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Finally... => Forum Games and Roleplaying => Topic started by: NUKE9.13 on November 11, 2019, 04:20:44 pm

Title: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: NUKE9.13 on November 11, 2019, 04:20:44 pm
Chiaroscuro Arms Race
Demonic Team Thread
Core Thread Link (http://www.bay12forums.com/smf/index.php?topic=175024.0)
Discord Link (https://discord.gg/SAHpB33)

PS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.


The world is a wicked place. Malicious acts take place every second of every day, every one making the world a little darker. In fact, every evil deed creates a small amount of Evil (the tangible magical element). Ordinarily, Evil simply suffuses the world, providing all with a measure of subconscious discomfort. At times, however, the swirling currents of Evil spiral inwards on one location, forming a cluster. Brought together by the unspoken twisted thoughts that lurk in mortal minds, a consciousness emerges, and draws more Evil towards itself. A being that radiates disharmony and malice, the newly formed Demon is charged by his very nature with the mission to corrupt the minds of mortals, and to destroy Good.
Such is the seductive charm of a Demon, that those who see him fall to their knees with a mixture of fear and greed, and readily swear an undying loyalty to his cause. Within weeks, his following has swelled, the area of his birth firmly under his command, and any righteous souls consumed as fuel for his reign of terror. Now is the time to strike against his nemesis; the sanctimonious Angel who has taken form in distant lands, whose mere existence is the cause of constant irritation. His followers are ready, his powers primed; all that remains is to actually develop the means of defeating the 'righteous' rabble.




Welcome to the Demonic Team Thread. If you are a member of the Angelic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).

If you have familiarised yourself with the basic rules, and have decided to join the Demonic Team, then welcome aboard. No need for formalities, feel free to get started.

There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Demon your team controls:

-Name: Demons tend to have harsh, sharp names, with an eldritch feel. Merely hearing the name pronounced can elicit feelings of terror in people, and may also render them insane.   
-Appearance: A Demon's true form is hideously disconcerting to the human eye, so it fills in an approximation. This can be anything: a shadowy mass of tentacles, an amalgamation of crystalline shapes, a black orb burning with unholy fire- go nuts.
-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

You have until the end of this turn to decide on these things.

Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.



Spoiler: Equipment (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 11, 2019, 04:46:26 pm
How does it go.. Ah yes, Evil always finds a Way.

High-Effort Project: Summon- Minions Brown/Green/Blue/Red

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. The possibilities these creatures have is limitless. Kinda like their numbers.

Other than that, there are a few types. Brown are durable ans strong little balls of Evil Energy, perfect for fulling Evil spells, as well as being able to learn a skill near instantly by wearing the original skill user's clothes after killing them. Greens can turn invisible, are sneaky, and have an Evil and deadly poison, corrupting those struck by them, and a lot of needles on there back to go with their talons and spindly form. Blues can draw on raw Evil to Revive dead Minions, and not drown in water by being immune to drowning. And Reds are not only immune to all forms of fire and heat, but very good at throwing fireballs and setting things on fire. Cause we all love a good fire.

Minions like Looting, Killing, Fire, Killing, Explosions, Killing, Looting, and Killing. Most of this tends to go into each other, but they see death as just a small nap, as they're be back in a bit. they almost never get any smarter though, and tend to charge right back into what killed them without people to direct them at valid targets. They do at least follow orders absolutely though, since they are too dumb to disobey them.



Because references. We're demons, so we need minions. Also, they are literally meant to be meat shields, that can and will kill with overwhelming numbers.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 11, 2019, 04:51:32 pm
Designing a jack-of-all-trades creature with four different variants that are functionally immortal on turn zero... might be a bit tricky.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: dgr11897 on November 11, 2019, 05:05:53 pm
Ritual of demolition
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 11, 2019, 05:12:52 pm
Ritual of demolition.
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.
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 11, 2019, 05:22:20 pm
Summon: Minions- Brown

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.



Will just make it so our future spellcasters can use them later.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 11, 2019, 05:30:11 pm
Summon: Minions- Brown

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.
While 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.

E: The edited version would be Hard, yes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 11, 2019, 05:57:10 pm
Evil's Forge

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 11, 2019, 05:59:41 pm
The Subtle Pull

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Jerick on November 11, 2019, 06:11:23 pm
Demon Spell: Intrusive Possession
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: dgr11897 on November 11, 2019, 06:12:17 pm
Telekineser
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 in some targets, 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 11, 2019, 06:19:40 pm
High-Effort Project: Evil's Forge

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.
Assuming 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.

The Subtle Pull

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.
So, 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.

Demon Spell: Intrusive Possession
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.
I 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.

Telekineser
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.
Easy 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 11, 2019, 06:30:18 pm
id remove the High tag from it. And yeah, about the size of a large building, though obviously multiple stations to forge.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Rockeater on November 12, 2019, 12:07:04 am
Will read later
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Xantalos on November 12, 2019, 01:19:38 am
Just gonna PTW here...
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 12, 2019, 10:31:14 am
Quote from: Botefriends
Designs:
Evil's Forge: (0)
The Subtle Pull: (1) Doomblade
Mindblock: (1) Doomblade
Lobbyists: (0)
Demon Spell: Intuitive Possession: (0)
Telekineser: (0)

Mindblock:
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:
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 12, 2019, 10:41:37 am
Mindblock:
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.
A basic spell to guard against mental intrusion would be relatively simple to create. Easy and Common.

Quote
Lobbyists:
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.
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 12, 2019, 11:08:22 am
We kow of Imps, and these Black Imps will go very well wit the forge. Which means we can make some actual weapons easily.

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.


Note nothing has really been changed from the regular description, obviously.

Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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



I mean, those two are natural fits for each other, and a revision should let us upgrade our Cultists with actual weaponry.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 12, 2019, 12:01:32 pm
Sons of The Void

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 12, 2019, 12:25:54 pm
Sons of The Void

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.
To 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).

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 12, 2019, 12:32:26 pm
Let's vote for something different. Or rather, a diffierent type of Vote.

Code: (Which are you?) [Select]
Lawful Evil [1] TricMagic
Neutral Evil [1] TricMagic
Chaotic Evil [0]

You can pick Neutral and 1 other option. Or just 1 option if you're completely that Evil type. This is mostly for fun, but it will let us see where everyone's loyalties lie.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 12, 2019, 01:18:58 pm
Quote from: Which are you?
Lawful Evil [1] TricMagic
Neutral Evil [1] TricMagic
Chaotic Evil []
Legion of Corruption and Subversion [1] Doomblade
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 12, 2019, 01:34:01 pm
On a starry night, all is quiet in the Duskmorne Mountain Range. Until a shining star seems to erupt from the earth in one of it's valleys.

From the wreckage, a being unknowable spreads it's body, before forming into something recognizable. Around it can be seen forested mountains, and it can smell water in the distance. And people.

And so it travels to a nearby village, small, and starts it's rein by a mountain lake.



-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

Duskmorne Mountain Range
An area that is brisk for most of the year, before the winter sees temperatures plummet. Very few make their lives here, though it does have a trade route running through it. Needless to say, that is some ways away.

The area is lightly forested, though there are open areas abundant in some places. Access to the current location is mostly doable through the local trade route, or going through the mountain range.(which is more difficult due to no clear path to walk for humans).


Note, it is entirely possible for humans to hike their way to the current location. I'm just describing the basics.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Rockeater on November 12, 2019, 01:35:54 pm
War-Sheep
Ordinary sheeps grownby thepeople under our control curropted with Evil to make them more useful in battle, their hooves transform to claws, theier teath turn as sharp as daggers and their wool is as barb wire, it's mind so curropted by Evil it attacks anything infused with Good on site.

Those would mainly be used as shock troops and front line.


Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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
War-Sheep:(1) Rockeater
Waiting on the desition for a second design
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 12, 2019, 01:37:30 pm
Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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 Draughtsmith

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Jerick on November 12, 2019, 05:38:13 pm
Language of Inception
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 12, 2019, 06:10:12 pm
Since it's unlikely my designs will pass, have another.

Soul Snatchers

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 12, 2019, 07:23:19 pm
The Simmering Draughtsmith

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.
So, 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.
If you want to get immediate results, that will increase the difficulty. I'm not clear on whether the last sentence is meant to suggest future plans, or an immediate goal. If it is an immediate goal... you'd be edging into Ludicrous, actually, since such mutations would be a whole design by themselves.

Language of Inception
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.
This would be a Normal design, being a fairly average entry into mind-manipulation.

Soul Snatchers

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.
Permanent, 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Man of Paper on November 12, 2019, 10:38:49 pm
One of each thing we need to come up with instead of all the ideas I have, because I'm tired and need to get up in 7 hours so wheeeeeeeeeee. The design and demon/hq don't have to be paired and aren't written to be (unless votes go that way). I just like the theme.


Demon + HQ Idea
The Forgotten City - The Forgotten City rests within a vast jungle interspersed with drastic, steep mountains. The city was carved out of the peak of one of these very mountains, the capital of an ancient empire. The natives worshiped patently false gods, throwing vast hoards of material goods they deemed important into a nearby magma tube as "offering", as well as hanging chosen humans upside-down, cutting the body in a number of places, and exsanguinating the sacrifice atop a pyramid making up the highest point in the city (with the altar being the original peak of the mountain.). Sacrifices were performed daily, with suitable candidates brought in from villages and towns all across their land. Members of noble families were often volunteered by relatives for the honor of appeasing the gods with their most suitable blood. Nobody can be sure how many volunteers actually went willingly, and how many sacrifices led to a relative's sudden good fortune (in the form of inheritance).

Their behavior, and the bloodletting and nobile backstabbing (technically throatslitting) in particular, made The Forgotten City a particularly enticing location for Magoc the Many-Tongued, The Manipulator, That Which Twists, Bearer of Secrets, to start on it's path to dominance over all within reach once the entirety of their people were wiped out by a plague. Some suspect another Demon may had been involved but this occurred eons ago, so who knows. Either way, the jungle is littered with ruins and relics of this lost empire, and none yet have probed the jungle deep enough to uncover the capital at The Forgotten City. Except for Magoc, of course.  [Terrain features I'm aiming for are Jungle, Mountain, and Ruin, if at all possible depending on what NUKE has planned]

Magoc 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.

Within weeks of rising in The Forgotten City, Magoc the Many-Tongued gained a large following. All was going well until the Angel made It's presence known. The Angel would no doubt seek to end Magoc the Many-Tongued's quest before it truly had the chance to start, and with the area of The Forgotten City under It's control, it was time to strike.

[I imagine most of that fluff won't have a direct impact. I was just in the mood to paint a picture. With words.]

 
Design Idea:

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.

[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]


Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 13, 2019, 05:14:52 am
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.

