects. What if my followers are harmed by my presence? What if my enemies are healed? Foolish.
Mindlock: 1 The world will know sand once more. I will make sure of it.
Power: 2 I am the god of death! Cross me and you shall be judged. Help me and you will be spared.
Physique: 1 I am shadow. Just TRY to hit me.
Appeal: 1 Though the world will be desert, I, if not, my siblings, are benevolent beings. The world will be better. Simpler.
((What I like about the game? I dunno, I guess the idea of eldritch beings duking it out sounds neat. And it is.))
I would like to play.
Name: Koshu, the Descending Star
Abilities:
- Telekinesis, the Grasp of Its Soul: Strengthened when manipulating glass or crystals (and to a lesser degree rock or metals), weakened with distance and when manipulating soft or flexible objects (nearly useless on liquids or gasses). Passively lifts itself and its halo.
- Regeneration, the Shroud of Its Soul: Continually generates more obsidian; when healthy, pieces break off and join its halo. (Halo shards also grow, if large enough, but they normally quickly shatter due to internal stresses.)
- 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.
Appearance: A huge, floating shard of of obsidian, surrounded by a halo of smaller shards. It is very roughly octohedral, about five meters wide and six tall. It can move each shard of its halo with as much precision (and as little exertion) as a human might move a finger.
Homeworld: A dead universe filled with rocky asteroids and inert gas clouds. It finds humans entertaining, though it would prefer if they were made out of good honest glass and metal like the tiny not-moons that first attracted its attention to Earth.
Skills:
- Presence: 0 (Somewhat awe-inspiring, but that's mostly by virtue of being a giant floating rock.)
- Mindlock: 0 (Has spent far too long alone and very bored. And is very bored. And alone.)
- Power: 4 (Its entire body and halo acts as a massive focussing crystal.)
- Physique: 0 (A lack of vital organs makes it hard to finish off, but it is very much a (literal) glass cannon.)
- Appeal: 1 (It looks pretty and seems friendly.)
Name: The Smiling One. Also known as The Peaceful One. Also known as Joyful. Also known as Rosabel.
Abilities: Aura of Peace - The Smiling One exudes a feeling of wellbeing and happiness, causing people in the near vicinity of her physical form or people she designates on a whim to feel happy and carefree.
Give Life - The Peaceful One emits a constant positive energy when in physical form which imbues nearby plants and animals with life. Dying plants become strong and new, and the sick are healed. This is completely passive and uncontrolled: everything is healed, even if it's trying to kill her.
Healing Blood - The Peaceful One does not, of course, really have blood in the conventional sense. However, she sometimes causes a metallic, golden liquid to manifest itself which can cure all conventional and most unconventional ills. When applied to a dead body, it raises it from the dead. Her physical body's veins are filled with it, hence the name 'blood'.
Innocence - The Smiling One can influence people without needing to resort to insidious whispers in the mind, as she displays almost sickening amounts of innocence, purity, hope, happiness, etc. It's hard for normal, non-crazed people to hate her.
Appearance: The Smiling One's appearance in the physical world is usually consistent: Always female, always young-looking, and always the bearer of a pair of terrible wounds reminiscent of a Glasgow smile. Her form in her home plane is also that of a young-looking human female, although lacking the injuries. Homeworld: The Smiling One exists in an infinite, lush paradisical garden in one of the alternate planes of reality. Seeing this frail, dying world saddened her, and she resolves to enable it to exist in peaceful, carefree eternity, with no more senseless loss of life.
Stats:
Presence: 2
Mindlock: 0
Power: 1
Physique: 0
Appeal: 2
Game 3 begins
Characters:
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
Name: Tavern Wench
Abilities:
Summon Food and Drink
Summon Alcohol
Cause Liver Failure
Ferment
Cause Hangover
Appearance: A young woman, holding gigantic, refilling mugs of ale.
Homeworld: The Land of Taverns, where there is much alcohol.
Skills:
Presence: 0- It's quite difficult to make the heavily drunk great powers, when your main power is to make them even more drunk.
Mindlock: 0- People with alcohol in their veins are easily swayed.
Power: 2- It's quite easy to be an expert on your powers, when they're almost all related to alcohol, and the process of making it, and side effects.
Physique: 1
Appeal: 2- Who doesn't want free booze?
Name: Trogdor The Primal
Abilities:
- Devolving Animals and Plants into more Savage/Ancient versions of themselves, Such as a Human to a Neanderthal then to a Gorilla and so on.
- Causing Plants to grow Hyper-Fast, Like a 5 mile wide Jungle springing up in the Middle of New York City in only a week.
- Causing Modern Things to decompose Quickly, Such as a Gun Barrel turning to rust in half a minute, Or concrete slowly turning to mud over the course of a month.
- Inspiring Strong Emotions in living things, Such as Rage in his Cultists and Hopelessness for an Architect, For Example.
- Shaping The Earth on a Large Scale, Like Remaking Pangaea at the Absolute Peak of his Power.
Appearance: He is 50 Feet Tall and Looks like a cross between a Giant Cockroach and a Very Muscled Gorilla, He's also Red. He has the Regenerative Powers of a Cockroach, Allowing him to heal slightly faster than most other Horrors. He can breath Fire and wields a Massive Wooden Club made of the Magical Trees of his Home, The Club isn't any stronger than an Ordinary Wooden Club, But it is Flame Retardent and the Wood can and will slowly regrow itself to it's former proportions. Trogdor,is, Actually Very Small by his Race's Standards.
Homeworld: Trogdor was spawned in the Death Pits of Alternate Earth Number 999/111. In the Alternate Timeline The Dinosaurs never went Extinct and Prospered, Until a Very Sadistic Eldritch Being with an Unpronounceable name showed up. Within a few Centuries Stuff got Pretty Brutal and Trogdor wants to escape to Earth in the hopes that he'll never have to deal with Alternate Earth Number 999/111 and the Evils there ever again. He thinks that The Earth's Life is weak and wishes to use his Power to Bring it back to it's Former Glory. Incidentally, He thinks that Modern Civilization going extinct is a small price to pay for that.
-Malignant Presence: 0 (His Devolving Ability only works on his conscious using it.)
-Mindlock: 0 (He's a Giant Gorilla Cockroach who's seen things that would make Cthulhu slightly uneasy, His Mind isn't exactly stable.)
-Power: 2 (He is very good at what he does.)
-Physique: 3 (Size does Matter.)
-Appeal: 0 (Believe it or not, Most Sane People don't want Human Civilization to be destroyed.)
Name: Anthaju
Abilities:
*Resurrect great, historical figures as mummies, making them far more fast, powerful, and less likely to die again. The chance of success is dependant on how famous they are.
*Give those he wishes the power of the dead, turning them into mummified reapers of death, wielding shadowy scimitars and spears. In this state, their soul is sort of "inactive". It's still there, but they can function fine without it.
*Give those he wishes powers of other Egyptian Gods besides Anubis, although this has less likely chance of working.
*Weigh those around him with a scale, a feather, and their soul. If their soul is lighter than the feather and thus pure, nothing happens to them. If it is heavier, they will have a number of negative effects cast upon them.
Appearance: Anthaju is what can only be described as a giant half-cat half-jackal, and this is because he is the soul of Anubis, god of death and the afterlife. His body burns like dark fire, his eyes are single slits the color gold, and he is adorned with golden jewelry. He is around 33 ft high, and 46 ft long.
Homeworld: Anthaju is the soul of Anubis, god of death and the afterlife. Anubis was the only survivor of the domination of Egypt by Persia, where all of the other Gods and Goddesses were defeated and their souls sealed away. They fought valiantly, and killed many, but ultimately the Egyptian pantheon was one of agriculture and nature, very few were willing to fight. Anubis, in a last ditch effort, hid his soul (as his body would be easily spotted) in the dead King Tutankhamun's tomb, lying dormant but not sealed. After centuries, he awakens again; seeking to be summoned at full power by the archeologists, who only now are exploring the ancient lands once again. He seeks to revive his brothers, to let the world know of the glory of the desert once more.
Presence: 0 I have no eye for passive effects. What if my followers are harmed by my presence? What if my enemies are healed? Foolish.
Mindlock: 1 The world will know sand once more. I will make sure of it.
Power: 2 I am the god of death! Cross me and you shall be judged. Help me and you will be spared.
Physique: 1 I am shadow. Just TRY to hit me.
Appeal: 1 Though the world will be desert, I, if not, my siblings, are benevolent beings. The world will be better. Simpler.
Name: Koshu, the Descending Star
Abilities:
- Telekinesis, the Grasp of Its Soul: Strengthened when manipulating glass or crystals (and to a lesser degree rock or metals), weakened with distance and when manipulating soft or flexible objects (nearly useless on liquids or gasses). Passively lifts itself and its halo.
- Regeneration, the Shroud of Its Soul: Continually generates more obsidian; when healthy, pieces break off and join its halo. (Halo shards also grow, if large enough, but they normally quickly shatter due to internal stresses.)
- 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.
Appearance: A huge, floating shard of of obsidian, surrounded by a halo of smaller shards. It is very roughly octohedral, about five meters wide and six tall. It can move each shard of its halo with as much precision (and as little exertion) as a human might move a finger.
Homeworld: A dead universe filled with rocky asteroids and inert gas clouds. It finds humans entertaining, though it would prefer if they were made out of good honest glass and metal like the tiny not-moons that first attracted its attention to Earth.
Skills:
- Presence: 0 (Somewhat awe-inspiring, but that's mostly by virtue of being a giant floating rock.)
- Mindlock: 0 (Has spent far too long alone and very bored. And is very bored. And alone.)
- Power: 4 (Its entire body and halo acts as a massive focussing crystal.)
- Physique: 0 (A lack of vital organs makes it hard to finish off, but it is very much a (literal) glass cannon.)
- Appeal: 1 (It looks pretty and seems friendly.)
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.
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)
name: Carp from Dwarf Fortress
abilities:
-Can cause people to drown in his vicinity, those around him not near water feel thirsty and compelled to come within reaching distance of his watery home to drink.
-Able to detect beards and alcohol
-Air drowning: must be in water to survive, will quickly die if left out to dry
-Sheer muscle, enough to warrant a note on abilities
Appearance: Looks like the one with the fins
(http://t1.gstatic.com/images?q=tbn:ANd9GcSDrvKhZLKH4uH1Miyss0HaSB4YI5_RhIfZMx4ml16k-WxUc71D)
Homeworld: same as before, the planet of infinite carp, but now he has transformed.
Skills:
Presence: 2
Mindlock: 0
Power: 0
Physique: 3
Appeal: 0
Goal: To destroy all bearded people and alcohol drinkers in the world. He remembers nothing of his previous goals, except that there's no beards to slay on this fish world.
Name: The Smiling One. Also known as The Peaceful One. Also known as Joyful. Also known as Rosabel.
Abilities: -Aura of Peace - The Smiling One exudes a feeling of wellbeing and happiness, causing people in the near vicinity of her physical form or people she designates on a whim to feel happy and carefree.
-Give Life - The Peaceful One emits a constant positive energy when in physical form which imbues nearby plants and animals with life. Dying plants become strong and new, and the sick are healed. This is completely passive and uncontrolled: everything is healed, even if it's trying to kill her.
-Healing Blood - The Peaceful One does not, of course, really have blood in the conventional sense. However, she sometimes causes a metallic, golden liquid to manifest itself which can cure all conventional and most unconventional ills. When applied to a dead body, it raises it from the dead. Her physical body's veins are filled with it, hence the name 'blood'.
-Innocence - The Smiling One can influence people without needing to resort to insidious whispers in the mind, as she displays almost sickening amounts of innocence, purity, hope, happiness, etc. It's hard for normal, non-crazed people to hate her.
Appearance: The Smiling One's appearance in the physical world is usually consistent: Always female, always young-looking, and always the bearer of a pair of terrible wounds reminiscent of a Glasgow smile. Her form in her home plane is also that of a young-looking human female, although lacking the injuries.
Homeworld: The Smiling One exists in an infinite, lush paradisical garden in one of the alternate planes of reality. Seeing this frail, dying world saddened her, and she resolves to enable it to exist in peaceful, carefree eternity, with no more senseless loss of life.
Stats:
Presence: 2
Mindlock: 0
Power: 1
Physique: 0
Appeal: 2
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.)
name: Gort the ancient
abilities:
-rapidly aging others, especially those near him
-Makes weapons into similar weapons from ancient times
-causing the elderly to turn into mummies that serve him and spread the aging curse, which also turns old people into mummies
Appearance: A scrawny, desiccated corpse wrapped in bandages, wandering freely with its jaw hanging open. It looks pretty mummy-like.
Homeworld: An ancient desert world where people become scrawny mummies within a few years of being born and never die. He rose from his crypt one day and decided to go for a walk. He doesn't seem to realize this isn't his home, but he is curious why all these people look so plump and squishy.
