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Messages - Aslandus

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121
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 22, 2016, 12:20:06 am »
Vol-Kriit: recruit
50 cultists: summon me
455 cultists: research rituals,lots of them

Recruit: [3] You get more people to join you. (+40 cultists)
Summon: [3] They summon you through the fake orb. Wait, no, this is someone else. (summoned Handyman [-1 physique for 2 turns])
Spoiler: handyman (click to show/hide)
Research (150): [6] They delve too deeply into the tomes of old world lore and discover horrible truths of the world. But they stick with you, so it's not that problematic. The ritual they discovered is apparently one that strengthens the cultists performing it (as such, it only works on humans). The tomes suggest using large amounts of beans or meat to perform it, but protein powder would probably work fine. (150 cultists go mad, discovered Ritual of STRENGTH [consumes protein])
Research2 (150): [6] They get bored reading old scripture and want to do something else in the future. On the other hand, they did discover a handy ritual for turning cultists invisible. They won't be undetectable, but infiltrations will be much easier. It requires quicksilver and sand, luckily you already have one of those. (150 cultists dislike research, discovered ritual of invisibility [req quicksilver and sand])
Research3 (155): [2] They get nothing done on the research, apparently someone let them into the bubble soap and they've spent the whole turn having a bubble party...

New plan, Me and my Martial arts masters and chosen beat up normal inquisitors, rest of my cultists recruit the eco inquisitors.
Murder: [3] You and your finest warriors enter battle against the unwashed horde that is your inquisition. You don't end up contributing much to the fight and may as well have stayed home to avoid damaging your malleable fire body, especially since your fighters decided they should hang back to protect you instead of going in full force. (-500 inquisitors, -150 martial arts masters)
Recruit: [2] They can't get though the inquisitors' iron wills, and their logic for fighting you is sound.

Inquisitors: Arm yeselves
[6] They get some handheld death rays from the local mad scientist. Now with double the killing power! (inquisitors acquired death rays [kills user and target])
Humanity: drive off the inquisitors
[3] They convince some of the inquisitors to leave, but fail to make them stop hunting you. (-300 inquisitors)

Name: Quarken
Abilities:

Ritualistic: Quarken can inscribe eldritch glyphs with his bare hands, and easily uses those to preform rituals- much easier than other horrors would.

Everything is Death: Quarken's glyphs go beyond rituals- he specializes in magical booby traps. If you enter his base, you may notice that everything he puts his trap glyphs on is trying to kill you in one way or another.

Everything Explodes: Moreover, if he puts trap glyphs on something, merely a thought indicating that he wants something with his trap glyphs on it to explode will cause it to explode.
((It seems to me like Quarken can make glyphs that do things other than explode... it's just that all the glyphs he makes can also explode if he wants them to... right?))
((^^^))
((This is why I make you write down your abilities, so people can't just pull anything out of their hat and say they could do it all along. Because of "ritualistic" I've been letting you ad lib, but since you didn't explicitly say you can do any of that, runes that do things besides just explode or make illusions are going to be you working hard to fake it until your demise... and by "you" I mean Quarken/FallacyofUrist, not Bigger fish...))

122
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 21, 2016, 09:22:08 pm »
I: Use A'rise on dead things around my graveyard.
Hillbillys: Play "Monopoly" with Speedo's Leader #5 until you get a "Get out of Jail free" Card.
BrewMasters: Serve Booze.
10 Cultists: Try to rebuild the Still.
EVERYONEELSE: Put up "Free Booze" posters around Alcoholics Anonymous Locations, It's basically recruiting right?
Arise: [1] You're about to bring one of your old pals back in the corpse of someone, but you have trouble locating your old world. Dammit, why must the inter dimensional rift be so hard to navigate? The strain hurts like hell. (lightly wounded)
Monopoly: [2] They only have Yahtzee, Candyland, and a deck of cards in this prison... Dammit, don't they know it's boring sitting in a cell all day?
Serve: [4] They buy some more booze from the store and start handing it out to the other cultists. They don't have time to put the fortifying supplements in, but the mood's a bit lighter. (regained booze, morale up)
Rebuild still: [5] They make a new still and figure out how to use it better. Unlimited booze, back on track! (still built, 10 cultists now distillers)
Free booze signs: [2] They lost track of all their markers and posterboard. No signs today, I'm afraid.

