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Messages - Aslandus

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1006
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 23, 2015, 06:06:12 pm »

aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate
he doesn't follow anything I want but can i still control my cultist's as I asked?
You can control yourself and your cultists as usual, nothing's really changed aside from the things you can do as carpmaster extraordinaire. But if you want to play it as if that you've been overtaken by some kind of madness that causes you to act completely differently (or causes me to decide what you do), then that's fine too.

1007
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 23, 2015, 04:09:12 pm »
Can you give a summary?

I was in the middle of making it when you posted that comment.
aslandus could you control DF carp as you would control gort lucius or paul he doesn't really follow what I want so I don't think i should control him and can i still command my follows even if it's not in DF carp best intrest but in carp's best intrest? like how people can still control their followers after they die?
I mean, he's still you, so you could command him if you want as long as you follow his new agenda. I could control your horror himself though if you think it would be more thematically appropriate

End of Turn 6.
score:
Unescargot: 230 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 2 veterans, professional journalist hirelings, has a fortress with malevolent architecture, access to Orb of Stalwart 2, host of ihatecarp.com, knows ritual of fading strength, 10 inquisitors in high places, 60 inquisitors

Tavern wench: 65 cultists, 50 recognizable cultists, well known, mixed PR, 80 inquisitors, 110 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active

TROG: 100 anarchist cultists, access to Orb of Stalwart 2, has dragon blood, bad PR, 30 inquisitors
-GORT(uninjured): nothing

Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a pyramid with a shoddy shack on top for a base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors

Koshu: 612 cultists, 80 empowered cultists, has a shoddy base with excellent defences, mixed PR, satellite launched, has a few spaceship components, 45 inquisitors

Rabe: 375 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff, access to Orb of Stalwart 1, 85 inquisitors

DF CARP: 220 cultists, 10 jester cultists, 25 armed cultists, 10 armored cultists, 10 depressed cultists, has a bunch of fish, has turned into a DF carp (it's what you always dreamed of), has partially gathered dragon blood, bad PR, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orbs of Stalwart 3 and 5

Rosabel: 145 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, access to Orbs of Stalwart 4, access to Orb of Storms 1, has dragon blood, has humanity's sympathy, 50 inquisitors

1008
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 23, 2015, 03:21:41 pm »
Wait, you control Gort?
I'm not best pleased.
Only if he leaves commands and is in proximity to give said commands, which you can imagine would have some ill effects on the cult...

1009
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 23, 2015, 02:44:02 pm »
I assume that my cultists have put the standard metal recycler in                                                                                                (lol)the bunker.
Me+100 cultists: Recrute.
100 cultists: Set up some molds for metal bars and various metal things to sell and some molds for weapon parts then get the recycler connected to them.
50 Cultists: Get summoning ingredients from Anthaju, for trade the 50 cultists now work for him(An alliance works 2 ways remeber.).

There, no huge list of actions.
also when is the end of turn summary?
recrute: [3] You and you cultists try to bring more to your cause.  It's not as effective as it could have been, but you still get loads of people (+150 cultists).
molding: [5] They build molds for a dozen different things, including knives and gun parts (don't ask how they got authorization for that) as well as amulets, bars, and rings that they can sell for teh moneyz. (Weapon molds made, trade good molds made) ((Don't try to argue that you meant for them to also use them, I'm not retconning that))
demand aid: [6] They walk into his base and try to get the Orb of Stalwart, but there's no Orb there. They tell you where the Orb is and offer your cultists a drink. They get confused and drink dragon blood instead of the punch Anthaju's cult offers... (-25 cultists, found Orb of Stalwart 1)

((End of turn comes when the turn ends))

Recruit more cultists
Cultists: Improve PR.
Recruit: [1] Oh dear, maybe you put that last point wrong... (+30 inquisitors)
PR: [4] They manage to salvage your reputation, at least to a mere controversy rather than abominable levels (PR now mixed)

50 inquisitors: guard the important guys
[1] Nah, this "Tavern wench" doesn't seem nearly as dangerous as they said she would be when we signed up, I'm going home. (-25 inquisitors)
important guys: recruit
[6] They put out a call for more to join their cause. Some respond, but others feel bad for you and join you instead. (+25 inquisitors, +20 cultists)
The rest: get weapons
[3] They find some sharp things, but nothing too impressive... or even modern... (these guys are now lightly armed)

Heh heh... I may now be mortal, but I have more power in this world than my rivals... you know what that means? That means fun things are going to happen soon.