Skills:
-Presence: 1 (stay far away, as if the fact that he's a plague mummy isn't enough)
-Mindlock: 2 (His ancient brain is hardened against psychic attacks, don't try it unless you don't value your youth)
-Power: 2 (Altering the flow of time is no small feat)
-Physique 0 (his "scrawny" and "desiccated" appearance isn't misleading)
-Appeal: -1 (If you make him recruit you'll actually lose cultists)
name: Crux the mad
abilities:
-He can do almost anything, though whether he decides to do what you say or something completely different is determined via dice roll
-Insane: targets decided by dice rolls, he and his master are included as possible targets
appearance: A human in a robe with a multicolored mask. The mask has a varying number of what appear to be eyes with dice inside. The number of eyes is different every time you look at the mask.
Homeworld: Earth
Skills:
-Presence: 0
-Mindlock: 1
-Power: 4
-Physique: 0
-Appeal: 0
Name: KONG
abilities:
-Has a punch capable of splitting a planet in two
-Wild animal: won't do anything but eat and fight, and he isn't picky about targets
Appearance: A huge ape with bulging muscles.
Homeworld: A lush jungle in a wild world, he (you think it's a he at least) is the biggest of the beasts and got all he wanted in his old world. He expects the same accommodations here, so if you can't provide his next meal, be prepared to become it.
skills:
-presence: 0
-mindlock: 0
-power: 0
-physique: 5
-appeal: 0
name: GOEARERKSFLES
abilities:
-Consume flesh: it seeks to devour humans to gain more body mass. Attacking it with humans will increase its physique
-mindless: it always aims for the nearest humans, and heeds no commands
-hideous: offputting appearance
appearance: A mass of human flesh with various body parts sticking out. You feel sick to your stomach just looking at it.
homeworld: Earth
skills:
-Presence: 1 (you feel nauseous just looking at the bastard)
-Mindlock : -1 (It would actually prefer being burst into parts, being forcibly mashed together was very unpleasant)
-Power: 0 (no psychic power)
-Physique: 1 (gains 1 for every 100 humans it eats)
-Appeal: -2 (its very existence makes your cultists want to leave)
Name: Puff Puff the magic cloud
abilities:
-Spread hallucinogenic powder through the immediate area causing bizzare things to appear before even the mightiest of people or horrors. Some swear it can give useful visions, but mostly it's just flying pink gophers.
-Adorable, no gameplay effects but it's true
Appearance: a pinkish cloud that seems to fly around like an excited puppy with wings. It seems to respond to commands like one too. Are we sure this thing is sentient?
Homeworld: Cotton candy world. It's not really cotton candy, but the native cloud people don't eat so they can't tell.
Skills:
-Presence: 5 (That dust man, it'll mess stuff up)
-Mindlock: 0 (no mind, well not a sapient one it seems, still takes orders though)
-Power: 0 (It doesn't do anything besides fly around and make people trip out)
-Physique: -1 (literally has no physical form, as such it immediately dissipates on being attacked but comes back together on the next turn)
-appeal: 0 (No communication ability, it just flies around)
Name: A Thing Unseen
Abilities: -Invisible: You can't see it, your cultists can't see it, in fact if it weren't for its psychic presence and the fact that corpses you leave lying around keep disappearing, you wouldn't even know it was there.
-Toxic touch: physical contact will kill mortals without protective clothing.
-Gelatinous: can slip through tight spaces and take more punishment than usual due to its squishy but surprisingly durable flesh
-Digest: Can eat humans it catches to regain health. Can also rub toxin onto objects to corrode them.
Appearance: Looks like a giant, floating jellyfish. It was really hard to find that one out.
Homeworld: Deep Space, it was just floating around when a piece of space equipment bonked it on the head and it came running straight to Earth (so it's been here awhile). It can tolerate these new guys showing up and messing around with its home, but it doesn't like when people directly meddle with the powers of the eldritch.
Theme: It appears that its thematic material is clear star jelly. You could get a decent fake by making jelly/preserves from star fruit and not adding food coloring.
Skills:
-Presence: -1 (It can't even be seen)
-Mindlock: 0 (The lights aren't all on upstairs)
-Power: 3 (That's some potent toxin it's got)
-Physique: 2 (Durable, but its physical combat strength is likely irrelevant due to it's lethal touch)
-Appeal: 0
Name: Death
Abilities:
-Can instantly kill anyone who he wishes, except his fellow horsemen. Or more accurately, he WILL kill EVERYONE given a few turns.
Appearance: A Skeleton riding a green horse, holding a scythe.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 0
Mindlock: 0
Power: 4
Physique: 1
Appeal: 0
Name: War
Abilities:
-Can cause cultists to kill each other, even if they are on the same team
-Due to worldwide strife, no more recruiting can be done.
Appearance: A man riding a red horse. He holds a long sword.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 1
Mindlock: 0
Power: 2
Physique: 2
Appeal: 0
Name: Pestilence, sometimes goes by Conquest
Abilities:
-Can turn people into zombies. Because you didn't have enough undead problems already.
-Can deliver the righteous directly to the afterlife. This is the same as killing them for gameplay purposes, but they are "saved" from the apocalypse without the pain of death
Appearance: A friendly looking man on a white horse. He carries a bow and arrow.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 0
Mindlock: 0
Power: 3
Physique: 2
Appeal: 0
Name: Famine
Abilities:
-Price raise: everything costs too much for anyone to buy now. Tough luck. ALL supplies must be gathered by hand or owned by the cult to do anything.
-Starvation: Nonwealthy cultists must now eat to live, and if you don't have food then cultists will starve.
Appearance: An emaciated person riding a black horse. They carry scales (the measuring kind).
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 3
Mindlock: 0
Power: 2
Physique: 0
Appeal: 0
Name: Goshu
Abilities:
-Telephonesis: Can call you from anywhere with no additional charge
-Degeneration: Constantly losing parts with every turn.
-Telapathy: Constantly follows orders no matter who they are given by.
Appearance: A small chunk of white chalk sitting on the ground.
Homeworld: A lively space filled with rocky clouds and inert gasteroids. It loves humans and wishes they would stop wasting their time making silly metal and glass when they could be drawing pictures.
Stats:
Presence: 0
Mindlock: 0
Power: 1
Physique: 0
Appeal: 4
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)
name: Carp from Dwarf Fortress
abilities:
-Can cause people to drown in his vicinity, those around him not near water feel thirsty and compelled to come within reaching distance of his watery home to drink.
-Able to detect beards and alcohol
-Air drowning: must be in water to survive, will quickly die if left out to dry
-Sheer muscle, enough to warrant a note on abilities
Appearance: Looks like the one with the fins
(http://t1.gstatic.com/images?q=tbn:ANd9GcSDrvKhZLKH4uH1Miyss0HaSB4YI5_RhIfZMx4ml16k-WxUc71D)
Homeworld: same as before, the planet of infinite carp, but now he has transformed.
Skills:
Presence: 2
Mindlock: 0
Power: 0
Physique: 3
Appeal: 0
Goal: To destroy all bearded people and alcohol drinkers in the world. He remembers nothing of his previous goals, except that there's no beards to slay on this fish world.
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.))
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)
name: Gort the ancient
abilities:
-rapidly aging others, especially those near him
-Makes weapons into similar weapons from ancient times
-causing the elderly to turn into mummies that serve him and spread the aging curse, which also turns old people into mummies
Appearance: A scrawny, desiccated corpse wrapped in bandages, wandering freely with its jaw hanging open. It looks pretty mummy-like.
Homeworld: An ancient desert world where people become scrawny mummies within a few years of being born and never die. He rose from his crypt one day and decided to go for a walk. He doesn't seem to realize this isn't his home, but he is curious why all these people look so plump and squishy.
Skills:
-Presence: 1 (stay far away, as if the fact that he's a plague mummy isn't enough)
-Mindlock: 2 (His ancient brain is hardened against psychic attacks, don't try it unless you don't value your youth)
-Power: 2 (Altering the flow of time is no small feat)
-Physique 0 (his "scrawny" and "desiccated" appearance isn't misleading)
-Appeal: -1 (If you make him recruit you'll actually lose cultists)
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)
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)
Name: KONG
abilities:
-Has a punch capable of splitting a planet in two
-Wild animal: won't do anything but eat and fight, and he isn't picky about targets
Appearance: A huge ape with bulging muscles.
Homeworld: A lush jungle in a wild world, he (you think it's a he at least) is the biggest of the beasts and got all he wanted in his old world. He expects the same accommodations here, so if you can't provide his next meal, be prepared to become it.
skills:
-presence: 0
-mindlock: 0
-power: 0
-physique: 5
-appeal: 0
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))
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))
name: Crux the mad
abilities:
-He can do almost anything, though whether he decides to do what you say or something completely different is determined via dice roll
-Insane: targets decided by dice rolls, he and his master are included as possible targets
appearance: A human in a robe with a multicolored mask. The mask has a varying number of what appear to be eyes with dice inside. The number of eyes is different every time you look at the mask.
Homeworld: Earth
Skills:
-Presence: 0
-Mindlock: 1
-Power: 4
-Physique: 0
-Appeal: 0
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)
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:
Name: Puff Puff the magic cloud
abilities:
-Spread hallucinogenic powder through the immediate area causing bizzare things to appear before even the mightiest of people or horrors. Some swear it can give useful visions, but mostly it's just flying pink gophers.
-Adorable, no gameplay effects but it's true
Appearance: a pinkish cloud that seems to fly around like an excited puppy with wings. It seems to respond to commands like one too. Are we sure this thing is sentient?
Homeworld: Cotton candy world. It's not really cotton candy, but the native cloud people don't eat so they can't tell.
Skills:
-Presence: 5 (That dust man, it'll mess stuff up)
-Mindlock: 0 (no mind, well not a sapient one it seems, still takes orders though)
-Power: 0 (It doesn't do anything besides fly around and make people trip out)
-Physique: -1 (literally has no physical form, as such it immediately dissipates on being attacked but comes back together on the next turn)
-appeal: 0 (No communication ability, it just flies around)
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))
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)
name: GOEARERKSFLES
abilities:
-Consume flesh: it seeks to devour humans to gain more body mass. Attacking it with humans will increase its physique
-mindless: it always aims for the nearest humans, and heeds no commands
-hideous: offputting appearance
appearance: A mass of human flesh with various body parts sticking out. You feel sick to your stomach just looking at it.
homeworld: Earth
skills:
-Presence: 1 (you feel nauseous just looking at the bastard)
-Mindlock : -1 (It would actually prefer being burst into parts, being forcibly mashed together was very unpleasant)
-Power: 0 (no psychic power)
-Physique: 1 (gains 1 for every 100 humans it eats)
-Appeal: -2 (its very existence makes your cultists want to leave)
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.
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)
Name: FRAGDRAGÜL THE REPELLENT
Abilities:
-absorb: absorb other horrors and add their power and physique to fragdragüls
-infection: you get plagued or infected with parasites if you touch it or it's slime
-pulls a being into one of it's pores
-writhe: look really disgusting
-float: it always floats and can float any where like into space
-space farer: can't spend more than a day in atmosphere
-squirt: closes all pores forcing a massive amount of slime through its mouth
-the darkness within: fragdragül can bring bring the darkest thoughts of the subconscious into the front of the mind.
Appearance: A floating eyeball the size of a city dripping yellowish green sludge from its many gaping pores and constantly covered in parasites scrabbling all over its surface through its many greenish yellow tentacles and in and out of its many pores and orifices.
Occasionally through it's pores as they slowly dilate and contract you can see, its gigantic brain hanging at the top of the mind boggling emptiness clinging to the sagging flesh inside. at the bottom is a swamp of digestive juices and half digested meals that constantly move and mutedly squelch. All around are massive sails of flesh that absorb the air to fuel it's body, in the centre suspended by veins, muscle, and sinew you can see the massive heart cloaked in the rotting intestines of many long dead beings.
In the middle of a huge clump of greenish red tentacles at the back is an enormous gaping maw filled with thousands of teeth of all shapes and sizes that can rotate and extend individually. In the front its giant iris is filled and coloured with the partially rotted corpses of many beings both alien and familiar at the centre it's massive pupil looms seeing all and all seen if you gaze into its centre your deepest horrors will come true in your mind. As real for you as a rock on the ground but for your friends and family you will just be a raving madman. people will not deny this being for it stems from their own mind an amalgamation of the horrors of the subconcious.
Homeworld: a plane of eternal nothingness no day no night no light no dark the monsters writhe in the eternal blank where nothing thrives except nightmares and hate of many beings wherein life dies and death thrives ages drag on into eternity's of torment, this is not a realm of shadows for shadows require both light and dark here there is nothing but pain and suffering fueling the dark lives, of the abominations of the imagination this is the place behind the eyes where life stems but also the end of life the destruction of love the subconcious of nightmares the darkness that lurks inside of everyone the darkest of thoughts the most horrendous emotions in these depths it seems everything deserves to die these are the voices that say "put your hand in the fire", "jump off the building", "push her in the fire", "throw him off the building" here is where the horrors of other dimensions stand no ground where all repulsion all hate all disgust stems, a force more powerful than any physical realm any material force the hatred of universes the destruction of all.
