Ritual of demolition.This would be viable, and not that hard. It isn't doing anything complicated, just compressing Evil. I'd say this would be an Easy design.
This magical ritual utilizes an emplaced circle to focus evil magic into an object, to corrupt it into a containment vessel for said magic. This turns the object it is used on into a bomb of sorts, when broken it will release all the stored magic at once in an omnidirectional explosion whose power is based on how much magic was stored in a given object. Different materials can hold more or less magic, with rarer and more valuable things like gemstones or precious metals able to hold the most. This spell can be performed repeatedly on an object as long as it isn't entirely filled with magic. This allows our less strong magic users to slowly but steadily build up large amounts of power.
Summon: Minions- BrownWhile not as difficult as the four-varieties version, this would still be tricky. Summoning a small critter of pure Evil is fairly simple (Normal), but the ability to absorb skills from fallen enemies would up the difficulty (Hard). Adding the ability to be used to supercharge spells would make the final level Very Hard.
Pure little balls of Pure Evil formed from Life Energy, about the height of an average mans leg, and very numerous. Also very stupid, but they have a weird tendency to become skilled depending on what they are wearing. Wearing a knights helmet on top of their head to go with the sword, and they gain the ability you'd expect. And so on with clothes they've pilfered off their enemies corpses and from dressers. The possibilities these creatures have is limitless.
The first minion we create, are the brown minions. They've been mixed with some earth magic, making them extremely hardy, durable, and strong, matching most trained humans. They are as dumb as a bag of rocks though. They are Pure Evil though, and will follow our commands completely, so they can and will get the job done. Just don't expect them to be any good at thing that don't involve killing, murder, and fire/explosions. And Looting, Minions love Loot.
As these minions are made of Pure Evil, they can also be used to fuel spells, with Common Spells being capable of being supercharged, and Rare Spells being able to be done with a sufficient number of Minions. As well as more Uncommon Spells. There may be mishaps however, depending on what the composition of the minion used is. Brown Minions have an affinity to Earth and Explosions. But then most Minions have an affinity toward explosions.
High-Effort Project: Evil's ForgeAssuming that by massive you mean, like, large-building sized, and not large-factory sized, this would be Normal. Infusing weapons with small amounts of Evil wouldn't require much work, nor would setting up forging operations.
A massive Forge workspace made by the Demon themselves, this forge has pure Evil seeping into every pore of weapons forged in it. the heat, the water, the air, it is all tinged with Evil. And weapons made in it will be far more effective at taking down Good-aligned forces. It will also help with producing new weapons, and getting a foothold on Evil Weapon production.
As it was made by hand to channel Pure Evil into weapons, it is Unique. All weapons made in it are tinged with Evil already, though proper work will need to be put into making true weapons of EVIL.
The Subtle PullSo, this would be surprisingly tricky. See, Demonic magic and Angelic magic are polar opposites. If you were dealing with Mortal magic, no problem. But subverting Angelic magic is much more challenging. Still doable, though. Stipulating that Acolytes can cast it (requiring it to be Common) would perforce reduce the efficacy somewhat, although being concentrated into a single target would mitigate that. I'd say on the upper end of Hard.
The arc of the world tends towards chaos - every demon knows this, works towards this. By taking the corruption of demonic magic and infusing it into people and magic, we turn angelic shields against them, healing magic into pain and death, a calming word into rage. It is meant to be cast by our Mages, by incantation and/or infused ritual circles. It only affects one target - a spell or a being.
Demon Spell: Intrusive PossessionI assume this is meant to be unavailable to mortal casters, only usable by the Demon (or Lesser Demons). In which case, it would be fairly simple. The use of a prepared casting environment makes things easier. The only challenging part would be not causing adverse effects in the subject, what with a vast quantity of Evil residing within them. Likely you'd see random mutations popping up after a few days, even with a decent roll. It would be Easy.
The caster enters the body of the target and forcibly gains control of it. This requires the subject to be subjected to a ritual involving a circle of profane symbols drawn around them in blood and the subject must be awake and aware as the spell is cast in order to fully usurp control. Strong willed individuals can force the caster out if they can beat the caster in a battle of wills. However as long as the caster remains in control they have access to all the hosts memories and abilities (though they cannot use any abilities or magics of their own until they leave the host). While possessing a host they are difficult to detect.
TelekineserEasy up to the brain aneurysm point- every human has some level of defence against mental/magic assault, which would include telekinesis in this case. Having the ability to overpower those defences to instantly kill someone (even at limited range) would raise the difficulty to Normal, and hike up the rarity as well.
A simple, but invisible mutation to the human body, the Telekineser has had their brain infused with and enhanced by magic, granting them a measure of telekinetic ability. Lift knives, bend spoons, cause brain aneurisms, the possibilities are limitless. It does have some limitations though, namely it has limited range, and while subtler than most spells, their abilities can be detected by skilled magic users.
Designs:
Evil's Forge: (0)
The Subtle Pull: (1) Doomblade
Mindblock: (1) Doomblade
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Mindblock:A basic spell to guard against mental intrusion would be relatively simple to create. Easy and Common.
A simple spell to prevent mind reading, mindblock functions not by actually blocking mental intrusion, but by subverting the mental intrusion against it's caster's intent, giving the opposite of expected readings.
Lobbyists:While requiring some training to portray themselves as merchants successfully, this would not be extremely challenging. Creating such faux-merchants would be an Easy design. However, there is a slight issue; your cult does not have access to great stores of wealth, and as such, these Lobbyists would be Rare without a steady source of income.
By sending our cultists in not as cultists, but as merchants, we will wine and dine political figures to win them over to our side.
Designs:
Evil's Forge: (1) TricMagic
The Subtle Pull: (1) Doomblade
Mindblock: (1) Doomblade
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Black Imps: (1) TricMagic
Sons of The VoidTo enable a humanoid figure to posses that level of (re)generation would be tricky, especially given a lack of prior experience. You'd be looking at a Hard design- and the end result would likely be sufficiently insane to be incapable of masquerading as an ordinary human. They would also be Rare, due to the precise control needed to infuse a human with that much Evil (without them exploding or suffering lethal random mutations).
A mutated cultist bathed in corruption, sons of the void are direct melee combat units. Their bodies are bathed in writhing unnatural shadow, and while they may appear as normal humans otherwise, they actually can sumon seemingly countless appendages from their flesh, tipped with claws, bone blades, and toothy maws.
They are omnivorous, and typically fed a low-blood content diet to increase their bloodlust for battle.
Summon- Black Imps: A short, sturdy creature fond of drink and industry. Black imps are squat, covered in bristly black fur, and have large hands and feet that resemble the paws of a mole. Though they have little talent for magic, they are skilled diggers, and capable metalworkers. They insist upon consuming alcohol at every possible opportunity, are both OCD and very messy, and are deathly afraid of large fish and elephants.As mentioned on Discord, these would be a Normal design. Compared to the Brown Minions suggested earlier, their more constrained skillset makes them easier to design.
Lawful Evil [1] TricMagic
Neutral Evil [1] TricMagic
Chaotic Evil [0]
Lawful Evil [1] TricMagic
Neutral Evil [1] TricMagic
Chaotic Evil []
Legion of Corruption and Subversion [1] Doomblade
Designs:Waiting on the desition for a second design
Evil's Forge: (1) TricMagic
The Subtle Pull: (1) Doomblade
Mindblock: (1) Doomblade
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Designs:
Evil's Forge: (1) TricMagic
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Black Imps: (1) TricMagic
War-Sheep:(2) Rockeater, Doomblade
The Simmering DraughtsmithSo, I mentioned on Discord that this is possible- Alchemy is a mortal method of inducing mutations, and can also be used to stabilise mutations (making their use somewhat safer), in a way Good/Evil cannot. However, it is a considerably more complex process, and one that Demons have little knowledge of. On top of that, it is a forbidden art in most places, and practitioners must be careful not to get caught. To establish a baseline of alchemical capability would be Hard, representing the difficulty of merely locating a source of such knowledge.
In a corner deep within our base, sits a room, lined with class and horn flasks full of concoctions unimaginable. This is the Draughtsmith's domain, one of mutagens and madness. The exact method of creating these beverages is known only to a few, but the looming war has ensured that this will now change - we are now hiring test subjects, and unpaid interns. We even took out a wall to make room for another cauldron!
With these new expansion, the Draughtsmith will be able to use their trademark combination of demonic magic and alchemical formulae to impart strengthened physical characteristics to our soldiers, with initial focus on refining flexible bladed limbs and stab resistant flesh.
Language of InceptionThis would be a Normal design, being a fairly average entry into mind-manipulation.
This is a magical language that requires a ritual to write and must be written in the writer's own blood. The written rune when viewed imparts an idea into the mind of the viewer regardless of the readers understanding, ability to read or even their awareness of what is happening. The more often and longer the rune is viewed the deeper the idea takes root in the mind of the viewer. The more runes that are written together the more complex an idea they can implant. Though for a collection of runes to be effective they must be written in one sitting. Runes written at separate times or by separate people impart different ideas and cannot be combined into larger and more complex ideas. Due to the nature of rune writing them requiring the blood of the writer few people can write many at once.
Soul SnatchersPermanent, unwilling possession of this sort would require a rather advanced summon, and even then would have to contend with mental defences as much as any other mental attack. This would be Very Hard. A more gradual entry into the field would be easier.
Ghostly translucent wisps who cling to shadows, they creep underneath and through any cracks they can find to a sleeping target and enter them. Slowly, over the course of a week, they copy the target's mannerisms and memories, before eventually consuming the target's soul and taking their place overnight.
They have a mental connection with their summoner, and will follow their orders, acting as their body would, except when it would interfere in those orders. The perfect replacements.
Cultist Conversion Chamber - The Focused Effort Thing That Does The Two Actions For One Thing Thing: An old stone chamber lined with shackles and caked in layers of blood centuries old, if not older. In the center lay a table with two pairs of attached shackles and a leather strap at the middle. The stone floor is laid out in such a way that the grooves between individual stones form a glyph. When the grooves fill with blood they allow a Ritual of Mutation to take place. The blood evaporates rapidly as the ritual takes place, and while a single human sacrifice is enough to fuel a very minor mutation, more complex mutations will require a greater number of sacrifices - hence the multiple sets of shackles along the walls. The target of the ritual is secured to the central pedestal and will likely be in some level of pain for the duration. Currently we can only give those who follow us the ability to see in little to no light, but we are sure to entertain some of our more...exotic ideas if we dedicate time and effort to the art of mutation.The ability to perform mutations does not require a design- the reason that Doomblade's suggestion would is that it employs the mortal technique of Alchemy, rather than using Evil, which would grant access to more stable mutations. Which, I now realise, is not actually specified in the design, but was discussed in Discord. My apologies for any confusion. Anyway, the point is, while you could do the above design, you'll want to specify the benefits that go with this technique.
[So I think this has four things it tries to do: give use a ritual for mutating, give us a dedicated building for a ritual of mutating, give us a mutation, and perhaps make it easier to perform or create mutation-related things so long as the use of the chamber is applicable. With the doubley designey thing it'd hopefully be Very Hard at most, but that's for NUKE to have final say on]
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Black Imps: (1) TricMagic
War-Sheep:(2) Rockeater, Doomblade
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Demon Name:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: ()
Demon Form:Quote from: Magoc the Many-TonguedMagoc the Many-Tongued is a muscular humanoid biped with a deep blue, almost black hide. It has a pair of curled horns and a snout. It has a wide maw that can open from ear to ear if Magoc desires, and seems to chatter incessantly but makes no noise. This stops when Magoc speaks, though the actual motions of It's mouth do not usually match the words spoken. Magoc the Many-Tongued speaks in many languages, with no consecutive words ever being rooted in the same language. Somehow though It's words are understood by those It addresses, even when speaking languages forever lost to time. It is a charming Demon, and more intellectual than most of It's primal kin. Magoc the Many-Tongued wishes to learn how to twist those It asserts dominion over so as to make their form (both body and mind) fit their function, and is very skilled at convincing others to assert said dominion for It.Magoc the Many-Tongued: ()
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: ()
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (1) Doomblade
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (1) Doomblade
Alchemy Creation- The SlimeAh, right. A point of clarification: you can use Alchemy to augment mutations induced with Evil. Using pure Alchemy is technically possible, but would be a significantly harder design for little gain- not to mention having a higher cost. See, mutating people with Evil is (relatively) easy. The Demon can do simple mutations en-masse with a snap of his fingers (more complex mutations require a bit more attention, but are still much easier than Alchemy). Even a simple mutation using pure Alchemy takes many ingredients, carefully prepared over the course of hours, if not days. To perform more extravagant Alchemical mutations may take exotic ingredients and months of painstaking work, all for something that a Demon could do in under an hour.
[...]
Take the assumption we have alchemy when checking this Nuke, as it's not a this turn design.
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Language of Inception:(1)Jerick
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (1) Doomblade
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (1) Doomblade
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Language of Inception:(1)Jerick
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (2) Doomblade, MoP
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (2) Doomblade, MoP
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Language of Inception:(1)Jerick
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (2) Doomblade, MoP
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (2) Doomblade, MoP
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (1) TricMagic
War-Sheep:(1) Rockeater
Language of Inception:(2)Jerick, TFF
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (3) Doomblade, MoP, TFF
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (0)
War-Sheep:(1) Rockeater
Language of Inception:(3) Jerick, TFF, TricMagic
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (1) Doomblade,
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (3) Doomblade, MoP, TFF
Designs:
Evil's Forge: ()
The Subtle Pull: (1) Doomblade
Mindblock: (0)
Lobbyists: (1) Rockeater
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (0)
War-Sheep:(1) Rockeater
Language of Inception:(3) Jerick, TFF, TricMagic
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (2) Doomblade, Rockeater
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (3) Doomblade, MoP, TFF
Designs:
Evil's Forge: (0)
The Subtle Pull: (0)
Mindblock: (0)
Lobbyists: (1) Rockeater
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (0)
War-Sheep:(1) Rockeater
Language of Inception:(4) Jerick, TFF, TricMagic, Doomblade
Lost Find of an Old Alchemist's Workshop: (1) TricMagic
Draughtsmith: (2) Doomblade, Rockeater
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (3) Doomblade, MoP, TFF
Quote from: VoteboxDesigns:
Evil's Forge: (0)
The Subtle Pull: (0)
Mindblock: (0)
Lobbyists: (1) Rockeater
Demon Spell: Intuitive Possession: (0)
Telekineser: (1)Jerick
Black Imps: (0)
War-Sheep:(1) Rockeater
Language of Inception:(4) Jerick, TFF, TricMagic, Doomblade
Draughtsmith: (3) Doomblade, Rockeater, TricMagic
Cultist Ritual Chamber High-Effort Design: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: (1) TricMagic
Locations:
Duskmorne Mountain Range: (1) TricMagic
The Forgotten City: (3) Doomblade, MoP, TFF
Language of InceptionLanguage of Inception: Normal: (2+2)=4: Below Average
This is a magical language that requires a ritual to write and must be written in the writer's own blood. The written rune when viewed imparts an idea into the mind of the viewer regardless of the readers understanding, ability to read or even their awareness of what is happening. The more often and longer the rune is viewed the deeper the idea takes root in the mind of the viewer. The more runes that are written together the more complex an idea they can implant. Though for a collection of runes to be effective they must be written in one sitting. Runes written at separate times or by separate people impart different ideas and cannot be combined into larger and more complex ideas. Due to the nature of rune writing them requiring the blood of the writer few people can write many at once.
The Simmering DraughtsmithThe Simmering Draughtsmith: Hard: (3+4)-1=6: Above Average
In a corner deep within our base, sits a room, lined with class and horn flasks full of concoctions unimaginable. This is the Draughtsmith's domain, one of mutagens and madness. The exact method of creating these beverages is known only to a few, but the looming war has ensured that this will now change - we are now hiring test subjects, and unpaid interns. We even took out a wall to make room for another cauldron!
With these new expansion, the Draughtsmith will be able to use their trademark combination of demonic magic and alchemical formulae to impart strengthened physical characteristics and/or mental characteristics to our soldiers, with the aim to be able to affect the mind but not the body.
In a perfect world, there would be this one scroll. Upon it are written the secrets and knwoledge of the Demonic Script in the Language of Inscription. And it itself would teach one to read and write it. And so, having finished the scroll, they would go on to create another, like it. In time, the number of scrolls would grow, and the number knowledgeable in Demonic Script would only grow rapidly. For having finished reading a scroll, the scroll would remain, the reader enlightened.
However, this isn't a perfect world. Mortals as a whole, are flawed. They could never complete such a task as a single perfect scroll as they are now. However, the idea is completely sound, in that knowledge written and read remains, even as the reader is enlightened. And the Language of Inception will guarantee they remember and learn the lesson imparted. And so they shall go away enlightened, and others will read it.
Such a thing does not deserve to be hidden away from this town's eyes. Rather, it should be for all to see. And there is no better than to write this lesson in the Language of Inception than myself, one who knows the language and will not falter mid-way through this task.
So get to work carving that Wall, I require a place to write it for all to see. I shall scar the words into this tablet so that all may learn to read my language, and write it perfectly, rather than the malformed attempts you have made so far.
- Magoc the Many-Tongued, The Manipulator, That Which Twists, the Bearer of Secrets
Revisions:
Wall of Demonic Language: (1) TricMagic
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Locations:
Duskmorne Mountain Range: ()
The Forgotten City: (3) Doomblade, MoP, TFF
The Wall alone would be fairly simple.
Gelugon, The General of All, The Omnipotent Entity, That which Conquers: (Demon Idea)Locations are disclosed, there already a map made, so you can only change the Demon now through votes.
Gelugon is what you consider an entity that would only come from the Abyss, filled with rage, chaos, and raw evil it takes the form of centaur-like creature except that it takes the form of a weird mantis-like arthropod as it shapes its insectoid facial structure and cold-staring eyes into your very own soul, he takes the form of very large creature, the weird chitinous shaping that forms its skin is that of cold blackened iron around a light blue glow, and instead of the claws you would see that on a mantis you still two human claw-like hands that it utilize to perform somatic tasks, and there are wings on the body of him but since he prefers the innate ability to just levitate to where he would wish to go, they don’t see much use. The end of the body loops to the end of four menacing segmented appendages, the figure still stands upright in all its height. When Gelugons moves the horrifying mandibles on its face, it manipulates vocal cord and further so whenever it speaks the languages of Humans and its own Demontongue, the words enter the respective person;s thoughts, telepathy is just the most easy of parlour tricks that Gelugon can performed. When humans see the figure that Gelugon takes shape, many instill fear and become disturbed by the form it takes, but it is an eldritch entity and it dominates presence and aura wherever it is. Gelugon is much more contract-based than the other demons, relying more on the strict letter of law and intimidation to take place, but it will perform subtle and discrete actions when the situation fits, and seeks to be the conquerer and have the entire civilizations of men under its kneel.Frozen Alps (Location Idea): The frozen high mountainous and rough terrain is where Gelugon take shapes, on a rural village based around domestic herding and outcasts from the main civilizations. While many would consider this territory to be uncharted, difficult to navigate through, and constant environmental hazards and megafauna it allowed the people who survive here to develop an attachment to the land. The Frozen mountain it resides upon is indeed, an inactive volcano that allowed our Demon to form here as a transitioning point. The area to the main town that transition here, is that of commercial convenience between another civilization as this is where the dirt paths are established to the main parts of the city as well as well as the only lakes in the territory that doesn’t freeze, where the ample amount of river fish migrate too. The exotic wildlife that brews in this biome is rather more exotic, indeed is not an exact frozen wasteland but creatures of megafauna status reside upon here. Many have never heard of the people who reside within this land, being in such an outskirts compared to the areas of main civilization, however the town that resides within the territory is hardy, and while many would still consider tribal, had weak leadership on ideals on hunter-gather society and despotism of who was the strongest, and in which when Gelugon came, he established quick dominance of those feeble leaders that challenged his rule, and established his aura of supremacy around this town.
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (3) Doomblade, MoP, TFF
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Teachers of Magoc: (1) TricMagic
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (1) Happerry
Teachers of Magoc: (1) TricMagic
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:[/quote]
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (2) Happerry, Rockeater
Teachers of Magoc: (2) TricMagic, Rockeater
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (2) Happerry, Rockeater
Teachers of Magoc: (3) TricMagic, Rockeater, Doomblade
Embezzlers: (1) Doomblade
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:[/quote]
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (1) Happerry
Teachers of Magoc: (3) TricMagic, Rockeater, Doomblade
Embezzlers: (2) Doomblade, Rockeater
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
In a perfect world, there would be this one scroll. Upon it are written the secrets and knwoledge of the Demonic script in the Language of Inscription. And it itself would teach one to read and write it. And so, having finished the scroll, they would go on to create another, like it. In time, the number of scrolls would grow, and the number knowledgeable in Demonic Script would only grow rapidly. For having finished reading a scroll, the scroll would remain, the reader enlightened.
However, this isn't a perfect world. Mortals as a whole, are flawed. They could never complete such a task as a single perfect scroll as they are now. However, the idea is completely sound, in that knowledge written and read remains, even as the reader is enlightened. And the Language of Inception will guarantee they remember and learn the lesson imparted. And so they shall go away enlightened, and others will read it.
Such a thing does not deserve to be hidden away from this towns eyes. Rather, it should be for all to see. And there is no better than to write this lesson in the Language of Inception than myself, one who knows the language and will not falter mid-way through this task.
So get to work carving that Wall, I require a place to write it for all to see. I shall scar the words into this tablet so that all may learn to read my language, and write it perfectly, rather than the malformed attempts you have made so far.
- Magoc the Many-Tongued, The Manipulator, That Which Twists, the Bearer of Secrets
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (1) Happerry
Teachers of Magoc: (3) TricMagic, Rockeater, Doomblade
Embezzlers: (3) Doomblade, Rockeater, Happerry
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: (1) Happerry
Teachers of Magoc: (3) TricMagic, Rockeater, Doomblade
Embezzlers: (4) Doomblade, Rockeater, Happerry, MoP
Scribe-Artisans: (1) MoP
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: ()
Teachers of Magoc: (3) TricMagic, Rockeater, Doomblade
Embezzlers: (4) Doomblade, Rockeater, Happerry, MoP
Scribe-Artisans: (2) MoP, Happerry
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: (1) TricMagic
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: ()
Teachers of Magoc: (4) TricMagic, Rockeater, Doomblade, Jerick
Embezzlers: (4) Doomblade, Rockeater, Happerry, MoP
Scribe-Artisans: (2) MoP, Happerry
Chaotic Mutagenic Draught: (1) Jerick
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Revisions:
Wall of Demonic Language: ()
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: ()
Teachers of Magoc: (4) TricMagic, Rockeater, Doomblade, Jerick
Embezzlers: (4) Doomblade, Rockeater, Happerry, MoP
Scribe-Artisans: (2) MoP, Happerry
Chaotic Mutagenic Draught: (2) Jerick, TricMagic
Balefire: ()
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
CMD probably wont be much easier than Embezzlers, what with being our first alchemical solution.It would be less difficult than Embezzlers. Just throwing some stuff together at random, while unlikely to have amazing results, is also not a massive engineering challenge.
Revisions:
Wall of Demonic Language: ()
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: ()
Teachers of Magoc: (4) TricMagic, Rockeater, Doomblade, Jerick
Embezzlers: (3) Doomblade, Happerry, MoP
Scribe-Artisans: (2) MoP, Happerry
Chaotic Mutagenic Draught: (3) Jerick, TricMagic, Rockeater
Balefire: ()
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Quote from: VoteBoxRevisions:
Wall of Demonic Language: ()
Anabolic Doomroids: (1) SC777
Banditry, Thuggery, and Robbery: ()
Cultist Training Program: ()
Teachers of Magoc: (4) TricMagic, Rockeater, Doomblade, Jerick
Embezzlers: (2) Happerry, MoP
Scribe-Artisans: (2) MoP, Happerry
Chaotic Mutagenic Draught: (3) Jerick, TricMagic, Rockeater, Doomblade
Balefire: ()
Demon:
Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets: (4) Doomblade, MoP, TFF, TricMagic
Uthixokazi, Goddess who Consumes the Stars, Promiser of Riches & Dreams, Path of Ruin: ()
Gelugon, The General of All, The Omnipotent Entity, That Which Conquers: (1) SC77
Chaotic Mutagenic DraughtChaotic Mutagenic Draught: Normal: (4+1)=5: Average
With our inexperience with alchemy and mutagens in general most of our experiments result in unstable mutagens that have unpredictable results when applied. This is not a failure however and these unstable mutagens can still be of use. Town wells can be poisoned with them, the water supplies of marching armies can be contaminated and willing cultists can take the plunge in the hopes of receiving a beneficial mutation. This will sow chaos and the mutated will naturally become outcasts from a society that views mutations as a sign that they are touched by Evil. This will make many of them vulnerable to recruitment by an organisation willing to accept them, at least those that survive the mutations and don't get lynched or murdered. Once they have been recruited frequent exposure to the runes of inception will correct any doubts they have about our cause.
Teachers of MagocTeachers of Magoc: Normal: (1+4)=5: Average
The Teachers of Magoc are Acolytes who have chosen to begin the spread of Magoc's Teachings. Most importantly, they are focused on the use of the Language of Inception, having all around better reserves with which to create the runic script. This in turn, allows them to impart ideas to others through this script. In time, as their knowledge improves, so too will their number of lessons to impart to the masses.
For now, their primary duty is to Teach that which Magoc offers, and gain new members with skills to pass down, which in turn. will be able to be taught in the future. 'The Sharing of Knowledge is a grand thing, which improves all. Those who hear it, and those who pass it down. For by sharing it, do new ideas appear to be shared.' That is the basic tenant of the Teachers of Magoc.
Diabolic Monastery:So, the difficulty of fielding Acolytes is not merely the training required- it is also a question of finding enough candidates. Not everyone is equally suited to the magical arts. An quicker/easier training process could increase unit sizes- maybe go so far as doubling them-, but it would take a more radical approach to quintuple them.
Bootlegger's Bounty: (1) TricMagic
Magoc's Marauders: (1) TricMagic
Bootlegger's Bounty: (2) TricMagic, JerickI quite like bootleggers bounty. It gives us some coin and resources to work with while simultaneously infecting the world with evil.
