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Messages - Aslandus

Pages: 1 ... 6 7 [8] 9 10 ... 190
106
Roll To Dodge / Re: RTD horrors - game 4 running
« on: March 01, 2016, 02:32:37 pm »
Archon, directed from another world by leader & disaster manager 1: Hangovers are basically a nasty case of dehydration, right? Get some water into your system.
1 cultist: Keep working on that ritual to send stuff to me. I'd love it if you could expend some effort this time around.
2 hecklers: Locate a pitual of our own. Not at all reliable, but if it doesn't require any reagents, I'll take it.
2 heklers: Follow in the footsteps of that one guy who died and become espers. Might want to skip the dying bit, though.
2 cultists: Find a ritual to give cultists common sense. I await your results with bated breath.

Drink: [5] Despite the fact that you have not been summoned yet you decide to amend the hangover. You manage to drink enough water to offset the egregious amount of alcohol burning in your veins. (-3 turns of hangover)
Research with effort: [4] They find a ritual to send stuff. They die from overwork. (Discover ritual of sending, -1 cultist) ((because I'm getting annoyed at the 1 cultist researching))
Find pitual: [3] They discover a pit. Not magic, just a pit. (found pit)
Become esper: [5] They discover the secrets of extra sensory perception. Hopefully it'll be less lethal to them than the last one. They even leave behind their heckling ways. (hecklers become espers)
Research: [5] They discover the way to not be idiots. They even tell you about it instead of throwing it into the garbage. You suspect it's not going to change much in the long run. (discovered ritual of sense)

107
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 29, 2016, 10:22:50 am »
Pope: Recruit Catholics.
Govt. cult: Moar govt. cult. Try to go for senators.
Engineer cultists: Buy materials to build a military base in the clearing.
Hondrasaan: Recruit.

recruit: [1] That didn't go very well, the Pope accidentally called you the antichrist, the government cultists called you a threat to national security, and then you vomited on a bunch of people.  (+25 inquisitors, +25 catholic inquisitors, Arizona and Michigan against you)
build: [5] They build a finely made fortress out of concrete and rebar. There is some left over as well. (acquired rebar, acquired concrete, built sturdy fortress base)

Everyone, recruit from the government too, lets go for representatives.
[2] You might want to get into the government, but the government doesn't want you.

Inquisitors: fix the death rays so they don't kill you
[6] Yeah! Now they're even more lethal! Wait... (Death rays now cause double casualties on both sides)
Humanity: chase away inquisitors
[6] They succeed, but even more people get tangled up with them. (+150 inquisitors, inquisitors deactivated)

108
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 28, 2016, 11:34:28 pm »
I: make the Dead Walk in my name.
hillbillies: Play monopoly until you get a "Get out of Jail Free" Card.
Cultists: Recruit.
Priests: Get Drunk and give a good sermon about how awesome I am to Random people.
amateur brawlers: Train to be Adept Brawlers.
LIVE AGAIN!: [4] You raise a bunch of undead minions to serve as your front line. They kinda suck as far as minions go, but you get a bunch of them. (+200 zombies)
Get out of jail: [5] They manage to liberate themselves from jail, despite there being no Monopoly in jail. They seem to have discovered some latent talent with making things materialize. (hillbillies gain ability to summon materials, hillbillies freed from jail)
Recruit: [6] They bring more people into the cult, but also inspire a new generation of inquisitors to take up the call. (+90 cultists, +90 inquisitors)
PR: [3] They dip a little too deeply into the holy wine, and the slurring makes them seem a little off kilter during their sermons. Still, they manage to make you look good. (PR slightly up)
Train: [4] They become proficient at beating the snot out of people, and partly due to lack of competition end up being in the master class of punching things. (brawlers become master brawlers)

109
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 28, 2016, 09:10:40 pm »
"Graaaghhh...."