-Presence: 0(the parasites and stuff are only if you actually touch him)
-Mindlock: 1(has a brain the size of a city though it's pretty easy to access)
-Power: 3(just look at this thing)
-Physique: 0(is made from the horrors of the mind)
-Appeal: 1(comes from the mind some of it lurks within us all)
goal: to drag out the suffering of the many and steal the thoughts of the few.
My Horror
B.O.F. the Renewer
Abilities:
Grow. B.O.F. the Renewer can grow bigger based on how much trash he has burned
B.O.F. the Renewer can control fire, teleport to any fire that is bigger then him, expand or put out any fire, he is aware of all fires in the plane he inhabits at the moment, and he can shoot fire balls and summon flame strikes.
B.O.F. the Renewer can set fire to any pollution he sees, clean fire that doesn't pollute, the pollution stuff is magically stored and used to make him bigger.
B.O.F. the Renewer can't be put out by water
Appearance: B.O.F. the Renewer is a 5cm ball of fire that is about as hot as a candle flame. If people stare into his fiery, swirling body they feel an urge to try and clean up the world.
Homeworld: B.O.F the Renewer hails from the natural plane where everything is in harmony, even the elements. There is no pollution because there were no greedy humans to mess up the world so magic and nature flourished. He is the smallest of his litter and was selected to go to Earth to get the humans to stop polluting or burn everything and start over.
Skills:
- Presence: 2 (B.O.F. the Renewer causes people to care about the environment and he lights trash on fire, things burn around him)
- Mindlock: 1 (B.O.F. the Renewer was chosen specially but has a soft spot for humanity)
- Power: 2 (B.O.F. the Renewer is excellent at using his powers since it is his only way of fighting)
- Physique: 0 (B.O.F. the Renewer is a small ball of fire he can't wrestle, he has minions for that)
- Appeal: 0 (While B.O.F. the Renewer wants to save the planet only the insane would help him burn it)
It may not be of use, but I created a generator specifically for this stuff.
(http://i.imgur.com/8SWGryi.png)
https://www.dropbox.com/s/ztxg87r19323lia/elder%20gods%202.html?dl=0
((I would like to join the next game, this is my horror))
Vol-Kriit
appearance: Two large floating dark purple hands,each the size of a bear,with a bright glowing lime green eye on each palm
abilities:
-telekinisis
-can control a persons hands(and arms),which while controlled are marked with my eyes on their palms
-can smite sharp objects(hedgehogs,thorns,needles,swords,etc.....)
-can only communicate through the whisper into minds ability and sign language
homeworld:cannot remember original homeworld, but was banished to the plane of infinite thorn bushes
skills:
-presence:0
-mindlock:1
-power:1
-physique:2
-appeal:1
Anthaju opens his psi-net chat client from the underworld
Sand_Kitty: Curse you, Dice God! You have gotten me sent to the underworld! Now Beer_Bitch is gonna take over the world!
Dice_Meister: Sorry to hear that bro, but you know I don't take sides. Want me to send you some dice to apologize?
Sand_Kitty: No! That won't bring my brothers and sisters back!
Dice_Meister: Too late
Sand_Kitty has received summon_dice.exe
Sand_Kitty has logged out
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
Ah, what a wonderful game. A bit hectic, but fun. Waitlist time?
Name: Daragon
Abilities:
Seed of the Gold Spire: Daragon can create unusual orbs which are planted into the ground. When planted, they begin releasing eldritch energy into the surrounding area, as well as growing out golden vines to start covering nearby areas. Life which gets near these vines may find themselves incorporated into the nearby mass, being turned into alien beings soon after. The terrain fights against those against the Daragon's will, constantly trying to turn more nearby areas into a similar substance. Orbs can only sustain a territory of about ten miles in radius, and their destruction, while tough, will cause the effects to recede. There is no other way to stop the vines permanently beyond this method, however.
Being of the Golden Vines: Daragon can regenerate by being within an eldritch effect, and even the deadliest of wounds can slowly be recovered if he hides within the vines.
Creatures of the Gold Spire: Daragon can craft the mass absorbed by the orbs into creatures and terrains composed of similar tendrils as he appears to be made of. They may vary in purpose, but they thrive in the terrain, regenerating within it similar to the master.
Madness of the Gold Tendrils: Being near the tendrils tends not to be good for one's sanity, and will drive people and creatures made with prolonged exposure.
Appearance: Daragon looks to be some sort of towering spire made up of golden tendrils, seemingly breathing at the surrounding area. He can move around with odd roots at his base, allowing him to move at walking pace. He stands at around twenty feet tall.
Homeworld: Daragon is actually from a far-flung part of our own galaxy, part of a race which relied on a mysterious plant to survive. When facing extinction, Daragon was created as a failsafe, made to be summoned to other habitable planets to revive the race once again. He is not really malevolent to human life, but they tend to get in the way of the Rebirth.
Skills:
- Presence: 0 (He is just a fancy-ass tower, for the most part. While what he is made of my make you insane, that is completely independent of his own actual ability to do that.)
- Mindlock: 0 (He is a machine, more then a thinking being. He can be influenced like any other being)
- Power: 4 (He was designed to prepare for the return of his creators, so they took no second chances making sure is was strong enough to affect the world.)
- Physique: 1 (He is big and durable, that's for sure, but he doesn't have much going for him.)
- Appeal: 0 (He is not flat-out for human extinction, but it is hard to feel comfortable around a weird, breathing, talking tower.)
I am not sure if the gimmick is slightly too powerful, but I am sure it should be all right.
((Next game is going to be fun. I'm up for game four- here's my next horror.))
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.)
i wanted to post this here now that it's closer to game 4
Name: FRAGDRAGÜL THE REPELLENT
Abilities:
-absorb: absorb other horrors and add their abilties that fit within fragdragüls stats to fragdragül
-infection: you get plagued or infected with parasites if you touch it or it's slime
-pulls a being into one of it's pores
-writhe: look really disgusting
-float: it always floats and can float any where like into space
-earthbound:in conjuntion with the abilty above has to stay within atmosphere for 2 days every week
-squirt: closes all pores forcing a massive amount of slime through its mouth
-the darkness within: fragdragül can bring bring the darkest thoughts of the subconscious into the front of the mind.
Appearance: A floating eyeball the size of a city dripping yellowish green sludge from its many gaping pores and constantly covered in parasites scrabbling all over its surface through its many greenish yellow tentacles and in and out of its many pores and orifices.
Occasionally through it's pores as they slowly dilate and contract you can see, its gigantic brain hanging at the top of the mind boggling emptiness clinging to the sagging flesh inside. at the bottom is a swamp of digestive juices and half digested meals that constantly move and mutedly squelch. All around are massive sails of flesh that absorb the air to fuel it's body, in the centre suspended by veins, muscle, and sinew you can see the massive heart cloaked in the rotting intestines of many long dead beings.
In the middle of a huge clump of greenish red tentacles at the back is an enormous gaping maw filled with thousands of teeth of all shapes and sizes that can rotate and extend individually. In the front its giant iris is filled and coloured with the partially rotted corpses of many beings both alien and familiar at the centre it's massive pupil looms seeing all and all seen if you gaze into its centre your deepest horrors will come true in your mind. As real for you as a rock on the ground but for your friends and family you will just be a raving madman. people will not deny this being for it stems from their own mind an amalgamation of the horrors of the subconcious.
Homeworld: a plane of eternal nothingness no day no night no light no dark the monsters writhe in the eternal blank where nothing thrives except nightmares and hate of many beings wherein life dies and death thrives ages drag on into eternity's of torment, this is not a realm of shadows for shadows require both light and dark here there is nothing but pain and suffering fueling the dark lives, of the abominations of the imagination this is the place behind the eyes where life stems but also the end of life the destruction of love the subconcious of nightmares the darkness that lurks inside of everyone the darkest of thoughts the most horrendous emotions in these depths it seems everything deserves to die these are the voices that say "put your hand in the fire", "jump off the building", "push her in the fire", "throw him off the building" here is where the horrors of other dimensions stand no ground where all repulsion all hate all disgust stems, a force more powerful than any physical realm any material force the hatred of universes the destruction of all.
-Presence: 0(the parasites and stuff are only if you actually touch him)
-Mindlock: 1(has a brain the size of a city though it's pretty easy to access)
-Power: 3(just look at this thing)
-Physique: 0(is made from the horrors of the mind)
-Appeal: 1(comes from the mind some of it lurks within us all)
goal: to drag out the suffering of the many and steal the thoughts of the few.
Name: The Jade Empress
Abilities:
Summon emeralds, from the ground.
Create a barrier of crystals.
Can create golems out of jade.
Appearance: A fat Chinese woman, with her black hair in a bun. She is wearing a green robe, and has a golden headdress on.
Homeworld: A former queen, she was overthrown, and was killed. She went to the underworld, of Despicable Rulers, and she is back, to claim earth as her own.
Stats:
-Malignant Presence:1
-Mindlock: 2
-Power: 1
-Physique: 2
-Appeal: 0
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:
Name: A Thing Unseen
Abilities: -Invisible: You can't see it, your cultists can't see it, in fact if it weren't for its psychic presence and the fact that corpses you leave lying around keep disappearing, you wouldn't even know it was there.
-Toxic touch: physical contact will kill mortals without protective clothing.
-Gelatinous: can slip through tight spaces and take more punishment than usual due to its squishy but surprisingly durable flesh
-Digest: Can eat humans it catches to regain health. Can also rub toxin onto objects to corrode them.
Appearance: Looks like a giant, floating jellyfish. It was really hard to find that one out.
Homeworld: Deep Space, it was just floating around when a piece of space equipment bonked it on the head and it came running straight to Earth (so it's been here awhile). It can tolerate these new guys showing up and messing around with its home, but it doesn't like when people directly meddle with the powers of the eldritch.
Theme: It appears that its thematic material is clear star jelly. You could get a decent fake by making jelly/preserves from star fruit and not adding food coloring.
Location: In the headmaster's office, currently
Skills:
-Presence: -1 (It can't even be seen)
-Mindlock: 0 (The lights aren't all on upstairs)
-Power: 3 (That's some potent toxin it's got)
-Physique: 2 (Durable, but its physical combat strength is likely irrelevant due to it's lethal touch)
-Appeal: 0
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)
Name: Kszipasowiernik
Appearance: Takes on the shape of whatever he wishes, his true form being a floating glob of gelatinous blob.
Homeworld: Kszipasowiernik was created when sapient creatures started mass worshipping one or many gods, their faith combining to create a sort of magical being that leeched off their will and their sacrifices given to other gods.
Abilities:
* Kszipasowiernik has the ability to display himself to others as a thing they most admire, despise, fear or love.
* Prolonged observation of this being causes madness due to rapidly changing signals and forms the beast adapts.
* Sacrifices of people with even meagre psychic or magical skills grants power to the monster.
* Kszipasowiernik can give visions of the future upon mortals. He himself is incapable of gaining knowledge this way.
Skills:
-Presence: 2
-Mindlock: 0
-Power: 1
-Physique: 0
-Appeal: 2
Could the next game of horrors include more active players? I think it'd add some additional flavor to the mix
((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?
(http://i.imgur.com/iS1DlYv.png)
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)
((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))
Name: Death
Abilities:
-Can instantly kill anyone who he wishes, except his fellow horsemen. Or more accurately, he WILL kill EVERYONE given a few turns.
Appearance: A Skeleton riding a green horse, holding a scythe.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 0
Mindlock: 0
Power: 4
Physique: 1
Appeal: 0
Name: War
Abilities:
-Can cause cultists to kill each other, even if they are on the same team
-Due to worldwide strife, no more recruiting can be done starting next turn.
Appearance: A man riding a red horse. He holds a long sword.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 1
Mindlock: 0
Power: 2
Physique: 2
Appeal: 0
Name: Pestilence, sometimes goes by Conquest
Abilities:
-Can turn people into zombies. Because you didn't have enough undead problems already.
-Can deliver the righteous directly to the afterlife. This is the same as killing them for gameplay purposes, but they are "saved" from the apocalypse without the pain of death
Appearance: A friendly, albeit somewhat sickly-looking man on a white horse. He carries a bow and arrow.
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 0
Mindlock: 0
Power: 3
Physique: 2
Appeal: 0
Name: Famine
Abilities:
-Price raise: everything costs too much for anyone to buy now. Tough luck. ALL supplies must be gathered by hand or owned by the cult to do anything.
-Starvation: Nonwealthy cultists must now eat to live, and if you don't have food then cultists will starve (assuming I remember). This starts next turn.
Appearance: An emaciated person riding a black horse. They carry scales (the kind used for measuring).