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (1) Jerick
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (2) Jerick, MoP
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (3) Jerick, MoP, Rockeater
Doppelgangers: (1) Rockeater
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (4) Jerick, MoP, Rockeater, SC777
Doppelgangers: (2) Rockeater, SC777
Bootlegger's Bounty: Bootlegger's Bounty is a smooth liquor with a malty, smoky, lightly citrusy flavor. It comes in rectangular black glass bottles no bigger than a flask and has a small, vibrant red card connected to a red and gold string wrapped around it's neck. The liquor itself is actually a brew concocted by our alchemists and acolytes infused with some essence of Evil, a hint of corruption, and happens to be extremely flammable when struck by magic. On the outside of the little envelope are the words "Bootlegger's Brew" in black ink. On the inside of the envelope is a series of demonic runes meant to impose a gnawing desire to satisfy one's, well, desires. Bootlegger's Brew is priced for the working man, but it's availability is purposefully restricted to create a false sense of rarity in the brew that will hopefully lead to it being more sought after and something one opened with friends as opposed to downing it alone. Although there's no problem with that either.Bootlegger's Bounty: Easy: (4+3)+1=8: Unexpected Boon
Mutagenic MistMutagenic Mist: Normal: (2+2)=4: Below Average
The mutagenic mist is an aerosolised, more potent form of the CMD. It is spread in battle by acolytes who carry tanks of the evil infused academical liquid and use their magic to disperse the mist across the battlefield. The effects are still largely random with a few exceptions; noticeable mutations are far more common, the effects manifest quickly and the victim is inflicted with extreme aggression. This last trait is where all our effort went. This more stable mutation drives the victim to kill, often mindlessly. Our cultists embrace this willingly. It is a state of pure desire and release for them. The summation of their faith and it is their eagerly awaited reward. But this mist doesn't just effect our cultists it effects enemy forces and the local wildlife, turning an ordered battlefield into an orgy of murder and insanity.
Pressurized canisters that can be safely released in battlefield conditions are likely the very limit of what our cultists can achieve technologically. So lets not push for the bleeding edge when tried and true methods will suffice. We clearly have some ability to compress the Mist, otherwise the Mutamist Sprayers wouldn't work at all, so instead we shall place a pressurised mist into fist sized globes of glass. As we all know spheres are the strongest shapes and they're also some of the easiest for glass blowers to make. Once the Mist Globes are produced, they can be launched at enemy formations using the most venerable of ranged weapons. The Sling. Long range volleys of mist should make up for the dispersion issues and the melee range application quite handily.
Our Language of Inception is good for implanting Evil thoughts and emotions into those who view them, but they're can't really be used in combat due to the time taken to set them up and the limited availability of flat surfaces. You'd think this would be a difficult problem to surmount, until you realise that every cultist soldier carries a canvas with them. Their shield.
By applying runes that invoke fear, disloyalty or madness onto a soldier's shield, the enemy forces will be demoralized by merely looking at them. A single shield may not have much effect, but if we apply the same rune to an entire formation the effects should be compounded, as a broad shield wall of demonic imagery faces the pitiful forces of Good.
(0) Mutagenic Mist Globes:
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(1) Cultist Commanders: Kashyyk
(0) Bootleg Barrel Bombs:
(0) Rqiment of Inception:
(1) Mutagenic Mist Globes: JerickI don't think the aggressive commands you suggest for the heraldry would go too well. Our cultists viewing the shields is inevitable even if we tell them not to. In the chaos of battle they are going to look around and see the shields of their allies. As they march even if we keep them covered we're going to have many instances of our undisciplined cultists seeing them. After battle how are they repaired? How do our cultists maintain equipment they cannot look at? Better in my mind to have the cults creed written on their clothes. That way seeing other members of their unit will reinforce their faith. It will also mean that if we move away from using shields we do not lose the effect.
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(1) Cultist Commanders: Kashyyk
(0) Bootleg Barrel Bombs:
(1) Raiment of Inception: Jerick
(2) Mutagenic Mist Globes: Jerick, MoP
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(2) Cultist Commanders: Kashyyk, MoP
(0) Bootleg Barrel Bombs:
(1) Raiment of Inception: Jerick
(2) Mutagenic Mist Globes: Jerick, MoP
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(2) Cultist Commanders: Kashyyk, MoP
(0) Bootleg Barrel Bombs:
(1) Raiment of Inception: Jerick
(1) Tumbleweed: Doomblade
(2) Mutagenic Mist Globes: Jerick, MoP
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(1) Acolyte Apprentices: Rockeater
(2) Cultist Commanders: Kashyyk, MoP
(1) Bootleg Barrel Bombs: Rockeater
(1) Raiment of Inception: Jerick
(1) Tumbleweed: Doomblade
After a pair of imps argued for a while about the differences between painting the Language of Inception upon shields versus clothing, and the drawbacks of doing so depending on the content of the runes, Magoc got bored and ate them both. It was then quickly declared that either option was just fine so long as the standard selection of corruption runes were used rather than the set reserved for invoking thoughts of mayhem in the readers. Thus some plans for painting runes upon shields and adding it to a tabard designed to go over armour were quickly drawn up.
(2) Mutagenic Mist Globes: Jerick, MoP
(1) Demonic Heraldry v2: Kashyyk
(0) Ae :
(1) Acolyte Apprentices: Rockeater
(2) Cultist Commanders: Kashyyk, MoP
(1) Bootleg Barrel Bombs: Rockeater
(1) Raiment of Inception: Jerick
(1) Tumbleweed: Doomblade
Anabolic Doomroids: An evil alchemical concoction crafted by the Draughtsmith, it combines alchemy and mutation-based manipulation given by our Demon, it utilize the Evil energy and through entering the blood of a human they will notice changes throughout their body as the body becomes more active and overstressed throughout the change. A user that takes Doomroids will notice that they have a slight edge in musculature compared to everyone else, slightly improved strength, stamina, and endurance when they take the concoction and their body adapts to the changes that the Evil does when it enters the blood, allowing our forces to be about 20%~ more powerful in that regard. The most significant change is what the Doomroids do to the mind, the cultists who take it will have their mind adapt to that of pure Evil, embracing it truly, they will lose the sense of self-preservation and the ability to flight-or-fight especially when in combat situations, their rage takes them and they have little cowardice as they embrace the Evil, being maddened by the alchemical concoctions that they enter into their body and the Doom makes their mind more like a Demon, felling caution to the wind and have a form of bloodlust that can only be mitigated with the removal of Life in front of them, make sure to point who you want to remove.
(2) Mutagenic Mist Globes: Jerick, MoP
(1) Demonic Heraldry v2: Kashyyk
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(2) Cultist Commanders: Kashyyk, MoP
(1) Bootleg Barrel Bombs: Rockeater
(1) Raiment of Inception: Jerick
(1) Tumbleweed: Doomblade
(1) Anabolic Doomroids: (1) SC777
(2) Mutagenic Mist Globes: Jerick, MoPWell my main point of contention was the disloyalty thing so I'm perfectly fine with v2.
(2) Demonic Heraldry v2: Kashyyk, Jerick
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(2) Cultist Commanders: Kashyyk, MoP
(1) Bootleg Barrel Bombs: Rockeater
(0) Raiment of Inception:
(1) Tumbleweed: Doomblade
(1) Anabolic Doomroids: (1) SC777
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
(2) Mutagenic Mist Globes: Jerick, MoP
(3) Demonic Heraldry v2: Kashyyk, Jerick, TricMagic
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(3) Cultist Commanders: Kashyyk, MoP, TricMagic
(1) Bootleg Barrel Bombs: Rockeater
(0) Raiment of Inception:
(1) Tumbleweed: Doomblade
(1) Anabolic Doomroids: SC777
() Vortex Missile:
(2) Mutagenic Mist Globes: Jerick, MoP
(4) Demonic Heraldry v2: Kashyyk, Jerick, TricMagic, Doomblade
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(3) Cultist Commanders: Kashyyk, MoP, TricMagic
(1) Bootleg Barrel Bombs: Rockeater
(0) Raiment of Inception:
(0) Tumbleweed:
(1) Anabolic Doomroids: SC777
() Vortex Missile:
(1) Mutagenic Mist Globes: Jerick
(4) Demonic Heraldry v2: Kashyyk, Jerick, TricMagic, Doomblade
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(3) Cultist Commanders: Kashyyk, MoP, TricMagic
(3) Bootleg Barrel Bombs: Rockeater, MoP, Doomblade
(0) Raiment of Inception:
(0) Tumbleweed:
(1) Anabolic Doomroids: SC777
(0) Vortex Missile:
(0) Mutagenic Mist Globes:
(4) Demonic Heraldry v2: Kashyyk, Jerick, TricMagic, Doomblade
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(3) Cultist Commanders: Kashyyk, MoP, TricMagic
(4) Bootleg Barrel Bombs: Rockeater, MoP, Doomblade, Jerick
(0) Raiment of Inception:
(0) Tumbleweed:
(1) Anabolic Doomroids: SC777
(0) Vortex Missile:
(0) Mutagenic Mist Globes:
(4) Demonic Heraldry v2: Kashyyk, Jerick, TricMagic, Doomblade
(0) Ae :
(2) Acolyte Apprentices: Rockeater, SC777
(3) Cultist Commanders: Kashyyk, MoP, TricMagic
(5) Bootleg Barrel Bombs: Rockeater, MoP, Doomblade, Jerick, SC777
(0) Raiment of Inception:
(0) Tumbleweed:
(0) Anabolic Doomroids:
(0) Vortex Missile:
Demonic Heraldry v2Demonic Heraldry: Easy: (3+4)+1=8: Unexpected Boon
After a pair of imps argued for a while about the differences between painting the Language of Inception upon shields versus clothing, and the drawbacks of doing so depending on the content of the runes, Magoc got bored and ate them both. It was then quickly declared that either option was just fine so long as the standard selection of corruption runes were used rather than the set reserved for invoking thoughts of mayhem in the readers. Thus some plans for painting runes upon shields and adding it to a tabard designed to go over armour were quickly drawn up.
Bootleg Barrel Bombs: Bootlegger Barrel Bombs are thin-walled wooden kegs of Bootlegger's Bounty that come in a wide variety of sizes. These barrels can be struck and breached by a spell as simple as the magic missile. The barrels are thin enough that a magic missile should be able to breach it and ignite the Bootlegger's Bounty within. While they don't provide much in the way of explosive force, even the smaller sizes are capable of unleashing quite a fireball.Bootlegger Barrel Bombs: Trivial: (1+1)+2=4: Below Average
Bootlegger Barrels themselves can also be sold to tavern owners or particularly affluent individuals.
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:
Influence Lanes
() Scholarly Towers (1/5):
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
We've got a fair few solid options for infiltration, but I feel we are lacking in combat.Quote from: Deploy Magoc?Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:
Influence Lanes
(1) Scholarly Towers (1/5): TricMagic
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:
Influence Lanes
(2) Scholarly Towers (1/5): TricMagic, MoP
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
Combat LanesI was going back an forth on if we should deploy Magoc in an influence lane or a combat lane. Combat would help cover our weaknesses but we're good at converting and with demonic help it won't take long to get 5/5.
(1) Mountain Passes: Kashyyk
() River Crossings:
Influence Lanes
(3) Scholarly Towers (1/5): TricMagic, MoP, Jerick
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
()Vortex Missile
(1)Warsheep: TricMagic
()Demonic Spiders
(1)Cultist Training Program: TricMagic
boom!
Another day, another explosive accident from the Draughtsmiths. What are they up to?
Design: Stems of Life
The Draughtsmiths looked at the growth of mutations. It was wild, uncontrolled. However, where did those growths come from?
After many explosions and ruined test subjects, they succeeded in refining a plant to produce a medicine. This plant, infused with Evil, was mutated to produce stems that healed under their guidance. Their stems moved, looking for prey, and once latched on, hijacked the body's healing to produce cancerous growths, However, when a stem was cut off from it's core, it could be handled safely. These were then mixed into a concoction, a potion that could be drunk. Instead of killing, it accelerated the body's healing immensely, wounds closing over and flesh regrowing to the body's natural state in under a minute.
This potion can also burn out diseases from the body during this process, in small amounts. Overall, it's a great success of Alchemy and Evil that can be spread as a miracle medicine, and keep our cultists alive on the battlefield. Of course, being evil, it's effects on Good-aligned beings are likely to be... Unknown to us, but it likely won't be pretty.
There are those who know how to fight. There are those who have a natural talent for blood. There are those who have both, and revel in the slaughter. Those elite warriors who can beat all challengers will receive a special blessing from Magic; an infusion of Evil that enhances their strength, speed, bloodlust and size. Whilst definitely not classified as "Champions" in a mechanical sense, they are able to hold key locations, force beachheads and work together to take down champions and other big monsters.
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
A long range artillery ritual that only requires a single caster a properly set up ritual circle, and up to 8 normal cultists to direct the firepower. The key of this ritual is the way it uses alchemy, most of the raw power is stored in an alchemical draught, the ritual when performed, merely throws blobs of the draught on an arcing trajectory towards a target, with the elixir exploding into toxic, acidic, or flaming goop on impact, depending on the mix used. Up to eight normal cultists take the role of fire controllers, directing the blobs from different draught containers to different targets, and adding their mental power to the spellcaster's own, increasing the range of the spell, in addition to allowing several smaller blobs of draught to be thrown at once.
A ritual that allows a number of mages and non magic using cultists to concentrate their willpower into a long range ball of evil magic via a ritual circle. This should give us a range and power advantage over our foes, as long as we prepare the ritual circles in time.
A mechanism and ritual which allows us to infuse small canisters with a stored version of magic missile. These canisters can be loaded into a staff or gauntlet with a slot and the right mechanisms, to either enhance an acolyte's ability to cast the magic missile spell, adding the stored power to their own, or to allow non magic using cultists access to a limited number of magic missile spell uses. Unfortunately the current version of the mechanisms used to release the magic can only store one canister, with the user needing to eject the current one and plug in another once it is exhausted.
An enchanted staff with a quasi intelligent summoned spirit in it, this piece of magical equipment is the beginning of a new paradigm. This staff, known as a Mk1 Device is a mildly intelligent magical device, allowing it to add some more mental might to the user's spells and defense, in addition, it can also store and remember the procedures for more complex spells, store up a limited stockpile of magic energy, detect incorporeal beings, and fold up into a storage form. In the future similar devices could be upgraded to be able to cast spells automatically in response to enemy action, I.E. Activating a magical shield during an ambush.
A magical ritual which allows mages to imbue magical energy into the runes on their heraldry. This magic is released when an attack is sustained, acting like reactive armor, counteracting physical and magical attacks, though each rune will expend all it's magic in a single blast when activated.
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
(1)Mk1 Device: DGR
(1)Mage's Armor: DGR
A mechanism and ritual which allows us to infuse small canisters with a stored version of magic missile. These canisters can be loaded into a staff or gauntlet with a slot and the right mechanisms, to either enhance an acolyte's ability to cast the magic missile spell, adding the stored power to their own, or to allow non magic using cultists access to a limited number of magic missile spell uses. Unfortunately the current version of the mechanisms used to release the magic can only store one canister, with the user needing to eject the current one and plug in another once it is exhausted.
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
()Vortex Missile
() Warsheep:
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
(1)Cartridge Load: TricMagic
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
Here's a repost of something I want to once more advocate.
Cultist Training Program
While our cultists are willing and armed, the plain fact is what they aren't is experienced. Few of them actually know how to use the weapons they have, being little more then townsfolk, general civilians, and maybe some hunters as a whole. As such, the thing to do is to actually teach them how to kill people for the greater glory of ourselves. By selecting the physically superior and giving them several weeks of training in the arts of acting in formation, stabbing people, not being stabbed, firing in a volley (for the ones with bows), making a shield wall, and other such combat arts they will become noticeably superior combatants then the baseline cultist. They'll also be superior physical specimens for any more mutative work we should choose to do later on, coming pre-trained and pre-exercised to any such programs.
Quote from: Cartridge systemA mechanism and ritual which allows us to infuse small canisters with a stored version of magic missile. These canisters can be loaded into a staff or gauntlet with a slot and the right mechanisms, to either enhance an acolyte's ability to cast the magic missile spell, adding the stored power to their own, or to allow non magic using cultists access to a limited number of magic missile spell uses. Unfortunately the current version of the mechanisms used to release the magic can only store one canister, with the user needing to eject the current one and plug in another once it is exhausted.
Cartridge Load
A small canister not larger than a thumb, made up of alchemical metal treated to prevent magical leakage, filled with a single gemstone cut to fit. These Cartridges can be charged by a magic user to store magical energy ahead of time. When it needs to be used, the energy can be injected into the body directly to fuel a spell then and there, without any buildup needed. While the amount each stores is small, it is sufficient to fire many Magic Missiles in a row. Note that overuse of these Cartridges can lead to magical exhaustion, destruction of magical potential, and in the long term death. It is not prescribed to use more than six in a 10 minute time frame.
()Vortex Missile
() Warsheep:
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
(1)Cartridge Load: TricMagic
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(1) The Obsidian Spire (HE): Doomblade
(0) The Ravenous:
()Vortex Missile
() Warsheep:
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
(1)Cartridge Load: TricMagic
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(2) The Obsidian Spire (HE): Doomblade, MoP
(0) The Ravenous:
()Vortex Missile
() Warsheep:
() Demonic Spiders:
(1) Cultist Training Program: TricMagic
() Magoc's Chosen:
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
(1)Cartridge Load: TricMagic
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): Doomblade, MoP, Kashyyk
(0) The Ravenous:
Quote from: Hotbox()Vortex Missile
() Warsheep:
() Demonic Spiders:
() Cultist Training Program:
() Magoc's Chosen:
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(4) The Obsidian Spire (HE): Doomblade, MoP, Kashyyk, TricMagic
(0) The Ravenous:
()Vortex Missile
() Warsheep:
() Demonic Spiders:
() Cultist Training Program:
() Magoc's Chosen:
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(1) Grand Beetle (HE): Doomblade
()Vortex Missile
() Warsheep:
() Demonic Spiders:
() Cultist Training Program:
() Magoc's Chosen:
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(2) Grand Beetle (HE): Doomblade, SC777
()Vortex Missile
() Warsheep:
() Demonic Spiders:
() Cultist Training Program:
() Magoc's Chosen:
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(3) Hellfire Beetle (HE): Doomblade, SC777, Rockeater
()Vortex MissileWhile the Obsidian Spire tickles the Abberan part of me that lusts for BEEEG I don't feel like it addresses any ofour pressing issues. At least not as effectively as the hellfire beetle does. I would much prefer a heavy combat unit.
() Warsheep:
() Demonic Spiders:
() Cultist Training Program:
() Magoc's Chosen:
()Inception Combat training:
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(4) Hellfire Beetle (HE): Doomblade, SC777, Rockeater, Jerick
()Vortex Missile
() Warsheep:
(1) Hell Spiders (HE): TricMagic
() Cultist Training Program:
() Magoc's Chosen:
()Inception Combat training:
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(2) The Obsidian Spire (HE): MoP, Kashyyk,
(0) The Ravenous:
(4) Hellfire Beetle (HE): Doomblade, SC777, Rockeater, Jerick
()Vortex Missile
() Warsheep:
(1) Hell Spiders (HE): TricMagic
() Cultist Training Program:
() Magoc's Chosen:
()Inception Combat training:
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(3) The Obsidian Spire (HE): MoP, Kashyyk, Doomblade
(0) The Ravenous:
(3) Hellfire Beetle (HE): SC777, Rockeater, Jerick
()Vortex Missile
() Warsheep:
() Hell Spiders (HE):
() Cultist Training Program:
() Magoc's Chosen:
()Inception Combat training:
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
()Mk1 Device:
()Cartridge Load:
()Mage's Armor:
(1)Magic sword and shield: DGR
(1)Enhanced acolytes: DGR
(4) The Obsidian Spire (HE): MoP, Kashyyk, Doomblade, TricMagic
(0) The Ravenous:
(3) Hellfire Beetle (HE): SC777, Rockeater, Jerick
Proposal: The Obsidian Spire (High Effort)The Obsidian Spire (High Effort):
Magoc has begun walking It's path towards twisting and bending humanity to It's will. It is a mighty demon to be sure, yet It's followers show a significant degree of mortal ineptitude that could compromise It's plans and provide cracks for the blessed Heliel and her forces to take advantage of.
Heliel's cult was well-trained and well-equipped. They had specters as scouts, proper officers, and workshops. Healers allowed them to crash upon It's own followers as waves upon the sands, withdraw, and crash once more. While Magoc's followers have a clear penchant for the more subtle arts, the art of war has proven to be just out of their mortal grasp. And so it is that Magoc harnessed it's energy to pull a massive black tower from the earth itself.
The Obsidian Spire is a manifestation of Magoc's will. The sleek, black tower, seemingly carved from a single piece of stone, will grow and expand as needed. Currently it juts above the rest of The Forgotten City as a monument to Magoc's power, the sun and moonlight reflecting off of it's seemingly edgeless surface. In the center of the Obsidian Spire and running the entire length from top to bottom (and beyond that) is a magma vent filled to the brim with molten rock and constantly spewing smoke and ash. Within it and ringing around the magma tube are three distinct sections (from the inside) with separate roles.
The Black Library is where thenerdsscholars and scribes study and write. It is the base of the Obsidian Spire and is itself dozens of meters tall. Shelves ring around the walls filled to the brim with books and tomes pulled from the aether filled with arcane and ancient (to the mortals) knowledge. Centered around the warm walls of the magma vent are the Inscription Tables, where those who would study and utilize magic, alchemy, and the Language of Inception are able to work and research. Librarians, shadows tied to the Obsidian Spire as much as the Spire is tied to Magoc, watch over the mortals and provide It with up-to-date information on the progress of the scholars there. Librarians will tend to the scholars, guiding them to books that may aid them in their current pursuit, whatever it may be. They are very proud though, and will drain the life of cultists who show them, the Spire, or Magoc disrespect.
The Caster's Chamber rests below the Black Library, accessible by one of four stairwells positioned along the outer wall at the four cardinal directions. While the Black Library is fairly open, the Caster's Chamber is a series of winding hallways and individual rooms where the magically inclined can acquire more practical training. The rooms do not have roofs, and instead are open to allow the Manifested the ability to observe and train the cultists trying to work magic. Manifested are fragments of Magoc who have bodies unlike their Librarian kin, but are still tied to the Obsidian Spire as they are. Manifested train larger numbers of Cultists at once - the individual rooms are more to contain accidents than anything else. This chamber is also a couple dozen meters tall.
The top of the Obsidian Spire (and will remain so - additions to the Spire are seamlessly added between floors) is The Crucible. It is here that Magoc's warriors train, having to first combat the stairs upward and then practice their martial arts while completely exposed to the elements. Cultist Warriors are forged here. As with the other areas of the Obsidian Spire, the Crucible is watched over by entities of the Spire known as Magots. They bear a remarkable semblance to Magoc, though they lack the horns and smile, and speak in common tongue. They utilize their fraction of Magoc's combat prowess to improve his warriors. The Cultists who train here must endure wind, rain, and the everpresent blinding smoke and ash (dependent on the direction of the wind), all the while avoiding either inner or outer edge lest they fall to their deaths. This makes situational awareness as much of a priority as a sharpened blade.
As Magoc's influence spreads and It's power grows, so too will the Obsidian Spire, until it pierces the very heavens itself. A war has begun, and while the Angel Heliel has landed the first blow, it is Magoc who will strike the last.
----------------
So a summary of what I want it to do so Nuke doesn't need to guess because it's definitely not 100% clear in the write-up.
-A badass tower
-General boost to knowledge and skill with the infernal arts as well as the mortal art of Alchemy
-Increased magical capabilities in and out of combat among our spellcasters
-A badass tower
-Unit: Cultist Warriors, Cultists who've been broken and reforged to fight more effectively for Magoc in less than ideal conditions
-Multiple types of summons (that are bound to the tower and so cannot currently be used) that provide experience for both incorporeal and physical manifestations with a wide spectrum of skills
-A badass tower that can be modified through designs or revisions depending on the scope of the addition.
Sidenote, the Library could be a nice lure for those nerds in that tower nearby.
Vortex Missile
The next step up from Magic Missile, rather than pure Magic/Good/Evil, the Vortex Missile has the energy spinning around a focal point. When launched, it has greater speed and far greater piercing power over the Magic Missile. This is mostly due to the rotating energy grinding into and through targets, and continuing on into enemy ranks.
() Vortex Missile
(1) Obsidian Arrows: TricMagic
(1) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(1) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk
(0) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397):
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044): TricMagic
(2) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(2) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater
(0) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397):
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044): TricMagic
(3) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(2) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater
(0) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397):
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044): TricMagic
(3) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(3) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP
(0) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397):
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044): TricMagic
(1) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP
(2) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(3) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP
(1) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic
() Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(1) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP,
(1) Mists of Bounty & Sprayer Revision: TricMagic
(4) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(3) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP
(2) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic, SC777
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(1) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP
(1) Mists of Bounty & Sprayer Revision: TricMagic
(4) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(3) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP
(2) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic, SC777
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(1) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP
(0) Mists of Bounty & Sprayer Revision:
(4) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(4) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP, Happerry
(2) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic, SC777
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(2) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP, Happerry
(0) Mists of Bounty & Sprayer Revision:
(5) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777, Doomblade
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(4) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP, Happerry
(2) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic, SC777
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(2) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP, Happerry
(0) Mists of Bounty & Sprayer Revision:
(5) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777, Doomblade
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(4) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP, Happerry
(1) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397): TricMagic
(1) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(3) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP, Happerry, SC777
(0) Mists of Bounty & Sprayer Revision:
(5) Mutagenic Mist Globes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057478#msg8057478): Kashyyk, Rockeater, TricMagic, SC777, Doomblade
(0) Acolyte Apprentices (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535):
(5) Cultist Commanders (http://www.bay12forums.com/smf/index.php?topic=175026.msg8057535#msg8057535): Kashyyk, Rockeater, MoP, Happerry, TricMagic
(0) Vortex Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8058397#msg8058397):
(0) Obsidian Arrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061044#msg8061044):
(3) Bounty Misters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8061149#msg8061149): MoP, Happerry, SC777
(0) Mists of Bounty & Sprayer Revision:
Cultist Commanders: Commanders are picked from the best leaders and fighters of our Armed Cultist, given a real sword instead of the dagger, and sport a fancy red beret. Commanders lead moderately sized groups (unsure of what numbers we can expect to be on the field in the fighty zones, but they're essentially sergeants, so do with that as you will) of Cultists to, from, and during battle, and are to maintain themselves at peak physical form at all times. A Commander not in command is often training for the next fight.Cultist Commanders: Normal: (4+2)=6: Above Average
Mutagenic Mist GlobesMutagenic Mist Globes: Easy: (3+4)+1=8: Unexpected Boon
Pressurized canisters that can be safely released in battlefield conditions are likely the very limit of what our cultists can achieve technologically. So lets not push for the bleeding edge when tried and true methods will suffice. We clearly have some ability to compress the Mist, otherwise the Mutamist Sprayers wouldn't work at all, so instead we shall place a pressurised mist into fist sized globes of glass. As we all know spheres are the strongest shapes and they're also some of the easiest for glass blowers to make. Once the Mist Globes are produced, they can be launched at enemy formations using the most venerable of ranged weapons. The Sling. Long range volleys of mist should make up for the dispersion issues and the melee range application quite handily.