Scholars, 26 cultists, leg n' dairy scholar: Do research to find a ritual that can heal Quarken.
150 converted inquisitors: do the ritual on Quarken.
Quarken: don't die.
Research a ritual: [4] Your leg n dairy scholar has tragically died due to being murdered by inquisitors, but your other cultists get to work researching the ritual. They find a regeneration ritual which should heal you as fast as conventional medicine, and which ironically uses medical supplies. (discovered regeneration ritual [req medical supplies])
Ritual: [no roll] Due to being mauled by gold monsters they can't help you.
Dodge death: [4] You manage to slip back into consciousness before the angel of death carries you away. You're still bleeding from several places and in excruciating pain, but you're alive. (now heavily wounded)

Inquisitors: kill Quarken!
[3] They run into the base and kick you in the head before the traps brainwash them. You pass out again. (Quarken back on death's door, 51 inquisitors converted)
Quacken: Kersplodey now!
[2] Quacken doesn't seem too keen on making those fireworks happen. Maybe it's just a regular duck after all and the hype is over nothing.
Vol-Kriit: negotiate with handyman, tell him we will work on getting him home if he helps me
45 cultists: summon me
200 cultists: recruit
150 mad cultists: research rituals
150 bored cultists: keep the mad cultists from doing anything too dangerous

Negotiate: [1] You accidentally antagonize him with your negotiating. Maybe letting it slip that (Handyman now hostile)
summon: [3] They summon another scrub. Dammit, you knew changing your address wasn't a good idea. (summoned Val'krete)
Spoiler (click to show/hide)
recruit: [3] They get more people into the party, it's really kicking off now. (+100 cultists)
research: [3] They find a pitual. It's a large pit where magic happens occasionally, usually in the form of granting a wish. It's kind of like a ritual but a lot less reliable. At least using it is free. (discovered pitual)
Inhibit negative effects: [3] They prevent the madmen from leaping into the pitual. Standing this close to a weak point in the bindings of the world is probably unhealthy, but falling in would be much worse.

Chaos magi: Train more chaos magi from our cultists!
Leaders: hold a omniscient council of vagueness for the cult. binge play XCOM enemy unknown, XCOM 2, and XCOM the boardgame.
Leader 5: Pay bail for self and go attend aforementioned council.
Me: Go ask moony to pass my hangover to someone else, cause I am his friend.
Marksmen: go recruiting, but DON'T BRING GUNS!

Train: [4] They teach some of the other cultists the wonders of chaos and the power that it brings. (22 cultists become chaos magi)
Council of vagueness: [4] They discuss matters of cult management and work on their tactical skills via gratuitous amounts of XCOM. (Leaders 1-4 gain tactical skills [50% chance of rerolling negative rolls on combat])
Pay bail: [1] He tries to pay his bail with bottlecaps. The guards have gotten annoyed enough with him that they're restricting his actions from now on. (Leader 5 cannot act anymore until freed)
Ask for healing: [3] You convince Mooney to take the edge off your hangover, and he transfers it to that dying guy since he's probably about to be gone anyway. (1 turn of hangover removed, .5 added to Quarken)
Recruit: [1] They didn't listen and brought their guns. Turns out that didn't go over well with the locals. (+25 inquisitors)

110
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 28, 2016, 07:54:54 pm »
Ah sh*t I forgot about this! Can I come back please?
Sure, since I gave you about 3 hours notice I'll let you pop back in

111
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: February 28, 2016, 02:42:57 pm »
Mooney: drink booze
[5] Mooney downs the truckload of booze he stole from zomboss, and passes the hangover to everyone else. Nobody has enough mindlock to stop it, but most are able to take the edge off. (everyone but Mooney hungover now)

Hon Shadow's influence fades into forgotten history.