[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]
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.
As written, this would be a Normal design (Easy as a High Effort Project). Simply establishing infrastructure to make mutations easier and cheaper would be on the lower end of Normal, and a trivial see-in-the-dark mutation wouldn't raise that to Hard- the mutations mentioned in Doom's proposal (sword arms and armoured skin) are more ambitious.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 13, 2019, 09:18:24 am
K.
Lost Find of an Old Alchemist's Workshop

Beneath the Forgotten City lies a place hidden from mortal sight. It is the remains of an alchemist's workshop. One who sought to play god with his creations. All that is left all his notes, preserved from ages by some strange protection from insects, and the dryness of his library.

It's a place that could only be found by luck. Of the pens and caverns that once contained their research, there is only rubble, and broken bones picked clean.


Going over the actual notes, they seem to depict a startling methodical study into the creation of chimeric beasts and stabilization agents. Moreover, their meticulousness seems to point out that the method of alchemy isn't something so mystic but a result of careful experiments and agents, a scientific method that mixes magical plants and animals with seemingly mundane ones, and the creation of potions. Overall, it is a wealth of information.


As a result of this, a number of our cultists have been tasked with replicating these works. For now, we've set up workshops in the nearest mountains, and sought to gather materials. These Cultists have taken on the name of Draughtsmith, creators of draughts and potions.



Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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-Tongued
Magoc 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: ()




Note that the design I wrote can just be edited to contain the actual location we start at. But I'd like to be near a trade route with humans. Easier to trade with them. That and a preference for a cold mountain range rather than a hot jungle one.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 13, 2019, 10:40:46 am
Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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

Edit:

Ablobination
Formed from a human cultist exposed to demonic mutation processes, the Ablobination is what remains of a human being. A blob-like entity, it moves in bursts of uncanny speed, leaping it's mass forward towards the enemy. It attacks with two psuedopod-esque arms, covered in spikes and thorns. The skin of the entity is tough and flexible, almost leathery in texture. Internally, most of the parts of a human are present, just jumbled around, and optimized for leaping strikes. They can roll down hills.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 13, 2019, 01:23:03 pm
Alchemy Creation- The Slime

The Slime is a curious creature made of acids surround by a membrane, with a core forged of bones and flesh fused with magic and slime. They are loyal to the creator, and adapt to their environments, and what they eat. Their acids are extremely potent, and they are naturally magic in nature to keep it intact. It's Core which keeps it together never seems to melt either..

Over all, they are extremely simple to make and keep fed, and quite loyal to their creators. Likewise, they grow with time, as they eat anything and turn it into more slime. Likewise, their form is malleable, able to stretch through thin gaps, and seep in.

Last, as they are an Alchemy creation, they are neither good nor evil to start, being neutral to both magical types. Likewise, physical resistance is mostly futile, as they melt such.




This is more a counter-proposal, so long as we have alchemy at least. Loyal pets immune to physical attacks, other than those that destroy the core in one swoop. Why not go full slime.

Take the assumption we have alchemy when checking this Nuke, as it's not a this turn design.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 13, 2019, 01:38:18 pm
Alchemy Creation- The Slime
[...]
Take the assumption we have alchemy when checking this Nuke, as it's not a this turn design.
Ah, 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.

Either way, the Slime you described would be a very sketchy use of the term 'mutation'. Not saying it can't be done- it definitely can. But it would fall more into the category of summoning- for which there are also mortal techniques (which are also harder than Demonic ones).
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Jerick on November 13, 2019, 02:58:09 pm
Quote from: Drawrven crafted Votebox. It menaces with spikes of Voters, and is of the highest dwarfmenship. It is crafted of imp and human and evil.
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Man of Paper on November 13, 2019, 03:38:24 pm
Cultist Ritual 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 smaller blood offerings are enough to fuel a very minor mutation, more complex mutations will require sacrifices of blood - 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. The Chamber is currently used to turn some of our Cultists into Ablobinations (http://www.bay12forums.com/smf/index.php?topic=175026.msg8054666#msg8054666). The Conversion Chamber is capable of altering body and mind to a significant degree though the corrupting forces of Evil, and will hopefully make further work in the field of mutation through blood magic easier. We have yet to experiment with different liquids in the floor glyph.


Edited the Chamber for increased immediate gain as well as the potential for different sorts of rituals we can utilize the chamber for. Or at least thematically cool ways of performing mutations (like using lit oil for fire/heat-based mutations).


Quote from: Nopebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 14, 2019, 08:38:05 am
Uthixokazi

Her true form is that of a black hole which seems to swallow all sight. Those that see her shimmering form go blind, and their minds are torn to shreds, a sea of stars leading them to madness.

In her more bearable form, she takes the form of a goddess, bewitching the minds of mortals and leading them down a path to ruin with honeyed words and promises of riches. Black hair streaked with gems and golden eyes shining with malevolence like the sun.

Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TheFantasticMsFox on November 14, 2019, 12:12:25 pm
Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 14, 2019, 01:01:03 pm
Quote from: Votebox
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


Votes. At least one design has 3. Any other votes,?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 14, 2019, 01:50:40 pm
Note that I am counting the votes for the Draughtsmith and the Lost Find as being for the same thing, because... they are the same thing. This means that the leading proposals right now are the Draughtsmith (2 votes) and the Language of Inception (3 votes). Since it doesn't seem like many people are willing to move their vote, I am going to set a deadline: tomorrow morning, my time. That is, ~12 hours from now. Of course, I'd prefer to update this evening, so if there are people willing to compromise on the two leading proposals, or capable of gathering enough support to put something else in the lead, that'd be great.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 14, 2019, 02:19:22 pm
To: The Fantastic Mr. Fox.

1 Demon Altar

Cube(s) of Knowledge

Using the Language of Inception, a ritual was devised to create Cubes filled with knowledge that anyone could hold and learn the secrets of. Those secrets would then be written down by scribes reading the topics.

The process is fairly simple. A Human is sacrificed in a ritual circle, and their soul feeding the enchantment to drain out all the knowledge of that individual into a Cube. That Cube will then allow those that hold it to sift through all the information in a trance and pick out the useful information they want at their leisure. Be it crafting, trade routes, farming, mathematics, or secrets, a Cube holds all that person's knowledge for the taking.


This is a next turn thing though, needing the Inception Language.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Rockeater on November 14, 2019, 03:15:56 pm
Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Doomblade187 on November 14, 2019, 03:54:48 pm
Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: TricMagic on November 14, 2019, 07:08:55 pm
Quote from: Votebox
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
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

I am just going to leave this here so there isn't any sudden shift while I'm asleep. Night.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: NUKE9.13 on November 15, 2019, 03:19:44 am
Demon Team: Design Phase T0
TURNTURNTURN
Language of Inception
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.
Language of Inception: Normal: (2+2)=4: Below Average
Mortal languages are a curious thing. The words, it turns out, do not have an inherent meaning. Humans just agree that a given sound means a given thing, but they could just as easily use a completely different sound. This contrasts with your own native language, Demontongue, in which every grating sound means what it means; the meaning is etched into the fabric of reality, immutable. Humans may not recognise the meaning consciously, but they cannot help but have their subconscious absorb it. This, some cultist pointed out, could perhaps be used to influence the minds of the uncorrupted, with the addition of a little power. Another mentioned that people would notice the use of spoken demontongue, and quickly realise what was happening. Perhaps a written version?
Well, as it happens, there are wicked runes that may be used to transcribe the sinister syllables. Empowering them, so as to more forcefully convey their message into the viewer, is easily done with the aid of a little light blood sacrifice. Of course, the actual blood required is relatively little- one could write pages and pages without suffering from the effects of blood loss. It is the energy that is drawn from the writer alongside the blood that limits the amount a given author can inscribe.
A slight setback emerges, in that your cultists find it hard to perfectly recreate the demonic runes, especially some of the more complex. A rune that is not drawn perfectly may still have some effect, but noticeably reduced compared to the runes that you yourself can inscribe on things (you have no need for self-sacrifice when penning these runes, as the Evil that radiates from your body is sufficient to empower them). A few cultists dedicate their time to the matter, and manage to reproduce the runes to an acceptable level. However, it takes time and concentration to do so, limiting their use. It is still possible to write the runes quickly, but to lesser effect.
Plans are drawn up to employ the runes in a rudimentary fashion; messages encouraging fear, anger, and excess may be painted on the walls of human towns, subtly influencing the population towards a darker path. There are undoubtedly many more uses, but the effort required to master the creation of a set of runes means those will have to wait. 

Language of Inception Graffiti will automatically be deployed by your infiltrators, at what may be considered an Uncommon level.



The Simmering Draughtsmith

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.
The Simmering Draughtsmith: Hard: (3+4)-1=6: Above Average
There resided within your domain a tomb- known to a handful of locals, yet unexplored due to the cursed nature. This intrigued you enough to send some of your cultists to explore the ancient crypt. As soon as they breached the first door, a magical ward, centuries old yet still functional, engulfed them in a blast of searing flames, killing a dozen of them. The survivors returned to report their failure. You pointed out, in a calm and reasonable manner as you flayed them alive, that any tomb guarded by such potent defences must contain great treasures, and bid a new group of cultists go uncover the secret. These managed to work their way through the antechamber, avoiding a variety of interesting traps, and breached the second door. They were subsequently assaulted by a host of elementals. A third group, with the aid of some acolytes, managed to defeat the elementals, and unsealed the third- and as it turns out final- door. To their great relief, no more traps awaited beyond. Instead, an opulent sarcophagus rested in the middle of an equally opulent chamber, bedecked in gold and glittering jewels.
Unfortunately, the jewels turned out to be fake, dissolving into nothing after being prised from their sockets. The gold was real, but was merely a thin layer, which when collected amounted to disappointingly little. However, the greatest treasure was worth more than either to your dark cause. A trio of tomes, well preserved, outlined the life's work of the sarcophagus's resident- a comprehensive study of the practice of Alchemy (in addition to more conventional wizardry). As a Demon, you can of course replicate many of the feats of Alchemy with a snap of your fingers, yet there are certain things that Alchemy can accomplish that you cannot. You order the extraction of the alchemist's equipment from the tomb, and the establishment of a Draughtsmith's Workshop where your followers may study the esoteric art. A fusion of your own methods of mutation with those described in the ancient tomes is duly developed, with your fledgling alchemists confident that they should be able to help augment and stabilise all manner of twisted transformations.



It is now the Revision Phase. You have two revisions.


Spoiler: Equipment (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 15, 2019, 07:46:58 am
Quote
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

Wall of Demonic Language

Using the Language of Inception developed by these mortals, Magoc the Many-Tongued demands the excavation of a wall with which to work.

They use their great power to create a lesson, teaching humans how to read and write the demonic language for themselves, without fault. It is a self-reinforcing lesson, and those who have learned it will be able to convey far more complex messages to others.




One is higher difficulty than the other, since it does put an immediate use to the new understanding and skill. The other is just the understanding and skill part.


Quote from: Votebox
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

Votebox here. Waiting on the Alcemy/Mutation creation to vote for it, but The Wall was priced in discord.