Combat Lanes
() Mountain Passes:
() River Crossings:
Influence Lanes
(1) Scholarly Towers: TricMagic,
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
() Trade City:
Combat Lanes
() Mountain Passes:
() River Crossings:
Influence Lanes
(1) Scholarly Towers: TricMagic,
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
(1) Trade City: Rockeater
Combat Lanes
() Mountain Passes:
() River Crossings:
Influence Lanes
(2) Scholarly Towers: TricMagic, Jerick,
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
(1) Trade City: Rockeater
Combat Lanes
() Mountain Passes:
() River Crossings:
Influence Lanes
(3) Scholarly Towers: TricMagic, Jerick, MoP
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
(1) Trade City: Rockeater
(1)Warsheep: Rockeater
(1)The Ebony Library: Rockeater
Birds are a ubiquitous creature, and the crow is the most common and strongest amongst them. Highly intelligent, they are capable of recognising individuals and spreading knowledge of which humans are friendly, and which should be targeted for retribution.
Thus it is a simple matter to enhance their memory and vindictive nature, whilst instilling a deep belief in the power of Magoc and a rudimentary tongue with which it can pass on knowledge to the cultists. Sent forth in great flocks, these crows will serve as spies and scouts, observing the movement of enemy units, listening in on delicious zecrets and mobbing lone individuals before tearing them apart in a whirlwind of razor sharp claws and flesh-eating beaks.
(1)Warsheep: Rockeater
(12)The Ebony Library: Rockeater, Kashyyk
(1)A Murder of Crows: Kashyyk
(1)Warsheep: Rockeater
(12)The Ebony Library: Rockeater, Kashyyk
(1)A Murder of Crows: Kashyyk
(1) CHADS: (1) SC777
(1) TicTok: (1) SC777
(1)Warsheep: Rockeater
(2)The Ebony Library: Rockeater, Kashyyk
(2)A Murder of Crows: Kashyyk, TricMagic
(2) CHADS: SC777, TricMagic
(1) TicTok: SC777
(1)Warsheep: Rockeater
(3)The Ebony Library: Rockeater, Kashyyk, MoP
(3)A Murder of Crows: Kashyyk, TricMagic, MoP
(2) CHADS: SC777, TricMagic
(1) TicTok: SC777
()Warsheep:
(3)The Ebony Library: Rockeater, Kashyyk, MoP
(3)A Murder of Crows: Kashyyk, TricMagic, MoP
(3) CHADS: SC777, TricMagic, Rockeater
(1) TicTok: SC777
()Warsheep:
(3)The Ebony Library: Rockeater, Kashyyk, MoP
(3)A Murder of Crows: Kashyyk, TricMagic, MoP
(3) CHADS: SC777, TricMagic, RockeateR
(1) Wraiths: SC777
(2)The Ebony Library: Rockeater, MoP
(3)A Murder of Crows: Kashyyk, TricMagic, MoP
(4) CHADS: SC777, TricMagic, Rockeater, Kashyyk
(1) Wraiths: SC777
Rune of grounding: A special rune in the language of creation, enchanted with a unique purpose and idea in mind, this rune distributes the power of a magic missile blast to other nearby runes of grounding, who in turn distribute the blast's power still further to runes adjacent to them. By thusly distributing the destructive power of a magic missile spell over a large area, it lowers the power in a given spot. Everything is just a little damage rather than one spot being outright destroyed.
Rune of absorption: Another new rune developed for magical defense, this one operates on a different principle, absorbing sudden bursts of magic and releasing them slowly over time. This drastically reduces the power of incoming attacks, but can be overloaded if enough magic is hurled at it all at once, or if continued attacks overload it's ability to store magic. This rune should however enable our forces some resistance to magic missile attacks, as long as the runes are kept operational at least.
Guess I'll break this tie, for the greater good of Evil.Quote from: VoteBox(3)The Ebony Library: Rockeater, MoP, TFF
(4)A Murder of Crows: Kashyyk, TricMagic, MoP, TFF
(4) CHADS: SC777, TricMagic, Rockeater, Kashyyk
(1) Wraiths: SC777
(4)The Ebony Library: Rockeater, MoP, TFF, Doomblade
(4)A Murder of Crows: Kashyyk, TricMagic, MoP, TFF
(5) CHADS: SC777, TricMagic, Rockeater, Kashyyk, Doomblade
(1) Wraiths: SC777
Chaotic Homogenized Alpha/Assault Demonic Soldiers (CHADS):CHADS: Normal: (4+1)=5: Average
CHADs are cultists that have undergone a transformation through the Draughtsmith on a severe physical level and the powerful alchemical reagents mutating these soldiers’s body to serve their rolls as chaotic marauders. The alchemical processes manipulates the body and enhances it to reach the height of seven feet (214cm) tall, becoming an imposing figure to anyone that approaches them. The changes to their body also affects that their eyes constantly glow red, and their skin cracks constantly with demonic energy inside them- giving them a minor crimson glow. The transformation of a Cultist into a CHADS is a severe process, their physical strength, toughness, and athleticism are doubled compared to that of a regular human allowing them to break lines and dish out raw physical force to foes that much more greater as well as taking damage much easier. Indeed CHADS are what one would consider to be our elite shock troops, they have the rage of demons inside their veins even if it doesn’t noticeably affect their mental state and the significant physical enhancements compared to the human soldiers mean that their physical presence on the battlefield scares those into submission, as they are often a force multiplier where they are present amongst the main army even if acting separately from them, with the only facet being that only thing that can entertain CHADS is the three things that are goods in life. (I let you guess what those are)
A Murder of Crows: Normal: (3+1)=4: Below AverageQuote from: A Murder of CrowsBirds are a ubiquitous creature, and the crow is the most common and strongest amongst them. Highly intelligent, they are capable of recognising individuals and spreading knowledge of which humans are friendly, and which should be targeted for retribution.
Thus it is a simple matter to enhance their memory and vindictive nature, whilst instilling a deep belief in the power of Magoc and a rudimentary tongue with which it can pass on knowledge to the cultists. Sent forth in great flocks, these crows will serve as spies and scouts, observing the movement of enemy units, listening in on delicious zecrets and mobbing lone individuals before tearing them apart in a whirlwind of razor sharp claws and flesh-eating beaks.
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(0) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) :
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(0) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) :
(0) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) :
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(1) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :I agree it's well past time we got some equipment, at least for the big fellas. That said I do still think crow bombers could work very well and be a very simple revision.
(0) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) :
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(0) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) :
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(2) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick
(0) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) :
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(1) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(0) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) :
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(2) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick
(1) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(1) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(0) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) :
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(3) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick, DGR
(2) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater, DGR
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(1) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(1) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) : TricMagic
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(3) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick, DGR
(2) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater, DGR
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100515#msg8100515) : TricMagic
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(2) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater, MoP
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(1) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) : TricMagic
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(4) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick, DGR, MoP
(2) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater, DGR
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100515#msg8100515) : TricMagic
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(2) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater, MoP
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(2) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) : TricMagic, Happerry
(1) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) : Jerick
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(5) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick, DGR, MoP, Happerry
(2) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater, DGR
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100515#msg8100515) : TricMagic
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :Time to break some ties.
(3) CHADCrows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Rockeater, MoP, Jerick
(1) Oval Shields and Short Swords (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100114#msg8100114) : Kashyyk
(2) Drilling Grounds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100128#msg8100128) : TricMagic, Happerry
(0) Crow Mutamist Bombers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100133#msg8100133) :
(0) Devil's Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100148#msg8100148) :
(5) Bonebreaker Gear (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100326#msg8100326) : Kashyyk, Jerick, DGR, MoP, Happerry
(2) Iron Skin waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100365#msg8100365) : Rockeater, DGR
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100515#msg8100515) : TricMagic
Bonebreaker GearBonebreaker Gear: Normal: (1+4)=5: Average
Our CHADS are an excellent heavy combat unit, but their equipment is embarrassing. In a bid to upgear them, our limited smiths have produced a set of gear specific to their needs:
- Large, heavy hammers and axes, both one handed and two handed versions. Simple to use, and greatly benefiting from excess weight and strength, they can easily crush through a defence
- Tower shields of wood, rimmed in iron. These large shields are as tall as a man, which means they are perfect size to a CHAD. Naturally emblazoned with Demonic Heraldry
- Rough plates of iron. Whilst our armourers are not particularly skilled, they should be able to knock out some iron plates that can be strapped onto a CHAD to give protection to vital areas
- Our CHADmanders, as appropriate of their rank, are issued a suitably sized red beret concealing an iron skullcap helmet, and an upsized sword to match
CHADCrowsCHADCrows: Easy: (4+2)+1=7: Superior Craftsmanship
CHADCrows are crows made subservient to and mutated by evil. They are even larger than the Devil-Crows, with sharpened talons and beaks meant for tearing flesh and muscle from bone. The CHADCrows feed on meat both living and dead but will avoid attacking anything else tainted with Evil. While they're not the easiest creatures to control directly, when we release CHADCrows they tend to nest nearby so long as there's a source of food.
Where go Magoc?
(1) Darrin - Combat : Kashyyk
(0) Lesimor - Scholarly Towers :
(0) Lesimor - Lawless Capital :
(0) Lesimor - Fortified Frontier :
(0) Xa-Nam - Combat :
(0) Dolgoth - Wartorn Wastes :
(0) Dolgoth - Ostentatious Capital :
(0) Dolgoth - Trade City :
Where go Magoc?
(2) Darrin - Combat : Kashyyk, TricMagic
(0) Lesimor - Scholarly Towers :
(0) Lesimor - Lawless Capital :
(0) Lesimor - Fortified Frontier :
(0) Xa-Nam - Combat :
(0) Dolgoth - Wartorn Wastes :
(0) Dolgoth - Ostentatious Capital :
(0) Dolgoth - Trade City :
Where go Magoc?
(3) Darrin - Combat : Kashyyk, TricMagic, MoP
(0) Lesimor - Scholarly Towers :
(0) Lesimor - Lawless Capital :
(0) Lesimor - Fortified Frontier :
(0) Xa-Nam - Combat :
(0) Dolgoth - Wartorn Wastes :
(0) Dolgoth - Ostentatious Capital :
(0) Dolgoth - Trade City :
Where go Magoc?
(4) Darrin - Combat : Kashyyk, TricMagic, MoP, Rockeater
(0) Lesimor - Scholarly Towers :
(0) Lesimor - Lawless Capital :
(0) Lesimor - Fortified Frontier :
(0) Xa-Nam - Combat :
(0) Dolgoth - Wartorn Wastes :
(0) Dolgoth - Ostentatious Capital :
(0) Dolgoth - Trade City :
Where go Magoc?
(5) Darrin - Combat : Kashyyk, TricMagic, MoP, Rockeater, Jerick
(0) Lesimor - Scholarly Towers :
(0) Lesimor - Lawless Capital :
(0) Lesimor - Fortified Frontier :
(0) Xa-Nam - Combat :
(0) Dolgoth - Wartorn Wastes :
(0) Dolgoth - Ostentatious Capital :
(0) Dolgoth - Trade City :
Using the same script as our Language of Inception, these runes are carefully engraved into solid surfaces, such as the outside of a castle wall, the entrances to a bootlegger warehouse, or upon wooden panels erected at the edge of camps.
Any one who sees these runes will have their gaze drawn to their center, where the script will proceed to drain the viewer's soul to feed both the rune and Magoc. This can be circumvented by concentrating on praises to Magoc as you pass, although anyone with particularly weak affirmations may still come out with less of their soul than when they came in.
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(0) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(0) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) :
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(1) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(0) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(0) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) :
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk, Rockeater
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :Now for my reasons: The pale crows if they work will actually be a decent counter to the enemy spirits and if we use them to supplant other messaging services we could harvest a huge wealth of info from intercepted messages.
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(1) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(0) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) :
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(0) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk, Rockeater
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :For my reason, the Keep will get us stronger spellcasters, which means stronger spells. As well as hopefully draw some scholars into our fold, and with them, knowledge.
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(0) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) :
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk, Rockeater
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(0) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(1) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(1) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater
(1) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Detoxicated
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(3) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(1) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater
(1) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) : Kashyyk
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Rockeater, Jerick
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(0) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) :
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Detoxicated
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(3) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(2) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick
(1) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk
As we all know, Good is boring and unfun, prohibiting such enjoyable activity as overindulgence in fine food & drink, exquisite clothing & artwork, pleasurable company, the suffering of others, and depraved acts of self-gratification. To protect these cornerstones of Evil enjoyment and thus entice those who can appreciate the finer things in life, a combination of Evil and alchemical concoctions provides the chosen with a voice as sweet as honey, a body as flawless as the Dolgoth crown jewels, and the ability to both read a person's desires and then magically enhance the sensations they feel. When a Consort of Desire is present, silk never felt smoother, Bootlegger's never tasted more delicious and the prick of a knife never felt so delightfully sharp. Once the Consort of Desire has left, everything will feel grey and lifeless until they return.
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Detoxicated
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(3) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(2) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick
(1) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Detoxicated
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(4) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(2) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick,
(1) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic, Doomblade
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Detoxicated
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(1) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(4) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, TricMagic, Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater,
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(1) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk
You know what, I’m feeling a bit sorry for yous, and I’d like it if there was less arguing and more discussing, so I’ll give you this:
Boosting intelligence and giving the narrow ability to damage intangible beings, to crows which have been well-developed already, would be a Normal revision.
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater,
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(2) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick, MoP
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(2) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater,
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(3) Children of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic, MoP
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater,
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(3) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk, DGR
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(3) Consorts of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic, MoP
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Jerick, Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(1) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater,
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
(1) Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Jerick
(2) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(4) Consorts of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic, MoP, DGR
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Doomblade, Detoxicated
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Jerick
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
() Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(4) Consorts of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic, MoP, DGR
Jerick, Doom, Detoc, the GM was kind enough to let us know in Discord, after like two days of "debate" that the Pale Crows would be a Normal revision written as-is, so we're going to put them off this phase. Kindly reevaluate the available options and vote for the goodest ones plz.Apologies, IRL stuff has kept me rather occupied these last few days so I haven't been online much. Also I noticed I had voted for three things when I meant to vote for two. Well time to fix that.
Swapped Skullswarm to Children of Desire since the current plan for the revisions are Pale Crows (+Combat Lanes, +Influence Lanes) and better cultist gear (++Combat Lanes), and with the Warcaster's Keep (+Combat Lanes, +Influence Lanes), we get a good balance with CoD (++Influence Lanes).
That said, I do think we need more help in the combat lanes than influence, but CoD fits right in with the Demon Mafia aesthetic a few of us have wanted since Bootleggers turned out well.
(0) Puppeteer class spirit (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105086#msg8105086) :
(1) Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : TricMagic
(1) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Doomblade,
(0) Iron Waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105131#msg8105131) :
(2) Infestor Worms (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105146#msg8105146) : Rockeater, Jerick
(0) Unit: Magoc's Mutts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(5) Infrastructure: Warcaster's Keep (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : TricMagic, MoP, detoxicated, DGR, Doomblade
() Spell/Unit?: Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) :
(2) Spell: Runes of Ruin (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105202#msg8105202) : Rockeater, Kashyyk
(0) Walking Corpse (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105227#msg8105227) :
(0) Whisperer (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105339#msg8105339) :
(3) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105433#msg8105433) : Kashyyk, Jerick, Doomblade
(5) Consorts of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105699#msg8105699) : Kashyyk, TricMagic, MoP, DGR, Detoxicated
Infrastructure: Warcaster's KeepWarcaster's Keep: Normal: (3+4)=7: Superior Craftsmanship
Warcaster's Keep is the implementation (finally) of the plans meant for the Obsidian Spire. The Keep is spacious enough to house our spellcasters, contain a large library of ancient, evil, and forbidden knowledge (as well as the more mundane), an internal training area for practice in a controlled environment, and an open yard in the center where more intense training occurs. Some of our more magically adept Acolytes are promoted to Warcasters and responsible for overseeing the training of the cult's acolytes as well as their organization on the battlefield.
Warcaster's Keep is not kept secret, either. Circles, cabals, schools, and covens of spellcasters are informed of the unrestricted studies available at the Warcaster's Keep. The only fee is devotion to the cult!
Consorts of Desire: Normal: (3+4)=7: Superior Craftsmanship (not a typo)Quote from: Consorts of DesireAs we all know, Good is boring and unfun, prohibiting such enjoyable activity as overindulgence in fine food & drink, exquisite clothing & artwork, pleasurable company, the suffering of others, and depraved acts of self-gratification. To protect these cornerstones of Evil enjoyment and thus entice those who can appreciate the finer things in life, a combination of Evil and alchemical concoctions provides the chosen with a voice as sweet as honey, a body as flawless as the Dolgoth crown jewels, and the ability to both read a person's desires and then magically enhance the sensations they feel. When a Consort of Desire is present, silk never felt smoother, Bootlegger's never tasted more delicious and the prick of a knife never felt so delightfully sharp. Once the Consort of Desire has left, everything will feel grey and lifeless until they return.
(1) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk
Our armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:
- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets
With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
(2) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP
Quote from: Vote Magoc(3) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic
(3) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic
Seems good enough to me. I had some revision ideas but we should probably actually stick with a plan for the first time in arms race history.
(4) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, DoombladeAll my AR teams are actually following a plan pretty well right now tbh.
(4) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade
(5) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, Doomblade, JerickMore votes!
(5) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade, Jerick
(6) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf
(6) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf
(7) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf, Happerry
(7) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade, Jerick, Urist Mc Dwarf, Happerry
Pale CrowPale Crow: Normal: (2+4)=6: Above Average
A Devil-crow that has been altered through alchemy, they now have white feathers and red eyes. They are very intelligent, listen to our orders, and have the ability to Kill spirits and other such constructs permanently by flying through the target. They will be sold to rich folk as messenger birds and pets, as well as some flying more freely, while secretly listening in on conversations and killing spiritual beings with their innate death magic. While on the battle front, they will simply kill enemy spiritual scouts and occasionally lead Devil/CHAD-crow murders, including in Influence Lanes to stop enemy Good Agents from healing and singing. Their intelligence makes them well suited to executing plans and adapting.
As a short explanation, the chemical effects bring out the evil energy in the Devil-crow, infusing them with the concept of the end. All things die, and as their bodies fly through a spirit, it cuts the link and magic keeping them alive. Needless to say, it does not actually effect those with physical forms.
Even Evil has Standards: Hard: (1+2)-1=2: Utter FailureQuote from: Even Evil has StandardsOur armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:
- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets
With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
(1) Xa-Nam : Kashyyk
(1) Xa-Nam : Kashyyk
(1) Mountain Passes : TricMagic
(2) Xa-Nam : Kashyyk, SC777
(1) Darrin: TricMagic
(2) Xa-Nam : Kashyyk, SC777
(0) Darrin:
(1) Ostentatious Capital: TricMagic
(3) Xa-Nam : Kashyyk, SC777, Jerick
(0) Darrin:
(1) Ostentatious Capital: TricMagic
(3) Xa-Nam : Kashyyk, SC777,Jerick
(1) Darrin: MoP
(1) Ostentatious Capital: TricMagic
I have a feeling that Angels don't automatically have all the influence we don't have in an area (hence why it's marked with ?), especially as we started with 0 everywhere. I expect trying to take influence from Angels with be harder than converting the unaligned anyways. If we send Magoc to influence lanes we're gonna lose the ability to push the enemy back into the middle territories for at least a turn as they have a pretty fair chance to push both lanes without It.Quote from: Magoc Deployment(3) Xa-Nam : Kashyyk, SC777,Jerick
(2) Darrin: MoP , TricMagic
() Ostentatious Capital:
The terrain in Xa-Nam is going to facilitate an easier defense for us, and could see us take initiative next turn. We have the initiative in Darrin but we're going to be pushing dudes with a ranged advantage in mountainous terrain. They may be able to fight us off, but Magoc's presence should hopefully prevent them from pushing into the Rice Terraces.
If we push Xa-Nam with Magoc we're going to need to attack the crossing after rebuffing the Angels we have no equipment for once again, while the enemy in the mountains could push us back as they've been doing in the mountains, and re-reverse the flow of battle there.
I believe we have a higher chance of success in the Jungle against the Angels without Magoc than we do trying to attack the Mountain Passes without being counterattacked back into the Rice Terraces, let alone taking ground there. I feel as though sending Magoc to Darrin could see us at least hold the enemy across the entire front, and give us a moment to breathe and act rather than react. We'll need to see how the Influence lanes go before making further plans in detail, but holding the line while we increase our access to mortals and their resources could make it easier to design things we need (like using war-torn wastes and shit to get better quality equipment though more experienced smiths and that sort of thing)
(3) Xa-Nam : Kashyyk, SC777,Jerick
(3) Darrin: MoP , TricMagic, Doomblade
() Ostentatious Capital:
(2) Xa-Nam : Kashyyk, SC777Because the arguments presented are compelling and because I don't want us to get stuck on a tie I'm switching.
(4) Darrin: MoP , TricMagic, Doomblade, Jerick
() Ostentatious Capital:
(2) Xa-Nam : Kashyyk, SC777
(5) Darrin: MoP , TricMagic, Doomblade, Jerick, Rockeater
() Ostentatious Capital:
An idea for later:haha i Like it
Mortal Combat Champions
Mortal Combat tournaments are loosely organized fights across the land where entrants seek out and fight other combatants in order to garner attention from the Master of Games (who is in all reality Magoc, but this is not a widely-know fact). Victors of twenty fights are invited to a Champion's Crowning every month that sees the Champions inducted into Magoc's cult and either added to the military strength of the cult or sent back out to promote the tournaments, handle enrollment, and organize additional fights.
Our CHADs are excellent shock troops, however they make our standard infantry look a little... lacking. They have the determination, but they don't really have the wham we need.
Thus our draughtsmiths have produced a very similar concoction to the one used by CHADs, although they are insistent that it more complicated than just watering it down. It combines alchemical formula and Evil to increase the strength, endurance and athleticism are also boosted, whilst the veins under their skin gets a healthy red glow when they feel strong emotion. Naturally, as this is available to every cultist soldier, it is not as effective as the CHAD transformation, but it doesn't need to be when it is used by everyone. If the imbibers inexplicably end up with pointed ears, cockney accents and a face that looks it has been hit by a spade, then so be it.
Evil has a way of attracting those with illegal skills. Something about equal opportunity. Anyway, we can apply those with the ability to break into places, steal people's stuff, and shank them to support our operations and wage a covert war against the enemy 'Shadow Walkers'. To aide them in this, Skin Shifters receive an alchemical mix that allows them to change forms, maintaining anonymity, assuming the identity of a target and the like.
It's not actually steel, nor are they necessarily coats, or even made of skin. It's not a particularly accurate name, but it stuck. Steel Skin Coats are actually a collection of outer garments, be they coats, jackets or the like, that are enchanted to be as impenetrable as steel to blades and other weapons. Whilst this may be beyond our acolytes, a warcaster should easily be able to enchant their own coat. Additionally, these items should be immeasurably useful for our important infiltration operatives, such as Consorts of Desire.
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(0) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(1) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(1) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
Spell: Hypnotic Eye
A spell that allows one to hypnotize those you look at with your eye. After this you can implant suggestions or change behaviors, and even have them ignore you. It is difficult to do right, but allows us to buy and smuggle weapons and armor out of cities, building a supply line. Needless to say, Magoc can also use it to create servants out of people who aren't as easy to manipulate. At it's core, it's hypnosis.
In battle, this spell has a specific use in targeting spellcasters to disrupt their concentration, though it's hypnotic effect can be used on others to turn them into spies, saboteurs, and to mess with the mind.
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(0) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(1) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(1) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(0) Counter Assassin Tracker Servants (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363)
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(0) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(2) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(1) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(0) Counter Assassin Tracker Servants (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363)
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :I Like your CATS better than Mine. I Like that their Spirit stays true to Mine as Well...
(0) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(3) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(1) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(1) Counter Assassin Tracker Servants: Detoxicated (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363)
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(0) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(4) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(2) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(1) Counter Assassin Tracker Servants: Detoxicated (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363)
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
Their skin is thickened, muscles strengthened, bones hardened, ears pointed, and faces flattened. On top of the physical changes, the evil concentrated within their reddened veins is in high enough amounts to allow a casting or two of basic spells during the course of combat.
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(1) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741): SC777
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(4) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(2) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(2) Counter Assassin Tracker Servants: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) Detoxicated, SC777
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(2) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741): SC777, Rockeater
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(4) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(2) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(1) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) : TricMagic
(3) Counter Assassin Tracker Servants: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) Detoxicated, SC777, Rockeater
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
Quote from: Votes(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(2) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741): SC777, Rockeater
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(4) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(3) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry, TricMagic
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(0) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) :
(4) Counter Assassin Tracker Servants: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) Detoxicated, SC777, Rockeater, TricMagic
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(2) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741): SC777, Rockeater
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(5) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry, DGR
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(3) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry, TricMagic
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(0) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) :
(4) Counter Assassin Tracker Servants: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) Detoxicated, SC777, Rockeater, TricMagic
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
(0) Wind Scale Chameleons (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110740#msg8110740) :
(1) DUDE (Brew) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741): SC777
(0) Skin Shifters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) :
(1) Steel Skin Coats (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110741#msg8110741) : Kashyyk
(0) Cunning Crows (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110757#msg8110757) :
(0) Perception Enhancement Potion (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110783#msg8110783) :
(0) Standards of Evil (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) The Ruinous Ones (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Skullswarm Beetles (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(0) Wandering Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) :
(6) Cultist Baptismal Indoctrination (High Effort) (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110817#msg8110817) : Kashyyk, MoP, Detoxicated, Happerry, DGR, Rockeater
(0) Corruption Bomb (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) Earth Rampart (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828) :
(0) CHAD+/Demonic Giant (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(0) Hypnotic Pattern (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110848#msg8110848) :
(3) The Redband Pirates (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110853#msg8110853) : Kashyyk, Happerry, TricMagic
(0) Counter Assassin Terror Slaves (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110946#msg8110946) :
(0) Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) :
(3) Counter Assassin Tracker Servants: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8111363#msg8111363) Detoxicated, SC777, TricMagic
Revisions:
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748)
[Requires Earth Rampart] Spike Field (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
[Requires Earth Rampart] Gravekeeper's Burial (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110828#msg8110828)
Cultist Baptismal Indoctrination (High Effort Project)Cultist Baptismal Indoctrination (High Effort):
As Magoc's power and influence grows, so too should the abilities of It's cultists. Of course, by empowering the cult, Magoc stands to gain even greater power, but nobody should look a gift horse in the mouth.