Homeworld: Land of Christian symbols, a world where christian symbolism is 100% true and not exaggerated in the slightest (even when it doesn't make sense)
Skills:
Presence: 3
Mindlock: 0
Power: 2
Physique: 0
Appeal: 0
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
name: The apocalypse
Abilities:
Amorphous: cans change size shape and weight can wrap around stuff and seem like a solid at all times
hovering: can hover from about a foot up to about a kilometer
space fabric rip: can morph partly into the fourth dimension tear small holes in the fabric of space to another dimension however he can't go through it
presence:0
mindlock:1
power:3
physique:1
appeal:0
appearance: usually just an amorphous copper coloured blob that likes to hover a few meters up
homeworld: not much really just a generic outer ring type thing
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
name: The apocalypse
Abilities:
Amorphous: cans change size shape and weight can wrap around stuff and seem like a solid at all times
hovering: can hover from about a foot up to about a kilometer
space fabric rip: can morph partly into the fourth dimension tear small holes in the fabric of space to another dimension however he can't go through it
presence:0
mindlock:1
power:3
physique:1
appeal:0
appearance: usually just an amorphous copper coloured blob that likes to hover a few meters up
homeworld: not much really just a generic outer ring type thing
((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)
Name: Goshu
Abilities:
-Telephonesis: Can call you from anywhere with no additional charge
-Degeneration: Constantly losing parts with every turn.
-Telapathy: Constantly follows orders no matter who they are given by.
Appearance: A small chunk of white chalk sitting on the ground.
Homeworld: A lively space filled with rocky clouds and inert gasteroids. It loves humans and wishes they would stop wasting their time making silly metal and glass when they could be drawing pictures.
Stats:
Presence: 0
Mindlock: 0
Power: 1
Physique: 0
Appeal: 4
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.))
((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.
Name:celestial carp
abilities:
Carp summoning: Can summon carp.
Carp Control: Can control any summoned carp.
Carp Blessing: Can turn my Chosen cultist into angelic figures with the power to breathe water (Works on carp to make them sentient and able to breathe air also turns angelic)
seed of insanity: if he does to much evil he will turn into what is considered the devil of a thousand worlds "Fragdrül Soul Sucker".
big effing fish: he is bigger than any other fish and can stretch to be bigger than any other fish. he will even stretch into the 11th dimension to be bigger than any fish.
fly: well it can fly.
Appearance: A colossal glimmering white carp with a yellow glow in the shape of a circle above his head and has massive flying fish like wings glimmering the brightest purest white. with a pure soul of kindess and warmth with a seed of madness referred to as fragdragül. often hailed as the carp god despite having little reason to be.
homeworld: also the plane of infinite carp.
presence:0
mindlock:0
power:3
physique:0
appeal:2
Goal: after hearing tales of a great evil carp from another universe who seeked to conquer earth but failed in a blaze a carpy glory. The celestial carp seeks to succeed where the eldritch carp failed with goodness and warmth and desperately trying not to awaken the seed of insanity.
(yeah i really like transforming horrors)
Name:Fish Of Great Size, The Big One, The Bigger Fish
Abilities:
Always Bigger: Will always be the bigger fish compared to any other fish. Size cannot be reduced below the size of any other fish.
Something is fishy: Bonus to detecting impostors.
Summon Bigger Fish: Can summon a fish that is bigger than another fish. This only applies, however, to the fish's size at the time of summoning.
Appearance: A fish. May take the appearance of any particular fish-y being depending on its needs. May take the shape of hypothetical fish.
presence:1
mindlock:1
power:0
physique:2
appeal:1
Goal: Prove the Celestial Carp is not, in fact, the bigger fish.
Preferably without breaking the universe by constant fish upsizing.
((Two can play at that game, Carp.))
((I can't believe you people.))
((Also, horror. Something tells me game four will be very crowded.))
Name: Archon. He appears to be oblivious to how stuck-up this makes him sound.
Abilities:
-Worldshaper: He has the ability to do magical terraforming. While this works well on just about anything, he's particularly adept at manipulating mazes.
In combat, this lends itself to all sorts of interesting tricks- there was that time he turned the ground into lava, for example...
-Willbender- He can do some mind control. This doesn't affect humans in the slightest, but can impact animals, magical creatures, and occasionally an unfortunate horror.
-Beastmaker: He creates monsters to aid his cult. Since he made them, they're incredibly easy to mind-control.
Appearance: Basically just a thin veil of iridescent mist. It looks pretty, but doesn't do much in the way of strength.
Homeworld: A mysterious, inter-dimensional labyrinth. He originally acted as the soul of the maze itself, but a group of "heroes" decided it would be a good idea to overthrow him. Now, he's a floating blob with godlike power- not bad, but definitely not what he'd like.
-Presence: 0
-Mindlock: 0
-Power: 5
-Physique: 0
-Appeal: 0
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.
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.
Name:celestial carp
abilities:
Carp summoning: Can summon carp.
Carp Control: Can control any summoned carp.
Carp Blessing: Can turn my Chosen cultist into angelic figures with the power to breathe water (Works on carp to make them sentient and able to breathe air also turns angelic)
seed of insanity: if he does to much evil he will turn into what is considered the devil of a thousand worlds "Fragdrül Soul Sucker".
big effing fish: he is bigger than any other fish and can stretch to be bigger than any other fish. he will even stretch into the 15th dimension to be bigger than any fish.
fly: well it can fly.
swim: can stil swim through anything except carp.
Appearance: A colossal glimmering white carp with a yellow glow in the shape of a circle above his head and has massive flying fish like wings glimmering the brightest purest white. with a pure soul of kindess and warmth with a seed of madness referred to as fragdragül. often hailed as the carp god despite having little reason to be.
homeworld: also the plane of infinite carp.
presence:0
mindlock:0
power:3
physique:0
appeal:2
Goal: after hearing tales of a great evil carp from another universe who seeked to conquer earth but failed in a blaze a carpy glory. The celestial carp seeks to succeed where the eldritch carp failed with goodness and warmth and desperately trying not to awaken the seed of insanity.
(yeah i really like transforming horrors)
Abilities:
Mind control: Creature I use it on is under my command for a little while
Lung Implosion: Exactly what it says on the tin. Your lungs implode. You die.
Induce Insanity: Target creature is reduced to a gibbering wreck, unable to form any rational thought.
Shadow Servant: The target creature becomes a 7-foot-tall shadow creature that looks like Hondraasaan, totally loyal to me
Appearance:
A roughly bipedal, humanoid form, seeming to be made of shadow. It is 10 feet tall and has many eyes that seem to be composed of green fire all over its body . It speaks in a deep, oily voice. Beware its psychic powers!
Homeworld:
I used to rule over the small, volcanic planet of Rumzuedar, before I was cast out by a worker's rebellion from the people whose brains I snacked on while they built monuments to me. I have come to Earth to have more brain snacks.
Stats:
Presence: 0
Mindlock: 1
Power: 2
Physique: 1
Appeal: 1
I guess I'll get back into the horror game, with all you fish guys fighting for dominance.
Name: The Cosmic Fisherman
Abilities:
Fish-based Knowledge -Knows the exact location of anything even remotely resembling a fish in some way.
Eldritch Rod -He can, using his fishing rod, hook on to anything in existence, including existence.
Metaphysical Bait -His bait, when used, attracts everything via a multitude of ways, from using gravitational fields, to being incredibly hard to resist, to literally manipulating causality in a limited way, causing his target to just happen to end up in his hook.
Cosmic Net -If he traps something in his net, most if not all of the thing's qualities that would allow it to get out of the net are severely hindered.
Anti-Fish-sis -All of his clothes resist everything related to fish, like water, salt, scales, fins, teeth, things like that.
Appearance: TCF is just a giant and muscular man, usually in a boat, with lots of regular fishing equipment. He also has a nice beard and sunglasses.
Homeworld: TCF lives in the void between worlds, in his wooden boat, fishing. What he fishes happen to be vast and powerful cosmic horrors, but in all honesty that only makes them roast more easily. He's heard some fishfolk are focusing on this here blue rock, and he's about to make sure they end up where they belong- in his cosmic belly.
-Presence: 0 - To be honest, he isn't really that horrific.
-Mindlock: 0 - Usually only thinks about fishing unimaginable eldritch abominations. It's actually why he stays sane in the presence of them.
-Power: 4 - His rod could fish in the void between worlds. His bait could attract things that hardly even exist. His net could catch the very stars themselves.
-Physique: 0 - Mostly just really big.
-Appeal: 1 - Fish for everyone! Plus, when he wins he'll likely just leave the Earth alone and go back to fishing.
Appearance: A ugly Caucasian man with overgrown body hair in a black speedo.
Abilities:
-Creepy teleportation: when summoned, he can and will teleport into situations that would be considered private or otherwise unfitting for a man in a speedo. he prefers to teleport onto beds as a rule, but generally can do so regardless if the event is awkward enough.
-Oblivious: Ignores most threats as if they did not exist, instead preferring to focus on getting anything he is eating out of his body hair or some other mildly repulsive location. he does this passively when attacked, and can stop the attack with it. far more effective up close.
-Absurdity: His presence and actions are often off-putting, but mildly hilarious to outside viewers, and can even assist in influencing other people.
-Physically unfit: Far weaker than normal and not at all capable of standing up to physical assault, he is far more fragile than normal.
Homeworld: Alternate dimension similar to earth, but otherwise abandoned due to it's effects.
-Presence:3
-Mindlock:1
-Power:1
-Physique:-1
-Appeal:1
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:
This is the first spoiler
[spoiler]This is the second spoiler
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.
Name: Thun Gara' Tun Rack' Ooozz Chath
Abilities:▼
A'Rise: Forces a ctizen of his home world into the remains of a living creature.
Liquefy: Causes somethings internal structure to "Liquefy" normally killing it.
Be'Gone: Forces another Horrors minions and servants to flee from him.
Appearance: A rotting Humanoid creature with three red eyes, a maw full of shark-like teeth, and black oily hair.
Homeworld: A world much like earth, Inhabited only by the dead, dying, and deformed since the last horror to invaded...
-Malignant Presence: 2
-Mindlock: 1
-Power: 2
-Physique: 0
-Appeal: 0
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.
name: the parasite grand poobah
Abilities:
body control: this horror can burrow deep inside the skull of an animal and its stats will be that of what ever it's in with any excess from the five points going to strength and add one to power if what i'm in wouldn't have a point in power E.G. if it's in a kitten it's stats might be appeal 3 strength 1 power 1 with the other stats at zero and can do the same with any psychically inclined cultists or a fish would be power 1 strength four with the other stats at 0
psychic link: he can use the senses of any of his cultists
telekinesis: can move smal objects in his vicinty
stone orb: in times of great peril he can create an orb of stuff from about 20 meters around him and compress it into and orb that surrounds him and is pretty much indestructible (you would have to have a strength of 4 to break it) however he can't do anything for the next 2 turns on the third inside it will break and can't tell his cultists to do anything while inside so basically his cultists will just do his last standing order for the next 3 turns then just sit around maybe praying to the stone orb.
appearance: a little grey blob with ten tenticles at the bottom with a drill like bone in the middle for drilling into skulls you could easily hold him in your hand
presence:0(he's basically a little blob)
mindlock:0(he's basically a little blob)
power:5((he's basically a little blob... of CONCENTRATED POWAHHHHHHHH!!!!!)
physique:0(he's basically a little blob you could probably wound him with a well aimed spit wad)
appeal:0(he's basically a little blob)
Game 4 Start!
Players/horrors:
-BOF/fillipk
My Horror
B.O.F. the Renewer
Abilities:
Grow. B.O.F. the Renewer can grow bigger based on how much trash he has burned
B.O.F. the Renewer can control fire, teleport to any fire that is bigger then him, expand or put out any fire, he is aware of all fires in the plane he inhabits at the moment, and he can shoot fire balls and summon flame strikes.
B.O.F. the Renewer can set fire to any pollution he sees, clean fire that doesn't pollute, the pollution stuff is magically stored and used to make him bigger.
B.O.F. the Renewer can't be put out by water
Appearance: B.O.F. the Renewer is a 5cm ball of fire that is about as hot as a candle flame. If people stare into his fiery, swirling body they feel an urge to try and clean up the world.
Homeworld: B.O.F the Renewer hails from the natural plane where everything is in harmony, even the elements. There is no pollution because there were no greedy humans to mess up the world so magic and nature flourished. He is the smallest of his litter and was selected to go to Earth to get the humans to stop polluting or burn everything and start over.
Skills:
- Presence: 2 (B.O.F. the Renewer causes people to care about the environment and he lights trash on fire, things burn around him)
- Mindlock: 1 (B.O.F. the Renewer was chosen specially but has a soft spot for humanity)
- Power: 2 (B.O.F. the Renewer is excellent at using his powers since it is his only way of fighting)
- Physique: 0 (B.O.F. the Renewer is a small ball of fire he can't wrestle, he has minions for that)
- Appeal: 0 (While B.O.F. the Renewer wants to save the planet only the insane would help him burn it)
-Vol-Kriit/Daparrot
((I would like to join the next game, this is my horror))
Vol-Kriit
appearance: Two large floating dark purple hands,each the size of a bear,with a bright glowing lime green eye on each palm
abilities:
-telekinisis
-can control a persons hands(and arms),which while controlled are marked with my eyes on their palms
-can smite sharp objects(hedgehogs,thorns,needles,swords,etc.....)