((Did my leg n' dairy scholar join my inquisitors?))

100 scholar cultists, 26 normal cultists: Research a place for us to stay. Preferably underground. Preferably an abandoned nuclear missile silo.
Quarken: carve some automatic recruitment(to my cult) trap runes in the floor around you to protect you from murderous inquisitors and Quacken.
1 leg n' dairy scholar: Persuade my inquisitors' legs and their milk to join me!
((No, I just gave them a character slot instead of a minion slot because you started adding things to them))
Base: [4] They find an underground bunker that is fairly easy to defend. It should help with your trappery, but
Trap runes: [5] despite not knowing how to do runes that do things besides explode, you manage to forge some pretty decent fakes. They won't get ALL the people that attack, but with your power they should work for at least 150 minions per turn (recruitment traps created [150 capacity])
Legs and milk?: [1] They get dragged out and stabbed to death in the street. Seems the inquisitors don't like the implications of you chopping them in half and sapping the milk from their breasts. (Leg n dairy scholar dead)

Inquisitors: Kill Quarken!
[4] They catch you off guard placing your runes. A bunch of them get caught by the runes, but it is little consolation since you're now chatting with death. Maybe you can convince them to let you go? (150 inquisitors converted, Quarken is on Death's door)
Quacken: Boom boom
[2] Quacken doesn't set off the feathers. Apparently even a duck has some sense of mercy.

Leader 1 and the magi: Do magic again! on BOF's inquisitors this time!
Me: Pay bail for leader 5.
leaders 2 and 4, 50 cultists: Go to a shooting range and practice with our new guns.
Leader 5: Eat a doughnut while playing mariokart.
Everyone else: Work on our PR

Chaos: [9: Happy's legion > 1: Happy > Success: 3-6 > 4] They decide to target the monster clown instead, and bombard it until there's little more than ash remaining. (Happy is dead) ((You got lucky with the rolls last time, the dice decide what chaos magi do even more than normal))
Pay bail: [2] Come back when ya got some money, buddy!
Practice guns: [6] They get better at shooting, but it seems some of them didn't pay attention to the gun safety rules. (-25 cultists, 25 cultists and leader #2 become marksmen)
Play mario cart: [4] They keep their skills at Mario kart fresh while in jail. They actually don't have Mario kart in jail, but #5's played it so much that they can play the game in their head. (+Mario kart skill)
PR: [2] They can't get an audience, maybe they came on a little too strong wearing speedos for the first introduction.

123
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 21, 2016, 07:28:43 pm »
Some Scrub Fish: Figure out why on earth you're suffocating and then get in water.
1 cultist: Find a ritual to summon other horrors without their consent.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
60 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to attack both him and his cult.

Get water: [4] Scrub-a-dub-dub makes the life-changing discovery that gills aren't good for breathing air, and flops into a nearby body of water. (now submerged)
Research summoning: [1] They try to research that, but in doing so discover a truth about the horrors so terrible that they run home and never come back. (-1 cultist)
research sending: [1] They try discovering a ritual via experimentation, and accidentally open a rift to another world. They get sucked inside and you lose contact with them. (-1 cultist)
Resurrection: [1] The dead hunger, perhaps sending them alone was a poor decision. (-1 necromancer)
MURDER PARTY FUN TIME: [5] The warband, reinforced with a few more beasts, charges into battle against the fearsome Quarken and his horde of peons. The explodey one is helpless against such an assault! (Quarken moderately wounded, Quarken loses 50 cultists)
((You might've killed him straight away if you'd either sent more fighty things, or specified Quarken instead of including his cult))