Our attempts at improving the arms and armor of our cultists have failed spectacularly time and time again, and so Magoc, the scholars of the Keep, and the Draughtsmith alchemists have concocted a procedure to convert cultists into something more fitting for the armies of Magoc.
Shallow pits are filled with a potion developed by the cult's combined efforts, and cultists are laid down in the concoction, completely submerged (yet not struggling to breathe) for up to an hour before they are removed. Once removed, it is clear that changes within the cultists have occurred. Their skin is thickened, muscles strengthened, bones hardened, ears pointed, and faces flattened. On top of the physical changes, the evil concentrated within their reddened veins is in high enough amounts to allow a casting or two of the most basic spells during the course of combat. Baptism is reserved for our combat-designated cultists who do not have a natural inclination toward magic, and so it is not a procedure used on our Acolytes, Teachers, or Warcasters, as well as any other magical cultists we may eventually see bolster our numbers.
Combat training for Baptized cultists includes familiarization with their new body as well as the techniques to utilize the magical abilities, however minor, now available to them.
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
Using the same script as our Language of Inception, these runes are carefully engraved into solid surfaces, such as the outside of a castle wall, the entrances to a bootlegger warehouse, or upon wooden panels erected at the edge of camps.
Any one who sees these runes will have their gaze drawn to their center, where the script will proceed to drain the viewer's soul to feed both the rune and Magoc. This can be circumvented by concentrating on praises to Magoc as you pass, although anyone with particularly weak affirmations may still come out with less of their soul than when they came in.
Consorts of Desire are able to heighten the experiences of those around them, but that doesn't help when their experience is "stabbing the hot chick".
However, a solution has been discovered. When a Consort focuses on one or more individuals, they can choose to give them more than just a feeling of euphoria, by layering the Consort's own wants within the effect they will be able to make other people also want them. If a Consort wants to pass through a guarded entrance, the guards will them to pass. If the Consort wants to have a drink with a high-ranking official, the official will want to have a drink with them too. If some good-for-nothing Heliel worshipper threatens to make things incredibly unpleasant for our Consort, they may instead find themselves carefully escorting the Consort home, where some rather burly cultists will take them into custody.
We have established ourselves as a (mostly) legitimate business within Lesimor and Dolgoth, thanks to our sales of Bootleggers. With this capital, we should be able to purchase the required permits to allow us to operate the "The Legion of Ash", a mercenary company of exotic Uruk warriors. Whilst this obviously won't let us wage full scale war on the forces of Good in this regions, we will be able to bring arms and armour into the cities for legitimate purpose. We will thus be able to pick up contracts to fight alongside national forces and noble retinues. In addition, we can offer our services as bodyguards and private security to businesses and affluent individuals. This should net us a tidy sum and contacts among the military and other high-level individuals. If a complete separate and unrelated organisation that supplies a truly delightful black-bottled liquor needs security, or some very attractive socialites require a bodyguard or two, then all the better.
We have established ourselves as a (mostly) legitimate business within Lesimor and Dolgoth, thanks to our sales of Bootleggers. With this capital, we should be able to purchase the required permits to allow certain members of our cult to bare arms and armour for legitimate purpose. Whilst it would be impractical to equip an army, assuming the Guard didn't crack down on such a blatant attempt to disrupt the peace, we will be able to provide security to our own bootlegger operations as well as the Consorts of Desire. If we are able to get Uruks into a city, we could even hire them out as exotic muscle to other businesses and rich individuals.
Counter Assassin Tracker Servants- CATS
Females of particular strength go through alchemical/evil treatment to increase their limberness, gain the ability to see in the dark, and balance like a cat. They also gain the senses, able to detect danger before it arrives and sense good and evil. They are then taught some basic magic to make use of the evil energy flowing through them, and daggers sourced from one of the cities in good condition.
While limited to the most common of spells, they make for especially effective anti-operatives against the forces of good, both physical and immaterial, capable of detecting danger to those they guard and in the midst of operations to discredit and disrupt their operations, through any and all means. Likewise, in the field of combat, their mutations make them great forward scouts, as well as give them an edge in combat, not having to worry much about terrain in addition to their danger sense.
There will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.
Additionally, a area of land has been set aside for development of the workshops, and we are currently looking for skilled workers to bring into the fold from our connections in the Wartorn Wastes..Quote from: Even Evil has StandardsOur armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:
- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets
With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(1) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:
Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:
Raging Missile: Raging Missile is a specialized Magic Missile deeply infused with the corrupting forces of Evil capable of poisoning the minds of targets with hatred, anger, and irrationality. While it's physical impact is heavily reduced, it has a fairly small area of effect on impact.
Projections of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) (0)
Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) (1) MoP
Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) (1) MoP
Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) (0)
Quote from: Votes(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(1) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(1) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:
Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:
(1) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(1) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
Quote from: Votes(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(1) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(2) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(1) Orange Uni: Detoxicated
Wartorn Wastes
(1) Victory: TricMagic
(1) Peace: Detoxicated
(1) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) : Kashyyk
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(2) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic, Kashyyk
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(2) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(2) Orange Uni: Detoxicated, Kashyyk
Wartorn Wastes
(2) Victory: TricMagic, Kashyyk
(1) Peace: Detoxicated
(1) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) : Kashyyk
(1)thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(2) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic, Kashyyk
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(3) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(3) Orange Uni: Detoxicated, Kashyyk, Rockeater
Wartorn Wastes
(3) Victory: TricMagic, Kashyyk, Rockeater
(1) Peace: Detoxicated
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(2) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater, Kashyyk
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(2) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic, Kashyyk
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(3) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(3) Orange Uni: Detoxicated, Kashyyk, Rockeater
Wartorn Wastes
(3) Victory: TricMagic, Kashyyk, Rockeater
(1) Peace: Detoxicated
I heard you liked vote ties.
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(3) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater, Kashyyk, Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(2) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : TricMagic, Kashyyk
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(4) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)Quote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(3) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater, Kashyyk, Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(1) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) : Kashyyk
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP
(4) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) : TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(2) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater, Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(2) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Kashyyk
(4) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(1) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) : TricMagic
(1) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : KashyykQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(2) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Rockeater, Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(2) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Kashyyk
(4) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) : TricMagic
(1) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : KashyykQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(1) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(2) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Kashyyk
(4) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) : TricMagic
(2) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : Kashyyk, RockeaterQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
Armed Uruks: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Plus, they are stronger and tougher than most humans. Their shield and tabard are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Uruk Archers: Uruks who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Their increased strength slightly improves their archery as well. Their tabard matches those of the Armed Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(1) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(2) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Kashyyk
(5) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick, Happerry
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) : TricMagic
(2) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : Kashyyk, RockeaterQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick
Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
Coordination ist key No use for good Equipment if they cant use it. We need both... I stand by the point
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(1) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(2) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : TricMagic, Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : Kashyyk
(5) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick, Happerry
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) : TricMagic
(3) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : Kashyyk, Rockeater, MoPQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Tric, your assessment is flawed. We are not being reactive by guarding our assets. We are making their ability to work more secure, and focusing on bolstering what we have available already. A Shadowmans getting offed by a Consort's guards ensures our Consorts can do their jobs. Dudes standing watch over our Bootleggers ensures they can't blow them up. It's a lot easier to post dudes up around things we have than hunt for an enemy that's literally designed for subterfuge. Look at us as setting up businesses. We have a few lines of merch. Now we need to make sure it gets to the consumers. The best way to minimize enemy opportunity to act against our assets is not to send our dudes out and about, but to actually watch those assets with them.
On Equipment vs Coordination the focus here is action economy. If we do Coordination now we can do Equipment as a design and upgrade our kit while providing something new to be made in the workshops. If we revise our Equipment then we're definitely going to need to use a design to get actual new gear (like armor and different weapons) anyways. And again, if we don't do something new, then the roll will likely have a positive modifier so that what we do get has a better chance to be high-quality. Our coordination doesn't need as massive a boost as our gear, so we can do a revision and, if it rolls good enough, be done with it for a while. No need to use a design on coordination training.
Let's also remember that our entire army is slightly smaller in numbers now that they're all enhanced. Superior tactics are going to matter when it comes to properly outmaneuvering and outpositioning the Angels. A wall of spears is still a wall of spears, and a couple walls of spears in the right spots hurt a lot no matter what's going on.Quote from: Votes(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(1) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) : Jerick
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : Kashyyk
(6) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick, Happerry, TricMagic
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(0) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) :
(4) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : Kashyyk, Rockeater, MoP, TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
I Hope WE can get CATS next Turn
But still nice that we resolved this.
(0) Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8110748#msg8110748) :
(0) thugs (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113990#msg8113990) :
(0) Runes of the Soul Eater (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Projections of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) Sanctioned Bodyguards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113540#msg8113540) :
(0) CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) :
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113606#msg8113606) : Detoxicated
(1) Whispers of Desire: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : Kashyyk
(6) Coordination Drills: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630) : MoP, Detoxicated, Rockeater, Jerick, Happerry, TricMagic
(0) Bootlegger's Boats: (http://www.bay12forums.com/smf/index.php?topic=175026.msg8113630#msg8113630)
(0) The Hunting Order (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114876#msg8114876) :
(0) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114923#msg8114923) :
(5) Keepers of Desire (http://www.bay12forums.com/smf/index.php?topic=175026.msg8114915#msg8114915) : Kashyyk, Rockeater, MoP, TricMagic, JerickQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Coordination DrillsCoordination Drills: Easy: (1+2)+1=4: Below Average
Our forces are somewhat lacking in their cohesiveness. Luckily for us we have Warcasters and Uruk Commanders to take the lead in training and drilling their troops. Uruks and acolytes are trained to fight as organized units under their individual Commanders/Warcasters, with the Commanders and Warcasters being more thoroughly trained on reading the battlefield and how to appropriately react to friendly and hostile activities. Casters and soldiers receive instruction on how to work as a force of combined arms, while retaining a level of mobility from the old horde-structure of the army - especially as our slightly reduced numbers could see a straight-up line battle tilting in Angel favor. On an individual level, Uruks are trained to always fight in pairs, sticking close to their partner until one falls and they need to find a new battle buddy.
Keepers of DesireKeepers of Desire: Normal: (1+3)=4: Below Average
Keepers are Acolytes trained to use a club and small blade (to a lesser degree than Warcasters) and assigned to provide escorts for our Consorts of Desire. Keepers are dressed in fine clothes and perfumed to a standard befitting a Consort's companion. Their face is always covered by a near-featureless white mask, with the only stand-out detail being the slit cut nearly all the way across it to resemble a thin face-wide grin. They act as personal bodyguards for Consorts and double as extra protection for parties, events, "parties", and "events".
Where go Magoc?
(1) Mountain Passes : KashyykQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Where go Magoc?
(1) Mountain Passes : Kashyyk
(1) Ostentatious Capital: TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Where go Magoc?
(2) Mountain Passes : Kashyyk, MoP
(1) Ostentatious Capital: TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Where go Magoc?
(3) Mountain Passes : Kashyyk, MoP, Rockeater
(1) Ostentatious Capital: TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
Where go Magoc?
(4) Mountain Passes : Kashyyk, MoP, Rockeater, Jerick
(1) Ostentatious Capital: TricMagicQuote from: Siding with the BeastScholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP
Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
A tale told often from the many vestiges of battles past, is that of the Skin-Walker. Rumoured to be a fell witch who had lain with Demons (plural, so obviously false), she can apparently seize control of beasts in the vicinity, and then use them as servants and guardians.
Thus, Magoc traveled to the swamp said to be her home. After a few weeks of searching, and several cultists lost to skin rot, He found a ramshackle cottage that fit the description. Within was a withered old crone who thoroughly overestimated her abilities.
After ripping the knowledge from the remains of her fractured mind, Magoc determined that this Uncommon spell will allow a caster to form a lasting bond with one or more animal companions, instilling ultimate loyalty tooi their master and the ability to issue orders telepathically. In addition, the caster can transfer their consciousness to and from a bonded creature, giving direct control. In theory, one could use this to survive the destruction of your humanoid body, however the witch seemed to be too proud to do so.
Named for the ear piercing noise it produces along with its yield of weapons and armour, the Foundry is made up of three distinct parts. The Mines (where slaves bleed to extract every ounce of ore from the ground), the Furnaces (where slaves sweat over the rivers of molten metal) and the Forges (where slaves cry tears of desperation to ensure their products meet the standards of the overseers). This complex should ensure a respectable standard of equipment amongst our forces:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Mail hauberks and corselets over padded gambesons, for flexible and reliable protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
Additionally, CHADs and Commanders will be given well made suits of half-plate, as fits their elevated status. Commanders and CHADmanders will have their red berets replaced with red crests upon their helms for ease of identification.
Counter Assassin Tracker Servants- CATS
Females of particular strength go through alchemical/evil treatment to increase their limberness, gain the ability to see in the dark, and balance like a cat. They also gain the senses, able to detect danger before it arrives and sense good and evil. They are then taught some basic magic to make use of the evil energy flowing through them, and daggers sourced from one of the cities in good condition.
While limited to the most common of spells, they make for especially effective anti-operatives against the forces of good, both physical and immaterial, capable of detecting danger to those they guard and in the midst of operations to discredit and disrupt their operations, through any and all means. Likewise, in the field of combat, their mutations make them great forward scouts, as well as give them an edge in combat, not having to worry much about terrain in addition to their danger sense.
CATS
Females of particular strength go through alchemical/evil treatment to increase their limberness, gain the ability to see in the dark, and balance/reflexes like a cat. They also are given the new lobe, however with some of the better materials for it used, which allows them to sense magical energies and better get a feel for spells, as well as an ability to detect danger before it arrives. They are then taught some basic magic, and daggers sourced from one of the cities in good condition.
While limited to the most common of spells, they make for especially effective anti-operatives against the forces of good, both physical and immaterial, capable of detecting danger to those they guard and in the midst of operations to discredit and disrupt their operations, through any and all means. Likewise, in the field of combat, their mutations make them great forward scouts, as well as give them an edge in combat, not having to worry much about terrain in addition to their danger sense.
This may be more a design, but eh.QuoteThere will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.Additionally, a area of land has been set aside for development of the workshops, and we are currently looking for skilled workers to bring into the fold from our connections.Quote from: Even Evil has StandardsOur armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:
- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets
With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
Ritual of the Blue Shell
The Ritual of the Blue Shell requires one to source a turtle shell, bones from a mammal, and a blue feather from a bird. Along with a bottle of BB and some explosive components sourced from the Orange University. This is then placed inside a cauldron, filled with water, a few drops of human blood(as needed, the more magical the better), and magical herbs(sourced from the Draughtsmiths for being magically conductive), then has a channeling circle drawn around it.
We then imbue the materials with magical energy through the circle, with a specific chant and image. The water melds and dissolves the materials into the shape of a spiked blue shell with wings.
In use, these blue shells only require the user to use a drop of blood and a bit of magical energy, at which point the shell starts flying according to the user's will. When triggered by the caster, the shell will race forward to the area the caster designated, before breaking on contact, and releasing all the energy stored up in an explosion. In case it misses and doesn't break, it can be redirected again, though it's flight lines are very straight with only a slight curve, and unsuited for hitting anything moving faster than your average horse. For bombarding the enemy though, they are very useful.
These Blue Shells are filled with huge amounts of magical energy(and supercharged explosive material), but once made at home, can be transported with the army for blowing up bunched up armies and forts alike. Along with that damned angel if she ever shows her face. [Note that these Blue Shells are projected to have a shelf life of about two to three months. They steadily leak energy back into their environment if not stored properly, and so should be made and then used within the month if possible. Do not reuse any that have run out, but safely dispose of them via dropping off a cliff above an empty area.(At which point they will in fact explode, just the normal kind.)]
Spell: Hypnotic Eye
A spell that allows one to hypnotize those you look at with your eye. After this you can implant suggestions or change behaviors, and even have them ignore you. It is difficult to do right, but allows us to buy and smuggle weapons and armor out of cities, building a supply line. Needless to say, Magoc can also use it to create servants out of people who aren't as easy to manipulate. At it's core, it's hypnosis.
In battle, this spell has a specific use in targeting spellcasters to disrupt their concentration, though it's hypnotic effect can be used on others to turn them into spies, saboteurs, and to mess with the mind.
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : KashyykSpoiler: Other Proposals (click to show/hide)
By channeling magic into a small focus held the palm, the caster can form it into translucent objects that exist halfway between the mundane and spiritual realm, these objects could be tools, tankards or weapons. Whilst no better than an equivalent iron sword or shield, an ethereal set can be used in places that involve strict control of contraband, such as cities and fancy parties. Additionally, thanks to their ethereal nature, these items can harm spiritual targets.
We expect this spell to primarily be of use to our Keepers of Desire, but Warcasters and Acolyte in the field, as well as other magical influence agents may find use in terminating Shadows, or when they need a bit of extra punch.
These enchanted items cover the wearer to their feet, and come with hoods and throat clasps. When worn with the hood up, the cloak helps the wearer blend into their surroundings, be it a busy street, a dark alley or an exposed rooftop. They don't make the wearer invisible, as any action that would draw attention to the wearer will cause them to be spotted, but instead produces a variety of visual tricks, such as making them appear as a rooftop gargoyle, a deeper spot of shadow, or just another faceless person in the crowd. naturally, those with high mental fortitude will be able to pierce through the illusion, but even then, so long as the wearer is acting the part they'll be harder to spot.
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434) : TricMagic
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(1) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagicSpoiler: Other Proposals (click to show/hide)
(2) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk, MoP
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434) : TricMagic
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoPSpoiler: Other Proposals (click to show/hide)
Evil's ForgeAlternative option for the screaming Foundery
A massive Forge workspace made by the Demon themselves, this forge has pure Evil seeping into every pore of weapons forged in it. the heat, the water, the air, it is all tinged with Evil. And weapons made in it will be far more effective at taking down Good-aligned forces. It will also help with producing new weapons, and getting a foothold on Evil Weapon production.
As it was made by hand to channel Pure Evil into weapons, it is Unique. All weapons made in it are tinged with Evil already, though proper work will need to be put into making true weapons of EVIL.
(3) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434) : TricMagic
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoPSpoiler: Other Proposals (click to show/hide)
(3) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434) : TricMagic
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP
(1) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : KashyykSpoiler: Other Proposals (click to show/hide)
Iron waters
This potion, when touching a live or once alive, harden it to be as strong and as though and strong as iron.
Using baths of this susbstance, we can make the low qualaty wool and cloth clothings of our troops to a decent armour, and while it would not make wooden hammers better and only marginaly improve wooden axes, wooden spikes are easy to make and would gain a lot from it and swords can still be made from sharpened wood or animal bones.
(3) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434) : TricMagic
(1) Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468) : Rockeater
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP
(1) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : KashyykSpoiler: Other Proposals (click to show/hide)
As for Iron Waters, are we to just abandon the bonus from the failure before?I can't see failed revision giving us too much exiprince, and if we succseed now the expirince from that isn't very relevant compared to the one from the succses, plus we have much more exiprince with alchemy.That and we are going to be getting a upgrade of all our gear. Bows don't really need hardening.
Demon Team: Revision Phase T4Even Evil has Standards: Hard: (1+2)-1=2: Utter FailureQuote from: Even Evil has StandardsOur armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:
- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets
With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
How hard could it be to provide all your cultists with home-made quality equipment? Sure, there's some craftwork involved, but that's a human thing. You had better things to attend to- you gave a group of cultists orders to set up production for a list of equipment, and left them to it.
At first, the cultists scratched their heads. None of them were really expert craftsmen, and they hadn't been given much time to work with. But there were a few from the Wartorn Wastes who had worked as apprentices repairing military equipment, who put together a plan for a series of workshops and forges, with a 'if you build it they will come' mentality- proper workshops would attract proper craftsmen, obviously.
As they were about to begin construction, one of them had a great idea: in order to avoid a volcanic eruption destroying the workshops like it had the Obsidian Spire, they should build them in the swamplands outside the city. This seemed perfectly sensible.
The first workshop sank into the swamp. The second workshop...
At this point in the story, you stopped listening. The Forgotten City is possessed of huge... tracts of land, and yet the cultists assigned to organise production couldn't think of anywhere better to put a workshop.
There will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.
(2) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk, MoP
(1) Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468) : Rockeater
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagic
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP
(1) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : KashyykSpoiler: Other Proposals (click to show/hide)
The jungle in which we reside is unfortunately metal poor, which has inhibited our ability to produce decent military equipment. However our draughtsmiths have once more risen to the occasion. Centuries ago, when a Demon first gifted alchemy to the world, one of the first things he demonstrated was transmuting lead into gold. That seed of greed has stayed within human alchemists ever since. Using that as a touchstone, our draughtsmiths have been able to eke every grain of metal from the ore our mines extract, and then convert the resultant waste into yet more iron in a similar display of alchemical transmutation. This gives us enough resources for our cultist smiths to produce the following for our entire army:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Padded gambesons for cheat and flexible protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification
Additionally, they will be able to produce a respectable number of mail hauberks and corselets to wear over the gambesons, enough to outfit companies of Heavy Uruks, who will have much more staying power both in melee and at range.
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : MoP
(1) Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468) : Rockeater
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagic
(1) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP
(1) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : KashyykSpoiler: Other Proposals (click to show/hide)
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : MoP
(0) Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468) :
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagic
(2) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(2) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP
(2) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, RockeaterSpoiler: Other Proposals (click to show/hide)
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : MoP
(0) Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468) :
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagic
(2) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR
(3) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGRSpoiler: Other Proposals (click to show/hide)
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagic
(3) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR
(3) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR
[spoiler=Other Proposals]
Ritual/Spell: Dark Clouds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120322#msg8120322)
Spell: Skin-Walking (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412)
Counter Assassin Tracker Servants- CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
Ritual of the Blue Shell (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
Spell: Demons Laugh (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120492#msg8120492)
Spell: Pinch (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574)
Spell: Arena (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574)
Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120817#msg8120817)
Spell: Cloak of Obscurity (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837)
Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412)
Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468)/spoiler]
Iron waters
This potion, when touching a live or once alive, harden it to be as strong and as though and strong as iron.
Using baths of this susbstance, we can make the low qualaty wool and cloth clothings of our troops to a decent armour, and while it would not make wooden hammers better and only marginaly improve wooden axes, wooden spikes are easy to make and would gain a lot from it and swords can still be made from sharpened wood or animal bones.
The Iron Bathes effectively gives turns that which lived into an iron-like state. For cloth and leather, this means the threads and leather ends up becoming more iron like. Old leather would just crack though. Granted, this does not actually effect flexibility of the material too much. Hence a bow that underwent the process would gain a greater draw weight due to being able to hold more force in it's limbs.
Obsidian is used to sharpen the edge through chipping, though for maintenance a grindwheel or whetstone would be best.
The mane weakness of Irondipped items is blunt force in cases where you don't have a lot of iron padding. The gamboson kinda solves that, so getting through someone equipped this way isn't easy. Piercing can work, but only to a degree. Half-hearted thrusts don't pierce iron, so you need to put strength behind those blows. Arrows meanwhile tend to get their piercing power blunted due to it being flexible.
Breaking an Ironwood weapon is pretty much a joke. They don't break outside of massive physical force or leveraging. The strength and endurance of iron combined with still having some give means they have a lot of leeway. Granted, anything that can damage iron will damage them, just not the usual force involved in combat. Ironwood weapons do have the benefit of being fireproof and insulated though. Simply because it is more like iron does not mean it isn't insulated any longer. Leaving them in the sun isn't going to make them too hot to handle. Though this quality also makes Ironwood susceptible to chip-carving in the first place.
(1) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) : TricMagicThey want Magic give EM Magic. Also i can See the choking Fog going to places.
(3) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP
(1) Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) : TricMagic
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated
[spoiler=Other Proposals]
Ritual/Spell: Dark Clouds (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120322#msg8120322)
Spell: Skin-Walking (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412)
Counter Assassin Tracker Servants- CATS (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
Ritual of the Blue Shell (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
Spell: Demons Laugh (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120492#msg8120492)
Spell: Pinch (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574)
Spell: Arena (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574)
Spell: Hypnotic Eye (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120817#msg8120817)
Spell: Cloak of Obscurity (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837)
Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120434#msg8120434)
The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412)
Iron waters (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121468#msg8121468)/spoiler]
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(4) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP, TricMagic
() Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) :
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
If people are gonna vote for two spells in the same phase we might as well make a high effort for it. But we shouldn’t because there’s a lot more we should get done to better impact our progress.
Ethereal Armament is an explicit attempt to get limited amounts of combat gear into the Influence Lane so that our guards, who are just unskilled acolytes, will stand a fair chance of beating the carp out of a shanky lowlife
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(4) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP, TricMagic
() Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) :
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(4) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP, TricMagic
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
Quote from: AmbitiousMagocBoxDesign Alche-smelting?
(1) Yes : TricMagic
(0) No :
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(4) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Kashyyk, Rockeater, MoP, TricMagic
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
Can we agree to design the equipment so a coinflip does not prevent it? Cause right now I'd think we would get for votes for yes and two for no.
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(3) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : Rockeater, MoP, TricMagic
() Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) :
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(2) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic
() Assassinate: Assassins of Shadow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120849#msg8120849) :
(4) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : TricMagic, MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, DetoxicatedSpoiler: Other Proposals (click to show/hide)
I truly believe that we need to buff our Influence ability, to the extent that I would prefer we did both the Smog and Ethereal Armamant (as smog does a minor boost to Inf along with its major in combat, like Ethereal Armament might see some use in the combat lanes along with the major Inf use).
Honestly, I like all three. But the Influence lane is the priority right now, and Alche-Smelting does not help it.
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(2) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : MoP, DGR, Detoxicated
(4) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated
(1) Dark Healing (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123260#msg8123260) : TricMagicSpoiler: Other Proposals (click to show/hide)
I'll point out I knew they were going to send their angel there. Also, it's currently 2|2 as far as we know. We aren't losing quite yet.They have 2/5 in one INF area we have in 3, we are behind
However, focusing on improving our combat lane right now means we can focus more on INF in the future. We need our gear to actually be worth something to take full advantage of our forces.
