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Franz Joseph

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Everything posted by Franz Joseph

  1. DO THE LUNGI DANCE! Oh, sorry. Uh, are you gonna join FOFA? We could use more players.
  2. Anybody play it? Anybody want to play it (not right now, though)?
  3. I think if we make it far enough without wiping ourselves out we will hit a hyper-capitalistic and extremely technologically synced environment. Kinda like EVE.
  4. I feel, as low of a chance there is for a takeover, that there would probably be a peaceful merger.
  5. Requesting a new kit. You really just have two remove the II, that's it really.
  6. His majesty, Emperor Tigranes, no longer feels the need for Armenia to be designated as the "Second Empire". From this point on, the SAE will now be referred to as the "Empire of Armenia", or Armenia for short. (In actuality, this is because I'm tired of ARMENIAN being mistaken for AMERICAN, and I felt that the redundant designating words had to do with it.)
  7. More than scary, straight up terrifying. So as you may have seen, I live in New Jersey. And while I live in the suburbs, my house used to be a farm. My family uses the rickety old barn to hold lawn care and gardening equipment, as well as bicycles. There's also a loft in the barn, where hay would have been stored. Despite the oppressive humidity over here today, I decided that I should ride my bike down a nearby trail. As I entered the barn, I smelled rotten meat, really intense rotten meat. At first, I thought it was a dead rat, not an uncommon occurrence. But when I couldn't find any corpse, I went into the loft. DAMN, DAMN, DAMN! There was a mother-trucking sleeping bag laid out on the loft, along with beer bottles, a set of clothes, hiking boots, and a rotten chunk of meat. I nope train'd out of there, and called the cops. They're investigating, but there isn't much for them to go on. Obviously, sleep has been lost due to this. WARNING: THE IMAGE BEHIND THE SPOILER IS REALLY BIG. The barn:
  8. Oskar: "I bet it was the Muslims!"
  9. Banned for complaining about complaining.
  10. Everyone, I have been told that Elicis' stadiums have been destroyed in an earthquake, and games will be starting again ASAP.
  11. I may be 0-23 and one of our players has no feet, I have confidence that we will win (somehow).
  12. It appears that the KLA and the local police can contain the situation. We are dealing with anti-monarchist protests and international politics have kept troops at the ready at home, leaving us very little soldiers to send. We are flying reconnaissance and civilian aid missions over Seoul now.
  13. The Emperor is willing to dispatch a 250-man task force to help restore order.
  14. We need a minimum of three players to start.
  15. Ever wanted to be a demonic/extraterrestrial/cosmic/extradimensional entity wreaking havoc on the world of mortal men to advance your own goals, ultimately ending in a brutal apocalyptic war?!?! YES?! Then you're in luck, pal. The games and sign up will be demonstrated below. Your horror Application Name: Type: Choose from Eldritch (Lovecraftian), Demonic, Extraterrestrial, Cosmic (related to Eldritch, but much more god-like), and Extradimensional (Also Eldritch-y, but more SCP-ish) THESE ONLY EXIST FOR IMMERSION AND FLAVOR, AND WILL NOT EFFECT GAMEPLAY Physical appearance: Backstory: (not long, two paragraphs at most, maybe why they want to rule Earth) Abilities: (3 of your choice, describe what it does, nothing overpowered, though) Mortal collaborators and enemies Friendly: Your cultists: Gained through your actions, these Humans have joined and act as your mortal proxies. Anything you construct, summon, or possess, it depends on an ability you choose Upfront Enemies Police: These guys simply respond to suspicious cult activities, but make a wrong move and you might have to Waco it out. Military: Once you go public (reveal your existence), the army may be called in to put down your cult if it is deemed to dangerous, they may support the police in sieges (to represent the National Guard) Inquisitors: Also occurring when you go public, Inquisitors represent mainstream religion's response to your cult. Something along the lines of warrior priests, they are about as strong as Police, but can down unholy, spectral, and other mystical beings under your sway. They can also cause cultists to defect, which can give away vital intelligence on the cult. Shadowy Enemies Vigilantes: Conspiracy theorists, religious nuts, people who know about the cult, one way or another, they're the unofficial resistance to your schemes. They will be your first opposition most of the time. And their successes or deaths will rouse public and police suspicion. Other Cults: Of course, other players can sic their loyal followers on you, too. How stuff is done Instances will be given a D&D style "roll" from 1-100 effected by various others factors and modifiers. The levels of actions are: 80-100: Total success, nothing goes wrong, everything works out perfectly. 60-79: Partial success, it works, but a bad thing occurs, too. 40-59: Slight success, while a small success occurs, the bad is almost equal to the good. 20-39: Minor defeat, while not a disaster, it is certainly a bad occurrence. 