Quote from: NUKE9.13: Today at 6:57 AM
The Wall alone would be fairly simple.

Adding the Amulet would increase the difficulty, since it's it's own revision. The Wall will greatly improve people's ability to read and write Demonic Language. Speaking it is not something that can easily be taught however.

Will still be useful in solving the issues our cultists are having writing and understanding it though. Since We are the ones who are using our Power to write it, so it will soak into their brains.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Shadowclaw777 on November 16, 2019, 08:10:53 am
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 sees them as berserkers on the battlefield.

Quote
Gelugon, The General of All, The Omnipotent Entity, That which Conquers: (Demon Idea)
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.
Locations are disclosed, there already a map made, so you can only change the Demon now through votes.

Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 16, 2019, 10:17:50 am
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.



Lizardscale
Through a circle to imbue a mutation, and an alchmic drink with which to shape it, we've succeeded in creating the Liazardscale Enhancement.

It effectively creates a layer of scales above the skin. which are enhanced with iron in the scales to make them work as simple armor. They are somewhat inconspicuous, and don't cover the head, hands, or feet. Or any inside areas, as that was a problem during the work. Supple, contorting to the user's body, they offer some defense against weapons, and still allow armor to be worn over them.

It's fairly simple, but the use of Alchemy means there are few side effects. Note that one issue with the scales is likely to be overheating, as the number of sweat glands are only between the scales, so light clothing is recommended outside of battles.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Happerry on November 16, 2019, 06:52:35 pm
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.

Banditry, Thuggery, and Robbery
It's a truth that the cult doesn't have much money. It's also true that other people have money. Since they don't want to give the cult their money, the proper thing to do is to steal it from them. Thus the selection of physically impressive members of the cult whom get a short term of training in pickpocketing, being a thug, banditry, and generally being an outlaw before being sent out to go steal from those whom have money so the cult can have money too. Perhaps once established this can be upgraded to become a protection racket, but for now we'll settle for taking other people's stuff.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Man of Paper on November 17, 2019, 12:12:59 am
Some proposals of varying do-ability:

Cultist Worm: The Worm is an unarmed cultist trained more in the art of subtlety and persuasion than the standard pool of Cultists they're pulled from. It is their job to spread word of [The Magocian's Cult] in secret, drawing in and directing potential recruits - and sacrifices - towards the everlasting embrace of [Magoc]. Worms focus on locating, isolating, and recruiting the more intelligent members of human society.

(Not sure mechanically what this would be able to do, though it does primarily aim to create some Cultists who are better at Proselytizing. The intellectual recruitment is there because it might provide some sort of benefit or bonus if the GM has stuff like that in mind. If it does, it's worth a small bump in difficulty imo, and if not then it shouldn't impact difficulty anyways)


Scribe-Artisans: Scribe-Artisans are Cultists who have shown affinity for the Language of Inception. It is their duty to learn, study, and copy the demonic runes. These Cultists forsake all their armament save their dagger - notably unrusted - for drawing the blood necessary to inscribe runes. The Scribe-Artisans time and energy devoted to perfecting their runic art are capable of drawing the runes clearer and slightly faster than their less-trained counterparts. 

(Perhaps boost the effect of various runes? Or diminish the loss of effectiveness, thereby, uh, boosting effect of the runes?)


Runic Stencils: These thin sheets of metal have shapes punched out in them so that when it is placed on a surface and painted over demonic runes remain once the sheet is pulled away. This (hopefully) simple piece of equipment should aid in improving our Language of Inception Graffiti.


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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 17, 2019, 04:08:54 am
Balefire

A revision of the basic Magic Missile, the Balefire sets things(and people) on fire where it strikes. A simple revision to allow chaos to start on the battlefield when we set fires behind and within the enemy ranks.




I'll note the wall would likely have a similar result, though more focused on Magoc making the runes to teach the language for reading and writing them. Expecting Cultists to learn any better than a demon-lesson is a bit strange, since it is primarily energy which limits them along with messing up the writing.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 17, 2019, 12:19:09 pm
Teachers of Magoc
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.

Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Happerry on November 17, 2019, 02:40:50 pm
Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: NUKE9.13 on November 17, 2019, 03:00:00 pm
Remember that you have two revisions.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Rockeater on November 17, 2019, 03:05:44 pm

Quote from: VoteBox
Revisions:
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
[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 17, 2019, 03:08:15 pm
The Wall o Demonic Language is Normal difficulty. Mostly due to our Demon doing it themselves. They don't have that pesky energy limitation cultists do, so the Language of Inception can be used to teach our cultists how to Read and Write the Demonic Script. Which will naturally improve their ability to use it.



Ninja.

Rockeater, the Wall is kinda meant to go with the Teachers. Not the Teachers to be alone.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Rockeater on November 17, 2019, 03:11:21 pm
What the problem with the teachers alone though? Improving the language design won't be that hard of a revision and I prefer the teachers lore over a wall, although that just personal preference
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 17, 2019, 03:16:18 pm
It is kinda the point. By improving that low roll, we can use the language in the future to quickly teach new recruits. From Math and Merchantry, to tactics and strategies.

Also being able to apply it to battlefield conditions in the form of Evil-Insanity version. Being able to read and write it properly will mean the effects will be more potent, as compared to script that isn't written correctly.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Doomblade187 on November 17, 2019, 05:12:20 pm
Embezzlers

By training some of our more intellectually oriented cultists I. Accounting, we will send them into the kingdoms under a cult-owned set of businesses and quietly embezzle money while performing accounting services.

Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Rockeater on November 17, 2019, 05:15:12 pm

Quote from: VoteBox
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: (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
[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 17, 2019, 06:16:10 pm
Quote
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


Someone learns from the wall, the wall is still there. And so many learn from it, for it will still be there for many years to come. This is the basis, that the Language of Inception, executed by one who knows the language and has no issue powering it. And so everyone shall learn the lesson imparted, that of reading and writing Demonic Script. And so they will no longer struggle to write it.


It really is as simple as that. Though powering it remains an issue for now, it is viable to write in battlefield conditions. Even without powering it, it can be used to send messages, could it not? Only those who know the language could read it, making it invaluable for maintaining secrecy of our operations.

--moved to the design.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Happerry on November 17, 2019, 06:51:56 pm
Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Man of Paper on November 17, 2019, 09:47:38 pm
Spoiler: Hey Tric (click to show/hide)


For everyone:

So while Teachers were written with teaching from that silly wall in mind, they can, and I imagine have been since it has votes, be perceived as ultimately an Acolyte version of the Scribe proposal. I'd personally rather try converting Cultists over Acolytes due to the max possible expense level (I imagine an offshoot of "Expensive" will never get above "Expensive"). Right now all we're doing is getting people to tag shit, not writing the aforementioned and great grounds for an idea Necronomicon. They don't need huge stores of power yet. In that case I'd rather use a design to create a specialist after we have some more runic ability under our belts. Stencils could also be a great foot in the door to, like, a demonic printing press. We could have the best propaganda.

Embezzlement's great though, especially with the ideas I have for one of our next designs.

Quote from: VoteBox
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


 

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Happerry on November 17, 2019, 10:44:47 pm
Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: NUKE9.13 on November 18, 2019, 06:51:50 am
So, I probably should've mentioned this earlier, but you don't have a lot of experience that would make revision-training accountants of sufficient skill to embezzle money all that feasible. It can be done, but you'd be looking at a fairly difficult revision.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Jerick on November 18, 2019, 07:37:01 am
Chaotic Mutagenic Draught
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.

Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: TricMagic on November 18, 2019, 08:26:01 am
Quote from: VoteBox
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


Spoiler: To MoP (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Man of Paper on November 18, 2019, 12:56:25 pm
CMD probably wont be much easier than Embezzlers, what with being our first alchemical solution. I kinda like it though, and tossing it into crowds of angel forces could be hilarious. However I've got a design planned utilizing alchemy that this revision could apply to next turn, which would hopefully net us some experience as well as give us a better chance at creating some better CMD with the same effects actually fully intended.


Tric, your response is outright hilarious. I'll note that I spoiler'd my previous response because it was followed by something actually pertinent to the game that I didn't want our teammates to breeze over. I'll not continue doing it because then we just look like a pair of jackasses private messaging but publicly. I just want to highlight one thing for you to reread and really, really think about. Like sit down in a quiet room with no distractions and dwell on what I'm about to drop on you.

"I joined the Demons to have some fun, not think about consequences. And I am a firm believer of the Dice Gods. A low roll will always cause issues, where high rolls will work out well. There isn't anything I can do about that, so I don't try."

So not only have I seen it myself, but I've been told by others who share similar sentiments to myself that this is a statement that you do not actually understand. At least, not fully. But it ties back into your issue of thinking your ideas are always better and easier than everyone else's. Because of that thought that you just can't seem to shake, you've acted as if your proposals would have ended up any better than the results given to whatever actually won the vote. "I assume my actions are superior therefore they must be and so my proposal would have had a better modifier for some reasons only I know, you're all trying to lose" is not a good look my dude.

Look, my guy, just like I told Asea about their trainwreck arms races, I want you to be better. I want you to learn how to play with others. You are a clear and present issue when there are at least three GMs in our very small community that have told you, ultimately, "Cut it the fuck out". Take some advice and improve so that you joining a team doesn't automatically kill a fuckin' game. Seriously. There are at least two, maybe four people that will actively avoid joining a game until they know which side you're on and then avoid you like the plague. If you garner that level of reaction from some of our most docile, friendly people on this forum, then you really need to change something.

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: NUKE9.13 on November 18, 2019, 01:15:54 pm
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.

In the case of Man of Paper v TricMagic, I'd just like to point out that MoP probably does actually mean well, even if his tone and method are a little aggressive. It's not his fault, he knows no other way; something to do with his city of residence, I believe. So, Tric, I'd recommend filtering out the aggression and taking it as good-faith criticism.
Having said that, I think that most of what needs to be said has been said, and I would appreciate if this discussion was hereby shelved, or taken to PMs or something if you really want to continue. Let us, as they say, maintain our chill composure.