I would also like an argument on why the Ethereal Armament is the best choice. What areas does it improve? The only one I currently see is giving Keepers a sword and shield, which is kinda meh. Doesn't solve their own mediocrity.
Honestly, Choking Smog has less of an effect on the Influence Lanes than Ethereal Armament. So if you don't think either are effective enough, suggest some others.
I'll point out I knew they were going to send their angel there. Also, it's currently 2|2 as far as we know. We aren't losing quite yet.They have 2/5 in one INF area we have in 3, we are behind
However, focusing on improving our combat lane right now means we can focus more on INF in the future. We need our gear to actually be worth something to take full advantage of our forces.
I would also like an argument on why the Ethereal Armament is the best choice. What areas does it improve? The only one I currently see is giving Keepers a sword and shield, which is kinda meh. Doesn't solve their own mediocrity.
Right. So right now, the angels outperform us when it comes to 1 on 1 combat and Army vs Army combat. This changes when we break their formations until they completely break down and retreat. at which point they hole up in their forts, which stops us from advancing that season.
The addition of the mourning wyverns and the skirmishers is going to have that tactic applied to us soon enough however.
Improving our gear will see us match the enemy in equipment, which will improve our combat ability. Not improving our gear will see us outperformed whenever the tide turns against us.
Barrier Magic is likely to be seen this turn from the angels to block our volley of magic missiles.(Theoretically). They then close up and tear us apart after we've had to deal with being picked off from range by the enchanted bows. Not to mention skirmishers striking at us and then retreating.
A general improvement to our gear will see us winning on the battlefront. No improvement on the battlefront will see us get pushed back to the fort, and then they will once again charge it, break in, and push us out of it. Unlike the issues we have had with pursuing.
Two spells could help with this. The first is the Smog, which can break formations, prevent accurate fire, and smoke them out of the forts.
The second is just copying them with Dark Healing. Our forces can now recover, and we are stronger than them. Which means we can push the forts and armies, and recover from damage dealt to us on approach and during/after battles.
Dark Healing can also be used by keepers, allowing a team of them to shuffle between defense and recovery. As well, it gives us a counter to their healing services, being able to offer our own.
Ethereal Armament, meanwhile, only improves the Guards. If used on the battlefield, Uruks can't use it without losing their spell slot. Acolytes don't have the physical training and shouldn't be on the front lines at all, not to mention if they are using it, they aren't attacking. Warcasters have the training, but have their own sword, and should be focusing more on magical attacks.
So it does not sufficiently improve their combat abilities compared to actual equipment.
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(3) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic, Happerry
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : MoP, DGR, Detoxicated
(5) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated, Happerry
(1) Dark Healing (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123260#msg8123260) : TricMagicSpoiler: Other Proposals (click to show/hide)
Quote from: AmbitiousMagocBox
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(3) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic, Happerry
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : MoP, DGR, Detoxicated
(6) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated, Happerry, TricMagic
() Dark Healing (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123260#msg8123260) :Spoiler: Other Proposals (click to show/hide)
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(4) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic, Happerry, Kashyyk
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : MoP, DGR, Detoxicated
(6) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated, Happerry, TricMagic
() Dark Healing (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123260#msg8123260) :Spoiler: Other Proposals (click to show/hide)
() [HE] The Smouldering Forges :
(0) The Standards of Evil- The Ancient Workshops Restored (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121477#msg8121477) :
(5) Alche-smelting (http://www.bay12forums.com/smf/index.php?topic=175026.msg8121484#msg8121484) : MoP, TricMagic, Happerry, Kashyyk, Rockeater
(3) Spell: Choking Smog (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120574#msg8120574) : MoP, DGR, Detoxicated
(6) Spell: Ethereal Armament (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120837#msg8120837) : Kashyyk, Rockeater, DGR, Detoxicated, Happerry, TricMagic
() Dark Healing (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123260#msg8123260) :Spoiler: Other Proposals (click to show/hide)
Alche-smelting: Hard: (4+4)-1=7: Superior CraftsmanshipQuote from: Alche-smeltingThe jungle in which we reside is unfortunately metal poor, which has inhibited our ability to produce decent military equipment. However our draughtsmiths have once more risen to the occasion. Centuries ago, when a Demon first gifted alchemy to the world, one of the first things he demonstrated was transmuting lead into gold. That seed of greed has stayed within human alchemists ever since. Using that as a touchstone, our draughtsmiths have been able to eke every grain of metal from the ore our mines extract, and then convert the resultant waste into yet more iron in a similar display of alchemical transmutation. This gives us enough resources for our cultist smiths to produce the following for our entire army:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Padded gambesons for cheat and flexible protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification
Additionally, they will be able to produce a respectable number of mail hauberks and corselets to wear over the gambesons, enough to outfit companies of Heavy Uruks, who will have much more staying power both in melee and at range.
Spell: Ethereal Armament: Normal: (4+4)(wat)=8: Unexpected BoonQuote from: Spell: Ethereal ArmamentBy channeling magic into a small focus held the palm, the caster can form it into translucent objects that exist halfway between the mundane and spiritual realm, these objects could be tools, tankards or weapons. Whilst no better than an equivalent iron sword or shield, an ethereal set can be used in places that involve strict control of contraband, such as cities and fancy parties. Additionally, thanks to their ethereal nature, these items can harm spiritual targets.
We expect this spell to primarily be of use to our Keepers of Desire, but Warcasters and Acolyte in the field, as well as other magical influence agents may find use in terminating Shadows, or when they need a bit of extra punch.
Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Assassinate: Hassan: (1) TricMagic
Spiraling Missile: (1) TricMagic
Siege Slings: ()
It's hard to preach or heal when your legs are broken, after all.
Now that we have identified some of the more experienced Uruks within our armies, we can select a few with some modicum of talent at teaching and ship them back to the Forgotten City. Here, they will be used as trainers to for the Keepers of Desire, ensuring they are actually able to use both the Ethereal Armaments they can produce and any subtle weapons are able to smuggle into a city. This will ensure they are able to hold their own against any Angelic assassins, be it until they are able to evacuate their charge to a safe location or until they are able to end their assailant permanently.
It has come to Magocs attention that our draughtsmiths have not been keeping any notes when creating batches of CMD. Thus the [six turns] of experience we could've potentially gained in observing the affects of various alchemical mixes has been completely and utterly wasted. After angrily eating one or two of these draughtsmiths, another mentioned the "Draught Draft". A bit of probing revealed that the alchemists had been betting on what results different concoctions might produce, and some of them had gotten quite good at guessing the right answer. unfortunately, the leader had just been eaten, but combining this knowledge with some of the general experience gained from their other exploits into alchemy allowed the draughtsmiths to generally determine whether the resultant mixture would be beneficial to the imbiber or not. Thus we can expect a slightly larger number of volunteers for the Misfits program, along with a higher success rate, as well as more debilitating effects used by our mutamist units in the field.
Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (2): Detoxicated, TricMagic
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: ()
Platoon Drills: Teamwork and Synergy: (1) TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: ()
Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (2): Detoxicated, TricMagic
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (1) MoP
Platoon Drills: Teamwork and Synergy: (1) TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (1) MoP
Specialized Guerilla Fight Commando (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (1) Detoxicated
Alternative Truth Information Campaign (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (2) Detoxicated, TricMagic
Assassinate: Hassan (http://www.bay12forums.com/smf/index.php?topic=175026.msg8124991#msg8124991): ()
Spiraling Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125059#msg8125059): ()
Siege Slings (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125056#msg8125056): ()
Coordination Drills: Combat Training Specializations (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125075#msg8125075): (2) MoP, Kashyyk
Platoon Drills: Teamwork and Synergy (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125099#msg8125099): (1) TricMagic
Leg Breakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125223#msg8125223): ()
Keeper Combat Classes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): ()
Ordered Mutagenic Drafts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): (2) MoP, Kashyyk
Specialized Guerilla Fight Commando (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (1) Detoxicated
Alternative Truth Information Campaign (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (2) Detoxicated, TricMagic
Assassinate: Hassan (http://www.bay12forums.com/smf/index.php?topic=175026.msg8124991#msg8124991): ()
Spiraling Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125059#msg8125059): ()
Siege Slings (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125056#msg8125056): ()
Coordination Drills: Combat Training Specializations (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125075#msg8125075): (3) MoP, Kashyyk, Happerry
Platoon Drills: Teamwork and Synergy (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125099#msg8125099): (1) TricMagic
Legbreakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125223#msg8125223): (1) Happerry
Keeper Combat Classes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): ()
Ordered Mutagenic Drafts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): (2) MoP, Kashyyk
Specialized Guerilla Fight Commando (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (1) Detoxicated
Alternative Truth Information Campaign (http://www.bay12forums.com/smf/index.php?topic=175026.msg8123810#msg8123810): (2) Detoxicated, TricMagic
Assassinate: Hassan (http://www.bay12forums.com/smf/index.php?topic=175026.msg8124991#msg8124991): ()
Spiraling Missile (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125059#msg8125059): ()
Siege Slings (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125056#msg8125056): ()
Coordination Drills: Combat Training Specializations (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125075#msg8125075): (3) MoP, Kashyyk, Happerry
Platoon Drills: Teamwork and Synergy (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125099#msg8125099): (1) TricMagic
Legbreakers (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125223#msg8125223): (2) Happerry, Rockeater
Keeper Combat Classes (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): ()
Ordered Mutagenic Drafts (http://www.bay12forums.com/smf/index.php?topic=175026.msg8125690#msg8125690): (3) MoP, Kashyyk, Rockeater
Design Idea.This proposal has a few issues- not insurmountable ones, the basic idea is sound. But:
Dimension Mage
The Dimension Mage division happens to have formed from the result of the original creator of the spell. Turns out that it's effect happens to phase the user into a nearby dimension, however to the weak, they will be fully pulled into that dimension as a result of running out of magic while the spell is running. We discovered this due to Magoc summoning the fool's spirit using his name in a ritual.
This in turn lead to the development of the Dimensional Leach spell, which creates a connection between the Infernal Planes and the caster, allowing them to directly channel evil energy. It also led to a number of Warcaster deaths and some going insane, but those who survived gained access to an immense amount of power and the refined control and mental fortitude to make proper use of it. The Dimensional Leach can be compared to a channel, with the user controlling it's width of flow and controlling the energy. A Dimension Mage always has a trickle coming in from a connection with those planes, and has had to take potions from the Draughtsmiths to control the mutations to become more in-tune with that pure energy without dying. Though this leads to a number of physical and mental changes over time, with said mages taking on a single sinful quality as their main personality trait. What those physical changes are vary from person to person however, and the number of Dimension Mages we have is very low. Their Magical Abilities however are far greater though as a result of their training. They've taken to re-purposing buildings for their own use, each always picking a single one as their residence to perform their research and activities.
On another note, the Dimensional Leach is of little value to Magoc, as he is already full of the Pure Energy himself, and has no need of more, for now anyway.
Bit crazed, but eh. Had the idea.
Another mutant to add to the rogues gallery, the Changeling is an insidious agent, capable of infiltrating deep within guilds, political structures and even angelic cells.
The body of a changeling is fortified with alchemical balms and Evil sorcery, allowing them slightly increased resistance to harm and exhaustion. The primary focus of such a regime is to make it malleable and accepting of the Changing Potions that give this mutation its name, for without such preparation, a human would surely suffer great pain and death from uncontrolled physical contortion.
The Changing Potion, whilst superficial similar to the alchemy that lets us transmute base metals, this instead reshapes flesh and replicates memory. In its base form, the Potion is an inert fluid, but when a sample of an individual is placed within it, it starts to bubble and roll before taking on a new colour and consistency that seems to somehow reflect the subject.
When imbibed by a Changeling, they will immediately start to change form to create a perfect copy, down to the last freckle. Memories are also provided, and can be recalled as if through a murky window, allowing ther Changeling to imitate their target.
This will allow us to replace individuals who are otherwise resistant to our conversion attempts, such as tier 4/5 influence targets. We could also replace Angelic Operatives, and thus begin to disrupt their operations.
Until you create your first magical plague, you've not really experienced everything as a Demon. However, we don't really want to cause unbridled chaos and panic (shock), so we must be a bit more selective than the ones who unleashed Eyerot, Screaming Fungus and Skinripper.
Instead, Witchfever begins as little more than a highly infectious type of flu. Lots of coughing and sneezing for maximum spread, along with a grip that just can't be shaken. Ideally, this will spread through a population faster than the latest scandal, but beyond making everyone miserable, very few should die.
That is, until someone tries to use magic. When this occurs, Witchfever will greedily consume the magical energy, preventing it from doing whatever it was supposed to, such as heal the patient. Instead it will rapidly take control of its host and send them into a wild rage with tut intent of attacking anyone magical in the vicinity. Such as their healer.
Obviously, our alchemists will produce cures to Witchfever, which should be fairly easy as we know how it works, so that our own operatives remain unaffected and we can leverage our ability to cure specific targets for extra influence.
Our Consort of Desire are pinnacle of what we believed to be charming and persuasive, but we were fools, how could they lose to some Heliel even if they claim it's a god. One consort of desire fumed and thought well long over what went wrong. If it couldn't make progress alone then it needed help, so together with along with mixture of Draughtsmith and brightest of Warcasters they studied over the tomes and concocted formulas. Results being slow but one tome found hidden did mention texts on demonic essence or flesh as they called, leading them to plead to Magoc for samples.
The samples was given Draugsmiths who though mixture of alchemy process, magic provided by warcasters and demonic samples were infused into the Consort, reshaping it very being making it less human then it ever was. It beauty already charming soon becoming unearthly, it voice carried melodious tone that was too alluring for even some Draughtsmith to resist causing even most focused to be constantly distracted.
Consort wasn't just happy with this as soon wanted to spread it's gift to others, learned it could corrupt others to go through subtle changes to become somewhat like it.
Specialized Guerilla Fight Commando: (1) Detoxicated
Alternative Truth Information Campaign: (2) Detoxicated, TricMagic
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (4) MoP, Kashyyk, Happerry, Flazeo25
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (2) Happerry, Rockeater
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Rockeater
Whispers of Desire : (1) TricMagic
Projections of Desire : (0)
Siren Gift:(1) Flazeo25
Specialized Guerilla Fight Commando: (1) Detoxicated
Alternative Truth Information Campaign: (1) Detoxicated,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Flazeo25
Ethereal Conduit: ()
Specialized Guerilla Fight Commando: (1) Detoxicated
Alternative Truth Information Campaign: (1) Detoxicated,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (2) MoP, Kashyyk
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Flazeo25
Ethereal Conduit: ()
Specialized Guerilla Fight Commando: (0)The flaws of legbreakers were laid Out nicely. I Change my Vote because i would rather the the draughts then legbreakers.
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Detoxicated
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2) Flazeo25, Detoxicated
Ethereal Conduit: ()
Quote from: VotesSpecialized Guerilla Fight Commando: (0)The flaws of legbreakers were laid Out nicely. I Change my Vote because i would rather the the draughts then legbreakers.
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (2) Happerry, Rockeater,
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Detoxicated
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(3) Flazeo25, Detoxicated, TricMagic
Ethereal Conduit: ()
The sirens are nice too...
Tric 'Sinking Boats' MagicYesterday at 8:33 AM
There is something the Siren does though, and that opens up Magoc gifting someone power through flesh to make such individuals with unique abilities.
I kinda really like the proposal though.I'd switch back to Legbreakers if that got more votes, but still.
Man of PaperYesterday at 8:34 AM
Unnecessary since I plan on proposing the demonspawn again and they’re made using magocs flesh but better and with a design
Man of PaperToday at 10:12 AMThis is for those not on discord, but wanted to quote that.
No we need moar always moar
There is something the Siren does though, and that opens up Magoc gifting someone power through flesh to make such individuals with unique abilities.
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (2) Happerry, Rockeater,
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(3) Flazeo25, Detoxicated, TricMagic
Ethereal Conduit: ()
Quote from: VotesSpecialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2) Flazeo25, Detoxicated,
Ethereal Conduit: ()
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Detoxicated
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2) Flazeo25, Detoxicated,
Ethereal Conduit: ()
Can we Just Flip a coin.I will flip a coin if the vote is still stuck like this tomorrow morning (~12 hours from now). If it makes you feel any better, the Angels only just got their votes figured out, so it's not like you're holding things up much.
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Flazeo25
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Detoxicated,
Ethereal Conduit: ()
Mainly for better mutagen effects and knowledge, the legbreakers would just cripple enemy till they healed up so we need more effective ways.
Quote from: VotesSpecialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (2) Happerry, Rockeater,
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Flazeo25
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Detoxicated,
Ethereal Conduit: ()
Coordination Drills: Combat Training SpecializationsCoordination Drills: Combat Training Specializations: Normal: (2+4)=6: Above Average
Our melee infantry can largely be divided into “Light” and “Heavy”, and it’s about time they receive the proper training to fight as such. Our veterans who gain enough status to become heavies receive extensive weapons drills. As they are expected to be in the middle of every fight, heavies practice fighting in tight formations for long periods of time. Light infantry - the rest of our melee infantry - also receive weapons and combat training, but their drills focus on fighting in pairs in looser, more mobile formations. Light Uruks are trained to skirmish using their magical reserves, while Heavy Uruks are trained to use theirs in concentrated volleys.
Ordered Mutagenic Drafts: Normal: (4+4)=8: Unexpected BoonQuote from: Ordered Mutagenic DraftsIt has come to Magocs attention that our draughtsmiths have not been keeping any notes when creating batches of CMD. Thus the [six turns] of experience we could've potentially gained in observing the affects of various alchemical mixes has been completely and utterly wasted. After angrily eating one or two of these draughtsmiths, another mentioned the "Draught Draft". A bit of probing revealed that the alchemists had been betting on what results different concoctions might produce, and some of them had gotten quite good at guessing the right answer. unfortunately, the leader had just been eaten, but combining this knowledge with some of the general experience gained from their other exploits into alchemy allowed the draughtsmiths to generally determine whether the resultant mixture would be beneficial to the imbiber or not. Thus we can expect a slightly larger number of volunteers for the Misfits program, along with a higher success rate, as well as more debilitating effects used by our mutamist units in the field.
Trade City: (1) TricMagic
Despite the efforts of our Keepers, the Lawless Capital proves the perfect place for mugging and sabotage. Even as Heliel's followers claim to be fighting for law and order, they murder and destroy with the best of them.
A few Consorts manage to slip through their net, however, and one of them is contacted by a slick young nobleman, who introduces himself as a supporter of a People's Republic; they seek to end the chaos of Lesimorian politics by doing away with kings altogether- and enshrining their ability to grow rich off of the nation's wealth by installing themselves as the leaders of the new republic, while getting directing rabid mobs to execute their rivals for 'monarchist tendencies'. That's the plan, anyway- for now, it is only an idea, a whisper. To execute such a bold move, they will need to convert more nobles to their cause, and gain the cooperation of the city's divided criminal syndicates. He assures us that if we can win over his fellow Republicans, we will be able to recruit excellent rabble-rousers from amongst them. We detected a hint of desperation in his elegant introduction- it seems likely they will do anything to gain our support, and we will be able to steer their efforts in our preferred direction.
Our rivals, on the other hand, have been noted to be in bed with those supporting a Stable Monarchy. Seeking to stabilise the country for the good of the people (blech), they represent lifelong political operators, whose shrewd ability to manoeuvre the halls of power will soon be at Heliel's beck and call. Hopefully they will be wary of Heliel's own potential to destabilise the country, slowing down their efforts to infiltrate.
2/5
The small-scale merchants we have converted in the Trade City brought us some news this month. It seems that Heliel has expanded her moralising to economic policy, as she aligns herself with those who favour Intervention- sharing the wealth, in other words, ensuring that everyone has a slice of the pie. The Guilds, unsurprisingly, favour the rules that keep them in power, but not everyone approves of this system. Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?
As for our efforts to expand our reach... not much came of them this month. The good news was bad news for us, as it meant that everyone felt confident in the current system, and saw no need to side with eldritch forces to supplant it (fortunately, the same applies to our rivals).
2/5
Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?
Trade City: (1) TricMagic
Nerd Tower: (1) MoP
It seems that Heliel has expanded her moralising to economic policy, as she aligns herself with those who favour Intervention- sharing the wealth, in other words, ensuring that everyone has a slice of the pie.
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Trade City: (1) TricMagicSeems like the more dangerous lane for us and that is the easiest position to influence on.
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (1) Rockeater
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (1) Rockeater, Kashyyk
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25
Quote from: ToolBoxTrade City: (1) TricMagic
Nerd Tower: (3) MoP, Happerry, Detoxicated
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25
Thing is I don’t think it’s the more dangerous lane, and if I’m remembering the maths I did last night we’re further behind overall in the lane with the geek squad. And while I did paint the trade city as a rough spot, the fortified frontier is likely to be about as bad. The only reason why I didn’t bring it up is because it wasn’t being pushed for.
Keep in mind too that it looks like at least one upcoming turn is going to be magically focused. We’re plied a lot of help from the Wartorn Wastes to get our dudes up to par. Going to improve the towers now could strongly benefit our near future.
We got some new magic to show off to the nerds now, and I’d like to use magoc there so we maximize potential gain. I’m worried that just one alone isn’t gonna do the trick because of the whole partially luck thing
I Wonder why you must Always speak in a Manner that tries to Take the listener Hostage...
Quote from: ToolBoxTrade City: ()
Nerd Tower: (4) MoP, Happerry, Detoxicated, TricMagic
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25
Ihad better/would like to see a good magic design or 4 next turn.
Infrastructure: Alchemical Sin Pits
Draughtsmith have labored hard and well but their lab and equipment can't keep pace for what some of more mad ones that planned up. A group of Draughtsmiths debated with warcasters over meaning of evil and through long hours where spells were flung and some words that even evil shouldn't repeat they settled on topic of sin. What if evil could be divided into sins and through that forge even stronger taints. So the group petitioned Magoc to teach them about variant of sins, aspects of demons and how to adapt cult to embody them. Thus leading to commission of of grand project the 'Sin Pits' which would be solution to this problem!
The Sin Pits are located in Large open chasm that houses multilayered cave system connected to Warcaster Keep and Draughtsmith old lab, there Draughtsmiths both old and new recruits have come setting up shop with knowledge gained from Magoc and have replaced their old lab. Bottom of Sin Pits contains the main purpose of it, large dug out pits filled with new alchemical regeants mixed with new knowledge gained and applied with spells to stablise them, they newly dubbed 'Spawning Pits' which is main purpose of this infrastructure. Spawning Pits have all of Magoc cultists and troops undergo it, they are lowered into it and left submerged, they overseen by team of Draughtsmiths for when cultists are pulled out they don't even resemble mutants they were as each has now been embody with chosen sin making them closer to demons then humans,
On floor above the Spawning Pits, contains vast amount of rooms each providing resting quarters, small patchs for growing ingredients and newer labs for ever expanding recruits of Draughtsmiths each outfitted with top of line goods, Floor above houses lavish private quathers for any cultist who makes name for themselves and to also house our consorts.
On Top most floor is stunningly designed to meet the needs of Magoc, it holds his throne room and training grounds where cultists are given final check overs by Draughtsmiths to see if new forms aren't causing problems and to allow cultists to run their drills.
As long as there are two people who do not see eye to eye there will be crime in some form, and criminals are notoriously touchy about people moving in on their turf.
Thankfully our existing connections to these organisations (be it business or pleasure) offers a solution. By applying just the right amount of financial, violent and sensory pleasure, we should be able to take over all the existing street gangs, smuggling rings and other crime families in one fell swoop.
This will give us complete access to their assets, including the following:
- Protection rackets, providing a form of income
- Informants, who can track down angelic operations
- Enforcers, who can then remove those operations
- Smugglers, to ensure people and products can get in and out of the city safely
Trolls are the result of an ancient war between a Demon and an Angel no one can remember the names of, let alone who won. With their strength, endurance and rapid regeneration it's likely to be whomever made trolls though.
The Trollblood potion, despite the name, does not actually include trollblood. It does however make the imbiber appear to be of troll stock, as it gives the user twice the strength, boundless endurance and the ability to regenerate all but the most mortal of wounds.
Our first foray into enchanted weaponry, a Blood-drinker Blade resonates with Evil, giving it a malign aura and emitting a dark light. Otherwise, it appears to be a fairly standard steel weapon. It technically doesn't even have to be a blade, as the enchantment takes just as well to hammers and maces. (Officially named a Blood-drinker Bludgeon)
The enchantment kicks in when the weapon causes harm. Any blood that would be spilled is instead absorbed into the weapon itself, energizing the wielder and healing their wounds. Thus a suitably skilled combat could fight constantly for hours, recovering any injuries or fatigue they may suffer along the way, so long as they were able to keep up a body count.
The Redband Pirates: Thanks to Bootleggers a number of criminal organizations have passed into Magoc's sphere of influence. One such group is made up of a bunch of smugglers and swashbucklers who refer to themselves as The Redband Pirates. With their leadership corrupted and inducted into the Cult, they now work for the Cult exclusively. This organization is largely responsible for transporting Bootleggers safely between and into cities, distributing the product through a well-maintained network of connections. These rogues show their true saavy on the water, using nimble boats to quickly transport their goods along the coast and river system. The Redband Pirates won't shy away from a fight, but the real money's in the Bootlegger's Stand, so their actual Piracy days are few and far between.
----
Since we got the rivers and shit to deal with here's a repost of an idea for that + better smuggling
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic
Blood-drinker Blades: (1) Kashyyk
Criminal Syndicates: (1) Kashyyk
The Redband Pirates Syndicate: (1) TricMagic
Frag: (2) TricMagic, MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (1) Kashyyk
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (2) Kashyyk, TricMagic
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) MoP
Blood-drinker Blades: (2) Kashyyk, MoP,
Criminal Syndicates: (2) Kashyyk, TricMagic
Arianna Twist Queen (1) Flazeo255
Magoc Faith (1) Flazeo255
Seed of EdenFor reference, this design is invalid. It is too benevolent- as a Demon, you cannot engage in such selfless generosity. And no, the (silly) argument that it would make people lazier wouldn’t be enough even if it was true.
An alchemicly(& Evil) mutated seed that grows apple trees. The trees mature over the course of a month, before endlessly budding apples over the course of each day which only regrow once plucked. Their taste is divine to the tongue, and fills the body. A bushel of apples is enough for a family to live off of for that day. One will never have to work for food so long as they have such trees.
Naturally, other than a slightly inflated price for their production, we shall sell them to the populace. As well, these trees solve our own food issues, meaning we will never run short. And the people who partake of such trees will find themselves not having to really work all that much, as the price of daily living for the common folk will drop. With free time, arts, crafts, revolutions, revolts, and Sloth shall take root in peoples hearts.