Me: Work with the carps inquisitors and active the purge! Death to the carp! Nevermind, I have bigger fish to fry, pun intended. Purge the Trogdor before he gets summoned!
125 cultists: Try to upgrade the house doing whatever you can!
50 dudes: Ask the kitten for good public relations as well for those summoning ingredients; I already have quite a few cultists.
50 guys with guns: Prison breakout! Retrieve assassin guys!
25 people with pistols: Attack the carps Trogs cultists! From a distance of course. And remember the blindfold was a stupid idea.

Purge: [2] They aren't even active, what the hell are they doing?
cultists:
Upgrade: [5] They turn the tiny shack into a large pyramid with a labyrinth beneath and a shoddy shack on top. Don't ask why they kept the shitty shack, it's a sentimentality thing. Humans are weird like that. (gained pyramid with shoddy shack on top) ((Cultists are a strange creature indeed, able to build large pyramids in a single day, but still dumb enough to drink something after everyone else who drank it died))
negotiation: [2] You can't seem to get in touch with him, he's not answering your messages on psinet.
Break-out: [5] They pull an amazing heist and liberate all of your assassins out without getting caught. You shoulda been there, it was amazing. (assassins liberated.
Murder party fun time III: electric boogaloo: [4] They are helpless to your assault. Turns out sharp sticks don't stop gunfire. Who knew? (Trog loses 50 lightly armed cultists)

Disregard earlier action post.


Me and 50 cultists: Recruit more generic people to join my cult.
80 cultists: Retrieve Orb of Stalwart 2 and bring it back to death-trap fortress.
((It won't kill me right?))
5 wealthy cultists: Fund retrieval of Orb of Stalwart 2. (Hauling equipment, vehicles, whatnot.)
2 military veteran cultists: Supervise the ones getting the Orb of Stalwart, make sure they don't break it or die to the traps in the fortress.
((Just in case))
5 other wealthy cultists: Hire journalists to work on ihatecarp.com to write articles about the carp plague caused by carp thing.


Ok
Recruit: [4] You and your aids recruit more to your following. Those stupid inquisitors don't even realize you're out and about! Well, working at any rate... (+100 cultists)
Secure Orb: ((No promises)) [2] Despite their efforts, they can't get the door to the fortress open. Dammit, where did the keys go?
Hiring: [5] they get some super pro journalists who make amazing articles about the carp plague that has contaminated the water supply in California with fish poop. (Carp's PR is now bad, gained professional journalist hirelings)

TROG: 75 anarchist cultists, 75 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, has dragon blood


TROG: Telepathically Recruit some Like-Minded Individuals to be Cultists! That is, Rage Prone Psychopaths.
50 anarchist Cultists: SUMMON TROG!
25 anarchist Cultists: Try and Boost TROG'S Reputation Using the Stone-Age Version of the Internet, Rockernet!
75 lightly armed anarchist Cultists: Train to be as Strong as The Ancestors!

Recruit: [3] You manage to bring a couple more to your side, you're on your way to almost making up for those guys that just died (+25 cultists)
Summon: [1] Haha! They managed to summo- wait, this isn't you... (summoned GORT)
Spoiler: GORT (click to show/hide)
Reputation buffing: [1] Oh dear, turns out caveman speak isn't appreciated on this forum... (reputation now bad)
Train: [1] Training got a little too rough, it got called in before things got too bad so nobody learned anything (-25 lightly armed cultists)

1010
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 22, 2015, 10:49:48 pm »
Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Well, I had hoped for improvements to the actual base, but exellent work nonetheless; good job.
Well, technically nobody can see how shoddy it is now with the big wall around it...

Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).
Oh for crap's sakes. CARP! Deal with your damn inquisitors already!
I'm surprised he didn't just turn them into piles of carp as soon as they activated... And now he can't :P

1011
Forum Games and Roleplaying / Re: (ISG) Cave Quest
« on: April 22, 2015, 10:39:37 pm »
Well, good luck with your next thing. Post a link to it if you could, I'd like to see what you've got in mind...

1012
Forum Games and Roleplaying / Re: (ISG) DR Mini: Necro-Mechanic
« on: April 22, 2015, 10:20:51 pm »
> Hmm... what happens if we take Sustained Identify, Self Proclaim, and False Target, and fuse them into a single spell?
Order would matter. We can only combine two things at a time.
Oh dear, I imagine we'll either end up with something between an identification that lies, a decoy that sells us out, and a mirror. It'll be hilarious, we have to make that and use it on someone.

1013
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 22, 2015, 10:15:25 pm »
Turn 6 actions:
137 cultists: secure Orb of Stalwart. Possibly by moving it to the base.
100 empowered cultists: build and launch a more sophisticated satellite. (We will hold off on manned launches for the time being.)
100 cultists: continue construction and fortification of the base. If second launch is successful, put up some signs for Koshu Aerospace.
Koshu: Use telepathy to console The Smiling One. (Edit: that is, try to give Smiley some of my boundless optimism and hope for expanding civilization throughout the stars.) If that is not possible (It should be possible, since telepathy does not have a range limit, but interdimensional effects are wierd like that.), assist with recruiting.
250 cultists: recruit.

Edit: knew I forgot something.
Edit 2: ordering.

Secure orb: [3] They haul a big ball of nothing back to the base. When you ask them to explain themselves they say they don't know where any Orb of Stalwart is so they just got sandwiches instead. (You don't actually have access to an orb because you never found one, my bad for not checking the score properly)
SPAAACE: [1] OM NOM NOM SO TASTY OH WAIT OH GOD THIS TECHNOLOGY HURTS WHY WOULD WE DO SOMETHING LIKE THIS? (-20 empowered cultists, lose some spaceship parts)
Buildin buildin buildin!: [5] They build a grand wall and electric fence around the shack they live in. It is now the most well defended shitty area in the game, congratulations. The launch was a flub but they make the sign anyway, they'll hang it up when they actually accomplish something. (base is excellently defended)
Consolery: [2] You try to tell Smiley that everything is going to be ok, but you can't seem to get her to respond on psi-net, maybe it's the dead body you have as an avatar...
Recrootin: [3] They manage to bring some people in, but for 250 people it's not that impressive a haul (+125 cultists)

Turn 6 actions:
Sob about the deaths of my followers.
Continue trying to heal the cancerous cultists.
25 cultists: bury the dead 25 cultists and hold a mass funeral. A pity I cannot raise the dead easily.
All the other cultists, recruit.
If Koshu gets through, thank him and listen to his thoughts on space.


Once every malevolent being is finished I am happy with merely staying in the background as a force for good. Of course, that's if I'm left alive. I want to go about my work intact, thank you very much.

((You might want to train some of your followers in your majiks once you are summoned, given how the game's worked so far there won't be much left of you once the game ends but your goal could be accomplished posthumously...))
RAGE MEND: [2] This power seems to be a bit unreliable at this range, maybe you should try to get summoned. Don't worry, cancer is a slow killer.
Due to the dead: [5] They bury their idiot friends who got themselves killed over a stupid crystal ball *sniff*. Some of the attendees are touched by their emotions and offer support in any way they can (+sympathy points?)
RECRUUUT: [3] They find people to join the cause of goodwill and health. It wasn't hard but apparently they could only find a few people the lazy bastards
Listen (technically not an action): [3] You read the messages he leaves, but the dead body he has for an avatar just keeps reminding you of your poor cultists and you can't control yourself enough to respond.