Anyway, I'm hoping to update soon, but will give some more time to discuss things what with my previous post. If you have no desire to move your vote, indicating as much (on Discord) would be helpful too, so I can tell the difference between someone who hasn't reacted yet and someone who has reacted by deciding things are fine as they are.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Rockeater on November 18, 2019, 02:53:06 pm

Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Man of Paper on November 18, 2019, 02:53:48 pm
make the gm coinflip, let fate decide
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: Doomblade187 on November 18, 2019, 03:53:46 pm

Quote from: VoteBox
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: (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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 0
Post by: NUKE9.13 on November 18, 2019, 04:03:02 pm
Demon Team: Revision Phase T0
TURNTURNTURN
Chaotic Mutagenic Draught
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.
Chaotic Mutagenic Draught: Normal: (4+1)=5: Average
Alchemy is a very complicated means of inducing mutation, which requires painstaking precision in order to achieve even simple results. Just throwing some stuff together at random is astronomically unlikely to do anything. That is, until you introduce Evil to the mix. Mutating people with Evil is easy. Just pour enough of it into their bodies without any sort of constraint or structure, and you'll probably see a number of interesting mutations take place. You are also likely to kill them, however. Combining the two, infusing a random assortment of ingredients with Evil, leads to a mutagenic draught with unpredictable effects, but sufficiently often ones of some interest. About 50% have no mutatagenic effect, causing mild discomfort at most. 10% are poisonous, with effects ranging from temporary sickness to death, depending on dosage and luck. 20% cause minor mutations of little note; small patches of green skin, loss or gain of hair (in various locations), slightly improved or worsened mood, etc. 15% cause moderate mutations, which are quite obvious; scales covering various parts of the body, teeth replaced with fangs, uncontrollable rage, etc (sometimes several in combination). 5%, though, are interesting- extra limbs, the ability to breathe fire, telepathy- are the three results you've seen so far, but who knows what else may occur. 
Of note, the Draughtsmiths didn't take any notes when preparing these, so replicating the results, while possible, will not be any easier than starting from scratch.

The Chaotic Mutagenic Draught has been tentatively approved for distribution in infiltrated regions. The use of volunteers and "volunteers" has also allowed the creation of a few small units of Misfits ((placeholder name)), draught-takers with mutations that make them, in some way, slightly better at combat. Their eclectic mix of abilities, however, make them unreliable, and not significantly better than regular Armed Cultists when taken as a whole.
Use in infiltration is rated Uncommon. Misfits are Rare, and have a small unit size.



Teachers of Magoc
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.
Teachers of Magoc: Normal: (1+4)=5: Average
Selecting those acolytes who show the most promise with writing the Language of Inception and having them dedicate their time to the matter is simple enough. Most time was dedicated to the educational aspect.
The basic principle of using the Language of Inception to aid in educational endeavours is sound, as it is easier to absorb lessons delivered through the medium (hopes of being able to deliver skills purely through use of LoI were very quickly discarded). It is somewhat trickier to assemble the necessary texts- Demontongue is a comprehensive language that can describe almost anything, but finding the right words can be tricky for those not fluent-, and then the inscription is of course a painstaking process as well. However, with your help, texts introducing the reader to the basics of your dark message are devised, and reproduction begins. These scrolls are then taken by the Teachers to aid in proselytising (being introduced at a later stage, to potential recruits who have shown a strong interest, as being shown a bunch of strange runes as a first impression might turn people away), serving to speed up conversions slightly. It is unlikely to have a huge effect at this stage, but the Teachers may independently expand their curriculum in the future, increasing their efficacy over time.

Teachers of Magoc will accompany proselytising missions automatically. They (currently) have no combat utility. As acolyte offshoots, any upgrades to acolytes will effect them as well. They are Rare, due to the effort required to produce their learning materials, on top of their acolyte training.



By the end of the month, our preparations are nearing completion.
Scouts have plotted a route through the Rice Terraces and Light Jungle, identifying abandoned forts that we could use should the war come to those theatres. The militaries of Darrin and Xa-Nam are as weak as the stories say, and will be unlikely to interfere with our operations. However, Lesimor's army regularly patrols the Scholarly Towers and would be unlikely to miss any military incursion, whilst any forces sent into the Wartorn Wastes would probably have to fight Dolgoth, their southern neighbour, and bands of deserters- an untenable proposition.
Meanwhile, missionaries have been sent forth. While the educated peasantry of the Scholarly Towers are somewhat less susceptible to conversion, the laissez faire attitude of the local rulers means our efforts go almost entirely unnoticed, and we are soon raking in recruits at a steady pace. The population of the Wartorn Wastes eagerly join our dark cause- having learnt well that life is all about taking what you want- while the warlords are not interested in anything but the ongoing war, and care not for a handful of strange missionaries and some curious graffiti. The pious citizens of the Rice Terraces, however, are confident in the leadership of the priesthood, and have no time for our preachers, while the denizens of the Light Jungle are happy and healthy, likewise limiting the appeal of our dark message.

Rumours from the east indicate that the Angel's forces are preparing an offensive of their own, and are doubtlessly seeking converts to bolster their righteous crusade. The war is all-but inevitable at this point, so we'd best ensure we're ready for it.

It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Doomblade187 on November 18, 2019, 04:45:18 pm
Courtesy of Rockeater:

War-Sheep
Ordinary sheeps raised by our cultists and corrupted with Evil to make them more useful in battle, their hooves transform to claws, their teeth turn sharp as daggers and their wool is as barbed wire, it's mind so corrupted by Evil it attacks anything infused with Good on sight. The Draughtsmiths have been instructed to assist, such that they continue resembling sheep.

I made minor edits.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Shadowclaw777 on November 18, 2019, 05:07:59 pm
Doppelgangers: The mutations of our Morog devious and conniving nature is combined with the alchemical concoction and process of the mutation to their body, that they transform from a living man into a grey-mushy and even veiny reflection of oneself, they lose all defining characteristics from their hair to their gender and transform into genderless humanoids at the end though. However this is where the power of the Evil helps them, they gain the ability to manipulate their physical form even greater now, with the addition of the Evil that inserted into their blood and layer of skin, they gain the ability to directly mesmerize the look of another, and morph and break the physical structure of theirs and change their height, weight, physique, etc to match another human as well as make an uncanny-valley mask of the persons facial structure, matching the exact details all the way to hair length with the utilization of Evil magic in the mutation and alchemical process from the Draughtsmith. Things that are also adapted by such as vocal cords so they change to the voice of those they mimic, mannerisms, and other traits they need to adapt too. Needless to say, this is the foundation of the ability to alter oneself and mimic another, converted from the cultists with the most amount of charisma and subtlety, they could infiltrate enemy supply lines, military leadership through the removal of the targets and than replacing them with a doppelganger as well as political leadership and other important bureaucratic positions and control our influence into areas that don’t accept our path.

Diabolic Monastery: An initiative of the Acolytes to ease the route and transmission of arcane and evil research this is a black temple that resides in the forgotten city in which the acolytes can freely mingle and focus their duties on the exploration of magic arts, the sole purpose is to make understanding the demon arts of magic that much easier, specialized education of the acolyte leaders will create training programs for the less magical inclined and the acolytes will help assist the new magical recruits who follow behind and find the arts much more difficult for them to comprehend. The improved training regime and “rule of two” in which acolytes will take in a magical recruits as apprentices, as well as furnished library of all the introductory levels of books on the magical arts and the field of cultic Evil-magic books as well as the cost of becoming an acolyte is much more easier. The aim is to reduce the cost of mental time of education and the innate complexity of beginning into magic and becoming a full-fledged acolyte that much more easier through the construction of a centralized building based on it, allowing to see a change of an acolyte unit sizes to be much more plentiful among the ranks, for about an 50% increase on average, even if their still a uncommon size among the Evil armies.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: NUKE9.13 on November 18, 2019, 05:21:21 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Man of Paper on November 18, 2019, 05:46:22 pm
Yay design time

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.


Magoc's Marauders: Magoc's Marauders are light infantry typically equipped with leather armor, an iron cap, two javelins, a kite shield, and a short sword. Not everyone is capable of performing the darker Arts, so the physically capable are instead utilized as Marauders. Not only do they serve as a front line soldier for the armies of Magoc, but they also provide security for traveling Cultists and Acolytes as bodyguards, enforcers, and general goons.

(To be clear this attempts to give us a soldier-class Human who can also work within the Influence lanes. I don't know how NUKE would play that - if it's a separate tactic or something - but I don't think it's a terrible idea.)


Cannibals: Cannibals are humans bombarded with overwhelming amounts of Evil and corrupting magic. While the body doesn't die, the mind is shattered beyond a hope of return. Humans who go through this process of mutation lose most of their mental capacity as well as all their teeth. Their bodies are twisted and changed as sharpened fangs grow through their gums, the muscles become denser, and their arms and legs slightly longer. Cannibals also gain the ability to turn their head past 180 degrees. Cannibals are compelled to constantly feed and never seem to excrete. Instead, partially chewed remains rapidly fester within a mangled, twisted stomach.

The sticky, black, tar-like substance that collects in the gut is regurgitated forcefully, with Cannibals often aiming for the face. This decayed collection of organic matter is very unhealthy to say the least, capable of causing or transmitting illness and parasites. Cannibals can be released to sow chaos on the battlefield and in back alleys.

(I just shat this one out as I went.)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: TricMagic on November 19, 2019, 09:58:22 am
Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (1) TricMagic
Magoc's Marauders: (1) TricMagic

Meanwhile..

Arcane Ink

Arcane Ink is made from a specific Alchemy mix of flowers and herbs which produce a blue ink, infused with evil during the entire process. When applied to the skin and left to dry, it will cause mutations which improve one's abilities to channel evil to cast spells in the form of glowing lines below the skin. May cause side effects and further mutations in some individuals without magical aptitude.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Jerick on November 19, 2019, 10:26:07 am
Mutagenic Mist
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.


Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (2) TricMagic, Jerick
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (1) Jerick
I quite like bootleggers bounty. It gives us some coin and resources to work with while simultaneously infecting the world with evil.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Man of Paper on November 19, 2019, 10:47:21 am
Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (2) Jerick, MoP

Chemthrowers, noice.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Rockeater on November 19, 2019, 02:37:55 pm
Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (3) Jerick, MoP, Rockeater
Doppelgangers: (1) Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: Shadowclaw777 on November 19, 2019, 03:00:27 pm
Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (4) Jerick, MoP, Rockeater, SC777
Doppelgangers: (2) Rockeater, SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
Post by: NUKE9.13 on November 20, 2019, 02:11:41 pm
Demon Team: Design Phase T1
TURNTURNTURN
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
Let's get the bad news out of the way first. Several of your cultists died of massive alcohol overdoses after they broke into the warehouse storing bottles of Bootlegger's and managed to drink half the stockpile before falling into a coma. However, there are always more where they came from, especially with the new "Bootlegger Club" bringing in members.
Yes, when you told the Draughtsmiths to develop a liquor that humans would enjoy, they may have gone a bit over the top. Bootlegger's Bounty is, at its base, a passable alcoholic beverage. Not bad for the work of amateur distillers, but certainly no masterpiece. However, the intrepid Draughtsmiths said to themselves "Well, if we can't make the liquor enjoyable to everyone, how about we make everyone enjoy the liquor instead?", and subsequently developed a fast-acting, low-energy, almost imperceptible mutagen that rewires the imbiber's brain to think that the taste of Bootlegger's is like ambrosia from the gods. The first shot of Bootlegger's has a mediocre taste, but within seconds the aftertaste compels a second shot, then a third, and a fourth and fifth until it's sunrise, you're lying face-down in the mud, you've lost your trousers, and you cannot wait for your next chance to taste a drop of Bootlegger's.
At this point, adding the corrupting aspect seemed almost unnecessary- the desire for Bootlegger's alone would surely drive humans to drastic action in pursuit of another taste. But the Draughtsmiths did not rest on their laurels, and managed to infuse Bootlegger's with Evil that is perfectly tuned to corrupt the mind of the consumer, but in an almost imperceptibly gradual fashion, such that even someone who only drinks it once will grow gradually more Evil over the next month (drinking it more intensifies the process).
It will also, as requested, catch fire if exposed to a burst of magic. You aren't entirely sure how much intense the magic has to be to trigger the effect. Some testing with Acolytes throwing magic missiles at bottles of Bootlegger's show that a low-power missile will not trigger it (merely knocking the bottle over), but that requires a deliberate decrease in intensity. Unfortunately, the effect is quickly diminished upon consumption- while someone struck by a magic missile within a few minutes of downing a bottle does suffer from some hilarious injuries, within about half an hour there is no reaction.

