Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ardent Debater

Pages: 1 ... 39 40 [41] 42 43 ... 129
601
Forum Games and Roleplaying / Re: Demonhood 2 -/A being even Demons fear-
« on: January 12, 2017, 06:58:57 pm »
Chase it down, but avoid engaging it. We will study this faccinating creature.

-1! Either this is an Angel, or we're not a Demon ourselves! We must destroy it, before its power grows!

Kill it with fire!
ANGEL ENCOUNTERED EMERGENCY PROTOCOL ACTIVATED

Chase it down with utmost urgency!

We can't let this fucker escape, she'll undo all our evil work!

+1! Yes, a judicious amount of fire should remedy this problem!

Call them Klrntvr's

Chase it down

Klrntvr's is a good name, but I think we should wait until we know more about them and their abilities before naming them. I'm somewhat partial to calling them Wretched Abberations myself.

602
Time for a plan

-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Order your Cultists to abandon fishing and stay from the lake for some time. If the thing wants to eat your cultists it should deserve it first
-Create few ultraviolet imps to oversee operations in Nuulyd. One should be permanently attached to spying on the mayor
-Order Duke to fund construction of new copper ore mine that will serve as a work camp for criminals(being too poor to pay taxes is a serious crime) and war prisoners. Actual abundance of ore is less important than mine being located close to Nuulyd or Fellshore
-Speaking of war prisoners, inform the duke that constant peace in the province... bothers you. You are sure that he has a rival or too among his vassals and finding an excuse to revoke his\their titles and declare war on them is something he should do. Strong rulers eliminate their enemies with an iron hand. You are sure that his own forces are good enough to deal with any vassal and he should leave cultists alone, expect Malkus, Knights and Mercenaries that are expected to participate in the war on his side.
Wars are evil. Wars give energy. Wars create despair and willingness to join the new way. Wars give our champions an opportunity to shine. Wars make the Duke mightier

Desired demonwolf properties:

Female
One soul, many bodies: Can range from mother having a telepathic link with her future litters, to being many wolves with one soul
Necromancy :Can range from a minor ability to interact with undead to ability to create undead armies with minor effort
Burning Eyes Can Range from eyes being little more bright  than ones of ordinary brute wolf to ability to sends rays of fire coming from the eyeballs
Horns: Cosmetic feature

+1, sounds good, but if possible, the wolf should have fire and/or smoke manipulation, as it's not only extremely useful, it also fits Nokluvgn's theme of fire and smoke.

603
They're Ultraviolent, you fools! >:(

They're Demonic Imps, Ultraviolence goes without saying.  :P

604
Make an ultraviolent imp.
Ultraviolet imps are almost completely transparent in daylight. They tend to hover around undetected, observing whatever is going on and investigating whatever they might find interesting. That is exactly what their demon masters want, as mortals tend to scheme against them during the day, feeling safer in the light. In that way, they act as a demon's secret police. If there is dirt to be found, an ultraviolet imp will show it to you.

During the night, one can tell when there's an ultraviolet imp nearby due to the Evil negative light they produce that distorts the colours of whatever it touches. Maybe that's why most ultraviolet imps like hide in remote places when dark falls. When more than one UV imp are in a group during the night, they do not rest. Instead, they pulse their lights and slam on one another in a strange dance while listening to loud demonic tunes and imbibing copious amounts of alcohol (or any other drugs they can get their hands on).

A very large concentration of ultraviolet imps can become so dangerously incandescent as whatever their light doesn't burn it instead poisons.


Once we run out of colours we could continue with elements.


The Periodic Table of Dragons was one of /tg/'s finest creations, and seeing the link, I can't help but feel a little nosltagic.

+1 to the creation of the Ultraviolet Imp. This might be expensive, but an Ultraviolet Imp would be excellent for subtly scouting urban areas we haven't fully corrupted, and they'd be a hit at the Cult's nighttime parties.

If the Ultraviolet Imp is created, let's give it an aura of corruption that reduces the inhibitions of those around it similarly to excessive alcohol, and a weak pulse attack of incomprehensible light that momentarily blinds unprepared mortals staring at it.


Quote
You promise to think of some way of providing these to her by the time she is ready to construct the urn.

Pauper colony. Gather the poor and the unruly, and send them to an isolated camp for re-education.

Ideally, this camp would have a relatively lethal trade, so that the disappearances can be easily dismissed.

-Return to Fellshore, to welcome the beast(s) from the lake to your service.

Quote
Brutewolf offspring

There's not one welp, but a pack. With 8 bodies but a single soul, this BruteWolf pack can act in perfect coordination and be highly effective.


+1
Order the Fellshorians to get some captives and begin chanting dark tongues surrounding the lake, making sacrifices to you as well as a small portion of the captives to the lake.

I doubt that the evil beast(s) would be directly opposed to you, only maybe taking some of the Fellshorians, as it is clearly an evil, and evil wants to do evil. Also some sense of gratitiude is probably to be expected from this creature as you will have freed it from its prison.