turn five six(oops):
Me: turn the foundation of that apartment building into carp very suddenly hopefully the occupants will scream and i'll become a DF carp
10 jester: cultist's do the same thing as last time
50 cultists: research a spell to summon water
10 depressed cultists : each of you gets extra carp at the feast of carp i will throw for you.
10 cultists: get some more food than carp for the feast make everybody happy
50 cultists: get an orb of stalwart
50 cultists: get dragons blood
50 cultists: stay on standby indefinitely to perform the summoning ritual as soon as the materials are gained (on the same turn)
the rest: get weapons preferably carp themed like a carp shaped water gun with leftover dragons blood in it.
10 cultists: make carp themed armor.

Second verse, same as the first: [6] MWAHAHA! They sid it couldn't be done, but now you've turned into the most nefarious monster the world has ever seen: The DF carp! (new character sheet, you can't do some of the things you used to be able to, but you can do different things now)
Spoiler: DF carp (click to show/hide)
recruit: [4] They Dance their little hearts out to the audience and bring several comers to your cause (+20 cultists)
research: [4] They find a ritual to summon rain. It requires at least 50 people to perform.
FOOD: [6] Good news: they found some meat that's not fish. Bad news: the meat found them. (-10 cultists)
Orb: [4] they manage to find an Orb of Stalwart, and mark it out so they can find it again (found Orb of Stalwart 5)
Dragon blood: [3] They manage to find some dragon blood, but need another turn of work to get enough for the ritual (partially gathered dragon blood)
summoning: [no roll] Even if you did get all the materials, this ritual takes time to set up, you can't just get summoned all willy-nilly, they have to paint a ritual circle around a giant orb in plant goo for crier's sake. You'll get out of that rathole of a planet soon enough, be patient.
Weapons: [4] They "find" some weapons. Nothing carp themed sadly, unless you consider a gun that could be used to shoot carp as being "carp-themed" (25 cultists armed).
Armor (gonna assume it's meant for them and not you): [4] They make 10 sets of armor. This is nowhere near enough for your legion. (10 sets of armor created)

Inquisitors: destroy the orb, the accursed fish cannot be allowed to surface!
[4] there are just enough of them to chuck the Orb of Stalwart over a cliff. It shatters on impact, along with your dreams of escaping your annoying planet. And Rabe's for that matter, since that was his orb too (Orb of Stalwart 5 destroyed).

((Sorry guys, I don't have time to do the rest tonight, it's the end of the semester and stuff is kinda busy, but I should have this turn done by Friday.))

1014
Forum Games and Roleplaying / Re: (ISG) DR Mini: Necro-Mechanic
« on: April 22, 2015, 07:52:45 pm »
> Wait, entertainment helps us get pointification points?
The description for the mech suggests that being around mentally stimulating things causes us to gain more pontification points, I don't know if that would apply to all "entertainment", but if you feel like doing something nutty go for it...

>Let wizard butler remove the eye

I guess we could use the h-eye-ve to make more skeel by letting the flies eat iron and bones then melting down the maggots...

1015
Forum Games and Roleplaying / Re: (ISG) DR Mini: Necro-Mechanic
« on: April 22, 2015, 10:33:57 am »
Can't we just zombify a fly and send it out? Or send one of our other minions? I don't think we need a mega fly to see what's going on...

Also maybe we should've got that muscle magic book, we're a bit puny...

1016
Roll To Dodge / Re: Roll to Vigilante Heroes: upping the stakes
« on: April 21, 2015, 07:24:27 pm »
((Eating lunch, going to school, sitting in a room, what riveting adventures...))

Get ready to bash my opponent with the chair when he attacks

"DOES THAT WEAPON MAKE YOU A RAKIST?"