1-19: Failure, the Eldritch equivalent of an utter failure. Nothing good at all. A turn system is used. Each player makes their move, when all are done, outcomes and roll scores are handed out, statuses are updated, and a new turn begins. Each player starts with 100 power points (PP), all actions cost some amount of PP (I will decide how much, but it will never cost more than 50). PP recharges by 10 per turn, human sacrifices recharge PP by 10 per person sacrificed. Animal sacrifice can go up to 10, but depends on the animal. Prayer rituals increase PP by half of all the participants involved, but it takes a turn. Modifiers Various modifiers affect the roll outcome. The following are below Equipment modifier Equipment can be gained through stealing, summoning, whatever you want to do to secure your cultists some arms. No weapons: Nothing but fists and maybe a few knives, +0 roll modifier Lightly armed: Clubs, machetes, and the occasional pistol or shotgun, +5 roll modifier. This is the level most Vigilantes operate at, but will gradually increase the more prevalent a cult becomes. Well armed: Pistols, shotguns, and a scattering of assault rifles and submachine guns, +10 roll modifier. This is the level police and inquisitors operate at. Armed to the teeth: Full military outfitting. Assault rifles, light machine guns, and grenades. They're ready for a war, +15 roll modifier. This is the level the military operates at. Suspicion and Awareness Over time, police, military, and civilian figures will gain suspicion and eventually awareness of the cult. When it comes to the Police and Civilians, as long as you are not 3 or above in either, it will go down by 1 level every two turns. Police Suspicion 1- Police have received calls about your activities, if you are raided or warrant a police response, expect 1-10 to arrive 2- Police know something is going on, and patrols have increased. Failures warrant responses more, this will always raise civilian awareness to 2 due to media centers. If you are raided or warrant a police response, expect 11-25 to arrive 3- Police are now on the alert, and are actively trying to find you. There is now a 10% chance of a siege per turn, a siege acts like a raid, but you can't do anything until it is broken, when a siege starts, police suspicion instantly goes up to five, raises military awareness to 1, and raises civilian awareness to 4. 4- Police are actively attempting to find the cult and all civilians know what's going on. If you are raided or warrant a response, will arrive There is now a 20% chance of a siege per turn. Siege or not, civilian awareness is at 4. 5- Police have a general idea of where you are, curfews are now being enforced. There is now a 33% chance of a siege per turn. Siege or not, civilian awareness is at 5. Civilian Awareness 1- A few people have seen, heard, or suspect something going on. There is a 15% chance per turn of Police Suspicion being raised to 1. 2- There are rumors going around among the locals, and the first curious civilians are trying to know exactly what is happening. There is a 20% chance per turn of Police Suspicion being raised to 1. 3- Most are aware of what is going on, and a sense of unease is sweeping across the population. Police suspicion is instantly raised to 2. 4- There is without a doubt a cult. Gun sales rise, as well does fear and paranoia. Police suspicion is instantly raised to 3. There is now a 20% chance of being attacked by 10-20 vigilantes per turn. 5- Mass hysteria. Everyone may be a cultist, and houses are shut tight every night. Church attendance skyrockets. Police suspicion is instantly raised to 4. There is now a 33% chance of being attacked by 21-45 well armed-level vigilantes per turn. Military Awareness NOTE: The military awareness is only for when things "go loud" 1- The national guard has been called to deal with the threat. Level 1 is only applicable to the first siege 2- The national guard holds an active presence on the streets. The military will now raid you with 10-30 troops at a 25% chance per turn 3- Your cult is now considered a national security danger. The military will now raid you with 31-100 troops at a 30% chance per turn and the inquisitors begin to appear 4- There is a task force of soldiers devoted to eliminating your cult. The military will now raid you with 101-250 troops at a 40% chance per turn 5- The nation is in an all-out war with the cult, and the whole world is watching. "Wars" cause massive casualties on all sides. The army starts with a base amount of 1000 soldiers, and there will be 101-250 soldiers per "battle" Your Cult There are various types of cultists, and they are: Cultists- These are your run-of-the-mill cultists, nothing special Insane Cultists- Not all who you reach out to come out mentally intact. Under your sway but utterly insane. You can order Insane Cultists to recruit within the asylum and launch uprisings, securing weapons if successful. Besides that, they are useless. Influenced Politicians- Getting politicians under your control is a major advancement, but extremely difficult. 10 Influenced Politicians gets the country under your control. This allows you to send the Police and Military after other cults, lets you recruit openly, and you no longer face government interference in cult affairs. Victory conditions To win, you must have the country under your control and reduce all other cults' numbers to zero. I Hope to see you all waging war soon! (note: I will be the GM, and not participate)
  16. The *dead* king. You seem easily offended.
  17. Weeaboo? Really? A. you're hitting below the belt and B. There's no imagery that would make you think he is one. His nation is socialist, too.
  18. We need to play *obscure Polynesian sport*. Much more kanaka then dirty European sports.
  19. Maybe cuz he's not a CRAZY SEMIRACIST ULTRANATIONALIST SOCIALIST POLYNESIAN TRADITIONALIST. Just sayin'.
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