-can only communicate through the whisper into minds ability and sign language
homeworld:cannot remember original homeworld, but was banished to the plane of infinite thorn bushes
skills:
-presence:0
-mindlock:1
-power:1
-physique:2
-appeal:1
-Daragon/Humaan
Name: Daragon
Abilities:
Seed of the Gold Spire: Daragon can create unusual orbs which are planted into the ground. When planted, they begin releasing eldritch energy into the surrounding area, as well as growing out golden vines to start covering nearby areas. Life which gets near these vines may find themselves incorporated into the nearby mass, being turned into alien beings soon after. The terrain fights against those against the Daragon's will, constantly trying to turn more nearby areas into a similar substance. Orbs can only sustain a territory of about ten miles in radius, and their destruction, while tough, will cause the effects to recede. There is no other way to stop the vines permanently beyond this method, however.
Being of the Golden Vines: Daragon can regenerate by being within an eldritch effect, and even the deadliest of wounds can slowly be recovered if he hides within the vines.
Creatures of the Gold Spire: Daragon can craft the mass absorbed by the orbs into creatures and terrains composed of similar tendrils as he appears to be made of. They may vary in purpose, but they thrive in the terrain, regenerating within it similar to the master.
Madness of the Gold Tendrils: Being near the tendrils tends not to be good for one's sanity, and will drive people and creatures made with prolonged exposure.
Appearance: Daragon looks to be some sort of towering spire made up of golden tendrils, seemingly breathing at the surrounding area. He can move around with odd roots at his base, allowing him to move at walking pace. He stands at around twenty feet tall.
Homeworld: Daragon is actually from a far-flung part of our own galaxy, part of a race which relied on a mysterious plant to survive. When facing extinction, Daragon was created as a failsafe, made to be summoned to other habitable planets to revive the race once again. He is not really malevolent to human life, but they tend to get in the way of the Rebirth.
Skills:
- Presence: 0 (He is just a fancy-ass tower, for the most part. While what he is made of my make you insane, that is completely independent of his own actual ability to do that.)
- Mindlock: 0 (He is a machine, more then a thinking being. He can be influenced like any other being)
- Power: 4 (He was designed to prepare for the return of his creators, so they took no second chances making sure is was strong enough to affect the world.)
- Physique: 1 (He is big and durable, that's for sure, but he doesn't have much going for him.)
- Appeal: 0 (He is not flat-out for human extinction, but it is hard to feel comfortable around a weird, breathing, talking tower.)
Beasts:
-Drone - A Drone is a bear-sized humanoid with sharp prehensile claws. They are built much more physically then a human, and could probably shrug off low-caliber pistol fire, even if they lack the speed of humans. They are used as the basic workforce and foot soldiers of the Race, and are subservient to the will of any intelligent member of the Race's populace.
So, to summarize, they are tougher cultists with built-in melee weapons.
-Quarken/FallacyofUrist
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.)
-parasite/carp
name: the parasite grand poobah
Abilities:
body control: this horror can burrow deep inside the skull of an animal and its stats will be that of what ever it's in with any excess from the five points going to strength and add one to power if what i'm in wouldn't have a point in power E.G. if it's in a kitten it's stats might be appeal 3 strength 1 power 1 with the other stats at zero and can do the same with any psychically inclined cultists or a fish would be power 1 strength four with the other stats at 0
psychic link: he can use the senses of any of his cultists
telekinesis: can move smal objects in his vicinty
stone orb: in times of great peril he can create an orb of stuff from about 20 meters around him and compress it into and orb that surrounds him and is pretty much indestructible (you would have to have a strength of 4 to break it) however he can't do anything for the next 2 turns on the third inside it will break and can't tell his cultists to do anything while inside so basically his cultists will just do his last standing order for the next 3 turns then just sit around maybe praying to the stone orb.
appearance: a little grey blob with ten tenticles at the bottom with a drill like bone in the middle for drilling into skulls you could easily hold him in your hand
presence:0(he's basically a little blob)
mindlock:0(he's basically a little blob)
power:5((he's basically a little blob... of CONCENTRATED POWAHHHHHHHH!!!!!)
physique:0(he's basically a little blob you could probably wound him with a well aimed spit wad)
appeal:0(he's basically a little blob)
The Jade Empress/wipeout1024
Name: The Jade Empress
Abilities:
Summon emeralds, from the ground.
Create a barrier of crystals.
Can create golems out of jade.
Appearance: A fat Chinese woman, with her black hair in a bun. She is wearing a green robe, and has a golden headdress on.
Homeworld: A former queen, she was overthrown, and was killed. She went to the underworld, of Despicable Rulers, and she is back, to claim earth as her own.
Stats:
-Malignant Presence:0
-Mindlock: 2
-Power: 1
-Physique: 2
-Appeal: 0
-Nuffle/SpottedWobbegong
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
-Kszipasowiernik/SaberToothTiger
Name: Kszipasowiernik
Appearance: Takes on the shape of whatever he wishes, his true form being a floating glob of gelatinous blob.
Homeworld: Kszipasowiernik was created when sapient creatures started mass worshipping one or many gods, their faith combining to create a sort of magical being that leeched off their will and their sacrifices given to other gods.
Abilities:
* Kszipasowiernik has the ability to display himself to others as a thing they most admire, despise, fear or love.
* Prolonged observation of this being causes madness due to rapidly changing signals and forms the beast adapts.
* Sacrifices of people with even meagre psychic or magical skills grants power to the monster.
* Kszipasowiernik can give visions of the future upon mortals. He himself is incapable of gaining knowledge this way.
Skills:
-Presence: 2
-Mindlock: 0
-Power: 1
-Physique: 0
-Appeal: 2
-Archon/Whisperling
Name: Archon. He appears to be oblivious to how stuck-up this makes him sound.
Abilities:
-Worldshaper: He has the ability to do magical terraforming. While this works well on just about anything, he's particularly adept at manipulating mazes.
In combat, this lends itself to all sorts of interesting tricks- there was that time he turned the ground into lava, for example...
-Willbender- He can do some mind control. This doesn't affect humans in the slightest, but can impact animals, magical creatures, and occasionally an unfortunate horror.
-Beastmaker: He creates monsters to aid his cult. Since he made them, they're incredibly easy to mind-control.
Appearance: Basically just a thin veil of iridescent mist. It looks pretty, but doesn't do much in the way of strength.
Homeworld: A mysterious, inter-dimensional labyrinth. He originally acted as the soul of the maze itself, but a group of "heroes" decided it would be a good idea to overthrow him. Now, he's a floating blob with godlike power- not bad, but definitely not what he'd like.
-Presence: 0
-Mindlock: 0
-Power: 5
-Physique: 0
-Appeal: 0
-Hondraasaan/LordBrassroast
Name: Hondraasaan
Abilities:
Mind control: Creature I use it on is under my command for a little while
Lung Implosion: Exactly what it says on the tin. Your lungs implode. You die.
Induce Insanity: Target creature is reduced to a gibbering wreck, unable to form any rational thought.
Shadow Servant: The target creature becomes a 7-foot-tall shadow creature that looks like Hondraasaan, totally loyal to me
Appearance:
A roughly bipedal, humanoid form, seeming to be made of shadow. It is 10 feet tall and has many eyes that seem to be composed of green fire all over its body . It speaks in a deep, oily voice. Beware its psychic powers!
Homeworld:
I used to rule over the small, volcanic planet of Rumzuedar, before I was cast out by a worker's rebellion from the people whose brains I snacked on while they built monuments to me. I have come to Earth to have more brain snacks.
Stats:
Presence: 0
Mindlock: 1
Power: 2
Physique: 1
Appeal: 1
-The Cosmic Fisherman/Sl4cker
Name: The Cosmic Fisherman
Abilities:
Fish-based Knowledge -Knows the exact location of anything even remotely resembling a fish in some way.
Eldritch Rod -He can, using his fishing rod, hook on to anything in existence, including existence.
Metaphysical Bait -His bait, when used, attracts everything via a multitude of ways, from using gravitational fields, to being incredibly hard to resist, to literally manipulating causality in a limited way, causing his target to just happen to end up in his hook.
Cosmic Net -If he traps something in his net, most if not all of the thing's qualities that would allow it to get out of the net are severely hindered.
Anti-Fish-sis -All of his clothes resist everything related to fish, like water, salt, scales, fins, teeth, things like that.
Appearance: TCF is just a giant and muscular man, usually in a boat, with lots of regular fishing equipment. He also has a nice beard and sunglasses.
Homeworld: TCF lives in the void between worlds, in his wooden boat, fishing. What he fishes happen to be vast and powerful cosmic horrors, but in all honesty that only makes them roast more easily. He's heard some fishfolk are focusing on this here blue rock, and he's about to make sure they end up where they belong- in his cosmic belly.
-Presence: 0 - To be honest, he isn't really that horrific.
-Mindlock: 0 - Usually only thinks about fishing unimaginable eldritch abominations. It's actually why he stays sane in the presence of them.
-Power: 4 - His rod could fish in the void between worlds. His bait could attract things that hardly even exist. His net could catch the very stars themselves.
-Physique: 0 - Mostly just really big.
-Appeal: 1 - Fish for everyone! Plus, when he wins he'll likely just leave the Earth alone and go back to fishing.
-SCP-999-J "creepy speedo man"/Dustan Hache
Name: SCP-999-J "creepy speedo man"
Appearance: A ugly Caucasian man with overgrown body hair in a black speedo.
Abilities:
-Creepy teleportation: when summoned, he can and will teleport into situations that would be considered private or otherwise unfitting for a man in a speedo. he prefers to teleport onto beds as a rule, but generally can do so regardless if the event is awkward enough.
-Oblivious: Ignores most threats as if they did not exist, instead preferring to focus on getting anything he is eating out of his body hair or some other mildly repulsive location. he does this passively when attacked, and can stop the attack with it. far more effective up close.
-Absurdity: His presence and actions are often off-putting, but mildly hilarious to outside viewers, and can even assist in influencing other people.
-Physically unfit: Far weaker than normal and not at all capable of standing up to physical assault, he is far more fragile than normal.
Homeworld: Alternate dimension similar to earth, but otherwise abandoned due to it's effects.
-Presence:3
-Mindlock:1
-Power:1
-Physique:-1
-Appeal:1
-Thun Gara' Tun Rack' Ooozz Chath/crazyabe
Name: Thun Gara' Tun Rack' Ooozz Chath
Abilities:▼
A'Rise: Forces a ctizen of his home world into the remains of a living creature.
Liquefy: Causes somethings internal structure to "Liquefy" normally killing it.
Be'Gone: Forces another Horrors minions and servants to flee from him.
Appearance: A rotting Humanoid creature with three red eyes, a maw full of shark-like teeth, and black oily hair.
Homeworld: A world much like earth, Inhabited only by the dead, dying, and deformed since the last horror to invaded...
-Malignant Presence: 2
-Mindlock: 1
-Power: 2
-Physique: 0
-Appeal: 0
Fred/AIM/Evonix
My horror:
Name: An Ideal Meme, AIM, Fred
Abilities:
-Memetic spread: Anybody who (listens to/reads/sees/feels out in braille/has thrust into his brain/etc.) a certain series of concepts will become infected by the Meme.
-non hive mind: As a single mind cannot support his AND the Meme before the ritual the "cultists" have no guidance and no organisation but do have a few simple built in commands to get along with. They with first spiral outwards chanting the Meme endlessly (they don't stop chanting until the ritual is done.). When they encounter a orb of stalwart they slump against it in a vaguely homewards direction until they get it there. When they discover some dragon lillys they tromp around in them until their clothes are sodden with dragon's blood then walk back to Fred's home and walk in a ritual pattern until enough has dripped there for the ritual to work.
-Hive mind: Instead of being summoned the infectees get connected together into a single consciousness but the ritual is the same. The minds in the hive only chant when it wants them to after that
-Acting: If somebody is infected after the ritual Fred can preserve their memories and have the victim to be normal, his acting skills may not withstand skilled scrutiny however.
Appearance: Has no physical form. A sheet of paper with the concept written on it.
Homeworld: Earth
Goal: Infect everybody, it will figure out what to do next when he comes to it.
Origin: Created by a mad poet(much like a mad scientist) named fred. Some months ago Fred thought of the concept of the Perfect Meme, an idea of such absolute beauty and complexity that it would overwhelm a mind entirely with it's infinite layers. Some months later he had made great progress and was refining some pieces when he realised he could imprint his psyche and memories on it but spoil it's perfection. When choosing between god's own masterpiece and potential world domination he made the obvious choice.
know a bit more about how to assign my points but how much physique would a concept have? It can only be killed by destroying all the infectees and all (written, recorded, ect.) copies but can't exactly punch, for now zero.