End of turn 16.
Big Ol' Fire (uninjured): HUNGOVER FOR [2] TURNS
cult (drunk [1]): 300 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood
Diplomacy: Savior-esque PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors (ACTIVE): 700 eco inquisitors, 25 wealthy inquisitors, 575 inquisitors, death rays [kills user and target]

Volker-hands: HUNGOVER FOR [2] TURNS
cult: 245 cultists, 150 mad cultists, 150 bored cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors
-Handyman(uninjured): -1 physique for [2] turns

Quar-splosion man (DYING): HUNGOVER FOR [1] TURN
Runes: Explosion damage halved (self)
cult: 50 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap]
Base(Bunker): recruiting trap runes [150 capacity]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors (ACTIVE): 51 inquisitors
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

Arcing Mist-elf: (PSISHOCK - NO ABILITIES FOR [1] TURNS) HUNGOVER FOR [3] TURNS
cult (High morale): 98 cultists, 5 hecklers (negate leadership bonuses), 390 beasts, 100 large beasts, 20 satyrs, 15 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin]
Diplomacy: excellent PR, Allies with Happy
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors

Hon Shadow (uninjured): ZzzzzzzzzzzZzzzzzz HANGOVER FOR [2] TURNS
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton
Base (Clearing): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia, support of Florida
inquisitors:
-Unlight: Let the light guide you!
-Pope: popular

Speedy Speedoman (uninjured): HUNGOVER FOR [2] TURNS
cult (drunk [1]):444 cultists, 50 cultists (guarding), 25 marksmen, 22 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 25 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name (lightly injured): HUNGOVER FOR [2] TURNS
cult (high morale): 90 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 amateur brawlers, 50 priests
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors

---- NPC factions
Jail (hungover): 25 hillbillies (can brew high-alcohol moonshine) [Zomboss], Leader #5: lazy, loves casual games, good at Mario kart [Speedo]

Mooney (uninjured):

World details:
-Orb of Stalwarts 1 and 3 destroyed

112
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 28, 2016, 12:02:50 pm »
Hondraason still needs to make actions for the turn, you've got until I actually post the end of turn stuff to do it or I'll assume you've dropped the game

113
Roll To Dodge / Re: YOU ARE A PEASANT
« on: February 26, 2016, 01:42:26 pm »
TEAR OUT OF INVADERS' INNARDS!

114
Roll To Dodge / Re: YOU ARE A PEASANT
« on: February 24, 2016, 02:16:54 pm »
NOW EAT THE INVADERS!

115
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 23, 2016, 09:38:08 pm »
((I pin the rascally skin with me blade!))

116
Roll To Dodge / Re: You Are a Kea RTD
« on: February 23, 2016, 07:37:40 pm »
Tear a building apart

117
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 23, 2016, 05:35:01 pm »
I am posting because I have decided to withdraw from this game due to being busy with school and work.

However, because I am full of spite:

Remaining Drones: Attack Quarken and his cult.
MURDER: [4] They tear through the untrained mass of cultists like warm butter. Guess they'll be heading the the great hereafter together. (Quarken loses 150 cultists, -50 large drones)
Seed1: attempt to eat the prisoners in jail
[2] It's way too far to reach the jailhouse from here!

Daragon must go, his planet needs him! (Daragon has left the game)
Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.
((I thought this bolded section would be interpreted as being able to make trap glyphs that do a variety of things.))
((It COULD be INTERPRETED as that... but it doesn't SAY that, and when technicalities come up that's what's important. After all, it could just as easily be interpreted as meaning that the trap glyphs animate whatever they're stuck on and make them hostile to other factions.))

118
Roll To Dodge / Re: YOU ARE A PEASANT
« on: February 23, 2016, 04:48:21 pm »
EAT THE SOLDIERS AGAINST THEIR WILL

119
Roll To Dodge / Re: YOU ARE A PEASANT
« on: February 22, 2016, 08:19:23 pm »
EAT THE INVADERS!

120
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 22, 2016, 08:18:38 pm »
((I swing me cutlass to parry the arm!))

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