Your cultists have already secured ways of selling Bootlegger's on an informal, under the radar sort of way. This will provide a welcome source of income, but that's not all. Some Bootlegger's addicts are so hopelessly enamoured with the stuff that to get more they will do literally anything. Signing their souls away to a Demon being among the less radical actions. Your missionaries have made a point of approaching these people and inviting them to the "Bootlegger Club", promising them more booze in exchange for joining a few brainwashing sessions. Trial runs have already proven remarkably successful, especially when combined with artificial Bootlegger's shortages, which you can of course induce at will.

Bootlegger's Bounty is remarkably easy to produce, and with some of the income from sales directed to the construction and upkeep of a dedicated distillery, it can be considered Common. The Bootlegger Club will automatically augment proselytising missions, and may be considered an Uncommon recruitment tactic (not everyone has the poor impulse control necessary to become a BC member).



Mutagenic Mist
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.
Mutagenic Mist: Normal: (2+2)=4: Below Average
Modifying CMD itself in any reliable fashion soon proved impractical- it has no consistent structure to modify. However, the Draughtsmiths were able combine it with a second, more deliberately concocted substance, that induces the effects you were looking for; namely an increased susceptibility to mutation, and heightened aggression. Unfortunately, the effects are only temporary, as the increased-susceptibility aspect is achieved by a quick assault on the body's natural form-memory, weakening it for a period- but also preventing other mutation effects from altering it, meaning that when the effect wears off, the body 'remembers' its previous state and will revert back. Effectively, this means that after a battle, survivors will be back to normal.
Aerosolising the combined concoction required a bit of tinkering, but with magic on their side, the Draughtsmiths were able to make the liquid easily dispersible through the air, which combined with a simple pump lets users spray clouds of the stuff onto the battlefield. Unfortunately, using magic to disperse the mist would've required more development time; the pump was the best your cultists could put together, which does render the clouds a bit anemic. It does mean use is not confined to Acolytes, though.
Testing shows that the concentration of the mutagenic compound drops off quickly as the mist dissipates, rendering the effective range of Mutamist Sprayers a few meters at most, and dependent on wind conditions. More effective dispersal methods would allow for higher concentrations and greater projection, improving the range.
Mutamist Sprayers are provided with a cloth to tie over their face, to slightly mitigate the effects of their own mist on themselves, but this is not especially effective- a minute or two of spraying is the most they can manage before dropping the equipment and charging into the fray.

Mutamist Sprayers will make a more chaotic place of the battlefield, to be sure, although perhaps not as effectively as you hoped, given their short range and auto-susceptibility. They are Uncommon, with a small unit size (and will typically divide themselves further to cover more ground).




It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Kashyyk on November 21, 2019, 04:04:14 am
Here's a pair of revisions, riffing off of our current tech:

Quote from: Mutagenic Mist Globes
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.


Quote from: Demonic Heraldry
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: TricMagic on November 21, 2019, 09:13:29 am
Ae

A basic spell that creates wind, and sets it alight. One particular of it is using Bootlegger's Bounty's fumes on that wind, and amplifying that. The wind will draw in the enemy like moths, and then the fire will burn them all.

This can also be used with the Mutagenic Mist. In reality, it's just a wind spell after all. Setting Bootlegger's Bounty alight just needs an arrow set alight to trigger the explosion.


Perhaps more simply, the spell creates wind, which is directed by the caster, to spread mist or fumes across the battlefield. For the Bootlegger's Bounty, an archer can use an arrow to trigger the explosion of the fumes, or any flame source that is within the fumes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Man of Paper on November 21, 2019, 09:41:01 am
Acolyte Apprentices: Acolyte Apprentices are Cultists gifted but not yet fully introduced to the Magical and Dark Arts. Each Acolyte is assigned an Apprentice or two to use as lackeys as well as instruct and, most importantly, keep alive until they can be useful to Magoc. Apprentices should provide us a dedicated, educated pool of Acolytes with more familiarity with magic than our current Acolytes come in with.


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.


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 Barrels themselves can also be sold to tavern owners or particularly affluent individuals.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Jerick on November 21, 2019, 10:14:45 am
Raiment of Inception
In creating a uniform for our more militant branch of the cult and idea was hit upon. The runes of inception should be drawn on the clothes of our troops. They should convey the creed of our cult and our master as much as possible. Every fight against us will seed the creed deeper into the minds of our enemies. Slowly converting their veterans to our faith.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Kashyyk on November 22, 2019, 03:41:50 am
Jerick's Raiment is pretty similar to my Heraldry. I guess it just depends on whether we want the Inception Runes on shields or clothing. Personally, I think Shields are better, because then you can show the runes to the enemy more effectively, whilst the Raimant would actually get concealed by our shields.

There's also the chance of a soldier affecting the guys in his unit if it's on the Raiment. Not an issue if it's just "join us" type stuff, but more aggressive commands like "fear us" or "kill your boss" wouldn't go so well.

Also, having some sort of command structure is definitely necessary.

Quote from: Demonic Votes
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Jerick on November 22, 2019, 06:28:55 am
Quote from: Demonic Votes
(1) Mutagenic Mist Globes: Jerick
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(1) Cultist Commanders: Kashyyk
(0) Bootleg Barrel Bombs:
(1) Raiment of Inception: Jerick
I 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.
I am against putting runes encouraging disloyalty on anything our loyal cultists may view.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Man of Paper on November 22, 2019, 08:24:01 am
Lol both arguments for the shield and clothing using runes include the argument of but what if our dudes see a bad one.

So why don’t we design some sort of mind-protective ward+headband/cap next turn then start tossing cool runes on shit our dudes are gonna see all over the battlefield. Could also provide a mental defense against them damn good guys.

I’m on a phone at work right now and nukes tumbleweeding everywhere, so if someone could add my votes to Commanders and Globes that’s be cool. Messing with quotes is a pain with my clumsy thumbs.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Kashyyk on November 22, 2019, 08:26:23 am
Quote from: Demonic Votes
(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

There's also the option of putting standard subversion commands like "Join Us", or "Evil is Fun" on the shield/raiment. Then it doesn't matter whether our guys see it cos it just reinforces their belief. At that point I feel putting it on clothes vs shields is a bit of a moot argument when it wouldn't be that hard to just put it on both.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: TricMagic on November 22, 2019, 08:32:20 am
Tumbleweed

The Tumbleweed is a mix of straw and strips of paper tied to the straw, with runes drawn on them. When put in the wind in mass, they roll past or into the enemy ranks. And as their attention is drawn to it, they see flashes of the Inception Runes.

These Runes are threefold. First is the encouragement of free will and thinking, along with having fun. Second are runes that encourage evil. And third is a sort of melancholy, that makes them question if they can actually win, that Evil will always find a way to triumph, even if evil loses.

Other than being used on the battlefield, they can also be deployed for Influence. The third rune set has a very different effect on those who are neutral, making it seem like evil is the better path to success and victory. Likewise, our Cultists will be inspired by the thought that evil will triumph, making them quite safe for them to see and make.



Tumbleweed Emoji when indeed.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Doomblade187 on November 22, 2019, 11:03:12 am
Quote from: Demonic Votes
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Rockeater on November 22, 2019, 03:41:37 pm
Quote from: Demonic Votes
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Kashyyk on November 22, 2019, 04:06:06 pm
Hopefully this will be a reasonable compromise Jerick.

Quote from: Demonic Heraldry v2
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.

Quote from: Demonic Votes
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Shadowclaw777 on November 23, 2019, 03:24:28 am
Quote from: ARevisïon
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.

Quote from: Demonic Votes
(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

We are Chaotic Evil, we do not need any form of military leadership but only rely on the biggest guy on the field. As well Tumbleweeds are hilarious, and will very much help all our efforts yep totally. As from the chastising from discord, I shall change votes from the “gimmick” revision.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Jerick on November 23, 2019, 06:11:38 am
Quote from: Demonic Votes
(2) Mutagenic Mist Globes: Jerick, MoP
(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
Well my main point of contention was the disloyalty thing so I'm perfectly fine with v2.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Man of Paper on November 23, 2019, 08:30:17 am
Nobody says we’re chaotic evil? If anything that’s the most obvious and boring label to assign, and also a pretty weak argument vs any sort of military leadership. Even the Orks have bosses.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Jerick on November 23, 2019, 10:22:16 am
Yep. With us selling an achololic beverage to infiltrate and control populations we're not exactly chaotic evil. We're too scheming for that besides I don't want to get pidgeonholed as one specific type of evil. I'd rather we keep our options open and accept any that serve to spread Evil.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: TricMagic on November 23, 2019, 10:41:42 am
Quote
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


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.

 Does have a tendency to blow up when destabilized, usually after it pierces a target's armor.

Quote from: Demonic Votes
(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:

Simple revision, spinning the energy to give it piercing. Which means it does have the ability to go through armor and trees. Walls too. And the Bootlegger's Bounty bottles.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Doomblade187 on November 23, 2019, 12:52:04 pm
Quote from: Demonic Votes
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Man of Paper on November 23, 2019, 04:25:19 pm
Quote from: Demonic Votes
(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:

Added doom's vote to the BBBs upon discord request. I think. It wasn't proper english so who knows if I interpreted the ping right.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Doomblade187 on November 23, 2019, 05:58:54 pm
I don't believe in proper English lol.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Jerick on November 23, 2019, 07:49:16 pm
Quote from: Demonic Votes
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Shadowclaw777 on November 24, 2019, 12:14:46 am
Quote from: Demonic Votes
(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:

Why not.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: NUKE9.13 on November 24, 2019, 12:59:59 pm
Demon Team: Revision Phase T1
TURNTURNTURN
Demonic Heraldry v2
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.
Demonic Heraldry: Easy: (3+4)+1=8: Unexpected Boon
Who knows what brought on the stroke of inspiration. Was it really the combination of Bootlegger's, three different psychotropic mushrooms, Noraganian moon sugar, and a pinch of what a salesman had claimed was powdered manticore horn- but which later analysis proved to be chalk dust? Maybe, maybe. Either way, the cultist who imbibed the brew is dead now, and the exact proportions of the ingredients are unknown. But before he died, frothing at the mouth while turning a most unusual shade of purple, he was struck by an insight into the inscription of the Language of Inception- an insight that was, to your mind, so obvious that it hadn't occurred to you to share it with the cultists struggling to reproduce the cursed characters, yet apparently had eluded them until the words of the intrepid drugsmith brought it to their attention. Thanks to this insight, the prior difficulties with LoI inscription have been greatly reduced. Some practice is still required, and the runes still need empowering, limiting the amount a scribe can write before passing out, but they should much more plentiful now.