1017
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 21, 2015, 06:46:32 pm »
End of Turn 5.
score:
Unescargot: 130 cultists, 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 2 veterans, has a fortress with malevolent architecture, access to Orb of Stalwart 2, host of ihatecarp.com, knows ritual of fading strength, 10 inquisitors in high places, 60 inquisitors

Tavern wench: 45 cultists, 50 recognizable cultists, well known, bad PR, 160 inquisitors, 5 inquisitors in high places, inquisitors active

TROG: 75 anarchist cultists, 75 lightly armed anarchist cultists, 30 inquisitors, access to Orb of Stalwart 2, has dragon blood

Anthaju(uninjured): summoned, 175 cultists, 75 armed trained cultists, 75 assassin cultists (in jail), has a shoddy base, access to Orb of Stalwart 1, has dragon blood, allies with Rabe via diplomatic power, has weighed Unescargot, can get poison easily, 5 slow strong mummy inquisitors

Koshu: 487 cultists, 100 empowered cultists, has a shoddy base, mixed PR, satellite launched, has spaceship components, 45 inquisitors

Rabe: 250 cultists, has sturdy base, metal recycler and shaper set up, KI website and company set up, posters put up, campaign for president started, has a bunch of metal, has bricks and concrete, access to Orb of Stalwart 5, investors on standby, 85 inquisitors

CARP: 245 cultists, 10 jester cultists, 10 depressed cultists, has a bunch of fish, has surrounded an unstable apartment complex with dead fish, has plagued California with carp, destroyed the focus stone, 35 inquisitors, inquisitors active, inquisitors destroyed Orb of Stalwart 3

Rosabel: 55 cultists, 50 cultists with cancer, 100 slightly healthier cultists, good PR, access to Orbs of Stalwart 4, access to Orb of Storms 1, has dragon blood, 50 inquisitors

((It's official, now TW has more inquisitors than followers...))

1018
Forum Games and Roleplaying / Re: (ISG) DR Mini: Necro-Mechanic
« on: April 21, 2015, 06:06:21 pm »
Somehow I don't think we're going to be able to accomplish anything even if we were allowed to use half a PP, that would be like reading half a sentence of a book then stopping because we don't want to get bored then reading the same half a sentence again and again... trust me, this has happened to me more times than I want to admit...

1019
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 21, 2015, 04:37:59 pm »
~Carp-al tunnel~
you also never said it wasn't inhabited until now so could you do a "mind retcon"
What? It's still a partial success so you're not turning into a beard-slaying carp regardless, is it really that important to you that there are people inside?

1020
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: April 21, 2015, 04:35:46 pm »
https://www.youtube.com/watch?v=8tt7RG3UR4c this is the best 1:20 especially
https://www.youtube.com/watch?v=eeSyHgO5fmQ
https://www.youtube.com/watch?v=i_8cynWnAw8
ME:Recrute
25 Cultists(and any I recruited): Go through the paperwork to make K.I. a registered company and put up a K.I. website.
75 Cultists: use investor money to set up liquid metal recycling and shaping equipment in the
25 Cultists: Use stand to ask students if they want to help build a solar death ray.
75 Cultists and any students: try building the furnace again, refer them to the above videos and remind them that fresnel lenses are found in old TVs(www.youtube.com/watch?v=p7dvd959wfg)that may be found in the junkyard and that mirrors aren't that expensive.
50 Cultists: bring the orb of stalwart back.

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

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

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

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

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

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

TROG: Dream about Smashing things!
25 lightly armed Anarchist Cultists: Recruit More Cultists!
25 lightly armed Anarchist Cultists: Make more Spears!
50 Anarchist Cultists: Keep Gathering the Dragon Blood!

Dream: [2] Your sleep is like your love life as a freakish bug-gorilla: barren and dull
Recruit: [5] they do an excellent job of recruiting more people to join your side. Though with their limited numbers it is only a modest amount overall (+50 cultists)
Make weapons: [4] They make enough weapons for a few of the other cultists who are out gathering to be armed. (25 cultists lightly armed)
Gathering: [no roll] They finish gathering the plants and have enough dragon blood for the ritual. (gained dragon blood)

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