-Presence:0 Before summoning power counts as presence because there is no mind to guide it.
-Mindlock: 2 as an alien mind structure it is difficult to conquer, it's innate will makes it nigh impossible.
-Power:3 It is purely mental in nature and absolute in it's realm.
-Physique:0 Is a concept, not a gorilla.
-Appeal:0 Nobody likes the borg and they give out free prosthetics.
Minor horrors
Name: Saragon
Appearance: a silver spire made of thousands of small needles
Abilities:
-Thorny: Those who attack it in melee get damaged themselves if they don't have armor
-Mercury Plague: Those damaged by Saragon become infected with a plague that kills them over the course of a few turns
Origin: The emissary for a peoples whose political system is rather... cutthroat. It believes that a friendly poisoning is a sign of good will, and that direct assault is a challenge to be accepted regardless of power discrepencies.
Stats:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0 (it's a bit fragile, and would probably be defenseless were it not for the spines that make it up)
Appeal: 0
Name: Mr. Banana hammock
Appearance: a guy with a handlebar mustache wearing a thong
Abilities:
-Creepy: his appearance scares children and makes most people uncomfortable. Even those in his cult of alliance.
-Short attention span: Loses track of what he's doing easily
-Really fast running: Can sprint to locations very quickly. Almost like teleportation.
Homeworld: Same place as creepy speedo man
Skills:
Presence: 1
Mindlock: 1
Power: 3
Physique: -1
Appeal: -1
Name: Count Trout
Appreance: a black and white clownfish the size of a small dog
Homeworld: A world covered by water where sapient fish dwell, in a Mansion-shaped anemone on a small reef resembling a Medieval European village
Abilities:
Drain life: can restore own health by draining the blood of others
Hypnosis: can reduce the number of actions a faction has, by using this on the leader
Fish: Takes damage for every turn spent out of water
Stats:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0
Appeal: 0
Name: Sharkon
Appearance: a pale shark with jellyfish-like appendages
Homeworld: The aquatic world, where all is sea and fish
Abilities:
Mind control: well, to the best of it's ability
Summon fish
Water control: can move, freeze, and boil water at will... Again, to the best of its ability
Fish: takes damage if not in water
Skills:
Presence: 0
Mindlock: 0
Power: 1
Physique: 2
Appeal: 0
Name: Beldroth
Appearance: a small furry animal with six legs and two heads.
Homeworld: A world conquered by the legions of Beldroth the conquerer. Beldroth, of course, named all his pets and soldiers Beldroth, in honor of himself. He's kind of an asshole and you're glad you stole his mutant weasel.
Abilities:
Juvenile: 5 turns after being summoned it will grow to its adult form, gaining 1 physique and 1 power
Detect poison: can locate poisonous materials
Rabid: its bite can cause a plethora of diseases
Stats:
Presence: 0
Mindlock: 0
Power: 1
Physique: 0
Appeal: 0
Name: Unlight
Appearance: an ornate lantern with a glowing eyeball inside
Homeworld: World of cheap halloween props
Abilities:
Illuminate: can clear the mind of those being controlled by others or in the fits of madness
Glare: Can stare really hard at things, causing insanity
Shielded: the lantern protects the eye within, so this guy must be killed twice to cease its power. Unfortunately, it can't move on its own while in the lantern, so it'll need a bearer to carry it around.
Skills: In lantern-
Presence: 1 (It glows, if a bit dimly)
Mindlock: 0
Power: 1 (somewhat suppressed by the lantern
Physique: 1 (it is made of metal)
Appeal: 0
Out of lantern-
Presence: 1
Mindlock: 0
Power: 2 (Even unhindered it's still in the lower tier of power)
Physique: 0 (exposed eyeballs are not known for their durability)
Appeal: 0
Name: Happy the Clown
Appearance: Looks like a clown, with a 50 yard stare and a lurch in his step
Homeworld: Land of Nightmares
Abilities:
-Terrifying scream: can force the weak of will to flee
Skills:
Presence: 0
Mindlock: 0
Power: 0 (no power, but still might be able to affect those with no mindlock with a good roll)
Physique: 0
Appeal: 1 (Despite the terrifying appearance, it smells like bananas)
Name: Thun Carpa
Abilities:
Twist life: turns dead things into undead monsters
Expunge: turns innards to outards
Go away: makes things run away from it
Fish: takes damage if not in water
Appearance: a carp covered in oily black scales with a mouth full of shark teeth and three red eyes
Homeworld: a reef on the aquatic world where the sun never shines, forcing the fish to turn to necromancy to keep the nutrient cycle alive
Skills:
Presence: 0
Mindlock: 1
Power: 2
Physique: 0
Appeal: 0
Name: The Grotesque
Appearance: a mass of human flesh, with bits of hair and bone sticking out in a pattern resembling a sea urchin.
Abilities:
Born to die: Takes damage every turn due to having completely nonfunctional vital systems
Feed: Consume humans to sustain itself, healing wounds. Every 200 cultists it bolsters its strength, up to a maximum of 5
Stats:
Presence: 0
Mindlock: -1
Power: 0
Physique: 3
Appeal: -1
Name: some scrub fish
Abilities:
-Clean: can rub against things to brush contaminents off them.
-Fish: injures self if not in water
Appearance: A scrub brush with fins and eyes.
Homeworld: World of underwater cleaning supplies
Skills:
Presence: 0
Mindlock: 1
Power: 1
Physique: 1
Appeal: 0
Name: Quacken
Appearance: a yellow duck with an orange bill and a fuse coming out of its back.
Homeworld: From the rift between worlds, a monster of unspeakable power rose, corrupting all it touched. This is a mundane duckling that got corrupted.
Abilities:
Exploding feathers: can drop feathers, which explode voilently when Quaken chooses
Great Quack: Own body explodes when killed. Or when it feels like, since the feathers are what's really exploding.
Adorable: It's deceptively cute appearance can make it hard to attack it.
Skills:
Presence: 1
Mindlock: 0
Power: 2
Physique: 0
Appeal: 0
Name: Mooney the thirsty
Appearance: A drunk crescent moon. It always seems to be facing to the right.
Homeworld: The celestial plane, where tiny celestial bodies have minds.
Abilities:
Booze hound: constantly drinks your booze, or any other liquids you have around if no booze is available
Pass-Hangover: can pass his own hangovers, as well as any other negative side effects of his drink, onto others. Hopefully, it's nobody you wanted to keep
Tidal push: can move liquids freely
Skills:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0
Appeal: 0
Name: Handyman
Abilities:
Puppeteer: can manipulate people's movement from afar... at least, a little bit...
Hatred of pointy things: To the extent that they can destroy them with a look
Mute: cannot speak by normal means
Appearance: A small, but surprisingly muscular man with huge hands wearing studded white gloves.
Homeworld: A place much like earth, except the people are small and have giant hands. He was a professional puppeteer for years following his dreams, but then he got dragged to this world, leaving behind his adoring fans. He doesn't realize you are the reason he's here... yet.
Skills:
Presence: 0
Mindlock: 0
Power: 1
Physique: 2
Appeal: 0
Name: Val'krete
Abilities:
Telekinesis
Smite pointy things
Appearnance: a blue pair of hands with eyes on the fingertips
Homeworld: The world Volkriit originates from, he was recently banished for egregious crimes he refuses to tell you about
Skills:
Presence: 0
Mindlock: 1
Power: 1
Physique: 1
Appeal: 0
Name: The Lawyer
Abilities:
Binding arbitration: The deals you made in the past come back to haunt you in the form of chains that hold you in place and prevent you from moving.
Cease and Desist: Can counter actions against him by taking the offender to court. (not necessarily a thing he does, mostly just flavor)
Contractual obligations: can ruin existing diplomatic relations by forcing issues between the members
Appearance: A six foot tall frog wearing a tie that walks on its hind legs. It's eyes glow green.
Homeworld: He has worked long hours to banish all the giant, floating hands from his world. He was not quite done, but now he's here and about to face judgement for the torment he's inflicted.
Skills:
Presence: 0
Mindlock: 2
Power: 1
Physique: 0
Appeal: 0
Sorry for not doing anything for a week, I have been very tired. can I join late?
My horror:
Name: An Ideal Meme, AIM, Fred
Abilities:
-Memetic spread: Anybody who (listens to/reads/sees/feels out in braille/has thrust into his brain/etc.) a certain series of concepts will become infected by the Meme.
-non hive mind: As a single mind cannot support his AND the Meme before the ritual the "cultists" have no guidance and no organisation but do have a few simple built in commands to get along with. They with first spiral outwards chanting the Meme endlessly (they don't stop chanting until the ritual is done.). When they encounter a orb of stalwart they slump against it in a vaguely homewards direction until they get it there. When they discover some dragon lillys they tromp around in them until their clothes are sodden with dragon's blood then walk back to Fred's home and walk in a ritual pattern until enough has dripped there for the ritual to work.
-Hive mind: Instead of being summoned the infectees get connected together into a single consciousness but the ritual is the same. The minds in the hive only chant when it wants them to after that
-Acting: If somebody is infected after the ritual Fred can preserve their memories and have the victim to be normal, his acting skills may not withstand skilled scrutiny however.
Appearance: Has no physical form.
Homeworld: Earth
Goal: Infect everybody, it will figure out what to do next when he comes to it.
Origin: Created by a mad poet(much like a mad scientist) named fred. Some months ago Fred thought of the concept of the Perfect Meme, an idea of such absolute beauty and complexity that it would overwhelm a mind entirely with it's infinite layers. Some months later he had made great progress and was refining some pieces when he realised he could imprint his psyche and memories on it but spoil it's perfection. When choosing between god's own masterpiece and potential world domination he made the obvious choice.
know a bit more about how to assign my points but how much physique would a concept have? It can only be killed by destroying all the infectees and all (written, recorded, ect.) copies but can't exactly punch, for now zero.
-Presence:0 Before summoning power counts as presence because there is no mind to guide it.
-Mindlock: 2 as an alien mind structure it is difficult to conquer, it's innate will makes it nigh impossible.
-Power:3 It is purely mental in nature and absolute in it's realm. Decided on power because although it's good at "recruiting" it's entirely unloved.
-Physique:0 Is a concept, not a gorilla.
-Appeal:0 Nobody likes the borg and they give out free prosthetics.
Fred after reading his own Meme: Walk though the bustling city chanting as he goes.
Kszipasowiernik recruits charismatic, intelligent, rich or influential people.
50 cultists go and recruit mooks.
Name: Kszipasowiernik
Appearance: Takes on the shape of whatever he wishes, his true form being a floating glob of gelatinous blob.
Homeworld: Kszipasowiernik was created when sapient creatures started mass worshipping one or many gods, their faith combining to create a sort of magical being that leeched off their will and their sacrifices given to other gods.
Abilities:
* Kszipasowiernik has the ability to display himself to others as a thing they most admire, despise, fear or love.
* Prolonged observation of this being causes madness due to rapidly changing signals and forms the beast adapts.
* Sacrifices of people with even meagre psychic or magical skills grants power to the monster.
* Kszipasowiernik can give visions of the future upon mortals. He himself is incapable of gaining knowledge this way.
Skills:
-Presence: 2
-Mindlock: 0
-Power: 1
-Physique: 0
-Appeal: 2
Assets:
50 cultists.
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.
Name: Kszipasowiernik
Appearance: Takes on the shape of whatever he wishes, his true form being a floating glob of gelatinous blob.
Homeworld: Kszipasowiernik was created when sapient creatures started mass worshipping one or many gods, their faith combining to create a sort of magical being that leeched off their will and their sacrifices given to other gods.
Abilities:
* Kszipasowiernik has the ability to display himself to others as a thing they most admire, despise, fear or love.
* Prolonged observation of this being causes madness due to rapidly changing signals and forms the beast adapts.
* Sacrifices of people with even meagre psychic or magical skills grants power to the monster.
* Kszipasowiernik can give visions of the future upon mortals. He himself is incapable of gaining knowledge this way.
Skills:
-Presence: 2
-Mindlock: 0
-Power: 1
-Physique: 0
-Appeal: 2
Assets:
100 cultists.
50 "smart" cultists
75 inquisitors
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)
Name: Saragon
Appearance: a silver spire made of thousands of small needles
Abilities:
-Thorny: Those who attack it in melee get damaged themselves if they don't have armor
-Mercury Plague: Those damaged by Saragon become infected with a plague that kills them over the course of a few turns
Origin: The emissary for a peoples whose political system is rather... cutthroat. It believes that a friendly poisoning is a sign of good will, and that direct assault is a challenge to be accepted regardless of power discrepencies.