+1

If the Brute Wolf offspring are more Demonic than Wolfish, they should have Long, sharp Horns for goring and thrashing, razor sharp teeth and fangs capable of regrowing on their own, and a very limited ability to control flames and smoke, that they are able to pool together to match a powerful pyromancer's ability.

605
I'd say we should dismiss Kate. She's a menial trying to expect us to have obligations towards her? We own you, Kate. The only thing of notable value you have besides your Wordbearer status is the half-demon kid growing in you. That's about it. So stop being too big for your britches.
+1. Tell her to dead the child suffering and pain and maybe we will consider giving more than 15 seconds of our time to her. Give her the task of learning how to absorb evil or something. If it works, she feeds the child. If it doesn't. . . She is out of our hair.

Edit: read: Tendriled fingers.
My proposal for this turn action:

Dismiss Kate by telling her that so far she is nothing but the first in the line of mothers of your future children and if she wants you to spend time on her, then she needs to become even stronger and deserve a spot of a concubine in the future
I think it is a proper demonic course of action.

Take Mischa and her magic students(including Kate) to the abandoned temple that serves as the den for our brutewolves. Teach Misha and\or Kate how to control brutewolves. Leave our mage and her students in the forest with an order to study necromancy here and raise a small undead army while doing so. Mischa may get ingredients she needs for her project by ordering brutewolves to bring her some

Furthermore, take a canine form and mate with the strongest female brutewolf making sure that Kate sees it.

We should have a lot of body fragments there and it is a good source of undead. We could raise it ourselves but it spends our energy and... that low level necromancy should be done by mortal servants anyway.

Getting one more demonic child is a nice investment and Kate needs to see that our words are true.

Then travel to Nuulyd, settle in the local temple and spend days aiding your cult in recruiting more people. Spend nights corrupting dreams of townsfolk feeling their thoughts with distrust and hatred toward Tokzoku Empire and its greedy merchants. Nuulyd townsfolk should see nothing wrong in doing evil stuff against bronze-skinned savages. Cheating them, stealing from them, robbing them and even killing them should become morally acceptable because Tokzoku empire deserves that.
Our Cultists in Nuulyd deserve to see their master again. We want more evil in the world and this kind of xenophobia is great for this task. We may want to start a war later and this is a good start.

+1, This is the most Evil course of action by far.

To be honest, I think Nokluvgn is more Evil than Krlnkir Yrlvnt ever was. His Evil is far more cruel, petty,  and personal where Krlnkir Yrlvnt was impersonal, destructive, and uncaring. Where Krlnkir Yrlvnt was brutal and direct, Nokluvgn is conniving and insidious, and the difference really shows.

I have another suggestion.

Let's command Malkus Rom to train 71 more Cultists to become Nails, and train the 2 most martially inclined Sacred Wordbearers in the arts of war, to serve as minor commanders in our Cult militia.

When Malkus Rom has finished training the new Nails, he should select 60 Nails. The 60 Nails and 40 Mercenaries will be combined into one Throng under Malkus Rom's command, and we'll have a large mortal military force capable of spreading destruction and Evil without drawing any suspicion of Demonic activity.

The 40 remaining Nails will be divided into 2 forces of 20 Nails. The 2 trained Sacred Wordbearers will take command of the forces, with each Sacred Wordbearer commanding 20 Nails.

Both forces will serve as Guards at Fellshore, until we have fully converted Nuulyd, then one force will leave Fellshore to guard Nuulyd. The Sacred Wordbearers will be expected to train at least 30 new Nails by the end of the month.

We don't really need the Guards, but it won't cost us anything, and they'll put up the notion that rank and file Cultists matter in the grand scheme of things, which will help morale tremendously. They also be a help in the unlikely event that we're attacked, however small their contribution might be.

The 3 Knights will assist Malkus Rom and the 2 Sacred Wordbearer commanders in training the new Nails, but will remain separate from the forces for now.

606
I still dislike other parts of the plan but with Nuke's info I can't get behind focusing recruitment in few spots

New cult Power distribution

4 Improve the labyrinth in Fellshore
3 Recruit more cultists in Nuulyd. Try to get control over prison guard
3 Work toward making castle populated only by cultists, inclluding recruiting cultists, "hiring" cultists from other places and getting rid of people that are too hard to corrupt
6 Train cultists(combat)
2 Train cultists(magic)
1 Spy in Oegorda gathering useful information


This reduces power spent and lets us focus on important things:
-Expanding our temple
-Getting control over Nuulyd
-Making the castle ours
-training combat capable cultists just in case we'll need them
-Maintaining presence in the capital

Wall seems like a complete waste of resources because effect on defence looks way smaller than having more trained and armed cultists. We can always finish it later should the need arise

+1, this seems reasonable.

I have a suggestion.

Nokluvgn should remain in the center of the Labyrinth as it is constructed and use Evil to enchant the Temple to be more terrifying and confusing.

607
"OH FUCK, MY ARM."

