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Author Topic: RTD horrors 2: Finish him. game 1 turn 22  (Read 39933 times)

Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #210 on: May 04, 2016, 05:49:55 pm »

FYI Skyies is in the middle of the crater and Kinisisisis cult is somewhere in the new surrounding wasteland, it's a big waistland, you may not find each other
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #211 on: May 07, 2016, 07:04:11 am »

Half of my cultists: Recruit, other half: go to building school myself: Make a copy of myself on the island.
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #212 on: May 11, 2016, 08:07:26 am »

Elder council:RECROOOOOOOOOOT and lead a new cult
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #213 on: May 12, 2016, 07:18:56 pm »

Elder council:RECROOOOOOOOOOT and lead a new cult
3: They recroooooooooot a few survivors, they actually found a lot but the vast majority just broke down crying when they discovered that their were door to door preachers after the apocalypse.
+5 cultists.

Half of my cultists: Recruit, other half: go to building school myself: Make a copy of myself on the island.
3: 300 cultists join your cause, your recruiters don't deserve a description.
1: Your cultists should not be trusted with power tools, sharp implements are probably a stretch too, one instructor swore he saw one choke to death on a pillow despite there being none in the entire school.
-200 cultists +300 cultists [so +100] Blacklisted on most engineering and architecture schools.

3: You get there but don't find much so you just scratch graffiti on the walls, stomp around and drink the kool-aid.
At Bont's base

I: Finish healing.
Anyone still alive: steal a ship and get over to that Island.

6: You finish healing, you finish healing so hard it hurts.
2: "Stealing? seems a bit harsh"
Healing for next two turns, -perma light wound

Tax goatTM
Followers:A skunk. The 5th segment of a man 'O' war. Some slime mold on a banana, 25 hidden cultists, 80 cultists with you, 48 heavily armed trained cultists, 12 leader cultists, 5 cultists in high places, pro speaker, 700 cultists, 50 scientists, +10 cultists per turn.
You: Wounded
Items: Purge ritual, Magnificent Palace in home plane, attuned island, Tungsten, graphene, 2 light weapons, 50 armor, 80 heavy armor.
haters: skies inquisitors
PR: The town of belford thinks you are an alright guy, Brand awareness, government of russia partial control, normal cultists have heavy armor, good PR. cultists blacklisted on most engineering and architecture schools.


Kinesis
Followers: 20 cultists, 5 astronauts, all stranded in crater
You: summoned, Dead
Items: Orb of Stalwart 3, Incompetence-B-gone [1] charges (makes a roll a forgone conclusion), Volcano base damaged and filled with madness inducing scribbles.
PR: disliked by humanity, card carrying villain

Skyies
Followers:
You: Summoned, lightly wounded, Very heavy armor,
Items:Dragon's blood (You are pleased by the name), damaged reinforced barn, Training facility, Invincible wood rune, 50 armor
PR: Servant to Tax goat, -PR with scientists
Haters: 10 inquisitors in high places, 25 researcher inquisitors, NULL crystal.
Misc.: local law enforcement insane.

Bont da lifasBont mortality wounded
You: Summoned, Healing 2 turns
Followers: +25 per turn
Items: Orb of Stalwart 2 with summoning platform, Trapped temple base flooded with kool-aid, some money, dragon's blood, weapons cache location, subterranean mansion, scrap, 50 weapons, Flatbed truck
PR:

World
Locations/landmarks: -New york city, Tortoise temple, Pony farm (near Skyies base), Crater
Pop: 7 bill - 8.3 mill (I should total up all the cultist and inquisitor deaths too)
Events: Election in [2] turns
Politics: President of russia dead, Rushha infuenced by taxgoat
Misc: "Inquisitor con" where inquisitors convene, helicopters have replaced cars, Tactical nuke somewhere
« Last Edit: June 01, 2016, 10:02:33 pm by Evonix »
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #214 on: May 16, 2016, 04:07:40 pm »

everyone else making plans and doing stuff but my cult is just going door to door preaching
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crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #215 on: May 16, 2016, 04:38:30 pm »

Everyone but me: Go door to door Preaching!
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #216 on: May 16, 2016, 09:29:51 pm »

everyone else making plans and doing stuff but my cult is just going door to door preaching

everyone else making plans and doing stuff but my cult is just going door to door preaching


Fixed
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #217 on: May 17, 2016, 11:07:49 am »

Okay, then use my influence in Russia to get them to set up a secret military base here, a hundred cultists are to go to Russia and start door to door preaching, meanwhile, the remainder of them will begin to gather up military grade equipment.
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #218 on: May 18, 2016, 07:49:11 am »

everyone else making plans and doing stuff but my cult is just going door to door preaching

everyone else making plans and doing stuff but my cult is just going door to door preaching


Fixed
no that was just a comment it doesn't need bold
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #219 on: May 18, 2016, 07:50:00 am »

Elder council: RECROOOOOOOOOOOOOOOOOOT
the other 5 guys:RECROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #220 on: May 20, 2016, 10:24:20 pm »

Elder council: RECROOOOOOOOOOOOOOOOOOT
the other 5 guys:RECROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT

6: It's the perfect circumstances to breed religious fanaticism, it takes a surprisingly short time for somebody to get nailed to a ball, the ball did hover though so there may be something to it.
+29 cultists -elder cultist +Empowering ritual [Wood, 1 cultist to die horribly, 5 cultists to perform the ritual, 1 cultist as target, empowers one cultist]

Okay, then use my influence in Russia to get them to set up a secret military base here, a hundred cultists are to go to Russia and start door to door preaching, meanwhile, the remainder of them will begin to gather up military grade equipment.

1: Their influence on you gets you to set up a secret base for Russia
4: Faith increases and you get 300 cultists, knowing that their god somehow knew of their straying from the true path did wonders for their faith.
5: Turns out there were a few tanks that could be sent out to spread the faith.
Cultists busy next turn +300 cultists +50 heavy armor/weapons

Rekruit some Kroot

Tau'va! (jk)

5: You get a hundred muscle bound dudes to increase the efficiency of your violence.
+100 dangerous cultists [permanently lightly armed]
Inquisitors: When the cat's away the mice will set fire to the door
6: The homemade fuel air bomb was a bit more energetic than expected and wood chips are harder to get out of a brain than expected.
-barn[you could have made it indestructible you know.] -5 researcher inquisitors

Everyone but me: Go door to door Preaching!
4:the 25 cultists I should have added recroot 50 new cultists.
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crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #221 on: May 20, 2016, 10:32:11 pm »

1/2: Go Recruiting.
Other 1/2: Gather Weed!
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #222 on: May 20, 2016, 11:33:47 pm »

1/2: Go Recruiting.
Other 1/2: Gather Weed!
...huh
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crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #223 on: May 20, 2016, 11:35:17 pm »

1/2: Go Recruiting.
Other 1/2: Gather Weed!
...huh
What? That's just my orders for my Cult.
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #224 on: June 04, 2016, 08:17:50 am »

5 astronauts: with your smarts FIND WOOD
all the rest: RECROOOOOOOOOOOOT
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