This insight is particularly useful when it comes to the creation of the new Demonic Heraldry. Featuring a variety of messages extolling your favourite sins, urging the reader to submit to temptation, and demanding worship of Magoc, the shield & tabard combo are made available to all your forces. In addition to the powerful effect that seeing the same messages repeated again and again is predicted to have on the enemy, the uniformity of appearance instils a sense of unity amongst your troops, improving unit cohesion. It also makes it easier to distinguish friend from foe in a chaotic melee.

Demonic Heraldry is available to all your forces, at no extra cost. In addition, Language of Inception Graffiti is now Common, and Teachers of Magoc are Uncommon.



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 Barrels themselves can also be sold to tavern owners or particularly affluent individuals.
Bootlegger Barrel Bombs: Trivial: (1+1)+2=4: Below Average
It all seemed so simple. And it was. Yet somehow you feel like this should've gone better.
Bootlegger Barrel Bombs are simply barrels of Bootlegger's. The "thin-walled" requirement was received a little late, and as a result you now have vast stockpiles of barrels with walls of varying thickness. It's actually amazing how many barrels they managed to churn out in a short period- even though they now know to produce thin-walled ones only, the stockpile you have could last for years, and it seems a waste to throw them all away. As a result, there are some kegs out there that will not explode unless struck by a 'full power' magic missile from an Acolyte, and some that won't explode even then. These 'duds' are unfortunately indistinguishable from regular BBBs, making their use slightly unreliable.
Nevertheless, a little gambling never hurt anyone- at least not the house, and when you gamble you are always the house-, so BBBs will be deployed in combat as makeshift traps.
They will also be sold to affluent individuals. Unfortunately, your cultists had heard of the concept of a 'bulk discount', and not being experienced merchants, managed to price the barrels such that you don't really make any more money off of their sale than you do off of regular bottles. Still, it can't hurt to offer a wider range of products.

Bootlegger Barrel Bombs will be deployed in ambushes and maybe sieges. They are more expensive than regular bottles, but since regular bottles are pretty cheap they may be considered Uncommon



Our forces have secured an unguarded route into the Mountain Passes, but ran into an issue before making it through to the Dry Plains. We advanced past two more abandoned forts before scouts brought the news: unknown forces, bearing banners of blue and white emblazoned with a pair of multicoloured wings, had been spotted moving towards our position. These were almost certainly the Angel's forces.
We've sent some troops to garrison the closest abandoned fort, but getting caught in a siege would not be good for us; the forts are old and crumbling, not to mention small, and the Angelic forces could cut us off from supplies and reinforcements easily. The fort should be a fallback; ideally, we should defeat the enemy in the field. There are plenty of places suitable for an ambush, so we need to be careful- even as we look for opportunities to ambush our rival. If we avoid ambushes, combat is likely to occur in the narrow passes, limiting opportunities to manoeuvre- at least, for conventional forces.

A similar story arrives from the River Crossings. Our forces are far too small to contest the more well-guarded bridges, so detours are necessary to find crossings where we will go unopposed- by the queen's armies, at least. The terrain is more open in this region, making it harder to spring an ambush, so victory will be determined by who can cross the rivers. Quick, decisive action to secure a beachhead will be key.

Meanwhile, our missionaries continue to infiltrate the kingdoms of Lesimor and Dolgoth, with the most intrepid travelling as far as the Fortified Frontier and the Trade City. It will be hard to operate so far from friendly territory, however, so most of our efforts will be focused on the Scholarly Towers, Lawless Capital, Wartorn Wastes, and the Ostentatious Capital. Undoubtedly the Angelic cultists have similar plans, and though we have no real way of directly interfering with their efforts at present, it is possible that they have developed ways of interfering with ours; we should be on guard.

With the war set to start any day now, the only question remaining is this: where will you, our illustrious dark master, make your presence felt this month? 



It is now the Strategy Phase! How exciting.
Spoiler: Strategy Primer (click to show/hide)
TLDR: This turn, all you have to do is choose where to send Magoc, from the following: Mountain Passes, River Crossings, Scholarly Towers, Lawless Capital, Fortified Frontier, Trade City, Ostentatious Capital, Wartorn Wastes.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Kashyyk on November 24, 2019, 04:26:48 pm
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
() Scholarly Towers (1/5):
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: TricMagic on November 24, 2019, 04:31:15 pm
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:

By that same manner, sending Magoc to Influence the scholars with knowledge and secrets might prove more beneficial. We don't have the magical or summoning skills for Magoc to use, so it would simply become a case of brute force, and getting weakened this early is not ideal. We'll know more about them after this combat though.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Man of Paper on November 24, 2019, 05:00:27 pm
So here's my full analysis of our better options:

In order to do well at the Crossings we'll need to dedicate some work to crossing the bitches. Our dudes could fare alright in the mountains, but we'll need some specialized equipment or units (perhaps flying?) to make sufficient impact. At this time I think assigning Magoc to combat without more magical support or really solid military will put It at too much risk of losing power for now, so I'm going to push for deploying him in Influence lanes this turn.

Both Influence Capitals and the Trade City are ripe for picking, and all three could provide solid potent boosts for our cult. The Wastes and Frontier may prove less susceptible to our current Influence methods, but I'm really looking at those Towers. If we can lock those down before the Angels infiltrate then I figure we'll get either cheaper magic-capable units or have an easier time creating magical crap. We lock that down and it should provide us with a leg up everywhere else. It rests in an Influence Lane, meaning the Angels can contest it immediately, and so I think it's best for us to wrap it in our very, very warm embrace sooner rather than later. As a result, I think Magoc should go there and aid in corrupting it's denizens.

Quote from: Deploy !!Magoc!!
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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Jerick on November 24, 2019, 05:16:51 pm
Quote from: Deploy !!Magoc!!
Combat Lanes
(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:
I 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.

It was the point about losing power that sold me. I don't want to deploy him to combat lane at least till we have some idea of what they have.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: NUKE9.13 on November 26, 2019, 01:23:48 pm
Demon Team: Battle Phase T1
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8059570#msg8059570)



Lesimor Infiltration Report
Our efforts to infiltrate the Lawless Capital were successful; we secured contracts with the local criminal syndicates, allowing us to sell our products through them, earning us some friends in low places while still making a decent amount of money. Our missionaries were able to convert a good number of the inhabitants, both directly and through the Bootlegger Club. A few notable criminals have also joined the cult, although not enough to make significant inroads into control over the underworld, future efforts may succeed in this regard. 0/5-->1/5
   
In the Scholarly Towers, many of our efforts attracted the watchful eyes of the local scholars, forcing us to abort them to avoid detection. However, thanks to your personal intervention, we were able to expand our operations gradually, recruiting some of the students and lower staff in the various academies (amongst others), which gives us access- albeit low-level access- to their repositories of knowledge. 1/5-->2/5
   
The Fortified Frontier was unlikely to yield results this month, and indeed it did not. We simply didn't have enough agents in the province to make a significant impact.


Dolgoth Infiltration Report
We earn a fair amount selling Bootlegger's to the nobilty in the Ostentatious Capital, but amongst the common people, the drinks market is heavily regulated, and sales are lacklustre. After a few close calls with the guard, our missionaries give up on trying to spread their graffiti in the city- which is unnecessary anyway, as there is plenty of dissent to exploit regardless. We manage to expand the cult's presence in the city considerably. 0/5-->1/5
   
In the Wartorn Wastes, sales of Bootlegger's are booming, even if we have had to lower the price slightly to accomodate this. The Bootlegger Club has brought in many new converts, including some of the rank-and-file soldiers, enabling us to begin infiltrating the military itself (Note that this does not include the King's favoured mercenaries, whose loyalty is beyond reproach). 1/5-->2/5
   
Attempts to spread into the Trade City were utterly hopeless. Almost every bottle of Bootlegger's we brought into the city was seized and destroyed, and the handful of missionaries could find no takers amongst the 'loyal' citizens.



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 26, 2019, 01:51:14 pm
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.


Warsheep

Warsheep have been infused with evil, and gradually mutated with Alchemy and spiders to make their wool as strong as spidersilk. Indeed, their wool is in fact like spidersilk in every way, other than stickiness, which cover's their entire body to protect them with the strength of steel, while being quite thick.

Likewise, they have grown other mutations. Sharp curved horns with which to eviscerate a target, and two additional legs sprouting on each side to help with quick movement, sharp and pointed, quite like spiders.

They make a very strong attacking force, able to shrug off bladed attacks with their wool.


High Effort: Hell Spiders

Hell Spiders have been upsized with evil and alchemy over multiple generations, bred for strength and speed. Thanks to their short life cycles, this can be done over multiple generations of the spider's life cycle, breeding for what we want. They've also been indoctrinated over the course of this so their instinct is to follow Evil and attack Good-aligned foes. They are about 4 to 8 times the size of a human, depending on age and gender, with the females being bigger. Once directed, they will be able to set up nests in the mountains and forests, and brought to battle the forces of good.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Happerry on November 26, 2019, 02:10:26 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Doomblade187 on November 26, 2019, 02:11:51 pm
But what about.

BEEG

A cultist that is much (about 2x) larger than normal, with big. Big muscles and thick skin. Also claws. Very angry.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 26, 2019, 02:15:39 pm
Forgive me for being a bit quick with the votebox, but.

Note I'm technically fine with any of my three, though I want spidersilk somehow. That can be used as a trade product as well as for armor.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1)Warsheep: TricMagic
()Demonic Spiders
(1)Cultist Training Program: TricMagic



Also very dead. Bigger target without any armor? Though if we have spidersilk, we can easily clad him in that and give a spear so those giants can sweep through the battlefield.



Here is the other thing.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Jerick on November 26, 2019, 03:22:21 pm
Wraiths
Wraiths are summoned creatures created from the souls of people killed while being tortured and tormented. They are infused with Evil and a hunger that can only be sated with souls tainted with good. Devouring such souls grants them temporary relief from the pain of torture. A pain they carried with them from their last moments into the afterlife. They consume souls by coming into contact with them but the process is not instantaneous. It takes time and effort for them to pull the soul from a living vessel so they can eat it. However free floating souls such as the ghosts the angel is using for scouting are much easier prey. Similar to the enemy's ghosts the Wraiths are intangible but they are not invisible and can be seen by even mundane humans. They appear like a surging shadow that floats through the air. The promise of momentary relief keeps them obedient to Magoc.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Kashyyk on November 26, 2019, 05:23:04 pm
Quote from: Magoc's Chosen
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.