Which of these occur is entirely up to them. But free time begets devilish hands.
A note about the apples produced. They don't actually have seeds in them, so you can pretty much eat the whole apple. This also means that they can be produced from the fruits themselves. The trees wood and apples themselves are a dark cherry red all the way through, and the orbish Seed of Eden black as rich soil.
However, for those who eat it, Sins shall take root in their hearts and darken them.
Which of these occur is entirely up to them. But free time begets devilish hands. And these apples are a poisoned fruit which will bring out the worst in those who eat them, planting the seeds of discord and evil.
The Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (3) Kashyyk, MoP, TricMagic
Criminal Syndicates: (1) Kashyyk
Arianna Twist Queen (1) Flazeo255
Magoc Faith (1) Flazeo255
Seed of Eden: (1) TricMagic
The Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (3) Kashyyk, MoP, TricMagic
Criminal Syndicates: (1) Kashyyk
Arianna Twist Queen (2) Flazeo255, Detoxicated
Magoc Faith (1) Flazeo255
Seed of Eden: (1) TricMagic
Demonic Wings: (1): Detoxicated
The Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (4) Kashyyk, MoP, TricMagic, Happerry
Criminal Syndicates: (2) Kashyyk, Happerry
Arianna Twist Queen (2) Flazeo255, Detoxicated
Magoc Faith (1) Flazeo255
Seed of Eden: (1) TricMagic
Demonic Wings: (1): Detoxicated
Quote from: MagocboxThe Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (4) Kashyyk, MoP, TricMagic, Happerry
Criminal Syndicates: (2) Kashyyk, Happerry
Arianna Twist Queen (3) Flazeo255, Detoxicated, TricMagic
Magoc Faith (1) Flazeo255
Seed of Eden: ()
Demonic Wings: (1): Detoxicated
That and it is nearing winter anyway, maybe the river will freeze over?Consider that the River Crossings is a relatively flat area between a jungle and a desert. While the temperature may drop below freezing in the middle of winter, the rivers are astronomically unlikely to freeze over.
The Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (5) Kashyyk, MoP, TricMagic, Happerry, Rockeater
Criminal Syndicates: (3) Kashyyk, Happerry, Rockeater
Arianna Twist Queen (3) Flazeo255, Detoxicated, TricMagic
Magoc Faith (1) Flazeo255
Seed of Eden: ()
Demonic Wings: (1): Detoxicated
Quote from: MagocboxThe Redband Pirates Syndicate: ()
Frag: (1) MoP
Blood-drinker Blades: (5) Kashyyk, MoP, TricMagic, Happerry, Rockeater
Criminal Syndicates: (4) Kashyyk, Happerry, Rockeater, TricMagic
Arianna Twist Queen (2) Flazeo255, Detoxicated
Magoc Faith (1) Flazeo255
Seed of Eden: ()
Demonic Wings: (1): Detoxicated
I doubt Frag is going to be common, and more likely to be used by our casters than our footsoliders.
As for the spell, a spell that is useful in battle, also gives us a firmer grasp in the towers. And the blue-glowing eyes might be something they wouldn't want, since it is freaking obvious. Maybe if it made the blood blue rather than the eyes.
Frag would be best with a powerful spell to go with it. Frag does not help our magical ability enough to be worth it otherwise. Magic Missile has been stated that simply adding more to it's power will only go so far. We kinda need a combat spell worth something.
Adding power to magic missile has diminishing returns. We haven't hit that point yet.Well, no, you have. As in, Warcasters have the potential to deal more damage than they do currently, as Magic Missile is inefficient. Their missiles are twice as strong as an Acolyte's, but that doesn't mean their magical potential is only double that of an Acolyte.
Tric was pointing out that it does two of the things Frag could do; improve magic damage output and boost your position in the towers. I know it's hard, but try to give Tric the benefit of the doubt, yeah? If only because accusing someone of not reading your post when you haven't read theirs properly makes you look bad.QuoteAs for the spell, a spell that is useful in battle, also gives us a firmer grasp in the towers. And the blue-glowing eyes might be something they wouldn't want, since it is freaking obvious. Maybe if it made the blood blue rather than the eyes.Cool, but as I said before, a spell only does one of the things that frag could do. I feel like you didn't actually read my last post. [...]
Blood-drinker Blades: (4) Kashyyk, TricMagic, Happerry, Rockeater
Criminal Syndicates: (4) Kashyyk, Happerry, Rockeater, TricMagic
Arianna Twist Queen (2) Flazeo255, Detoxicated
Magoc Faith (1) Flazeo255
Demonic Wings: (1): Detoxicated
You Guys do realize that the logistics have been mentioned alot in the war Report and that IT IS quite likely that the enemy is working in IT. If we on the other hand Work on IT First WE can expect quite the boon Out of IT.
Criminal Syndicates: Normal: (2+4)=6: Above AverageQuote from: Criminal SyndicatesAs long as there are two people who do not see eye to eye there will be crime in some form, and criminals are notoriously touchy about people moving in on their turf.
Thankfully our existing connections to these organisations (be it business or pleasure) offers a solution. By applying just the right amount of financial, violent and sensory pleasure, we should be able to take over all the existing street gangs, smuggling rings and other crime families in one fell swoop.
This will give us complete access to their assets, including the following:
- Protection rackets, providing a form of income
- Informants, who can track down angelic operations
- Enforcers, who can then remove those operations
- Smugglers, to ensure people and products can get in and out of the city safely
Blood-drinker Blades: Normal: (3+2)=5: AverageQuote from: Blood-drinker BladesOur first foray into enchanted weaponry, a Blood-drinker Blade resonates with Evil, giving it a malign aura and emitting a dark light. Otherwise, it appears to be a fairly standard steel weapon. It technically doesn't even have to be a blade, as the enchantment takes just as well to hammers and maces. (Officially named a Blood-drinker Bludgeon)
The enchantment kicks in when the weapon causes harm. Any blood that would be spilled is instead absorbed into the weapon itself, energizing the wielder and healing their wounds. Thus a suitably skilled combat could fight constantly for hours, recovering any injuries or fatigue they may suffer along the way, so long as they were able to keep up a body count.
Spiraling Missile: (1) TricMagic
Earthdigger Corps: (1) TricMagic
Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (1) TricMagic
Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (2) TricMagic, Kashyyk
Blood-Sipper Blades: (1) Kashyyk
Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (3) TricMagic, Kashyyk, Rockeater
Blood-Sipper Blades: (2) Kashyyk Rockeater
Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: ()
Manipular Missile: (3) TricMagic, Kashyyk, Rockeater
Blood-Sipper Blades: (2) Kashyyk Rockeater
Bronze Tools for Enchantment Work: (1) TricMagic
Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Manipular MissileManipular Missile: Easy: (3+1)+1=5: Average
While our Magic Missiles are by no means bad in any way, they could use some sensible refinement. Manipular Missiles are the next step of our Magic Missiles, with our scholars and researchers emphasizing absolute control over raw power. Our casters gain the ability to adjust the size of the magic missile, allowing them to hit a wider area with a weaker overall blast (since the magic energy within the missile remains the same regardless of size), or focus it all into a tinier mass with less area of effect but more direct impact.
Behavior of the missile changes with size, as the larger missiles are less affected by the "push" of magic against them, making them arc somewhat significantly as they get larger, while smaller missiles are much more accurate and fire in a near-straight line.
Blood-Sipper Blades((Note: For various reasons, I have interpreted this revision based on intention- "Use Alchemy to make weaker, cheaper Blood-Drinker Blades"- rather than literal content.))
While the Blood-Drinker Blades are quite the sight, they're perhaps a little too powerful for mass production. To work around the cost of production, we've implemented new Enchantment and Manufacturing procedures. Cheaper metals are engraved and enchanted to absorb blood as the Drinker Blades do,as it was discovered that materials absorb blood in different quantities at different rates. They are then put through the transmutative process, which does impact the strength of enchantment within the metal as the alchemical process interferes with the magics placed on the materials. While the effect is overall weaker than the Blood-Drinker Blades, Blood-Sipper Blades should be more readily available to our standard forces.
Nerd Tower: (1) Flazeo25
Lets try to complety soldify our hold in Mage Towers. Guess we need another revision or create design to fix our blades.You have to choose a specific province when sending Magoc to an Influence lane (Scholarly Towers in this case).Quote from: MagiocDarrin(Combat): (0)
Lesimor(Influence): (1) Flazeo25
Xa-Nam(Combat): (0)
Dologth(Influence): (0)
Darrin: (1) Kashyyk
Nerd Tower: (1) Flazeo25
Darrin: (1) Kashyyk
Nerd Tower: (2) Flazeo25, MoP
Darrin: (1) Kashyyk
Nerd Tower: (3) Flazeo25, MoP, Happerry
Quote from: MagiocDarrin: (2) Kashyyk, TricMagic
Nerd Tower: (3) Flazeo25, MoP, Happerry
Seems reasonable.
Transmutation is alchemy in the first place. But it can always be written as a newborn master alchemist making a potion to give them hat sort of ability.Alchemy is magical chemistry, basically. That is, you mix the right ingredients in the right way, and magic happens- most commonly used for mutations. You don't technically need any magical ability of your own to do alchemy (although it helps).
Darrin: (1) TricMagic
Nerd Tower: (4) Flazeo25, MoP, Happerry, Kashyyk
Deep within the jungle lives an ancient breed of tyrrano arachnid, the Greater Huntsman. The typical adult attains a legspan between 5 and 6 meters (16.5 to 19.5 ft), and lack other Huntsman spiders, they are capable of aggressively pursuing their quarry across broken terrain for several hundred meters. Their carapace means they are able to result resist glancing blows, although having long, spindly legs still poses risks versus a determined opponent. Like the majority of spiders, they possess venom that can cause severe pain and rapid local paralysis. Whilst not enough on its own to kill a target, the debilitating effects are bound to cause havoc. Their silk is comparatively anaemic, useful for binding prey for later consumption, but not suitable for webs or acrobatics.
At the cost of only a few lives, several eggsacs have been procured, allowing us to hand rear these specimens in service of Magoc. A training regime and ample food supply ensures that they are strong enough to bare a rider, whilst a specially designed saddle/harness ensures the rider will stay on whilst the spider climbs up, over and underneath various surfaces.
Specifically, this harness allows the rider free use of their hands, as well as strapping down the various tools and belongings attributed to a cavalryman in the field. Huntsman riders are all capable archers, with training in spear and sword to hold their own in Melee. As such, they are equipped with gambesons and helmets but no maille (although the war masks are typically somewhat arachnid in design).
They will never deliver a line breaking charge, but the ability to traverse broken and impassable terrain, a good sprint speed and a ranged attack makes them effective ambushers and light cavalry, if a little slower than horse on the march.
Another creature in the jungle is the Feathered Raptor, capable of both Bipedal and Quadrupedal movement, and sporting an impressive crown of feathers in blue, red and green to match the hues of its scales. These reptilian predators are skilled accent teachers and ferocious pack hunters, capable of bringing down foes three times their size with their sheep teeth and residual fire production. It's a real shame a fully grown raptor is no longer than a man's forearm.
But thenthe fire nation attackedMagoc discovered them. He saw their potential in His armies and so wove power into their forms, growing them and shqping them until they were approximately the size of a horse. Still ferociously loyal to their pack, they now considered Magoc to be the Alpha, and His devotees to be loyal packmates.
A Raptor's bite can tear off a man's arm at the shoulder, and if protected by maille, it merely crushes the offending limb into paste instead. Their fire affinity, whilst still not usable as a weapon, as been altered to give it resistance to fire and heat, whilst their scales can now turn aside any strike that isn't carefully lined up.
The Raptor Riders are collected from those Heavy Uruks with riding experience, and they arevgiven training with the lance as well as longer handled/bladed versions of the cleavers, axes and maces they are all ready familiar with.
This results in a solid heavy cavalry unit that can deliver a charge to a battle line, then continue to perform in the resulting melee. They will not be quite as agile in a scouting role, but no one can deny the usefulness of a force of cavalry that can track down and destroy most targets they come across.
(HE/C) The Obsessive Scholar: (1) TricMagic
Huntsman Harriers: (1) TricMagic
Magoc's Raptors: (0)
(HE/C) The Obsessive Scholar: (2) TricMagic, Flazeo25
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (0)
(HE/C) The Obsessive Scholar: (2) TricMagic, Flazeo25
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
(HE/C) The Obsessive Scholar: (2) TricMagic, Flazeo25
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (1) TricMagic
(HE/C) The Obsessive Scholar: (3) TricMagic, Flazeo25, MoP
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (2) TricMagic, MoP
(HE/C) The Obsessive Scholar: (4) TricMagic, Flazeo25, MoP, Rockeater
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (3) TricMagic, MoP, Rockeater
Since the dawn of time, the sentient races of the world have huddled together as night fell, retreating to the safety of their campfires and trying not to think about the horrors that await in the dark. Many refer to this as the dark ages, where demons and their worshippers would prey upon the good-hearted little sheep.
Only a few recognise that a Demon is not the worst thing that one can find in the dark. No, that crown will always be worn by the bespoke monster conjured up by your own mind, the one you see clawing at the edge of your nightmares. Imagine then, if the deepest fears of five hundred unrepentantly good mortals was extracted, painstakingly, and then woven together into a tapestry of horror that stalked the Dreamscape.
The Dream Eater, as a resident of a plane that treats the laws of physics as polite suggestions, is of no clear form. It can not affect, nor even perceive the mortal realm, and instead stalks our enemies as they sleep, devouring their hopes and dreams and leaving them a shadow of their former selves, for their passions and goals will have been literally ripped out of them. For those with strong mental fortitude, they may be able to cling onto their most precious thoughts, but the weak minded will become catatonic or even go mad in anguish.
It is not particularly discriminate in its predation, although an alignment towards Magoc makes someone a slightly less appetising option than someone who still has good in their hearts.
It is evident that our forces have outgrown the old forts that Darrin and Xa-Nam have abandoned in the countryside, however they can still prove useful to the cause, and in a much more active capacity.
After picking a site with an interestingly brutal history, Magoc spent a day and a night at the old fort, as He seeded it with Evil and corruption that sunk into the stone. The rock boiled, alternately fusing together the blocks or splitting them apart to reveal pulsing veins and glistening sinews within. The gates twisted until they opened horizontally in a facsimile of a grin, whilst the arrow slits glowed with a blood red light.
Most important though is that the fortress now has the ability to move, and a will to direct it. Able to pick itself up by the foundations and walk along on a dozen buttressed legs, it is a little clumsy, considering it is formed purely from stone and malice. However it does not tire, allowing it to keep up with a marching army and provide a fortified position to fight from at a moment's notice. Further, it has a number of responses to hostile action, triggered by reflex, crushing them between walls, or pushing away ladders. It could even be sent to rampage through an enemy field army like some sort of overgrown howdah, crushing enemy soldiers with its sheer weight, and providing a firing platform for the soldiers above.
Our cult has come long way, from just some huddled madmen muttering nonsense in raged robes and acolytes who were even unable tell one end of weapon from other... Thanks to guiding hand and teachings given to us by our master Magoc. We have organized ourselfs, became stronger through blessing of mutations and have discovered wonders of alchemy. But we must still press on, said the gathered members of the faithful as conclave was embraced. Many of us what split between what we come to agreement upon and what we shall doing going forward... scholars and mages form orange university, petty crime bosses and well influenced gentlefolk of cities as well as our allies from Victory party were invited to attend in petitioning their troubles and ask for motions. We even had 1 or 2 members of those Doves here and there, baha. Well as all events go this was right exciting not with just grunts and nods but occasional sword drawn by uruk, thief losing a finger or two, some mages setting people a blaze and rather long discussion snacks for when breaks occurred.
Well no matter, the conclave went on for few days, most important topics were rational for why we did evil and present arguments for philosophies behind it and building of organized doctrine. In doing so notes of event were taken to Magoc where faithful beseeched him to allow them to go forward.
Well here is results of motions drawn upon.
Motion One: Our military structure was pointed out to be abysmal by victory party delegates who were invited to the conclave, so much that even uruks muttered in agreement... Our uruks currently form disorganized rows tightly packed whenever in battle, while some of armies in current history still do this it has left ours vulnerable to getting cut down sunbows and being left open for attacks by those acursed magic they call "good". Even our command structure is too simple so we came up with methods to fix this... Our uruks would be split into different groups:
"Bellorch" - Our first type of group and main standard, each would compose of 10-15 light uruk, 1-2 acolytes, 3 heavy uruks and 2-3 uruk commanders. These commanders would be 1 captain and 2 sub-captains who uruks would report to. This group will be main force on battle spread out evenly between each other they will mainly be covering second and last line of our front.
"Carosoch" - Our second type of group will be ones cover front line they are less numerous, each would compose of 1-2 CHADS of they available, 5 Heavy Uruks as well, 10 light uruk and 2 uruk commanders. The commanders of this group fill roll of sub-captains while Chad fills role of captain, this group duty is march forward and act shield wall protecting us from nasty foes.
"Warmoch" Our third type of group and composed of ours dealy. We would employ most of our Acolytes suitable and already drafted for war here into seperate sub groups each led by 1 warcaster. This group would be well guarded protected by our lessers the uruks and be backbone of laying waste to enemies.
"Skimoch" Our forth type of group suitable for scouting and firing back. This group compose of our 10 uruk archers and our Crows, each led by 1 uruk commander. 2 of senior ranked archers would fufill role of sub-captain and uruk commander would lead, they be ones to look after the crows and use them... their purpose being to harrass enemies durning retreats, lay volleys on their pesky bowmen.
"Ravageoch" This is final type of group, that will compose of skirmishers, each would be full Misfits, Mutamist Sprayers and Mutamist Globadiers. The group would be led by most senior Mutamist
with their duty solely composing of hit and run tactics, laying waste to enemies through our concoctions of mutagens and chemicals, this group will be reckless as their considered by cannon fodder by our uruks.
Second Motion: Our second one was about crime while our bootleggers were selling well and our influence was spreading that still didn't matter if we couldn't leverage our reach far enough and make our grasp tighten, so we came away with more turn on organizing various groups who are under our strings. We would send our consorts of desire to lead our new criminal network of each town or city we got our foot in, with keepers of desires and 1 or acolytes as hands to form organized structure we went to work. We shared benefits of why they should join criminal networks under us whether through incentive, intimidation or outright elimination of those who wouldn't submit... but wait that wasn't enough to truly get ball rolling we cut loose our purse with bootleggers and offered up scheme here:
Bootleggers Marketing: For every criminal, merchant or whatever who signed on we would give them free samples of our stuff monthly if they went out of way to follow our new rules and even more if they recruited others. Those who recruited well and stood out above the rest were awarded with better quality bootleggers. Well any who go above and beyond what we wanted would be given privilege of spending private times with consort and given access to various concoctions to truly rock their desires. (Think of multilevel marketing).
Third Motion: Our final motion, was about supporting and supplying our various factions, we would set up deals with doves to propose the selling of our Blood-Drinker Blades and boot-legger bombs-adding chemicals to ensure not drunk by doves themselves, to which they may make use of against hawks these deals be at slight discount to them. As for allies in orange Uni we would offer exchange of theories both mundane and magical as well as having some scholars study with our Acolytes in warcaster keep and send some of own to study at scholars tower if allowed.
(HE/C) The Obsessive Scholar: (4) TricMagic, Flazeo25, MoP, Rockeater
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (3) TricMagic, MoP, Rockeater
R.E.D: (1) Flazeo25
(HE/C) The Obsessive Scholar: (4) TricMagic, Flazeo25, MoP, Rockeater
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (4) TricMagic, MoP, Rockeater, Kashyyk
R.E.D: (1) Flazeo25
(C) The Walking Fortress: (1) Kashyyk
(HE/C) The Obsessive Scholar: (4) TricMagic, Flazeo25, MoP, Rockeater
Huntsman Harriers: (1) Flazeo25
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (4) TricMagic, MoP, Rockeater, Kashyyk
R.E.D: (1) Flazeo25
(C) The Walking Fortress: (1) Kashyyk
(HE/C) The Obsessive Scholar: (3) TricMagic, Flazeo25, MoP,
Huntsman Harriers: (2) Flazeo25ת Rockeater
Magoc's Raptors: (1) Kashyyk
Frag (http://www.bay12forums.com/smf/index.php?topic=175026.msg8134956#msg8134956): (4) TricMagic, MoP, Rockeater, Kashyyk
R.E.D: (1) Flazeo25
(C) The Walking Fortress: (2) Kashyyk, Rockeater
If we want to summon a walking fortress later, our Magic champion can help with that.Please don't expect a Champion whose schtick is absorbing knowledge to actually grant you a bonus to all fields. The Obsessive Scholar's skillset would not assist in the creation of a gigantic animated fortress.
FragFrag: Normal (+1 Bonus): (1+3)(+1)=5: Average
Our alchemists have been toiling away to replicate the widespread success of Bootleggers, and they think they’ve finally succeeded.
The components that make up this particular concoction solidify once properly cooked, requiring it be broken apart and crushed into a fine blue powder - hence the name Frag, short for Fragments.
Frag’s peculiar concoction affects people differently based on their openness to the flow of magic. Those without inherent abilities with magic feel invigorated in both mind and body. Creativity and response times are increased, and a calming feeling washes over their being, allowing greater focus. Those with magical ability feel the same calming wave, and experience an immediate increase in both magical potency and control.
Both magical an nonmagical users become addicted to the feelings of power and perceived intelligence that Frag provides. Frequent users see light permanent mutation in the form of a soft blue glow in the whites of their eyes.
Frag is best used as an inhalant through nose or mouth, but any means of ingesting will have an effect on the user. It is sold in chunks in a nifty attractive royal purple bag with a silver-colored drawstring. Frag is produced for distribution among our forces and sale to those interested in buying. Free samples are provided for the Scholarly Towers.
High-Effort Champion/Monster Guy: The Obsessive ScholarThe Obsessive Scholar (Champion)(High Effort):
Magic is a field that draws many to it for just as many reasons. Few master a single art, fewer master multiples, and fewer still find a solution to the questions or problems that drew them to magic in the first place. The Obsessive Scholar's singular focus was but one question he oft asked himself - "Why?" He infuriated his peers during his studies in the Scholarly Tower, pestering them over the most minuscule detail, driving them to explain everything back to the creation of the realms themselves. No answer proved thorough enough for The Obsessive Scholar.
He was an esteemed guest of many a court, sharing his knowledge in exchange for free access to any library in the realm. He pored over tome after tome, flipped thousands upon thousands of pages, scoured every line, word, and letter or symbol in every text and scroll. Still on occasion he found himself able to ask "why?" and come up with no answer. The Obsessive Scholar learned of ancient ruins now brought to life by some demon cult, and heard rumors of the impressive stores of knowledge this cult held in it's grasp, so of course he had to see it for himself.
He was impressed when he'd arrived, but The Obsessive Scholar soon grew frustrated. Alchemy was interesting but the Cult of Magoc had a basic level of knowledge that only scratched upon ancient tales of the power of that Art, and with their very limited library of spells there was even less for him to work with. Indeed, The Obsessive Scholar grew maddened by yet another disappointment and sought after knowledge of the demon Magoc itself. He demanded the demon answer each and every question until The Obsessive Scholar was satisfied. Magoc, amused by this conjurer of cheap tricks, presented itself before him and offered a challenge: if The Obsessive Scholar asked a question Magoc could not answer, The Obsessive Scholar would be free to take the entirety of the wealth of the cult in order to fund his ongoing search for more, with Magoc working as a demonic aide. If The Obsessive Scholar could be satisfied however, he would eternally work as a slave to Magoc, forced to give up his search for knowledge in order to act as an extension of Magoc's will.
One should not need a summary of a face-off between a curious mortal and a demon in it's prime, especially when the demon is one who is skilled with words. The Obsessive Scholar asked questions for days on end, and Magoc would provide empty answer after empty answer. Magoc strung The Obsessive Scholar along with a line of questions so long and cyclical that The Obsessive Scholar didn't realize until too late that the question he was halfway through asking had already been answered, and when he tried to quickly come up with another question to recover from his stumble, he realized with fright that each question he could summon forth in the moment had already been answered.
In the moment that he faltered, Magoc claimed victory, damning The Obsessive Scholar to an eternity of servitude. The Obsessive Scholar vanished in a blast of noxious black fumes.
What came to be in a ritual chamber beneath the ruins was something more than The Obsessive Scholar ever dreamed he would be. His mind was sharper than any mortal mind, capable of grasping and focusing the most complex of magics. His body was turned completely hairless, and all of his features erased from his physical form. His skin seemed to run smoothly across the entirety of his body, with naught but two slits for his eyelids, two for his nostrils, and one for his mouth. His eyes themselves are a pitch black, and his skin a porcelain white. These features play into his abilities granted by Magoc.
The Obsessive Scholar cannot shapeshift freely as Magoc can. Instead, The Obsessive Scholar must embrace someone he wishes to take the form of. They are absorbed and broken down by his flesh, not only granting him the ability to change into them at will, but also granting him all of the target's knowledge and memories up to the point of absorption. The process is fast and leaves nothing of the person's body itself behind.
The Obsessive Scholar is meant to be a Magic Champion.
Currently the military hierarchy is pretty flat, (Magoc > Commanders/Warcasters > Everyone else), so when mutiple Commanders are in one place a substantial amount of ego measuring takes place, with a fluid hierarchy depending on experience, personal combat prowess, physical size, relative unit strength and arrogance in varying degrees.
Instead, we shall formalise it a little. Each front will have a designated Warlord, responsible for the direct management of the army and being the one who must go to Magoc/other-military-champion for orders. They will have final say on seniority order for the rest of the Commanders. If a Commander feels they have been incorrectly judged, they may make a formal challenge for restitution, and if successful, they will have earned the position they challenged for. The Warlord position is naturally available for challenge. A challenge consists of a small mock battle (where a casualty rate higher than 20% is frowned upon) between equal numbers led by the challengers. Their solders may come from their own unit, and/or from the unit of another Commander with permission, ensuring that a modicum of social skill is required of our senior military officers.
As the Heavy Uruks are the experienced cream skimmed from the Light Uruk crop, so are the Shocktroops selected from the Heavies. Veterans of multiple deadly battles, the Shocktroops are clad in the same half plate as their Commanders, and are all armed with large two handed weapons, such as hammers, swords, pikes and halberds. These superheavies are ideal for securing a battle line, forcing a gate or cutting their way through enemy troops like a scythe through wheat.