Stats:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0 (it's a bit fragile, and would probably be defenseless were it not for the spines that make it up)
Appeal: 0
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)
Name: Mr. Banana hammock
Appearance: a guy with a handlebar mustache wearing a thong
Abilities:
-Creepy: his appearance scares children and makes most people uncomfortable. Even those in his cult of alliance.
-Short attention span: Loses track of what he's doing easily
-Really fast running: Can sprint to locations very quickly. Almost like teleportation.
Homeworld: Same place as creepy speedo man
Skills:
Presence: 1
Mindlock: 1
Power: 3
Physique: -1
Appeal: -1
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)
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)
Name: Count Trout
Appreance: a black and white clownfish the size of a small dog
Homeworld: A world covered by water where sapient fish dwell, in a Mansion-shaped anemone on a small reef resembling a Medieval European village
Abilities:
Drain life: can restore own health by draining the blood of others
Hypnosis: can reduce the number of actions a faction has, by using this on the leader
Fish: Takes damage for every turn spent out of water
Stats:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0
Appeal: 0
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)
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)
Name: Sharkon
Appearance: a pale shark with jellyfish-like appendages
Homeworld: The aquatic world, where all is sea and fish
Abilities:
Mind control: well, to the best of it's ability
Summon fish
Water control: can move, freeze, and boil water at will... Again, to the best of its ability
Fish: takes damage if not in water
Skills:
Presence: 0
Mindlock: 0
Power: 1
Physique: 2
Appeal: 0
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)
Name: Beldroth
Appearance: a small furry animal with six legs and two heads.
Homeworld: A world conquered by the legions of Beldroth the conquerer. Beldroth, of course, named all his pets and soldiers Beldroth, in honor of himself. He's kind of an asshole and you're glad you stole his mutant weasel.
Abilities:
Juvenile: 5 turns after being summoned it will grow to its adult form, gaining 1 physique and 1 power
Detect poison: can locate poisonous materials
Rabid: its bite can cause a plethora of diseases
Stats:
Presence: 0
Mindlock: 0
Power: 1
Physique: 0
Appeal: 0
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)
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)
Name: Unlight
Appearance: an ornate lantern with a glowing eyeball inside
Homeworld: World of cheap halloween props
Abilities:
Illuminate: can clear the mind of those being controlled by others or in the fits of madness
Glare: Can stare really hard at things, causing insanity
Shielded: the lantern protects the eye within, so this guy must be killed twice to cease its power. Unfortunately, it can't move on its own while in the lantern, so it'll need a bearer to carry it around.
Skills: In lantern-
Presence: 1 (It glows, if a bit dimly)
Mindlock: 0
Power: 1 (somewhat suppressed by the lantern
Physique: 1 (it is made of metal)
Appeal: 0
Out of lantern-
Presence: 1
Mindlock: 0
Power: 2 (Even unhindered it's still in the lower tier of power)
Physique: 0 (exposed eyeballs are not known for their durability)
Appeal: 0
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])
Name: Happy the Clown
Appearance: Looks like a clown, with a 50 yard stare and a lurch in his step
Homeworld: Land of Nightmares
Abilities:
-Terrifying scream: can force the weak of will to flee
Skills:
Presence: 0
Mindlock: 0
Power: 0 (no power, but still might be able to affect those with no mindlock with a good roll)
Physique: 0
Appeal: 1 (Despite the terrifying appearance, it smells like bananas)
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)
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)
Name: Thun Carpa
Abilities:
Twist life: turns dead things into undead monsters
Expunge: turns innards to outards
Go away: makes things run away from it
Fish: takes damage if not in water
Appearance: a carp covered in oily black scales with a mouth full of shark teeth and three red eyes
Homeworld: a reef on the aquatic world where the sun never shines, forcing the fish to turn to necromancy to keep the nutrient cycle alive
Skills:
Presence: 0
Mindlock: 1
Power: 2
Physique: 0
Appeal: 0
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)
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:
Name: John Smith.
Abilities:
Is a Human(albeit one banished to an eldritch dimension): As such, will be treated like a human, won't be effected by rituals that effect only horrors...(except the summoning ritual).
Doctorate Degree In Logic: Is very, very good at using logic to persuade people and horrors to do things and whatnot.
But Politics, My Friends: The president of the united states owes him a big favor.
Friends In Low Places: And so does the leader of the American mafia.
Cult of Personality: His cultists are resistant to attempts to degrade their morale... and they're not going to turn against him easily.
Appearance: An adult human male in a tuxedo.
Homeworld: Planet Earth.
Stats:
Presence: 0. He's human.
Mindlock: -1. He's human.
Power: 0. He's human.
Physique: -1. He's human.
Appeal: 7. He basically has a cult of personality. He's just that good.
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))
Name: The Grotesque
Appearance: a mass of human flesh, with bits of hair and bone sticking out in a pattern resembling a sea urchin.
Abilities:
Born to die: Takes damage every turn due to having completely nonfunctional vital systems
Feed: Consume humans to sustain itself, healing wounds. Every 200 cultists it bolsters its strength, up to a maximum of 5
Stats:
Presence: 0
Mindlock: -1
Power: 0
Physique: 3
Appeal: -1
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.
Daragon: Now that hunger is taken care of, and the Seed is not eating everything, use biomass to create some Drones
A Drone is a bear-sized humanoid with sharp prehensile claws. They are built much more physically then a human, and could probably shrug off low-caliber pistol fire, even if they lack the speed of humans. They are used as the basic workforce and foot soldiers of the Race, and are subservient to the will of any intelligent member of the Race's populace.
So, to summarize, they are tougher cultists with built-in melee weapons.
400 cultists: summon me
B.O.F: get summoned and then request a better place for my cultists
Martial arts masters: Travel to China and seek training with the great Chinese masters
Ecologists: recruit those pesky inquisitors to our cause
Summon: [4] They succeed in bringing you forth from the endless void. Your purification of this world can finally begin. (Summoned)
Better accomodations: [4] You request a better place for your cultists to live. Some contractors give you a small apartment building nearby where the cult can stay, and the garage can just be for storage. Most of the cult probably had homes of their own before, but now the ones that didn't can live nearby where can offer protection due to being within earshot. (Nearby Apartments added to base)
China: [2] The cultists consider going to China to train more, but decide to just order takeout instead. Basically the same thing, right?
Recruit: [2] They don't get much clout with the inquisition, even with your amazing reputation.
Inquisitors: Destroy the base
[6] They rip out the walls of the garage and the whole thing collapses on them. You have to move into one of the apartments with your cult and bring your stuff with you. (Garage destroyed, -50 inquisitors)
Humanity: Pressure inquisitors to stop
[5] Having all your friend and family telling you that you're doing a bad thing can occasionally change a person's mind. (-100 inquisitors, inquisitors deactivated)
10 Drunks: Get dragons blood!
40 Drunks: Get started on Setting up a bar inside of my mausoleum!
I: Convince more Drunks to join my cult!
Dragonblud: [2] They sit in a street gutter and feel sorry for themselves.
Bar: [5] They set up an amazing bar inside your base, and some of them reveal that they actually know a few emboldening brews to make the drunks work better. (Bar built, 10 drunks become brewmasters [Can serve booze to give cultists more strength])
Recruit: [5] You find many more people willing to join now that they heard you have free booze for cultists. (+100 drunk cultists)
1 mad cultist: Research a cure for psyshock.
25 beasts: Go get some fruit from Daragon.
2 hecklers: Finish that incomplete Salmoning. Try to get someone with good powers.
Centaur scout, on the phone with leader and disaster averter 1: Convince Happy and his followers to join our cult. We'll give him free access to the necronomicon, if he doesn't try and steal it...
If he accepts, welcome him with open arms. If he won't try to bother me anymore, leave him alone. If he's still going to attack me or steal my stuff...
50 beasts, 10 satyrs, 10 minotaurs, 5 centaurs, taking some makeshift weapons and led from afar by leader, disaster averter, and battle commander 2: Kill happy and his cult.
If I don't have to kill Happy, my fifth action is to finish that trade with Quarken. Get the power potion ritual in return for our excess dragon blood.
Cure: [2] They decide not to. If that affliction can floor the vast eldritch mind of their overlord, who knows what it could do to a human brain.
Fruit: [5] They slip in and steal a bit of choice fruit off the vine without getting eaten. It's not much since they're raccoons and there were only a few of them, but they did pretty well considering. With such a small amount taken, Daragon suffers no ill effects. (25 Daragon fruit acquired)
Salmoning: [3] They finish the ritual, and summon some scrub fish. (Summoned some scrub fish)
Name: some scrub fish
Abilities:
-Clean: can rub against things to brush contaminents off them.
-Fish: injures self if not in water
Appearance: A scrub brush with fins and eyes.
Homeworld: World of underwater cleaning supplies
Skills:
Presence: 0
Mindlock: 1
Power: 1
Physique: 1
Appeal: 0
Recruit happy: [3] He makes friends with the evil clown. Happy doesn't join the cult, but he's on your side now. You consider this might be better, he manages his own cult and you don't have to, but you would really rather have the security of him being under your thumb. (Happy's faction now friendly to you)
Welcome: [4] They have a big party set up and everything, even a cake with his face on it. Sure, maybe he didn't join the cult, but this alliance will surely hold. (Alliance slightly stronger, morale up)
40 cultists:get materials for a fake orb
100 cultists:get weapons
100 cultists:guard
Vol-Kriit+100 cultists: recruit
Orb: [6] They collect a bunch of glass for the orb, and end up horribly injured because they forgot to lift with their legs. You send the worst of them off to recover on their own time. (-20 cultists, 20 cultists injured, gained glass)
Wepon: [4] They grab some guns and bring them back to the base. Apparently gun laws are really lax in this area. (acquired firearms)
Gord: [6] They force the base onto lockdown for the sake of security. Nobody goes in or out, starting after your last action. Not much is gonna get done, but at least you're safe. (Base locked, 100 cultists locked in, 100 cultists guarding, 100 cultists locked out)
Recruit: [2] You and your cultists fail to draw anyone to help.
20 Cultists: Build fortifications on our land.
10 Cultists: Recruit.
Hondrasaan: Recruit the Pope.
Fortify: [3] They build some fences out of sticks. The weak binding won't protect against much, but they're short on just about everything. (stick fence built)
Recruit: [4] You convince the Pope that you are a servant of his god. Your cultists get more people to join you. (+10 cultists, gained support of Pope)
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])
Name: Quacken
Appearance: a yellow duck with an orange bill and a fuse coming out of its back.
Homeworld: From the rift between worlds, a monster of unspeakable power rose, corrupting all it touched. This is a mundane duckling that got corrupted.
Abilities:
Exploding feathers: can drop feathers, which explode voilently when Quaken chooses
Great Quack: Own body explodes when killed. Or when it feels like, since the feathers are what's really exploding.
Adorable: It's deceptively cute appearance can make it hard to attack it.
Skills:
Presence: 1
Mindlock: 0
Power: 2
Physique: 0
Appeal: 0
Name:Urgnulaftnus's of the Styx
Abilities:
Conquest-Dominate all you see, with both Physical and Mental superiority.
War-Cut down all enemies with Blood and Rage.
Famine-Wrap others in Shadow and Chill them to the bone.
Pestilence-Cripple enemies to the cell, corrupting both Body and Soul.
Death-Burn Souls to ash, and Puppet the corpses.
Appearance: A fish-man, 3 meters in height. His chromatic scales change to different shades of purple and red. Wears no clothing, save a loincloth and jewelry on his arms and neck, and a crown, fitted to his head. Has grown 5 black horns on his head, and talons on his fingers and toes, along with eyes which are fiery and serpent-like.
Homeworld: The Styx, formally Atlantis, before it sank and became corrupted. It is now deep in the Atlantic Ocean.
Goal: Corrupt the world just like how his land was corrupted.
Presence: 0 (Godzilla and The Pacific Rim have desensitized humanity to monsters of similar appearance.)
Mindlock: 2 (Massive amounts of brainwashing tends to get in the way of brainwashing)
Power: 3 (The Powers of Hell are strong, indeed.)
Physique: 0 (Rather unspectacular by abomination standards)
Appeal: 0 (His plans appeal to no one. Not even to himself.)
50 drunks: continue Gathering Dragon's blood.
50 drunks: Try and summon me at Speedoman's Orb, I 'Think' he already has Dragons blood.
distillers: Make better Booze.
hillbillies: Build us a Moonshine Still Out back.
I: Recruit Collage kids, I have the a perfect place for them to party at...
Gather: [no roll] They finish gathering the
Summon: [6] Your followers are a little late to deliver the blood, but Speedo lets you borrow some of his. Your cultists, of course, accidentally drag someone else along for the ride, and they're not happy. (summoned, summoned Mooney the thirsty)
Name: Mooney the thirsty
Appearance: A drunk crescent moon. It always seems to be facing to the right.
Homeworld: The celestial plane, where tiny celestial bodies have minds.