I definitely think we need a boost to our combat, and two solid combat designs are how to help there.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Jerick on November 26, 2019, 05:46:54 pm
Inception Combat training
Our infiltration in the Wartorn Wastes has yielded us some recruits from their military. We have set to work using their knowledge to create a series of instructions in demonic that will drill into our cultists minds proper form, technique and battlefield discipline. We have coupled this with combat drills and active training to build up the muscle memory needed. By using the language of Inception for this we can ensure uniformity of the training received and can more easily train large numbers.

Pretty similar to CTP but uses the LoI to try and improve the results.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: dgr11897 on November 26, 2019, 05:49:04 pm
Quote from: Alchemical Artillery ritual
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.
Quote from: Normal artillery ritual
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.
Quote from: Cartridge system
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.
Quote from: Mk1 Device
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.
Quote from: Mage's armor
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.
Quote from: Voting with Training Montages(and Sheep)
()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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 26, 2019, 06:39:01 pm
Quote from: Cartridge system
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.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: dgr11897 on November 26, 2019, 07:22:29 pm
Magic sword and shield
A mass of evil magic formed into the shape of a sword and a shield. Due to being a concentrated mass of destruction magic the sword is hideously effective against most targets, particularly immaterial ones. The shield part of the spell concentrates magical energy into a roughly disc shaped barrier attached to one's arm. It is especially suited to defending against magic missile spells, and is somewhat less effective, though still useful, against physical attacks.
Enhanced Acolyte
Through a fusion of Evil and Alchemy we have managed to create enhanced versions of our magic using acolytes. The acolyte being mutated first receives a mutation through evil and alchemy that enhances their mental strength, and then receives a burst of raw mutating evil energy, which they can use their enhanced mental strength to direct, boosting their strength, speed, durability, mental strength, or sight, though they can only maintain one of these mutations at a time, and can't maintain a mutation constantly. In particular the sight mutation is useful for detecting enemy spirit spies, as it allows the acolyte to see magical entities.
Quote from: Voting with Training Montages(and Sheep)
()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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Man of Paper on November 26, 2019, 10:24:21 pm
Proposal: 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 the nerds scholars 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 27, 2019, 10:57:31 am
Quote from: Voting with Training Montages(and Sheep)
()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


Right, so. Working with Pure Evil would make things far less common than we'd like, DGR. And I'm not even going to go into the Spire with it's three designs for 1 and word wall-ness.

Cultist Training Program. Simple, gives us training for some actual command, makes tactics possible. Also gives a base for Mutations by finding the strong ones.
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.


As for Cartridge System vs Cartridge Load. CS is effectively trying to make a spell available to all. CL is giving our magic users the ability to pre-charge Cartridges with Magic, which can then be used to fuel their spells in combat later on. Of the two, CL is more likely to work thanks to our Accolytes being able to actually use that magical energy for missiles, which opens up being able to fire many volleys of Magic Missiles. As well as Vortex Missile if that gets revised. Or any magic in particular. Magical Energy is something that can be used for any spell in the future.

Quote from: Cartridge system
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.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Jerick on November 27, 2019, 11:36:05 am
The Ravenous
The Ravenous are a mutant and a true marvel of our mutation program. They were created by isolating some of the more beneficial and interesting mutations from the misfits and combining them into a compact lithe killing machine. They are thin, pale, gaunt humanoids and are as fast as sin with long claws on their hands. Their most distinctive feature in appearance is actually their lack of features. They have no eyes, no nose, no ears, no hair and no obvious mouth. They do have a narrow slit that runs down where their face ought to be that can peel back revealing a maw that occupies most of the creature's head. Smoke and fog seep endlessly from the creature's skin and hangs in the air. This smoke obscures vision but serves another purpose. They lack sensory organs but can feel anything that enters their smoke. Where there is their smoke they have perfect spatial awareness. But they are vulnerable if ever drawn out of the cover of the smoke they make. There are no ill effects from breathing in their smoke save for the fact that for a long time afterwards they will know where you are. They hunt in packs coordinating perfectly hidden by they combined smoke and devouring all that opposes Magoc.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 27, 2019, 01:00:18 pm
Campus of Knowledge

The campus of Knowledge is a dedicated effort to re-purpose part of the city, bringing in magical texts from the Towers to form libraries. Likewise, training grounds for our Acolytes to improve to become Apprentices in their craft. And eventually as we gain more texts and time passes, Adepts, and Masters of spellwork. Through diligent study and practice, they can become the backbone of our forces. As well as creating a place to hone new Acolytes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Doomblade187 on November 27, 2019, 01:26:52 pm
Quote from: Voting with Training Montages(and Sheep)
()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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Man of Paper on November 27, 2019, 02:15:30 pm
Quote from: Hotbox
()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:

It's doable according to GodMan, and proposes to do what we're all generally arguing about what to do. I'm not saying it's the perfect single response to the last turn, but it is a badass tower. Nuke has also made a point to state he doesn't want more designs seeming stapled together, and since all our goodwill on what difficulty things could be was burnt on a million nonproposals and halfideas I'm fine with trying something risky the GM says is possible cuz he's not gonna give us any more info than that anymore, I think. Other than "no stop it, you assholes".
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Rockeater on November 27, 2019, 02:27:16 pm
Hellfire beetle (HE)
Nature is beautiful sometimes, take the bombardier beetle, besides carnivorous and flying, it is also able to shoot boiling chemicals out of it back-end, the limiting factor in utilizing such abilities in combat is the_fact that they are small and are not easily controlled.

And that where magic come in, with it short life span it is easy to gradually over several generations to create major changes in the captured population with ease using alchemy and Evil, the clearest of which is increasing it size to that of an elephant and hardening it carapace especially in the lags and wings area while maintaining it original abilities, it digestion system was also modified to being able to consume flesh, potential that of human, and finally it mind was modified to being possible to control the creature by a rider.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Kashyyk on November 27, 2019, 02:42:06 pm
Quote from: Hotbox
()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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 27, 2019, 03:13:45 pm
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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Doomblade187 on November 27, 2019, 03:15:42 pm
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
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(1) Grand Beetle (HE): Doomblade
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Shadowclaw777 on November 27, 2019, 03:31:41 pm
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
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(2) Grand Beetle (HE): Doomblade, SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Rockeater on November 27, 2019, 03:33:41 pm

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
(3) The Obsidian Spire (HE): MoP, Kashyyk, Tricmagic
(0) The Ravenous:
(3) Hellfire Beetle (HE): Doomblade, SC777, Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Jerick on November 28, 2019, 06:28:44 am
Since what I'm voting for isn't getting votes it's time to switch and break this tie.
Quote from: Hotbox
()Vortex Missile
() 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
While 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 29, 2019, 03:36:00 pm
Quote from: Hotbox
()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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: Doomblade187 on November 29, 2019, 08:58:18 pm
Quote from: Hotbox
()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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 30, 2019, 09:25:46 am
Quote from: Hotbox
()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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: NUKE9.13 on November 30, 2019, 09:35:56 am
Demon Team: Design Phase T2
TURNTURNTURN
Proposal: 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 the nerds scholars 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.
The Obsidian Spire (High Effort): Ludicrous Very Hard: (1+3+1)-2=2: Utter Failure (oof)
So, here's the thing. Making a tower/volcano hybrid sounds pretty cool. Very demonic. However, one must be careful when doing so to not accidentally disrupt the local geological stability, pissing off Dorael (the god of, amongst other things, earthquakes and volcanic eruptions). Divine retribution, in the form of a volcanic eruption channelled through the spire, shattered the under-construction structure and doused the surroundings in molten rock and scalding ashes. Only the good fortune of the tower being situated on a different slope from the part of the Forgotten City which your cultists call home saved you from utter destruction.
Whoops.
Well, at least the effort was not entirely wasted; though the spire was not fully furnished yet, plans were being drawn up for the multiple institutions to be housed within, and while those are obviously shelved for the moment, you should have a slightly easier time developing them in the future.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
Post by: TricMagic on November 30, 2019, 09:43:06 am
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.


Going to put this up again to give us a ranged option.

Also..

Obsidian Arrows

Through having gained a few woodcrafters through our influence of Bootlegger's Bounty, they've been tasked with making a proper bow for our forces to use. Moreover, failure is just opportunity waiting to be harnessed. The Obsidian formed from the eruption makes for a powerful arrowhead, infused with might from the god's anger. It is also sharp, hard, and tends to splinter in the wound, preventing easy healing. Coating the arrow in the rage-inducing mutagen we've developed makes it worse, causing rage once it enters the blood. This can cause the arrow to deal more damage as well, since they won't stop moving long enough for treatment.

Quote from: Votebox: Ranged with extreme Godly Prejudice
() Vortex Missile
(1) Obsidian Arrows: TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Kashyyk on November 30, 2019, 10:22:58 am
Since these were quite popular last turn, I think we should put them back in the running as well.

Quote from: Votebox: Ranged with extreme Godly Prejudice
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
Post by: Rockeater on November 30, 2019, 10:30:03 am
Quote from: Votebox: Ranged with extreme Godly Prejudice
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: TricMagic on November 30, 2019, 11:08:39 am
Acolyte Apprentices
Cultist Commanders


I vote for neither of these two, since they would be better as a design, should the tower also be tried next turn. Since we gained a lot of experience, it should make it one level easier.

Stacking Rage would be nice though, so why not a revision to give our archers some power in their arrows with the globes? At the least, having two revisions that induce rage has a higher likelihood of succeeding.

Quote from: Votebox: Ranged with extreme Godly Prejudice
(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

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: Man of Paper on November 30, 2019, 02:44:00 pm
Proposal: Bounty Misters

By filling our misters with Bootlegger's Bounty as opposed to CMD we can utilize the potent effects it provides more readily on the battlefield as opposed to slightly obvious barrel deployments. If ingested it can sow the seeds of corruption on the holier-than-thou Angelic forces and push addiction onto their soldiers. Even better, the incendiary effects of Bootlegger's Bounty are triggered by magic - of which their healing is no doubt derived. This means that at the very least the Angelic forces will need a good bathing before having their magical medical aid administered.

The Bootleggers is notably not magically aerosolized (primarily because that'd set the stuff off and, while hilarious, would be quite the oversight). Instead, we adjust the size of the hoses used by the Misters to allow a higher volume throughput with a fan-shaped nozzle at the end with multiple small holes, meant to increase pressure of the liquid and range of the spray as a result, to allow the misters to spray in an arc ahead of the user.

Also great at parties!