Frag gives a pleasant rush to the user and a boost to our casters, but it's combat utility for our rank and file is a little underwhelming, thus a new form known as Spike was developed. This version, a deep purple shade, instead drives the magical flow into the users muscles, giving a surge of strength and stamina instead of opening it up to the senses and skilled manipulation. When ingested via one of the more direct routes (such as direct consumption or snorting), it should be usable in combat as a quick pick-me-up and source of second wind, as well as a way to maximise the vendor by deleting application until just before it's needed.
Uruk Warlords (1): MoP
Frag Dens (1): MoP
Uruk Warlords (2): MoP, Flazeo25
Frag Dens (1): MoP
Pests Blight (1): Flazo25
Uruk Warlords (2): MoP, Flazeo25
Frag Dens (1): MoP
Pests Blight (1): Flazo25
Hell-Rats: (1) TricMagic
Magic Arrow: (1) TricMagic
Uruk Warlords (3): MoP, Flazeo25, Kashyyk
Spike (1): Kashyyk
Frag Dens (1): MoP
Pests Blight (1): Flazo25
Hell-Rats: (1) TricMagic
Magic Arrow: (1) TricMagic
Uruk Warlords (3): MoP, Flazeo25, Kashyyk
Spike (1): Kashyyk
Frag Dens (2): MoP, Rockeater
Pests Blight (1): Flazo25
Hell-Rats: (2) TricMagic, Rockeater
Magic Arrow: (1) TricMagic
Uruk Warlords (3): MoP, Flazeo25, Kashyyk
Spike (1): Kashyyk
Frag Dens (2): MoP, Rockeater
Pests Blight (1): Flazo25
Hell-Rats: (2) TricMagic, Rockeater
Magic Arrow: ()
Infernal Missile: (1) TricMagic
Infernal Missile
While ordinarily Magical Missile is just unreformed magic or evil, we instead learned to shape it, refine it if you will into more elemental form. This refinement allowed us to infuse it with a fire property, when launched it was shown to leave burn marks on targets, as well as potential to catch fire at times. It can burn and ignite through objects and people given the chance, making it useful for barrage attacks and burning down buildings.
Each Missile is suitable for long range bombardments, having slightly better penetration than before and burning up bits of air where they hit, it's Uruks favorite spell to use when fighting.
Warcasters on other hand are able to shape the Missiles into bigger form, shaped into larger ball given more physical form, they use this to instead hit large area. The use of this method makes repeated use more challenging but will likely be more useful in dealing with groups of good.
As for what would make it viable, elemental magic. I did point out issues with elemental magic, yes. It’s almost like there’s no easy way of making MM massively more effective with no drawbacks?? Weird.
Uruk Warlords (3): MoP, Flazeo25, Kashyyk
Spike (1): Kashyyk
Frag Dens (2): MoP, Rockeater
Pests Blight (1): Flazo25
Hell-Rats: (2) TricMagic, Rockeater
Magic Arrow: ()
Infernal Missile: (0)
Wagon Project: (1) TricMagic
Tric, remember when the GM recently said this?To be clear, the issues I mentioned were the following:Quote from: From DiscordAs for what would make it viable, elemental magic. I did point out issues with elemental magic, yes. It’s almost like there’s no easy way of making MM massively more effective with no drawbacks?? Weird.
Let's not waste a revision on something that is going to, at best, provide a sidegrade as opposed to an upgrade. Infernal Missile is just Manipular Missile with Fire, and that added Fire is going to cost us. Yes, it might make it a Warcaster-strength spell, but it's not worth spending the action on for the sake of having a Warcaster-strength spell. If we want a Fireball, we should design one with benefits, not tweak it out of something else entirely.
Lobbing around elemental magic could drastically increase the efficiency cap. The problems with this would be that A) for a baseline acolyte, MM is efficient enough, and B) MM is very easy to cast, whereas an elemental variant may be less so.I did not intend to suggest that an elemental revision to MM is infeasible or pointless, rather that there are upsides and downsides. Also, when I said "baseline acolyte", I meant the ones you started with- your current acolytes are notably stronger, to the point where an elemental revision to MM would result in greater damage output- not massively so, not as much as Warcasters would get, but not an insignificant amount. Just mentioning this in case there's any confusion.
Tric, where are those numbers coming from?
Uruk Warlords (3): MoP, Flazeo25, Kashyyk
Spike ():
Frag Dens (3): MoP, Rockeater, Kashyyk
Pests Blight (1): Flazo25
Hell-Rats: (2) TricMagic, Rockeater
Magic Arrow: ()
Infernal Missile: (0)
Wagon Project: (1) TricMagic
Uruk Warlords: Trivial: (4+4)+2=10!?: Unexpected BoonQuote from: Uruk WarlordsCurrently the military hierarchy is pretty flat, (Magoc > Commanders/Warcasters > Everyone else), so when mutiple Commanders are in one place a substantial amount of ego measuring takes place, with a fluid hierarchy depending on experience, personal combat prowess, physical size, relative unit strength and arrogance in varying degrees.
Instead, we shall formalise it a little. Each front will have a designated Warlord, responsible for the direct management of the army and being the one who must go to Magoc/other-military-champion for orders. They will have final say on seniority order for the rest of the Commanders. If a Commander feels they have been incorrectly judged, they may make a formal challenge for restitution, and if successful, they will have earned the position they challenged for. The Warlord position is naturally available for challenge. A challenge consists of a small mock battle (where a casualty rate higher than 20% is frowned upon) between equal numbers led by the challengers. Their solders may come from their own unit, and/or from the unit of another Commander with permission, ensuring that a modicum of social skill is required of our senior military officers.
Frag DensFrag Dens: Easy: (3+3)+1=7: Superior Craftsmanship
Built into the backrooms of established cult fronts, Frag Dens are underground (occasionally both figuratively and literally) locations where trained cultists administer "proper" amounts of Frag and provide the basic comforts and care for those who utilize the substance. While Frag Dens are meant primarily as a means of bringing in and observing potential recruits as we corrupt them both body and mind, they also act as a business. While Frag can be sold everywhere, Frag Dens sell the product (at the highest quality available) and charge a small fee for use of rooms, food and water service, and medical attention should it be necessary. Consorts also occasionally make rounds at the Dens, especially once a good (which in this case means evil) recruit is found.
Don't Blitz (0):
Xa-Nam Only (0):
Darrin Only (1): Flazeo25
Both (0):
Scholarly Towers (1): Flazeo25
Wartorn Wastes (1): Flazeo25
Quote from: BlitzDon't Blitz (0):
Xa-Nam Only (1): TricMagic
Darrin Only (1): Flazeo25
Both (0):Quote from: Obsessive ScholarScholarly Towers (1): Flazeo25, TricMagicQuote from: MagocWartorn Wastes (1): Flazeo25
Darrin (1): TricMagic
BLITZ
Don't Blitz:
Xa-Nam Only (1): TricMagic
Darrin Only (1): Flazeo25
Both (1): MoP
OBSESSIVE SCHOLAR
Scholarly Tower (3): Flazeo25, TricMagic, MoP
MAGOC
Wartorn Wastes (1): Flazeo25
Darrin (2): TricMagic, MoP
BLITZ
Don't Blitz:
Xa-Nam Only (1): TricMagic
Darrin Only (0):
Both (2): MoP, Flazeo25
OBSESSIVE SCHOLAR
Scholarly Tower (3): Flazeo25, TricMagic, MoP
MAGOC
Wartorn Wastes (0):
Darrin (3): TricMagic, MoP, Flazeo25
BLITZ
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (3): MoP, Flazeo25, TricMagic
OBSESSIVE SCHOLAR
Scholarly Tower (3): Flazeo25, TricMagic, MoP
MAGOC
Wartorn Wastes (0):
Darrin (3): TricMagic, MoP, Flazeo25
BLITZ[/quote]
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (4): MoP, Flazeo25, TricMagic, Kashyyk
OBSESSIVE SCHOLAR
Scholarly Tower (4): Flazeo25, TricMagic, MoP, Kashyyk
MAGOC
Wartorn Wastes (0):
Darrin (4): TricMagic, MoP, Flazeo25, Kashyyk
BLITZ
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (5): MoP, Flazeo25, TricMagic, Kashyyk, Happerry
OBSESSIVE SCHOLAR
Scholarly Tower (5): Flazeo25, TricMagic, MoP, Kashyyk, Happerry
MAGOC
Wartorn Wastes (0):
Darrin (5): TricMagic, MoP, Flazeo25, Kashyyk, Happerry
Our allies in the Fortified Frontier complain about a lack of support. Our colleagues in the Trade City complain about a lack on business opportunities. Our peers at the Scholarly Towers complain about a lack of Magical Knowledge. Let it never be said that Magoc ignores others. Indeed, he always listens. He's just rarely inclined to do what you want unless it also benefits him. Anyway, I digress.
Leaning on our knowledge from the Blood Drinker Blades, a mage can consume a portion of life force (using blood as a transfer medium) to 'modify' a subject. This life force can be taken from the caster, the subject or even a third party, although in each case the caster will need comfortable access in order to draw the blood and then manipulate it. Thus blood thralls of many stripes are possible, be they slaves, death row criminals, or even captured enemy combatants. It would be substantially more difficult to use an 'unwilling donor' if they are not controlled, so we can't expect anyone beyond Magoc to be able to pull that off.
The simplest form of this spell is to restore the subject to their base state. Also known as healing. Wounds, sickness, mental fatigue, all can be recovered from with a suitably sacrifice in blood.
However, not everyone wants to be merely restored. Some want to be something more. A more talented mage can use life force to enhance a subject's physical and mental abilities, and even restore their youth, although naturally this is more costly, and needs renewal to maintain its affects. You can live forever as the epitome of perfection, if you're willing to regularly sell another's life in place of your own.
Warmth. Comfort. Life. These are the classics the common folk ascribe to Good. Unsurprisingly they also describe the Summer, with its long days full of festivals and fun. Naturally, Winter is our domain, with gnawing cold, empty stomachs and death all around.
Bearing a passing resemblance to our magic missile derivatives, Winter's Bite is a projectile of magically enhanced and evil-infused winter. Whilst frigid cold is a core part of it, and is the immediate killer when the projectile lands, the essence of winter afflicts the impact zone with a substantially lower temperature for a day or so, that saps the strength and will of those who enter, even stealing the food from their bellies and leaving them with nothing but weakened limbs, chattering teeth and a deep hunger.
Touch of the Hemophile: (1) TricMagic
Winter's Bite: (1) TricMagic
A take on the communion songs seen in more… conventional circumstances, the Deep Blue Dream serves to enhance its casters through the power of Frag. When cast, the spell networks any Fragged individuals in the area together, forming a communion link that provides access to exponentially augmented spells for any caster, effectively allowing for a mass Mana pool. Most notably, however, is its use of Frag as an artificial mana bridge, allowing its access to the mundane. So long as a caster is present to begin the Dream, Non-magic Fragged users can lend their inner mana and life force to the spell, in exchange for tapping into (albeit limited) drips of magical power.
Of course, much like the Mana provided, this does have the slight side effect of concentrating the Evil present in each dose of Frag into one, aggregate evil pool. This can be mitigated by the communing casters ‘dumping’ the aggregated Evil into varying quantities amongst their members, if they were feeling selfish. But hey, you only live once, right?
Touch of the Hemophile: (2) TricMagicת Rockeater
Soulfang Jaguars: (1) Rockeater
Winter's Bite: (1) TricMagic
Not quite sold on healing, especially for gaining nerd influence, since the Angels got healsongs and therefore it's not quite as "experimental" as something we cook up fresh. I think of Kashyyk's proposals, Winter's Bite might garner more favor with our brand of nerds.
... We are not fighting in the Plains. We are fighting in the Rice Terraces, and the River Crossing.MoP mentioned this in Discord, but just to be clear, the main fight this month in the River Crossings will not actually occur at a river crossing, but rather in the plains between them.
They relinquish the field to the angelic army, ensuring that next month's battle [in Xa-Nam] will once again take place in open fields.
Why do you constantly paint teams as doomed unless they do the thing you want? Not having healing isn't helping us, sure, but just like any other field in any arms race, things will appear more dire when you compare something one team has progressed in to the other team's lack thereof. In other words, just because we don't have one thing doesn't mean we lose. I bet having magic casters all throughout our forces seems bad when compared to the Angel's limited range of casters, but they're not going to lose just because we have an extra trick up our sleeve.
What makes you think armor will be next? Have you read the BR yet? If so, what points towards them wanting to make armor? My glaive proposal was a guesstimate of a potential action based on the GM explicitly telling us the battlefield will be open ground, not just baseless assumption.
Get out of here with the "hurr durr immovable wall unstoppable object" shit because that isn't even a point for any argument, it's just you saying words.
I don't hate healing, I just see other ways to victory that don't require it. Our army is achieving strategic parity with the angels while individually being better in most combat-related cases, and if we press that then it doesn't matter how well the Angels heal when they're being slaughtered where they stand. Yeah, there's some trickleback, but if we can solidify our battlefield position and bring about a swifter end to our opponents, not only will dudes being healed be less likely to return to a losing front (instead they'd fall back and perhaps slow our progress, but not push us to a loss), but swifter, more brutal battles give the enemy's superior ranged units less time to harass our forces from afar.
(can we please keep to one place or the other, tric?)Actually, while Discord discussion is a good way to work through ideas faster, I encourage you to not neglect the thread entirely. Not only for the sake of folks who don't want to use Discord for whatever reason, but also because it can be useful to have a record of the reasoning behind decisions, and reading through the thread is easier than scrolling back up through Discord.
I'm very much of the opinion that Cavalry would be quite useful for us right now. Mounted troops are excellent vanguard forces as the extra height gives them a better view, and the speed means they can range further and pick their engagements.
This would allow us to shutdown sunbow units much more rapidly than a CHAD can run, as well as strike less protected targets such as logistical elements or outnumbered scouts.
Thus, have a few suggestions (cos regular old horse bois are boring):Quote from: Huntsman HarriersDeep within the jungle lives an ancient breed of tyrrano arachnid, the Greater Huntsman. The typical adult attains a legspan between 5 and 6 meters (16.5 to 19.5 ft), and lack other Huntsman spiders, they are capable of aggressively pursuing their quarry across broken terrain for several hundred meters. Their carapace means they are able to result resist glancing blows, although having long, spindly legs still poses risks versus a determined opponent. Like the majority of spiders, they possess venom that can cause severe pain and rapid local paralysis. Whilst not enough on its own to kill a target, the debilitating effects are bound to cause havoc. Their silk is comparatively anaemic, useful for binding prey for later consumption, but not suitable for webs or acrobatics.
At the cost of only a few lives, several eggsacs have been procured, allowing us to hand rear these specimens in service of Magoc. A training regime and ample food supply ensures that they are strong enough to bare a rider, whilst a specially designed saddle/harness ensures the rider will stay on whilst the spider climbs up, over and underneath various surfaces.
Specifically, this harness allows the rider free use of their hands, as well as strapping down the various tools and belongings attributed to a cavalryman in the field. Huntsman riders are all capable archers, with training in spear and sword to hold their own in Melee. As such, they are equipped with gambesons and helmets but no maille (although the war masks are typically somewhat arachnid in design).
They will never deliver a line breaking charge, but the ability to traverse broken and impassable terrain, a good sprint speed and a ranged attack makes them effective ambushers and light cavalry, if a little slower than horse on the march.Quote from: Magoc's RaptorsAnother creature in the jungle is the Feathered Raptor, capable of both Bipedal and Quadrupedal movement, and sporting an impressive crown of feathers in blue, red and green to match the hues of its scales. These reptilian predators are skilled accent teachers and ferocious pack hunters, capable of bringing down foes three times their size with their sheep teeth and residual fire production. It's a real shame a fully grown raptor is no longer than a man's forearm.
But thenthe fire nation attackedMagoc discovered them. He saw their potential in His armies and so wove power into their forms, growing them and shqping them until they were approximately the size of a horse. Still ferociously loyal to their pack, they now considered Magoc to be the Alpha, and His devotees to be loyal packmates.
A Raptor's bite can tear off a man's arm at the shoulder, and if protected by maille, it merely crushes the offending limb into paste instead. Their fire affinity, whilst still not usable as a weapon, as been altered to give it resistance to fire and heat, whilst their scales can now turn aside any strike that isn't carefully lined up.
The Raptor Riders are collected from those Heavy Uruks with riding experience, and they arevgiven training with the lance as well as longer handled/bladed versions of the cleavers, axes and maces they are all ready familiar with.
This results in a solid heavy cavalry unit that can deliver a charge to a battle line, then continue to perform in the resulting melee. They will not be quite as agile in a scouting role, but no one can deny the usefulness of a force of cavalry that can track down and destroy most targets they come across.
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (2) Rockeater, Kashyyk
Winter's Bite: (1) TricMagic
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (3) Rockeater, Kashyyk, MoP
Winter's Bite: (1) TricMagic
Mending Philter: (1) MoP
I agree with Kashyyk on this one. Things seem stuck in a rut combat wise, and opening up a new theatre might give us some opportunities.
Combat is currently operating on a knifes edge, so we need to deploy a Combat focused design. Cavalry is a more versatile improvement there than an artillery spell, as it fills a gap we don't really have anything for. As I mentioned, it gives us faster, more mobile scouts, a more rapid vanguard, extra momentum on a charge and the ability to flank with impunity. All excellent for the between-river pitched battle we'll be facing this turn. However it does little to nothing for our Covert Ops. In comparison, an artilelry spell is an improvement on a niche currently foleld by our various Magic Missile derivatives. A sorely needed one, for sure, but it's an iteration, rather than a new direction.
Fantastic design for post-battle medical care, with a lot of viability in infiltration sales as well. Depending on how we pitch it, the Philters could be seen as the 'popular' medicine, one accessible for day to day life. Plus, if we pre-dose our Uruks, some of the 'thousand cuts' issues may be mitigated.
Mending Philter
Mending Philters are break-resistant vials capped with cork containing an opalescent red liquid. Our alchemists boiled down a number of relatively common jungle plants and had our casters infuse the concoction with magic and evil as it brewed. The result is a liquid that grants the bearer a very slight regenerative ability when drank for an hour before wearing off, while pouring it directly onto injuries sees the person heal rapidly. Mending Philters don't require additional magical input to achieve the healing effects, allowing our forces to use it without taking up a spell slot as well as letting us sell it to common folk.
Alchemy is magic, it's a forbidden knowledge, so chances are there aren't really healing potions widely available, and the nerds are gonna be really curious due to alchemy's experimental nature. Making our healing a potion lets us get magical healing with whoever we can based on it's expense, and it lets us sell it in the streets without needing to put healers out there to get beat up.
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk[/quote]
Soulfang Jaguars: (3) Rockeater, Kashyyk, TricMagic
Winter's Bite: ()
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (4) Rockeater, Kashyyk, TricMagic, MoP
Mending Philter: (1) MoP
Touch of the Hemophile: (4) TricMagic, Rockeater, Kashyyk, Wyrdbyrd
Soulfang Jaguars: (4) Rockeater, Kashyyk, TricMagic, MoP
Mending Philter: (1) MoP
The forts we have claimed from the mortal kingdoms are embarrassingly unmaintained. They are barely suitable to house the cattle we sacrifice to Magoc, let alone our mighty armies.
Thus, the ancient stonework will be restored, returning the central keep and its walls to something worthy of His name. The rotting gate will be replaced with sturdy hardwood banded in steel, and the walls and tower will be draped in banners displaying our Demonic Heraldry. The interiors will be cleaned and maintained, and then filled with bunk beds and chests so our troops may rest and store their personal effects. Beneath the keep, the cellar will be expanded and stocked with food, whilst the well will be cleared and made ready to supply the Garrison.
Finally, the courtyard will contain an ever burning pyre to Magoc, at which rituals are performed and slaves sacrificed to sustain Him, produce an aura of Evil throughout the Temple and maintain the basic strengthening wards placed on the gates and walls to extend their endurance.
Soulfang JaguarsSoulfang Jaguars: Hard: (3+2)-1=4: Below Average
Magoc's influence is corruption absolute. Nothing within his realm can evade his twisting gaze and grasp for long, intentionally targeted or not. The latter is the case with the Soulfang Panthers. Magoc's corruptions of the jungle, and the introduction of his cultists, ate away at the natural habitat of the local wildlife. Feeding off of the corrupted land, prey animals found themselves in turn corrupting their predators upon consumption. Prey would not last long in these changing and increasingly hostile environments however, and the jaguars of the jungle, empowered by darkness and emboldened by hunger, struck out at stray cultists. The darkness swelling within these animals was not satisfied, and in turn neither was their hunger, but with the corruption of evil often comes change and opportunity.
A number of jaguars, altered by the passive local Evil and their new diets, found their appetites whetted not just by the body, but the mind as well. The beasts fangs penetrated flesh and spirit both, and their saliva containing a toxin that coated their teeth to permit the spiritual assault, with a side-effect not unlike getting shit-faced drunk should it enter an open wound, and a painful rash otherwise. These Soulfang Jaguars were frightening to behold at first, their bodies unnaturally larger and stockier than the natural jaguar's, and these semi-intelligent beasts were rumored to have taken down a number of CHADs before drawing Magoc's eye.
Magoc was not one to practice turning the other cheek, or letting bygones be bygones. It's besting by a lesser being sat as poorly with it as one could ever imagine, and these beasts seemed as good an opportunity as any to bite back.
The Soulfang Jaguars were acquired by cultists and treated with an alchemical bath. Meant as mounts for Uruks, the beasts are quite large and packed with muscle, and it is expected that they will be temperamental but ultimately tameable and trainable.
Touch of the Hemophile: Normal: (3+3)=6: Above AverageQuote from: Touch of the HemophileOur allies in the Fortified Frontier complain about a lack of support. Our colleagues in the Trade City complain about a lack on business opportunities. Our peers at the Scholarly Towers complain about a lack of Magical Knowledge. Let it never be said that Magoc ignores others. Indeed, he always listens. He's just rarely inclined to do what you want unless it also benefits him. Anyway, I digress.
Leaning on our knowledge from the Blood Drinker Blades, a mage can consume a portion of life force (using blood as a transfer medium) to 'modify' a subject. This life force can be taken from the caster, the subject or even a third party, although in each case the caster will need comfortable access in order to draw the blood and then manipulate it. Thus blood thralls of many stripes are possible, be they slaves, death row criminals, or even captured enemy combatants. It would be substantially more difficult to use an 'unwilling donor' if they are not controlled, so we can't expect anyone beyond Magoc to be able to pull that off.
The simplest form of this spell is to restore the subject to their base state. Also known as healing. Wounds, sickness, mental fatigue, all can be recovered from with a suitably sacrifice in blood.
However, not everyone wants to be merely restored. Some want to be something more. A more talented mage can use life force to enhance a subject's physical and mental abilities, and even restore their youth, although naturally this is more costly, and needs renewal to maintain its affects. You can live forever as the epitome of perfection, if you're willing to regularly sell another's life in place of your own.
The process to make a Jaguar large enough for an Uruk to ride is unreliable, yet there is little benefit to doing so beyond providing them immediate direction.
Thus instead we shall select only the Jaguars that present the highest odds of coming through the alteration with their minds still subservient to their riders. In turn we shall select only those rider candidates with the greatest willpower to be the Pack Lords.
The rest of the jaguars will receive only minor alterations to encourage subservience to the Alpha Jaguar (who will naturally be the most physically capable specimen)and is in turn subservient to the Pack Lord. In this way we reduce the failure rate of the alterations, boosting our numbers and ensuring maximum direction. Of course, they will be weaker individually than in their present incarnation, but quantity has a quality all of its own.
The current success rate for bonding and numbers is acceptable. What is not is their ability to take down hard targets. As part of their emhacement process, the Jaguars will undergo surgery to have their fangs and claws replaced with hardened steel, whilst a set of steel barding with an improved saddle (with straps to hold the rider on without needing a hand) improves durability and comfort.
We also throw the Jaguars through a quick crash course in ignoring the very sensible instinct of avoiding spearblocks, because that's just inconvenient to work around.
Soulfang War Doctrine: (1) TricMagic
Fanged Whisper: (1) TricMagic
Soulfang War Doctrine: (1) TricMagic
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (1) Rockeater
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (2) Rockeater, Kashyyk
Hell-Rats: (1) Kashyyk
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (3) Rockeater, Kashyyk, Happerry
Hell-Rats: (2) Kashyyk, Happerry
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic
Soulfang War Doctrine: (2) TricMagic, Rockeater[/quote]
Soulfang Pack Lords: (4) Rockeater, Kashyyk, Happerry, TricMagic
Hell-Rats: (2) Kashyyk, Happerry
Fanged Whisper: (0)
Bloody Gems of the Guard: (0)
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (5) Rockeater, Kashyyk, Happerry, TricMagic, ConscriptFive
Hell-Rats: (3) Kashyyk, Happerry, ConscriptFive
Fanged Whisper: (0)
Bloody Gems of the Guard: (0)
Magoc never said it, but it was obvious that His defeat at the hands of the First Warden affected Him deeply. He tried to hide it, but the sullen glares, angry lounging and the way He ate anyone who even insinuated the Warden's existence were giveaways to anyone who wasn't completely blind.
So, we thought He deserved a gift to make Him feel better. And so we could have actual battle planning without ignoring the enemy's lead combat asset.
We commissioned the war smiths to forge a suit of armour. It wasn't just any armour though. This is anM&Smasterwork suit of steel full plate. The iron is taken from the bodies of almost twenty thousand good-aligned mortals (be they priests, holy men, or captured angelic servants), the bones of holy saints are taken from tneir tombs to use as carbon-stock, and it is all worked in a forge fed by even more sacrifices, then quenched in blood of the same. This process turns the steel black as sin, with the mandatory spikes and ridges giving it a suitably demonic presence.
Next, our most skilled runesmiths etched intricate arrays across the armour, giving it resistance to mundane, magical and good-aligned weaponry, our most insidious runes of inception, extolling all who see it to submit and serve Magoc, and finally a set of binding enchantments to pair with the Bloodletter enchantments on the two great Maces we have also fashioned in the same way. All this causes the armour to bend the very air around it with a dull red shadow, the runes glowing brightly when activated.
All shall look upon Him and despair.
Soulfang Pack Lords: Easy: (4+1)+1=6: Above AverageQuote from: Soulfang Pack LordsThe process to make a Jaguar large enough for an Uruk to ride is unreliable, yet there is little benefit to doing so beyond providing them immediate direction.
Thus instead we shall select only the Jaguars that present the highest odds of coming through the alteration with their minds still subservient to their riders. In turn we shall select only those rider candidates with the greatest willpower to be the Pack Lords.
