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Author Topic: RTD horrors  (Read 218009 times)

FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1680 on: February 15, 2016, 09:33:52 pm »

wait, WHY DO I HAVE COTTON!?
Sig detected. Query- May I take it?
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Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1681 on: February 15, 2016, 09:37:39 pm »

wait, WHY DO I HAVE COTTON!?
Sig detected. Query- May I take it?
Not until Aslandus patches the issue.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1682 on: February 16, 2016, 12:18:26 am »

wait, WHY DO I HAVE COTTON!?
Humanity: give building materials
[3] Cotton counts as a building material, right? (acquired cotton)
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I should probably introduce the actual plot soon
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Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1683 on: February 16, 2016, 02:25:33 am »

But that was for Someone else, not for me!
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1684 on: February 16, 2016, 09:24:07 am »

Whoops, I'll fix that... though it doesn't really change anything that happened that turn

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1685 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

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1686 on: February 21, 2016, 05:07:44 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.
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1687 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))

crazyabe

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Re: RTD horrors - game 4 running
« Reply #1688 on: February 21, 2016, 07:50:11 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?
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FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1689 on: February 21, 2016, 07:52:31 pm »

((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!
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Dustan Hache

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Re: RTD horrors - game 4 running
« Reply #1690 on: February 21, 2016, 08:27:13 pm »

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
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1691 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.

DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1692 on: February 21, 2016, 10:19:05 pm »

Vol-Kriit: recruit
50 cultists: summon me
455 cultists: research rituals,lots of them
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FallacyofUrist

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Re: RTD horrors: apocalypse now! - game 3 running, waitlist open
« Reply #1693 on: February 21, 2016, 10:23:31 pm »

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.)
((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?))
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fillipk

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Re: RTD horrors - game 4 running
« Reply #1694 on: February 21, 2016, 10:38:07 pm »

New plan, Me and my Martial arts masters and chosen beat up normal inquisitors, rest of my cultists recruit the eco inquisitors.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.
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