How do you summon Brikthulu?

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Leprechaun
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Post by Leprechaun » Sun May 24, 2009 1:00 pm

I just sacrifice 66 guys and hero to summon one of the minor deities who acts like a Valkyrie or Grim Reaper
Damnit! Where's my camera?

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birdman
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Post by birdman » Sun May 24, 2009 2:15 pm

why does this thread never die...
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Rayhawk
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Post by Rayhawk » Sun May 24, 2009 7:23 pm

Because ia ia fthagn.

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birdman
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Post by birdman » Mon May 25, 2009 6:38 am

actually, it would be naflfhtagn, meaning 'does not/is not sleeping/dead'
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RJ
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Post by RJ » Mon May 25, 2009 6:41 am

this thread can't die because its Brikthulu were talking about, BRIK-BLOODY-THULU!
dilanski wrote:Have your imaginary balls exploded all over the keypad or something?

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Arkbrik
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Post by Arkbrik » Mon May 25, 2009 6:58 am

randomno12 wrote:by using gods in brikwars, the games normally get very shitty. Why do you want to use immortal gods and demons? the only reason that is good for using them is to prematurely end game
I agree. So therefore you should put a quest in your battle, and whoever completes it gets blessed by Brikthulhu. Thus can Brikthulhu play a part in your game without killing everything.

All you have to do now is to make up a long list of blessings where you can roll a die to see what you get (I can't help it, I love big random tables):

D12 - Result
1 - Brikthulhu devours the quest completer.
2 - The q.c. receives the horrifying knowledge of the universe's inner workings and goes barking mad.
3 - Brikthulhu sends one of his Brikkoths (or some other monstrosity) to help the q.c.'s cause.
4 - The q.c.'s head mutates into a jellyfish, granting an extra strangling close combat attack.
5 - All undead on the battlefield will from now on obey the q.c. If there are no undead in the battle, re-roll.
6 - The q.c. becomes invisible (but can still be seen by cults and dogs).
7 - The q.c. gets an Heroic Feat (Cliché: Blessed By Eldritch Horror, Accent: New England/Austrian)
8 - The q.c. can no longer be killed... only put to sleep...
9 - A portal opens to another dimension, the q.c. and everyone within 2D6" are sucked into it. They return after D3 turns, but then they are... changed.
10 - The q.c. receives a mysterious Trans-Neon-Green crystal of unknown power.
11 - The q.c.'s spirit is separated from its body. During each turn it chooses a creature or machine on the battlefield to possess and control.
12 - The q.c. can now breathe underwater.

The table is a little short, I might expand on it later, or not, if you feel like it, go ahead...
Last edited by Arkbrik on Tue May 26, 2009 8:15 am, edited 3 times in total.

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birdman
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Post by birdman » Mon May 25, 2009 6:59 am

shoulda used a d32...
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RJ
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Post by RJ » Mon May 25, 2009 7:03 am

i don't like the way that 7 and 6 are worse than 5
dilanski wrote:Have your imaginary balls exploded all over the keypad or something?

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birdman
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Post by birdman » Mon May 25, 2009 7:05 am

what if there are no undead on the battlefield, though? It's kind of like a small brikwars deck of many things.
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Arkbrik
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Post by Arkbrik » Mon May 25, 2009 7:06 am

I increased the table to D10. And come on, the order in which the results come doesn't really matter.

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birdman
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Post by birdman » Mon May 25, 2009 7:07 am

sexy.
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ahp77
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Post by ahp77 » Mon May 25, 2009 7:15 am

:shock:

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IVhorseman
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Post by IVhorseman » Mon May 25, 2009 1:34 pm

Ker-fthagn!

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Rayhawk
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Post by Rayhawk » Mon May 25, 2009 2:49 pm

RJ wrote:this thread can't die because its Brikthulu were talking about, BRIK-BLOODY-THULU!
Not without a couple of strange aeons, anyway.

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Arkbrik
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Post by Arkbrik » Tue May 26, 2009 8:16 am

The table is now for D12s...

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