124
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: February 21, 2016, 04:41:25 pm »
Happy the clown: recruit
[6] He steps on some people's feet while doing a silly dance (+75 cultists, +25 inquisitors)
Happy's unconverted cult: read necronomnomnomicon
[6] They read too deeply into the book of deadly snack and go insane. (150 cultists become mad necrochefs)
Necrochefs: bake zombrownies!
[5] These treats are so good they raise the dead! (gained Delicious zombrownies)

End of turn 15.
Big Ol' Fire (uninjured):
cult (drunk [1]): 300 cultists, 100 fanatics, 500 martial arts masters, 400 ecologists, 50 chosen martial arts masters
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood
Diplomacy: Savior-esque PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors (ACTIVE): 700 eco inquisitors, 25 wealthy inquisitors, 1375 inquisitors

Volker-hands: Curses, this won't do at all!
cult: 505 cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline]
Base (sturdy fortress):
Diplomacy: good PR
inquisitors: 115 inquisitors

Dar Gold (uninjured): ZZZzzzzzzz [SEVERELY DEHYDRATED - growth effects nullified until fixed, no additional growth until fixed]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
cult: 50 large drones
Items: dragon blood
Rituals: Basic horticulture
Base(clearing): Walls around Seed 1
Diplomacy: excellent PR
inquisitors:
-Seed 1(undamaged): sprawling tendrils, Slight growth, slightly hungry, leaves

Quar-splosion man (uninjured):
Runes: Explosion damage halved (self)
cult: 100 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors (ACTIVE): 51 inquisitors, 150 scholars
-Leg n dairy scholar: 50% chance of turning 2 into 3 on dairy or leg related rolls, healer (50%chance of turning 2 to 3 on healing rolls)
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers

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

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

Speedy Speedoman (uninjured):
cult (drunk [1]):494 cultists, 50 cultists (guarding) 22 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 25 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman

-Mr. Banana hammock: 50 cultists

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

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

Happy the Clown (uninjured):
Cult: 75 cultists, 35 necrochefs, 275 mad necrochefs
Diplomacy: Allies with Archon
Items: Necronomnomnomicon
Inquisitors: 50 inquisitors

Mooney (uninjured): dragonblood, booze

World details:
-Orb of Stalwarts 1 and 3 destroyed

125
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 18, 2016, 11:30:56 pm »
"Best listen to the lass, she be first mate for a reason after all! Well, apart from winning it in that game of poker!"

126
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 18, 2016, 06:22:58 pm »
"Ya ought get a drink lad, it'll make more sense then"

127
Roll To Dodge / Re: You Are a Kea RTD
« on: February 18, 2016, 04:47:59 pm »
I KEA ALL THE WAY
I KEA
IKEA

Son of a
Spoiler (click to show/hide)

128
Roll To Dodge / Re: You Are a Kea RTD
« on: February 17, 2016, 08:30:05 pm »
Tear a car apart with my beak

129
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 17, 2016, 08:27:02 pm »
"Then we'd have a bear! Ya sayin ya don't want a pet bear?"

Down another mug of rum, then go fishing.

130
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 17, 2016, 01:56:30 pm »
"Yarr, be careful what minds ya read, boy! Ya might not like what ya find!"

131
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 16, 2016, 07:43:40 pm »
Search for a small animal in the forest to entertain the crew

132
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 16, 2016, 09:24:07 am »
Whoops, I'll fix that... though it doesn't really change anything that happened that turn

133
Roll To Dodge / Re: "Stranded" A Small Sci-fi RTD [5/4][:3]
« on: February 15, 2016, 03:10:56 pm »
"Don't poke at the dead things lass, the smell of rot's set in. We'd best get comfortable, we ain't going home anytime soon."

134
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 15, 2016, 10:59:30 am »
chaos mages: do stoopid magic to distract and possibly recruit some of them inquisitors!

