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#91
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Black Goat's turn, then.
And someone will have to add the Dreams spellbook for Cthulu at some point. |
#92
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If no one gets it by the time I'm up, I'll do it.
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#93
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Black Goat Turn 2
Power:8 Move a Cultist to South Atlantic, claim Frenzy from my spellbook. Power:7 |
#94
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Round 2
Crawling Chaos Turn 1 Power: 12 Awaken Nyarlathotep in South Asia and take The Thousand Forms spellbook Power: 2 The map has now been updated with periodical's moves and with the appropriate spellbooks. Periodical, I assumed that when you said you were moving a Cultist into the South Atlantic, you intended to move one of the Cultists which were in West Africa. If you intended to move from a different area, please let me know. Last edited by MrChris; 09-23-2014 at 04:45 PM. |
#95
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Nah, don't worry about it. I'll do it. I've basically got how GIMP works, so it shouldn't take long.
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#96
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Windwalker, Turn 1
Power: 12 Doom: 2 Action: Awaken Ithaqua at the Arctic Ocean. Take Ice Age spellbook. Power: 6 Doom: 2 |
#97
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It bugs me way more than it should that this game seems to have just sort of subsumed Dagon into Cthulu.
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#98
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Quote:
(It is worth noting that with the factions we're currently running with, there's a possibility that Nyaralathotep, the Emissary of the Outer Gods, could throw down with Rhan-Tegoth, the Herald of the Outer Gods. Which kind of makes this seem less like a war between ancient gods, and more like a non-euclidean bureaucratic snafu.) |
#99
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Now I can't photoshop anymore
But: it's OK, I installed GIMP before I found photoshop, and that works just as well. Round 2 Yellow Sign Turn 1 Power: 9 Doom: 1 Signs: 0 ACTION: Use The Screaming Dead to move tKiY and an undead to the North Atlantic. (1 power) ACTION: With The Screaming Dead's bonus action, use Zin Gaya to replace the Black Goat cultist with an undead. (1 power) Power: 7 Doom: 1 Signs: 0 |
#100
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Thanks for keeping things moving today, fellas. I accidentally put the computer to sleep before I finished uploading the .xcf this morning! Luckily, my temp job is over for now, so I'll have more time for this! :sob:
Round 2 Cthulhu Action 2 Power: 9 Doom: 3 Elder Signs: 0 Action: Dreams in Australia, which gives me a new Cultist convert in control of the gate there. Power: 6 Last edited by Sarcasmorator; 09-25-2014 at 11:10 AM. |
#101
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Quote:
This game's going so well so far that I think I'll run a second game after, with independent monsters and GOOs mixed in. Last edited by Sarcasmorator; 09-24-2014 at 11:11 AM. |
#102
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It's my turn right? I think I want to start combat but need to wait til I'm home so I can re-read the rules. Basically can I hope for a lucky roll to kill the King with my Mi-Go?
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#103
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Yeah, it's your turn. You can make a Combat action by spending 1 power, but your opponent gets to choose which units your die results are applied to (and vice versa). You both would roll 1 die in this combat, so it's really unlikely you'll kill the King, even if you roll a kill.
Second post on front page has a combat rundown. |
#104
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Yeah, you could kill a unit, but unless Gerad wants to send his King in Yellow to the pool specifically for some reason, you won't kill him. If you could isolate the King somehow, it could happen, but good luck with that.
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#105
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Ahh yes I think I had that backwards in my head, where I got to pick who died. Move coming later tonight then.
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#106
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Black Goat Turn 2
Power:7 Move a Cultist to Arabia from West Africa. Power:6 |
#107
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Round 2
Crawling Chaos Turn 2 Power: 2 Doom: 3 Elder Signs: 0 Move Cultist from Central America to South Asia. Power: 1 My Cultists have played enough Dragon Quest 8 to realize that when you see some weird jester walking across the water toward you, it's time to bug out. Unfortunately, this means there's not much I can do to prevent Cthulhu from claiming Central America, giving him 5 gates (and probably 10 additional doom points next turn). |
#108
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Windwalker, Turn 2
Power: 6 Doom: 2 Action: Use Ice Age on Antarctica. Power: 5 Doom: 2 |
#109
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Round 2
Yellow Sign Turn 2 Power: 7 Doom: 1 Signs: 0 ACTION: Invoke The Screaming Dead. Move the King and his groupies to Central America. (1 power) ACTION: With The Screaming Dead's bonus action, desecrate Central America. Roll: 1d6=3. Success. I take a Byakhee as my free monster and the Passion spellbook for desecrating North America. (2 power) Power: 4 Doom: 1 Signs: 0 |
#110
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Round 2
Cthulhu Action 3 Power: 6 Doom: 3 Elder Signs: 0 Action: Summon Star Spawn to North Pacific. Power: 3 |
#111
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Round 2
Black Goat Turn 3 Power: 6 Doom: 1 Signs: 0 Open a Gate in East Africa. Power: 3 Doom: 1 Signs: 0 Do you guys mind if I rely on you for GIMP updates? I can post more often if I don't have to be home to do it but also realize I'm not contributing any work in that way. |
#112
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Round 2
Crawling Chaos Action 3 Power: 1 Doom: 3 Elder Signs: 0 Action: Invoke The Thousand Forms. Roll: 1d6 = 5 As per the spreadsheet: The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much Power. Based on the FAQ in the rulebook, it looks like you can allocate the power loss amongst yourselves however you'd like, as long as every player other than myself agrees to the proposed distribution. The one minute time limit obviously isn't feasible here; I did some poking around and it looks like the PBF games on Boardgame Geek generally set a 24-hour rule when it comes to handling The Thousand Forms and Ghroth (the other power which comes with a one-minute discussion limit). I'd be fine with that, though if Sarcasmorator decides to handle it a different way, I'll go along with it. |
#113
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Personally, I don't want to lose that power.
24 hours sounds fine, though maybe 12 is more fitting for this move; regardless, I don't think we'll pass the mark anytime soon! periodical, I think that's fine. Try to post when you're able to at home, and otherwise just post your move? That OK with everyone? I wanted everyone to have the capability to track their own turns so the game could keep moving and I wouldn't have to do it all; it doesn't mean it's obligatory if someone else doesn't mind tracking the move. As long as it's easy to get a picture of the current situation so everyone can make informed moves, I'm happy. Here's the map reflecting periodical's last turn (no need for a change for Crawling Chaos's move). Last edited by Sarcasmorator; 09-25-2014 at 08:53 PM. |
#114
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aturtledoesbite is up.
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#115
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Presumably we have to resolve Thousand Forms, right? I personally say that someone pays 2 power, and everyone else pays 1. (Ideally, we'd use something like random.org to decide who has to shoulder the extra power.)
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#116
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Oh, right, duh. Forgot about that :P
I have 3 power, so I could lose 1 power. I say the player who has the most power should lose 2, but we could do a random draw if we can't agree on that. |
#117
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I suppose that's me, then. The rest of you all have 3 power at the moment (well, Gerad has 4), whereas I have 5. I guess that's acceptable. Do Gerad and periodical agree?
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#118
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I am not entirely keen on the whole thing, but if I only have to lose 1, I suppose I could grudgingly go along with it.
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#119
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I feel as though I should point out that Sarcasmorator is on track to receive 13 power next turn (and at least 4 Doom points from his gates), and also has one of the largest armies (including the 2 super-badass Starspawn.) No one else looks likely to have more than 10 power at the start of next turn. That may be worth keeping in mind when considering his suggestion that the player who currently has the most power should be the one to pay 2.
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#120
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14, actually. There's the free gate in Central America.
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