Abilities:
Booze hound: constantly drinks your booze, or any other liquids you have around if no booze is available
Pass-Hangover: can pass his own hangovers, as well as any other negative side effects of his drink, onto others. Hopefully, it's nobody you wanted to keep
Tidal push: can move liquids freely
Skills:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0
Appeal: 0
Booze: [3] They manage to make slightly tastier stuff than the drink you've been brewing. (slightly improved flavor)
Moonshine: [1] They get caught by the authorities trying to build their moonshine still. The police don't believe their explanation, apparently a still looks nothing like a beehive. (hillbillies arrested)
Recruit: [5] Instead of some sort of horrifying children made from a collage of different parts, you recruit a bunch of college students to profit off their partying. (+100 cultists)
Quarken: inscribe some teleportation glyphs onto Quacken. Then let them rip.
100 scholar cultists: do research to find a ritual that can be used to generate a protective shield around a horror.
26 normal cultists: Use yourselves as bait. Lead the Grotesque to Daragon.
Teleport: [1] In trying to place the glyph, you get a few more feathers caught on your sleeves. Ultimately, you can't even find a place to stick the glyph on this tiny duck. (Now have 2 damage worth of feathers stuck on you)
Research: [3] They find a ritual to create a bubble shield around you. It requires soap to perform, but the only benefit is that you can breathe underwater. (discovered Air bubble ritual [req soap])
Bait: [3] They bring the grotesque in Daragon's general direction, but don't really get it close enough to make it attack the gold tower. (Grotesque close to Daragon)
Quacken: stick more feathers
[5] Well, you now have so many feathers stuck on you, you're not sure you can survive the explosion. (4 damage worth of feathers stuck to Quarken)
100 guards: practice with the firearms
50 cultists: get some silver and make a fake orb
100 cultists: research rituals
Vol-Kriit+70 cultists: recruit
Practice: [4] They take shots at targets until they can hit what they're aiming for at least once for every few shots they take. (now marksmen)
Silver: [6] They injured themselves hauling all the silver. Perhaps a cheerleader-style pyramid is not the best method of transporting metal. (acquired silver, 50 cultists injured)
reserach: [1] They see something they REALLY shouldn't have and are so horrified that many of them leave, never to return. (-50 cultists)
Recruit: [4] You and your followers find more people ready to aid in your efforts. (+145 cultists)
Give 50 of my martial artists fire powers
100 fanatics go promote Hon Shadow's cult
Cultists and ecologists: recruit more ecologists and rich guys
50 fire guys guard me
500 martial artist give free martial arts lessons around the world.
Fire: [4] You bless your favorite martial artists with fire power. Of course, since your fire is special, to the point of seeming magical, they look just like a bunch of anime characters who surround themselves with "spirit fire" and beat the shit out of people. (50 martial artists now chosen)
Promote: [3] They make Shadow slightly more popular, but ultimately don't accomplish much. (Hon Shadow PR slightly up)
Recruit: [1] They end up offending the community and get a lot of people plotting your downfall. (+600 eco inquisitors, +25 wealthy inquisitors)
guard: [2] They are too busy testing out their new powers on random trash cans to guard you.
More martial arts lessons: [2] They decide to keep to their dojos for now, they're feeling too humble to go on a world tour right now.
((Shouldn't Beldroth have grown and Sharkon healed?))
Archon: Create dragons.
1 mad cultist: Research a ritual to send stuff to me. Namely aspirin.
2 cultists: Go get some aspirin.
2 cultists, with complimentary life advice (but not participation) from leader and disaster manager 1: Read the Necronomicon.
Esper, advised on common sense by leader and disaster manager 2: Train those powers!
Whoops, I did that on one of the false alarm end turns, but forgot for this one.
Dragons: [1] You are just starting to get your sense of smell back when everything goes fuzzy again. You're beginning to think all this psishock is giving you brain damage. (Psishocked for [3] turns)
Research: [1] He sees something so horrible that he runs off, drinks all the toxin bottles, and dies. You suddenly get nervous about who your current neighbors in the multiverse might be. (-1 mad cultist, lose 3 slimy toxin bottles)
Aspirin: [3] You were slurring your words when you gave the order, so they got you a spearmint instead. (acquired a spearmint)
Read: [4] They discover many things no living person knows about death. They are tight-lipped on the specifics, but they are able to raise undead now. (2 cultists become necromancers)
Train: [2] They try to bend a spoon and nothing happens.
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])
Name: Handyman
Abilities:
Puppeteer: can manipulate people's movement from afar... at least, a little bit...
Hatred of pointy things: To the extent that they can destroy them with a look
Mute: cannot speak by normal means
Appearance: A small, but surprisingly muscular man with huge hands wearing studded white gloves.
Homeworld: A place much like earth, except the people are small and have giant hands. He was a professional puppeteer for years following his dreams, but then he got dragged to this world, leaving behind his adoring fans. He doesn't realize you are the reason he's here... yet.
Skills:
Presence: 0
Mindlock: 0
Power: 1
Physique: 2
Appeal: 0
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...))
"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)
Name: Val'krete
Abilities:
Telekinesis
Smite pointy things
Appearnance: a blue pair of hands with eyes on the fingertips
Homeworld: The world Volkriit originates from, he was recently banished for egregious crimes he refuses to tell you about
Skills:
Presence: 0
Mindlock: 1
Power: 1
Physique: 1
Appeal: 0
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)
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)
Name: The Lawyer
Abilities:
Binding arbitration: The deals you made in the past come back to haunt you in the form of chains that hold you in place and prevent you from moving.
Cease and Desist: Can counter actions against him by taking the offender to court. (not necessarily a thing he does, mostly just flavor)
Contractual obligations: can ruin existing diplomatic relations by forcing issues between the members
Appearance: A six foot tall frog wearing a tie that walks on its hind legs. It's eyes glow green.
Homeworld: He has worked long hours to banish all the giant, floating hands from his world. He was not quite done, but now he's here and about to face judgement for the torment he's inflicted.
Skills:
Presence: 0
Mindlock: 2
Power: 1
Physique: 0
Appeal: 0
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)
Abilities: Inversed summon (Summoning instead links the summoning point to the core, allowing access to the brave and foolish that would try to destroy it. However, power and presence are significantly reduced[-3] without a opened summoning point, making it a risk vs reward situation.)
Immobile (self explanatory, since it's.. well, a heart at the center of the world.)
Twisting Revelations (without strong mindlock or special trinkets[to be distributed by the GM at will], any who enter the domain to attack it must resist a roll each turn or become Afflicted. Afflicted may harm their allies, and if left untreated may turn into eldritch minions or madmen.)
Appearance: A heart, crossed with tentacles with a twisted head mounted on one side. The "Room" it occupies is also a part of it, and is quite fleshy.
Homeworld: The Center of the Earth. No seriously, it is the center of the earth.
Stats:
Presence: 3 (Knowledge of it's existence alone is enough to start transforming normal people into insane followers and fleshy horrors.)
Mindlock: 1 (it's a heart, so it doesn't possess much in the way brainpower. this is to it's advantage.)
Power: 2 (but ONLY in it's little "Room". It can't move, making it unlikely to use it's powers outside of it's domain, but then again it doesn't really need to.)
Physique: 1 (The flesh can be reshaped, remade! and it's own is no exception!)
Appeal: -2 (most of his cultists come from the fact that simply knowing about it slowly corrupts them into eldritch minions or Madmen. and most people don't like that. Thankfully, there are some trinkets that can slow, or possibly stop it's corruptive influence because this is not the first time It has appeared.)
Here my horror for next game:
Description: appears as a cloud of smoke or mist that takes on many birdlike shapes,is a combination of many bird souls
Home plane: the afterlife,as it is made up of the souls of many birds
Stats:
Presence:1
Mindlock:0
Power:2
Appeal:1
Physique:1
Abilities:
The great flock: nearby birds will surround the flockmind,acting as its body. The flockmind requires its flock to survive once summoned,and a low amount of birds will cause injury,which is healed by adding more birds
Call of the flock: birds from a wide area around the flockmind come to join it
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
Name: Shadocra
Appearance: A mage seemingly covered by a robe made from shadow.
Homeworld: A world full of mages.
Abilities: Shadow of Fear(Presence Ability): A kind of shadow covers Shadowcra that inflicts fear to any non-cult that isn't himself(except for anyone that somehow mind controlled him) in a semi-large radius. The symptoms are: Paranoia, fear from darkness, uncontrollable twitching, and in extreme cases, insanity from fear and death from heart attack. This effect is weakened by any kind of light.
Shadow Cloud: Covers an area in a dark cloud, almost completely covering the area from sunlight.
Crush Light: Damages(or kills, if it was weak enough) any life-based light and short electric-based light, but magic and fire(or heat)-based light will simply turn off for a very short time(unless the magic is weak)
Skills:
Presence:3(Enough to throw people to insanity from fear at a short time if it goes well enough)
Mindlock:1(His mind is empowered with his own presence power)
Power:1(Even with that powerful presence, he still had some power left to use)
Physique:0(He's just a weak dude physically)
Appeal:0(Who likes someone that is covered with shadows?)
Name: Mentalis Nex
Abilities:
1) Banishment: Sends a (large Number of) Mortal to the Endless Void he is/was Trapped in.
2) Transmografication: Summons/Sends Something From the Endless Void he is/was Trapped in.
3) Eldrtich Mind Fuck: By Forcing Mortals to Relive the Time he spent in Trapped he Drives them Irreversibly Insane.
4) E-Bay = Eldritch-Bay: By gaining Access to the internet he can Trade Things Around for more... Eldritch Items.
5) Mass Mental Warfare: By gaining Eye contact with any number of Mortals he can Enslave them to his Will.
Appearance: A Long Eye covered Chunk of Flesh, He has three Tentacals near the Top of his mass
Homeworld: He cant remember his original Homeworld, But he Considers the Endless Void Mortals Banished him to 96.32 Million years ago His "Real" Home world.
Presence: 0
-Mindlock: 0
-Power: 5
-Physique: 0
-Appeal: 0
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)
Exactly the same as Volkriit's character page except with a different name
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
Name: Shadocra
Appearance: A mage seemingly covered by a robe made from shadow.
Homeworld: A world full of mages.
Abilities: Shadow of Fear(Presence Ability): A kind of shadow covers Shadowcra that inflicts fear to any non-cult that isn't himself(except for anyone that somehow mind controlled him) in a semi-large radius. The symptoms are: Paranoia, fear from darkness, uncontrollable twitching, and in extreme cases, insanity from fear and death from heart attack. This effect is weakened by any kind of light.
Shadow Cloud: Covers an area in a dark cloud, almost completely covering the area from sunlight.
Crush Light: Damages(or kills, if it was weak enough) any life-based light and short electric-based light, but magic and fire(or heat)-based light will simply turn off for a very short time(unless the magic is weak)
Skills:
Presence:3(Enough to throw people to insanity from fear at a short time if it goes well enough)
Mindlock:1(His mind is empowered with his own presence power)
Power:1(Even with that powerful presence, he still had some power left to use)
Physique:0(He's just a weak dude physically)
Appeal:0(Who likes someone that is covered with shadows?)
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.
Name: Mentalis Nex
Abilities:
1) Banishment: Sends a (large Number of) Mortal to the Endless Void he is/was Trapped in.
2) Transmografication: Summons/Sends Something From the Endless Void he is/was Trapped in.
3) Eldrtich Mind Fuck: By Forcing Mortals to Relive the Time he spent in Trapped he Drives them Irreversibly Insane.
4) E-Bay = Eldritch-Bay: By gaining Access to the internet he can Trade Things Around for more... Eldritch Items.
5) Mass Mental Warfare: By gaining Eye contact with any number of Mortals he can Enslave them to his Will.
Appearance: A Long Eye covered Chunk of Flesh, He has three Tentacals near the Top of his mass
Homeworld: He cant remember his original Homeworld, But he Considers the Endless Void Mortals Banished him to 96.32 Million years ago His "Real" Home world.
Presence: 0
-Mindlock: 0
-Power: 5
-Physique: 0
-Appeal: 0
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...
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.
Name: Paradox
Abilities:
Annihilator: Things he touches have a tendency to just... disappear. Not even Paradox knows exactly how this works, but it is effective all the same.
Mind-Breaker: His presence alone can break the mind of almost any thinking being. Smaller ones shatter instantly, but it might take a little while to work on those with more mental prowess, like horrors.
Space-Breaker: Paradox shatters the surrounding space merely by existing. If possible, this will play out in a way that benefits him (making a bullet meant for him go who-knows-where, for instance), but is simply reflexive otherwise.
Time-Breaker: Time around him seems to move exactly as long as he needs it to. The five-second timer on a bomb could last five minutes, a fleeing enemy could take ten days to get away... effects are infinite and often absurd.
Appearance: A featureless humanoid made of blue energy.
Homeworld: A world which was torn apart by his very existence. Fortunately for the earthlings, this universe seems to be a lot less fragile.
Presence: 5
Mindlock: 0
Power: 0
Physique: 0
Appeal: 0