Leader 5: use reverse psychology to trick the police into freeing him and the moonshiners.

Me, leader 4, leader 2, and 22 cultists: Go use those healing potions on our former marksmen as a apology. It should help their poor broken backs.

Leader 1 and half of the remaining non guard cultists: work on the PR a bit. Drawing those inquisitors off is going to bring hell on us PR wise I think.
Leader 3 and the other half of remaining non guard cultists: recruit some people casually. You know, ask them "have you let speedos into your life" or something. Hopefully they'll find it funny and join.

CHAOS UNLEASHED: [7-Speedo > 3-items > 3-firearms > Success: 3] You tell them to use their magic on the inquisitors. They target your guns instead. The guns now fire exploding bullets. Well, it's an improvement. (firearms now use explosive ammo)
Freedom: [2] In trying to convince the police to let them go, Leader 5 accomplishes nothing. On the other hand, they have won two hands of blackjack.
Heal: [1] Oh no! They got the dosages wrong and the marksmen are dead now! Everyone feels super bad about it. (-50 health potions)
PR: [6] They make you look good and bad at the same time. (PR up, PR down)
Recruit: [5] Everyone wants Speedos in their life! (+236 cultists)

135
Roll To Dodge / Re: RTD horrors - game 4 running
« on: February 14, 2016, 11:31:33 pm »
2 cultists, 5 beasts: Get some asprin.
1 cultist: Find a ritual to send stuff to me. Namely asprin.
1 Necromancer: Start reviving a bunch of corpses.
1 Esper, with life advice from leader and disaster averter 1: Train.
50 beasts, 10 satyrs, and 10 minotaurs, led from afar by leader, disaster averter, and battle commander 2: Team up with Quacken and Quarkon's inquisitors to destroy both him and his cult.

Aspirin: [4] They buy some aspirin from the store. That was way harder than it should've been. (acquired aspirin)
Sending: [2] He sits and does nothing since he knows you wouldn't expect one person to discover a vital ritual alone.
Raise dead: [1] They try to raise the dead, but end up being dragged to hell instead. Sure hope they don't rise up in a dozen turns or so leading an army of demons. (-1 necromancer)
Train: [1-3] A massive psychic reflux causes the esper's head to explode. Great work there pal, doing the team proud. (-1 esper)
To war!: [5] They rally the inquisitors, pointing them in the right direction and ally with Quacken against the mad marker known as Quarken. (Quarken's inquisitors activated, Allied with Quacken, war declared on Quarken) ((well... you said team up, not attack))

Vol-Kriit+165 cultists:recruit
100 marksman:guard
50 cultists:make fake orb
100 cultists: research rituals


Not sure why 50 of my cultists are injured,pretty sure they are supposed to be fine
They broke their backs carrying silver, check last turn. It wouldn't really matter for most of these actions though, apart from guarding.

Recruit: [6] You and your followers work to bring more people, but your pushiness antagonizes some. (+240 cultists, +190 inquisitors)
Guard: [3] They set up guard schedules, but nobody seems to take it seriously. (guard active, infiltration still possible)
Make orb: [6]  They make the fake orb, putting all your materials into it. They work so hard they demand a scheduled break next turn. (50 cultists on break, Fake orb made)
Research: [4] They find a new ritual. Seems this one rains fire from the sky upon whatever unlucky bastard it's aimed at, using gasoline as a reactant. Hopefully it'll shore up your current lack of offensive power. (discovered Rain of Fire [consumes gasoline])

Me + all my cultists, recruit from my inquisiters
Playing dangerous games I see...
[1] Whoops, you and your cultists revealed themselves to the inquisition and they're bashing in your door. A large group of civilians get caught up in the frenzy! But you're supposed to be a hero, why are they attacking you?!?! (inquisitors activated, +1375 inquisitors)

Humanity: save BOF!
[2] They are too distracted by the current Sportsball tournament to save you.

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