Inject the strength formula into my stump, hoping for a pain numbing effect.
Errrr, This is annoying
I Rush the Ork, When I'm Somewhat Closer I cast Decay on his legs.

"RAAAGH! NOW THRAGNAR NAZZASH IS ANGRY! THRAGNAR NAZZASH CHOP LITTLE MEN TO PIECES WITH AXE!"

THRAGNAR NAZZASH GOES INTO A RAGE AND CHOPS OFF THE LITTLE GREEN MAN'S HEAD WITH AXE! THEN THRAGNAR NAZZASH CHOPS OFF LITTLE SMELLY WITCH-MAN'S HEAD WITH AXE!

608
My vote:

Mischa - Parisbre's evil storage horcrux thing
Malkus - Stay
Hungover Guy - Eaten
Cultists - Reduce the effort on building the wall and labyrinth and instead convert the rest of Nuulyd and Brilb Castle, focusing on preaching the new way and all the pleasurable things that are permitted to follows of it, rather than letting freeloaders at our feasts.
Nokluvgn - Continue converting people in Oegorda

+1

609
Have Mischa create a urn of trapped souls lined with cursed gemstones.
Malkus should hang back, they know what to do.
Eat the hungover man.
Have the cultists keep recruiting the poor, no one will notice if they go missing.

+1, we need Malkus Rom to lead the mercenaries, and it would be difficult to find another warrior as corrupt and capable as him. We shouldn't send him off on a campaign that won't benefit us for at least another year, at least not yet. The cultists should do fine on their own, and we can always contact them in their dreams if we need to know how they're doing.

Nokluvgn should use the power of Evil to help carve out the Labyrinthine Temple, and place an Enchantment on the Temple to have the tunnels be filled with Demonic smoke and half-visible, flickering, nightmarish illusions, as well as be constantly shifting in seemingly impossible and nonsensical ways. To recoup the loss spent making a better Temple, Nokluvgn should raze and butcher a small and nameless hamlet in a foreign province, and have the Cult at Nuulyd hold an extremely lavish and obscenely perverse and debauched party,
which Nokluvgn shall personally attend, using some of the ambient Evil to further corrupt the townsfolk.

We should repeat the child sacrifice familial conversion a few times in homesteads scattered across the province, because that's an easy way to gain more followers, and is an extremely Evil way to do it.


What do you all think about enchanting Malkus Rom's weapons to cause burning agony and release black smoke when they cut?

610
"Hey! No, bad specimen."

Inject Thragnar with a weakness formula.

"RAAAGH!!! THRAGNAR NAZZASH NO LIKE MISS, THRAGNAR NAZZASH KILL LITTLE MAN AND CUT LITTLE MAN INTO LITTLE PIECES AND EAT THEM LIKE CANDY!!! RAAAGH!!!

RAAAGH!!! THRAGNAR NAZZASH CUT LITTLE MAN IN HALF AND CHOP LITTLE MAN UP INTO LITTLE PIECES AND THEN EAT LITTLE MAN LIKE CANDY!!!

611
(Just so you know, their name really IS Varies)

Varies wakes up, unsure of how she came to be here in the first place. Then, realizing they had taken their natural form, he tries to make themselves appear human again (should be pretty simple). He takes a quick look around, first noticing the scientist-y fellow and his brutish focus of attention. Not understanding why a sweaty brute would be so special other than their high testosterone, she looks further to the left, finding a waitress with some curious stool. Recognizing her worry, he tries talking to her, without getting too close.

Hello? Miss? Where'd you get the barstool? Did you want to sit on it? Did you want someone ELSE to sit on it?

Currently, no one was distinctly his friend or foe. Until he had a better understanding, he would try to keep things that way.


Edit: I just realized something..The barbarian's loincloth..isn't equipped. Our clothes are equipped, so that can only mean one thing..
Edit 2: When you say Attribute shift is permanent, you don't mean that I can't shift the point BACK into the stat lost from, or anything like that, right?

"RAAAGH! THRAGNAR  NAZZASH NO NEED CLOTHES!!!"

612
"Well this is rather peculiar."

Use on Biological Analysis on Thragnar.

"RAAAGH! THRAGNAR NAZZASH SMASH AND EAT LITTLE MAN!!!"

RAAAGH! THRAGNAR NAZZASH SMASH AND EAT LITTLE MAN!!!

613
Roll To Dodge / Re: Roll to Level Up III [0/~8]
« on: January 06, 2017, 04:52:19 pm »
Name: Thragnar Naazash, the Orc
Class: Barbarian
Favourite Colour: Bold Red

614
I'm having trouble posting, but it only seems to be this thread that's having problems.

EDIT: Never mind, I realized what the problem was.

615
Forum Games and Roleplaying / Re: Anything Can Happen
« on: January 06, 2017, 02:36:52 pm »
The Giant Sperm Whale attempts to consume the Waffle!

Pages: 1 ... 39 40 [41] 42 43 ... 129