The rest of the jaguars will receive only minor alterations to encourage subservience to the Alpha Jaguar (who will naturally be the most physically capable specimen)and is in turn subservient to the Pack Lord. In this way we reduce the failure rate of the alterations, boosting our numbers and ensuring maximum direction. Of course, they will be weaker individually than in their present incarnation, but quantity has a quality all of its own.
Hell-RatsHell-Rats: Normal: (2+4)=6: Above Average
Based off the techniques used in the creation of Devil-Crows, the Scholars at the Warcaster's Keep have adapted said methods to infuse rats, instead of crows, with elemental evil. Like the Crows, this will make the rats smarter and meaner, fit for using as spies and scouts in urban, or other appropriate, landscapes and able to be deployed in highly distracting swarms in battle. If there are rats in the walls, then let the rats work for us.
Magoc?
(1) River Delta : Kashyyk
Obessive Scholar?
(1) Scholarly Towers : Kashyyk
Bridge Gambit
() None :
(1) One Third : Kashyyk
() Two Thirds :
() All :
Magoc?
(2) River Delta : Kashyyk, Rockeater
Obessive Scholar?
(1) Scholarly Towers : Kashyyk
(1) Ostentatious Capital : Rockeater
Bridge Gambit
() None :
(2) One Third : Kashyyk, Rockeater
() Two Thirds :
() All :
Magoc?
(3) River Crossing: Kashyyk, Rockeater, TricMagic
Obessive Scholar?
(1) Scholarly Towers : Kashyyk
(1) Ostentatious Capital : Rockeater
(1) Bridge Gambit!: TricMagic
Bridge Gambit
() None :
(3) One Third : Kashyyk, Rockeater, TricMagic
() Two Thirds :
() All :
Magoc?
(4) River Crossing: Kashyyk, Rockeater, TricMagic, ConscriptFive
Obessive Scholar?
(1) Scholarly Towers : Kashyyk
(1) Ostentatious Capital : Rockeater
(2) Bridge Gambit!: TricMagic, ConscriptFive
Bridge Gambit
() None :
(4) One Third : Kashyyk, Rockeater, TricMagic, ConscriptFive
() Two Thirds :
() All :
Magoc?
(5) River Crossing: Kashyyk, Rockeater, TricMagic, ConscriptFive, Doomblade
Obessive Scholar?
(1) Scholarly Towers : Kashyyk
(1) Ostentatious Capital : Rockeater
(3) Bridge Gambit!: TricMagic, ConscriptFive, Doomblade
Bridge Gambit
() None :
(5) One Third : Kashyyk, Rockeater, TricMagic, ConscriptFive, Doomblade
() Two Thirds :
() All :
And yes I want to join this team.
(1)The Night Beast: Rockeater
(0)The Infernal Sorceress
(0)Dark Drums
(0)Imps
(0)Q'why Troupes
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(0)Sonic Drums
(1)The Night Beast: Rockeater
(0)The Infernal Sorceress
(0)Dark Drums
(1)Imps: TricMagic
(0)Q'why Troupes
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(1)Sonic Drums: TricMagic
(1)The Night Beast: Rockeater
(1)The Infernal Sorceress: Happerry
(1)Dark Drums: Happerry
(1)Imps: TricMagic
(0)Q'why Troupes
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(1)Sonic Drums: TricMagic
(2)The Night Beast: Rockeater, ConscriptFive
(1)The Infernal Sorceress: Happerry
(1)Dark Drums: Happerry
(2)Imps: TricMagic, BlackPaladin99
(1)Q'why Troupes, ConscriptFive
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(1)Sonic Drums: TricMagic
(3)The Night Beast: Rockeater, ConscriptFive, Kashyyk
(1)The Infernal Sorceress: Happerry
(1)Dark Drums: Happerry
(2)Imps: TricMagic, BlackPaladin99
(2)Q'why Troupes: ConscriptFive, Kashyyk
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(1)Sonic Drums: TricMagic
(3)The Night Beast: Rockeater, ConscriptFive, Kashyyk
(2)The Infernal Sorceress: Happerry, TricMagic
(2)Dark Drums: Happerry, TricMagic
(1)Imps: BlackPaladin99
(2)Q'why Troupes: ConscriptFive, Kashyyk
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(0)Sonic Drums:
(3)The Night Beast: Rockeater, ConscriptFive, Kashyyk
(2)The Infernal Sorceress: Happerry, TricMagic
(2)Dark Drums: Happerry, TricMagic
(1)Imps: BlackPaladin99
(3)Q'why Troupes: ConscriptFive, Kashyyk , Rockeater
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(0)Sonic Drums:
(4)The Night Beast: Rockeater, ConscriptFive, Kashyyk, Doomblade
(2)The Infernal Sorceress: Happerry, TricMagic
(2)Dark Drums: Happerry, TricMagic
(1)Imps: BlackPaladin99
(4)Q'why Troupes: ConscriptFive, Kashyyk, Rockeater, Doomblade
(0)Caulky Bastards
(0)Ritual Formation
(0)Concerto in D-mon (R)
(0)Sonic Drums:
The Night Beast (Champion)The Night Beast (Champion): Easy: (3+3)+1=7: Superior Craftsmanship
There have been many legends in this region of monsters in the night. Most of them are nonsense. Some of them have a mundane explanation, such as a misplaced jungle cat, or a particularly unhinged mortal. A few are actually about Magoc on one of His earlier days. But one particular legend that is known throught the four kingdoms is that of the Night Beast.
Whilst the embellishments vary, the core story is the same. Farmers report that portions of their herd have gone missing, with the other animals terrified and refusing to go near the small smears of blood. These stories escalate to improbable levels, as no single beast should be able to devour ten steers across six different farms in a single night. And yet, the bloody evidence is there. The stories diverge here, as either the local lord finally responds with a patrol, wandering adventures see a chance to make money, or the villagers themselves form a hunting party to destroy the problem.
Either way, a group of determined individuals will set a trap for the beast. In the dead of night, the monster discovers that all the animals have been locked away in barns or is protected by torches and armed men in the village center, bar one sacrifice in a field, where the Hunters await to ambush. Come morning, this animal is spared, and instead the villagers find one of the outlying farmhouses to be torn open with too large claws and the occupants messily devoured. This is not some dumb beast they are tormented by, but one that can reason.
The trap may be set a few more times, with similarly unpleasant results, before the Hunters are finally able to track the beast back to its lair. A cave, deep in the wilderness, the area around supernaturally quiet, the ground stained black and dead, littered with the bones of livestock and mortals. The fate of the Hunters is obvious, but the description of the beast is always very similar. As large as a cart, with mottled, scarred fur over rippling muscles, it leaps on four strong limbs, able to cling to the underside of a cave ceiling, and turn its head to watch every angle with its huge jet black eyes. It strikes out with claws the size of shortswords, a serrated beak that can cut a barded warhorse in half, and with the venomous talons on its three prehensile tails. Most notable though is it's ability to turn intangible at will, useful both to avoid attacks and to strike from unexpected angles.
The end of each story is once again similar. A single wounded hunter returns to the village, and most of locals pack up to leave. The few who remain are never heard from again, as a rescue party will find nothing but the ruins of their final stand in the village hall.
Q'why TroupesQ'why Troupes: Normal: (1+2)=3: Buggy Mess
The Consorts of Desire... sumptuous and enticing... but perhaps too much so? As amusing as it is, reducing every red-blooded mortal you meet into a drooling horndog doesn't always meet our strategic needs. (Mortal society's primitive adherence to prudish senses of decorum limits our Consorts operations tremendously.) What if we nurtured feminine wiles into a more subtle influence... innocuous enough to be done in broad daylight, even against mere women and children? Similarly, our adversary seems to have developed a melody so infectiously catchy, it can be weaponized against us on the battlefield. Why not kill two angels with one stone?
More girlishly charming than dumb-foundingly erotic, the so-called "Q'why Troupes" are small bands of "nymph-mutated" entertainers. Our nymphs resemble mortal females in their teens, their nubility is enticing enough to draw the eye, yet not lust-inducing enough to be kicked out of a Sunday service. ("She's just girl after all. Probably just had a growth spurt and didn't realize that her legs are too long for that skirt. Also really filling out that top... Gee, she's sure going to make some man really happy on their wedding night...") Performance-wise however, they have been mutated sing and dance on par with their angelic adversaries.
But will the Inquisition prey upon seemingly innocent girls? Doubtful. And if they do, they'll get enough innocents to really stoke the flames of Evil.
The Q'why Troupes themselves are small groups of three nymph entertainers. Youthful masters of song and dance, their saccharine performances disguise subliminal messages spoken in the Language of Inception. ("'Babushka, Babushka,' is a non-sense lyric, but it sure is catchy, isn't it?") On an infiltration role, they can provide a softer sell to our Demonic Path than the Consorts, Bootleggers, and Frag Dealers. They could easily play "family-friendly" venues such as busking town squares or even seasonal festivals. Once a community has been properly subverted by the "QT's," our more overt agents can close the deal.
But as our adversary's 'Antiphon of Apathy' proved, music can be an effective weapon on the battlefield. Unrestrained by the limits of mortal society, our nymphs can fully flaunt their unnatural talents. Their mortal-friendly song & dance routine quickly becomes a power ballad with acrobatic choreography. Sometimes a whole army can hear an see and hear a single Q'why Troupe giving their all. Then a true cheer can be led, to raise friendly morale and out-compete our adversary's song.
W'distortion (1): TricMagoc
Mole-Rats (1): TricMagoc
W'distortion (2): TricMagoc, ConscriptFive
Mole-Rats (2): TricMagoc, ConscriptFive
W'distortion (3): TricMagoc, ConscriptFive, Happerry
Mole-Rats (3): TricMagoc, ConscriptFive, Happerry
Inspired by the Southern religious practice of "Ventriloquism", we have taught our Q'Why Nymphs to literally "throw their voices" and music long distances. From ten perspective of a layman, the music appears to emanate from wherever they are focusing on, whilst they silently mime along. Whilst this is fantastic for giving g a surround-sound affect to the demonic concerts they provide Magoc, the more militaristic aspect is when they suddenly start playing music in the middle of an enemy formation.
Combining this with just stripping the false mortal words away from the demontongue they represent, it should be incredibly demoralising for the enemy to know that they can only ever experience this when in combat against us. Also, I promise our Consorts and Nymphs will never use this trick to prank people. Well, no one who doesn't deserve it anyway.
A specific flock of CHAD Crows will be trained to cary ropes and chains affixed with grapples and hooks. When faced with enemies, they will entangle the grappling end of the rope onto the target, before quickly flying in cir less around it, disabling it and allowing for a sweet kill by our ground troops.
W'distortion (3): TricMagoc, ConscriptFive, Happerry
Mole-Rats (3): TricMagoc, ConscriptFive, Happerry
Perturbing Protagonists with Precision Plays (1): Kashyyk
Birdly Bolas (1): Kashyyk
W'distortion (4): TricMagoc, ConscriptFive, Happerry, Rockeater
Mole-Rats (3): TricMagoc, ConscriptFive, Happerry
Perturbing Protagonists with Precision Plays (1): Kashyyk
Birdly Bolas (2): Kashyyk, Rockeater
W'distortionW'distortion: Hard: (1+1)-1=1: Utter Failure
Making use of Q'why to influence others isn't possible(for whatever reason). However if their voices were turned properly, their it should be capable of distorting the harmony of our enemies, sending them off tune and removing cohesion between singers. This has the added benefit of disrupting their ranks through their 'music', though it also means other song magic won't work on our side either, not that we use any.
To help with survival, we've clad them in Soulfang Jaguar leather from the stock that tore itself apart during training. Naturally it has holes in it, but it fits well and can help keep them alive at range. We've also gotten them some discount instruments that are horribly tuned to compliment them. It may cause mindless rage in those hearing it though, for some reason. Not everyone has an ear for bad music it seems.
Mole-RatsMole-Rats: Hard: (2+2)-1=3: Buggy Mess
A specialized mutation granting Devil-Rats power over earth, as well as adding a bit of naked mole rat to them. Their claws are thicker and more durable, and they have a good sense of vibrations through the earth. They make use of innate earth-shaping and their large numbers to dig tunnel systems, pits, and trenches quickly and effectively, and are capable of getting pretty much anywhere connected to the earth. They can even crumble solid stone with ease. They are also ridiculously hardy due to the infusion of earth energy. Mole-Rats will serve as sappers on the battlefield, helping against forts and the clay cavalry. While no more damaging than an ordinary Devil-Rat against most, anything made of earth will fall to their clutches, and they've got the cunning to back it up.
Unlike Pale Crows, they don't have command of Devil-Rats, though Devil-Rats will make use of tunnels Mole-Rats build. This includes in cities when we need spies in buildings, the Mole-Rats can build quite the network if directed properly.
Mutation Notes: Due to the use of Naked Mole Rat(the most demonic of images (https://media.discordapp.net/attachments/639847703005757440/888927274072703016/18EFE41A-3592-40DF-A4AACD086FF806EE_source.jpg?width=526&height=427)), the Mole-Rat has lost it's fur and eyesight, being a ruddy red from the combination of demonic and earth energy. While it's tremor sense is useful, it necessitates mages keep close control over their movements, as they aren't able to discern humans apart. With us, they recognize our evil, but their tremor sense, while keen, has a range limit, and is lessened in especially muddy(or sandy, especially sandy, cursed angelic sand) areas.
The Obsessive Scholar will return to the Scholarly Towers, and devour and replace a prominent Orange University mage. Our influence team will then work on facilitating his rise to power.
The Night Beast will fight in Darrin. Magoc will fight in Xa-Nam.
Scholarly Towers: The Mole-Rats will work on creating secret passages in preparation of a takeover of Green University. The Obsessive Scholar will also be targeting key Green mages and smuggling out their notes to our Warcaster's Keep. With this we can draw Green University mages to be corrupted, weakening their power base for an eventual Orange University takeover. The Mole-Rats will help in creating secret tunnels that can be used.
Ostentatious Capital: The Night Beast hunts, spreading discord and sentiments of rebellion. Agents on the street fester, and the populace grows tired of the king's rule. Mole-Rats prepare warrens and secret tunnels for the newfound rebellion, as Magoc sweeps in with a solution and heir and lead the country to a new age of prosperity.(under his secret rule.) We are not alone in this, as members of the Foreign Dynasty support the change in leadership from the shadows, and we have prepared an heir of the royal line to serve as figurehead to the Revolution, inducting them into our cause. There will of course need to be concessions to the people. It will be a careful balancing act, but the end result will be a King amenable to Magoc.
We have crows and rats to gather info, mole-rats to help build meetup places, an unsatisfied citizenry, and an heir waiting in the wings promising a better rule. Add the criminals, bootlegger clubs, and consorts for the nobles. And the Night Beast to deal with the guard and angelic supporters. While Magoc leads from the shadows, whispering poison. It' almost a perfect setup for a rebellion. And we can fund it with our forges too, smuggling in weaponry with the help of the Foreign Dynasty.
Adding the Graffiti to the underground meeting places would also be helpful in turning the citizens.
IA/Fan the Rebellion (1): TricMagic
Summary: The Capital is on the precipice, and the Foreigners only need one final gambit to secure the throne. Meanwhile, the despair of the Wastes is about to come to an end.
There is no greater opportunity than a crisis. With the recruitment of the Beast to our cause, we now have that in hand. The hidden Beast will terrorize the realm, eradicating the final threads of confidence in the Local Dynasty. Hidden Q'Why Troupes may also sing their unheard demonic screeches in the night to add to the terror. Using our crows, rats, consorts, and clubs to monitor the psychological effects of this campaign, we shall cue the Foreigners to make their coup. All agents should be prepared to overtly aid the Foreigner coup as appropriate. Mole-rats should undermine castle defenses per the Foreigner coups battle plans. Inception Graffiti placed near Local barracks and guard posts to cause desertion/defection. The Beast should leave hiding and assist the coup in battle if necessary. And as a final decisive push, Magoc Himself will sweep down to "advise" the Foreign coup in the Capital.
Victory is near in the Wastes. A final show of strength accompanied by the ruse of the Obsessive Scholar will end the joke of "Peace" in the Wastes. Victory Officers will be provided bounties of Frag and "VIP Consort Service" for the capture of senior Peace Officers. The Scholar will devour these knowledgeable and influential captives. Combined with the intelligence provided by our crows, rats, consorts, bandits, and clubs, we should now know everything we need to know about our opposition. As the Scholar's key gambit, one of "the captives" will "escape" back to the Peace encampment. The flawlessly disguised Scholar will be accompanied by acolytes & consorts that he insists were key in his escape, and thus must be fully trusted. Victory will engage Peace in a decisive victory, where the disguised Scholar and his other insiders can cripple Peace in a time/place/manner he identifies as most critical from his "interrogations" and last few days inside the encampment. As with the Capital, Inception Graffiti may be placed in the encampment to cause desertion/defection, and Mole-rats may prove useful in sapping.
You do realize we can theoretically win the whole Dolgoth lane, and thus the game, in two turns right?
Why are we screwing around in Lesinore?Quote from: Infiltration Plan: The Victorious Foreigners of DolgothSummary: The Capital is on the precipice, and the Foreigners only need one final gambit to secure the throne. Meanwhile, the despair of the Wastes is about to come to an end.
There is no greater opportunity than a crisis. With the recruitment of the Beast to our cause, we now have that in hand. The hidden Beast will terrorize the realm, eradicating the final threads of confidence in the Local Dynasty. Hidden Q'Why Troupes may also sing their unheard demonic screeches in the night to add to the terror. Using our crows, rats, consorts, and clubs to monitor the psychological effects of this campaign, we shall cue the Foreigners to make their coup. All agents should be prepared to overtly aid the Foreigner coup as appropriate. Mole-rats should undermine castle defenses per the Foreigner coups battle plans. Inception Graffiti placed near Local barracks and guard posts to cause desertion/defection. The Beast should leave hiding and assist the coup in battle if necessary. And as a final decisive push, Magoc Himself will sweep down to "advise" the Foreign coup in the Capital.
Victory is near in the Wastes. A final show of strength accompanied by the ruse of the Obsessive Scholar will end the joke of "Peace" in the Wastes. Victory Officers will be provided bounties of Frag and "VIP Consort Service" for the capture of senior Peace Officers. The Scholar will devour these knowledgeable and influential captives. Combined with the intelligence provided by our crows, rats, consorts, bandits, and clubs, we should now know everything we need to know about our opposition. As the Scholar's key gambit, one of "the captives" will "escape" back to the Peace encampment. The flawlessly disguised Scholar will be accompanied by acolytes & consorts that he insists were key in his escape, and thus must be fully trusted. Victory will engage Peace in a decisive victory, where the disguised Scholar and his other insiders can cripple Peace in a time/place/manner he identifies as most critical from his "interrogations" and last few days inside the encampment. As with the Capital, Inception Graffiti may be placed in the encampment to cause desertion/defection, and Mole-rats may prove useful in sapping.
The Kingdom of Dolgoth: The King of Dolgoth is not widely loved by the population. The feeling is mutual, for the king does not consider himself a native to these lands. His ancestors conquered the kingdom just over a century ago, handing out land and titles to their countrymen, keeping the population in check with imported soldiers and mercenaries. The rift has not grown any narrower in the past years, as the king has continued to favour foreigners over natives, and engaged in brutal suppression to keep their rebellious tendencies in check. His sizeable armies, mostly well-paid mercenaries, obey his orders without question, generally secluding themselves from the rest of society.You can still attempt to replace the current king with a more malleable puppet, provided he is of the same (Foreign) dynasty.
Every master has his servants, every General has her retinue , and
Every ruler needs a council of advisors. The head of that Council has many names. Grand Vizier. Hand of the King. Viceroy. But locally, the most common is Chancellor. To properly support our neighbouring monarch, we will provide them a most capable and obedient servant,one who will ensure his realm becomes very close friends with Magoc.
From the various courtiers who already worship us, one is chosen who has demonstrated exceptional charm & wit, unmatched political acumen and utterly remorseless duplicity. They are then taken to the concoctors, and treated with a modified version of the alechemies given to our Consorts. These potions give them the ability to read surface thoughts, identify lies and falsehoods, and to deduce the inner desires of those they speak to. Most importantly though, is their demonically silver tongue. They know exactly how to phrase any sentence to produce the desired result, with each word carrying barbs of Evil that hook into the mind and slowly but surely corrupt the listener from their mere presence, leaving them ever more trusting and dependent on the Chancellor for executive decision making.
An acquaintance will thus always make time to listen to their friend, a colleague will naturally trust the sound advice they are given and a Ruler will agree with and follow any suggestion by their Most Trusted Chancellor.
Summary: The Capital is on the precipice, if only the King of Dolgoth could be pushed aside. Meanwhile, the despair of the Wastes is about to come to an end. All three of our champions are taken from the battlefield and pushed into the realm of influence.There is no greater opportunity than a crisis. With the recruitment of the Beast to our cause, we now have that in hand. The hidden Beast will terrorize the realm, eradicating the final threads of confidence in the Local Dynasty. Hidden Q'Why Troupes may also sing their unheard demonic screeches in the night to add to the terror. Using our crows, rats, consorts, and clubs to monitor the psychological effects of this campaign, we shall cue the Foreigners to make their coup. All agents should be prepared to overtly aid the Foreigner coup as appropriate. Mole-rats should undermine castle defenses per the Foreigner coups battle plans. Inception Graffiti placed near Local barracks and guard posts to cause desertion/defection. The Beast should leave hiding and assist the coup in battle if necessary. And as a final decisive push, Magoc Himself will sweep down to "advise" the Foreign coup in the Capital.
Victory is near in the Wastes. A final show of strength accompanied by the ruse of the Obsessive Scholar will end the joke of "Peace" in the Wastes. Victory Officers will be provided bounties of Frag and "VIP Consort Service" for the capture of senior Peace Officers. (More consorts have just now become more available for these lowlier 'clients.') The Scholar will them devour these knowledgeable and influential captives. Combined with the intelligence provided by our crows, rats, consorts, bandits, and clubs, we should now know everything we need to know about our opposition. As the Scholar's key gambit, one of "the captives" will "escape" back to the Peace encampment. The flawlessly disguised Scholar will be accompanied by acolytes & consorts that he insists were key in his escape, and thus must be fully trusted. Victory will engage Peace in a decisive victory, where the disguised Scholar and his other insiders can cripple Peace in a time/place/manner he identifies as most critical from his "interrogations" and last few days inside the encampment. Inception Graffiti may be placed in the encampment to cause desertion/defection, and Mole-rats may prove useful in sapping.
With conflict in the Wastes coming to an end, and his Capital purges all wrapped up, it sure seems like the King of Dolgoth could avail himself of some more travel opportunities. When was the last time he was in the Trade City? I heard nasty rumor that there was a thriving drug trade there, and even worse, they weren't paying tariffs to the Crown. The whole kingdom is laughing at him behind his back for being so negligent of it. Sure sounds like something the King himself should really look into. Naturally, he should travel with a full entourage of loyal Kingsguard to prosecute this as well...
In the meantime, the Beast will terrorize the outskirts of the Capital at night. Hidden Q'Why Troupes will also sing their previously unheard demonic screeches in the night to add to the terror. The Beast should attack "Local" targets of opportunity, though general mayhem is still useful so long as it does not make itself too easy to corner and confront. With the King and his guard away, who will address this matter? A man well known to our consorts, Duke Ragnar. A man always on top of things, (just ask our consorts) we will encourage the King's brother to raise and lead a loyal posse of Knights to confront this 'phantom menace.' After days of ostentatious marching through the suburbs and hamlets, Duke Ragnar will come face to face with the Beast. In an epic mock combat, the Duke and his Knights will defeat the Beast. Dropping to his knees, the Beast will roar to the sky, "Heliel! My Angelic Father! Why have you forsaken me?!?" As the triumphant Duke raises his longsword to execute the Beast, Magoc will appear with a theatric burst of fire and brimstone. "Brave Duke! You have fought valorously against this veiled Angelic menace. You are an honor to your bloodline. Leave this foul Beast to me, and I shall grant you a boon." Bowing respectfully to Magoc, the Duke will be formally Knighted by Magoc as Grandmaster of the Order of Pyramid Knights and then granted an ornate (but mundane) sword by Magoc, "Now Grandmaster, seize your destiny." The Duke spurs his horse and leads his knights on a triumphant ride through the lands. Magoc mounts the "defeated" Beast as a warhorse, and rides along side. "Spontaneously" our clandestine acolytes join the triumphant hero on his march through each town, spurring others to join the celebration. The parade concludes as the Duke reaches the throneroom, and in fever of mass celebration, he is crowned by Magoc as the new King of Dolgoth.
Whether the recalcitrant King fully abdicates, or remains in exile with his loyal Kingsguard in the Trade City is of no matter to us followers of Magoc. The true seat of power in the Capitol will be in our hands.
Of course, should the plan in the Capitol get derailed by Angelic means, Magoc could guide the Beast in a more "aggressive & direct" plan against Angelic puppets. Although inelegant in machinations, could Heliel themself withstand the raw might of Magoc himself and such a powerful lieutenant?
War torn wastes
Champions: Night Beast, Magoc
Plan: One by one, our forces wil weaken enemy camps, with the Beast killing scouting forces and keeping them awake at night, Q'why troups with their songs at night doing so as well, mole rats weakening defenses and so on.
Using our rats and crows through Magoc and consorts we will have in our camps we will give information to the officers loyal to us about weakeness in the enemy and encourage them to take the initiative.
Using the respect they get from the troops and with Magoc whispering into their ears they should have no problem both taking over the victory officers camp and the entire command of the front.
Ostentatious Capital
Champions: Obsessive scholar
Plan: The scholar should disguise themselves as a potential loyal and capable advisor to the king, consuming a consort and other charismatic cultists if needed, have our nobles in the court support his rise to that position, using our rats and crows try to find as much nobles loyal to Hilel and the local dynasty as possible and have him and our nobles expose them to the king in appropriate times to ecselerate the promotion, in high position our scholar should promote our nobles and puse away anyone who is suspected to be an enemy, and ensure his position in the court
(1) The Victorious Foreigners of Dolgoth: ConscriptFive
(1) Fan the Rebellion: TricMagic
(0) Setting Up the Forces:
(1) The Victorious Foreigners of Dolgoth: ConscriptFive
(1) Fan the Rebellion: TricMagic
(1) Setting Up the Forces: Rockeater
(2) The Victorious Foreigners of Dolgoth: ConscriptFive, Kashyyk
(1) Fan the Rebellion: TricMagic
(1) Setting Up the Forces: Rockeater
(2) The Victorious Foreigners of Dolgoth: ConscriptFive, Kashyyk
(0) Fan the Rebellion:
(2) Setting Up the Forces: Rockeater, TricMagic