Quote from: Votebox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: TricMagic on November 30, 2019, 03:37:37 pm
Quote from: Votebox: Ranged with extreme Godly Prejudice
(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

I'll note, proper arrows and bows would help. I stick to this. Having said that, on with the Party Boat.

Mists of Bounty & Sprayer Revision

The main issue with the pressurization is that we kinda didn't manage it properly. So the majority of this revision is actually making the pump work magically, and pressurization, boosting the total effective range. Other than that, we also make sure the tank can handle different liquids.

Overall, this will mostly prevent our own forces from falling prey to our own mutagen mist. Moreover the Bountiful Mist can cover an area up to 32 meters away, and due to the magic used to give it it's range, it sets itself aflame with whatever is in it's path.

Spraying the enemy force with Bountiful Mist makes healing them a dangerous prospect, and Mutaginic Mist will send them into a rage. So we have options.

Spoiler: Magical Pump (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: Shadowclaw777 on November 30, 2019, 08:03:01 pm
Quote from: Votebox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: TricMagic on November 30, 2019, 08:20:08 pm
Quote from: Votebox
(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:

I'd say something of a miscount, but..

Vortex Missile is a revision of Magic Missile. Please vote for it so we can pierce their armor and bodies.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: Happerry on November 30, 2019, 09:14:01 pm
Quote from: Votebox
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: Doomblade187 on November 30, 2019, 10:05:57 pm
Quote from: Votebox
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: Shadowclaw777 on November 30, 2019, 10:08:41 pm
Quote from: Votebox
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: TricMagic on December 01, 2019, 09:07:41 am
Quote from: Votebox
(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:

Once more, no Vortex Missile. Guess we'll just keep using Magic Missile.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 2
Post by: NUKE9.13 on December 02, 2019, 03:33:28 am
Demon Team: Revision Phase T2
TURNTURNTURN
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
While none of your cultists were military officers in their previous lives, some of the newer recruits from the Wartorn Wastes are experienced soldiers, and many of them are quickly selected as Commander material, along with a few of the more naturally talented warriors. Being promoted to a position of power over others has made the Commanders arrogant, backstabbing, and viciously cruel; perfect specimens, in other words. They constantly try to outdo each other; the former soldiers were eager to prove themselves superior with their elementary knowledge of tactics- but the other, less experienced commanders quickly caught up after a few mock battles. Their physical strength is satisfactory as well, as they are all quite capable of defeating three or four other cultists at once- albeit with the unfair advantage of having a sword where the others wield only spears and daggers. Said swords are not masterpieces, but they're decent blades, hand-stolen from a well-known weaponsmith. The snazzy hat may be considered the most important element, of course, and does not disappoint.

Cultist Commanders will augment all Cultist military units, instilling a modicum of order and discipline in the ranks, and presenting an example of what a proper fighter looks like.



Mutagenic Mist Globes
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.
Mutagenic Mist Globes: Easy: (3+4)+1=8: Unexpected Boon
While the mutagenic compound used by Mutamist Sprayers is a liquid, not a gas, this was fortunately not a problem, as during the development of the Mutagenic Mist Globes (Mutamist Globes for short) your Draughtsmiths stumbled upon a catalyst that can be added to the mutagenic liquid that causes it to self-aerosolise when exposed to air. This allowed them to fill the globes (or, well, globular flasks) almost to the brim, adding the aerosolisation catalyst in as a final touch, then stoppering the flask before the catalyst can dissolve. When striking a target, the globes shatter, and the liquid (into which the catalyst has since dissolved) rapidly aerosolises, forming a large, dense cloud of the chaotic compound. This method of dispersal is so effective that it would more or less completely supplant the Sprayers, but for the fact that the same innovation was applied to the Sprayers' contraption, giving them an increased range and output (though the globes will still be the preferred delivery mechanism).
Another catalyst that neutralises the enraging aspect of the mist was devised, which is installed into a mask that Mutamist Sprayers/Globadiers can wear. Manufacturing the catalyst for all your forces would be impractical, so it makes the most sense to provide it to those most at risk of coming into contact with the compound. Cultist Commanders will also be provided such masks, which they can put on when needed.

Mutamist Globadiers will augment/replace units of Mutamist Sprayers, though with much greater efficacy. (Rarity remains Uncommon)



It is now the Strategy Phase. Decide where to send Magoc.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: TricMagic on December 02, 2019, 10:21:44 am
Quote from: Deploy !!Magoc!!
Combat Lanes
() Mountain Passes:
() River Crossings:

Influence Lanes
(1) Scholarly Towers: TricMagic,
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
() Trade City:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Rockeater on December 02, 2019, 11:12:54 am

Quote from: Deploy !!Magoc!!
Combat Lanes
() Mountain Passes:
() River Crossings:

Influence Lanes
(1) Scholarly Towers: TricMagic,
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes:
() Ostentatious Capital:
(1) Trade City: Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Jerick on December 02, 2019, 02:00:26 pm
Quote from: Deploy !!Magoc!!
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
Post by: Man of Paper on December 02, 2019, 06:22:03 pm

Quote from: Deploy !!Magoc!!
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

I think the trade city is going to need more than just Magoc (HERESY), perhaps with a high effort smuggling ring that may give us boats to use on the rivers and give us some ins in all the major cities. That said, I’m wary of planning on another high effort design for another turn or two until we utilize the groundwork laid by the flaccid blackpeen. We also gotta see what those Angle betas did and prioritize based off that.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 2
Post by: NUKE9.13 on December 08, 2019, 03:07:04 pm
Demon Team: Battle Phase T2
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8064323#msg8064323)

Lesimor Infiltration Report
With the growth of the Bootlegger's business in the Lawless Capital, our reach expands throughout the city. Several smaller gangs are now all-but sublimated into our cult, their leadership coaxed into joining in order to get a greater share of the lucrative trade. Angelic operatives attempted to sabotage our efforts, and at times succeeded, destroying stockpiles of Bootlegger's and picking off key converted criminal leaders- but they were unable to put a sufficiently serious dent in our operations to prevent us from getting a foothold in the capital's underworld (though we may need to keep an eye out in the future). 1/5-->2/5

In the Scholarly Towers, we have run into the limits of our infiltration abilities. Though the distribution of Bootlegger's and the deployment of missionaries is nearly optimised, and Magoc's personal charisma lured a handful of scholars into the cult, we lack the capabilities required to advance further up the political ladder. Large swathes of the population may follow Magoc's malevolent teachings, but those who wield the real power in the province are not so easily swayed to our side. We either need more advanced conversion techniques that can reach those who are too well-situated to succumb to our current methods, or agents/methods that can elevate our existing cultists into the halls of power.

Our efforts in the Fortified Frontier were not particularly extensive, and the recent uptick in benevolence combined with the angels' successful attempts to hamper us meant we were unable to pull in many converts. 


Dolgoth Infiltration Report
With the King's paranoia at an all time high (it's still paranoia even if they really are out to get him), operating in the Ostentatious Capital is almost impossible. It is all we can do to keep our existing converts from leaving the cult.

As with the Towers, our recruitment efforts are successful in the Wartorn Wastes, but fail to win converts amongst the truly powerful.

Though we managed to smuggle some Bootlegger's into the Trade City through sheer persistence, the atmosphere was simply not conducive to recruitment efforts this month.



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Man of Paper on December 08, 2019, 04:17:30 pm
Here's a couple designs.


The Ebony Library: The Ebony Library stands as a monument to recent failures, constructed and not raised. Built in the shadow of the Obsidian Spire, the more modest Library is a place of study for our Teachers and Acolytes. Those who learn from the Ebony Library do so from tomes and scrolls marked in corrupting runes. They are encouraged to take them abroad, trade, and sell them once they learn from them. There always seem to be more, after all.

The Ebony Library tends to attract the magically inclined - or at the very least, the literate - as the books from the library pass between people and spread the seeds of evil.

---

The Shadow College: While revenge would be enacted on Dorael in time, Magoc decided to narrow It's focus on expanding his cultist's minds and extending their reach. To this end It ordered construction of a school dedicated to the dark, evil, and arcane art of Necromancy.

The Shadow College is a squat circular building that offers Magoc's magically-adept the ability to learn how to raise and control the dead. With current mental resources at a...premium, the Cult has only unlocked the basic secrets of the Necromancer. Necromancers learn a ritual capable of reanimating a relatively whole corpse as a Thrall. Thralls will follow basic commands at the will of the Necromancer who raised them, much like a trained dog. Controlling more Thralls requires more magical reserves dedicated to maintaining their reanimation, but having multiple Thralls is possible. Thralls can be made up of any number of species, so long as they leave a corpse. A Necromancer can consciously sever connection to a Thrall, returning it to a heap of flesh and bones. However a sudden disconnection, such as a violent death, will "unleash" the Thralls and send them into a frenzy.


---

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.

--


One proposal for more magic dudes, one proposal for what's really just wardogs+trainers but zombies, and one for pirates who guard the Boot(y)leggers and get it places, who I'd hope we get boats to cross the river shits from, but if that's more a High Effort thing, well, I can edit that in. What's the worst that could happen?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: TricMagic on December 08, 2019, 04:28:13 pm
Wraiths

Souls of the dead Summoned once more to the living with dark magics, they usually act at night, but can be commanded to act in the daytime as well. Their main power, other than their incorporeality, is their ability to selectively inflict terror and confusion onto those around them. Those affected by the rage of our Mutagens will be beset by illusions, leading them to attacking each other in their moment of weakness.

Wraiths have a certain taste for souls as well, with their claws being capable of grasping other spiritual entities so that they may feed upon their essence. Their appearance is as a dark flowing shroud surrounding a transparent upper skeleton.

They can be used to assassinate the enemy scouts, and as scouts themselves to a degree, though they show their true effectiveness when combined with other methods to weaken minds.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Rockeater on December 08, 2019, 04:35:07 pm
Quote from: Early votebox
(1)Warsheep: Rockeater
(1)The Ebony Library: Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Shadowclaw777 on December 08, 2019, 04:49:33 pm
Chaotic Homogenized Alpha/Assault Demonic Soldiers (CHADS):

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 too anyone that approaches them.  The changes to their body also affects that their eyes constantly glow red and their skin always 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)

Tantalizing Innovative Corrupting Tomes of Orchestrated Knowledge (TicTok):
TicToks are the creation by the infusion of demonic energy into written tomes and the containing of the language of inscription script inside these very text. In a way TikToks only have jargon and suitable nonsense written into them that was haphazardly used to make thousands of word fragments in the demonic tongue, however the effect it happens to the reader’s mind is a adaptable potent effect. The TikToks only slowly adapt to the reader’s point of view and like the Bounty are an addicting source to the mind, people who can read and have a interest in the books that can provide will find these books interesting as the demonic energy in the paper will warp the perspective of the reader, the book always shows the false information that the reader desires, whatever their searching for the research of new spells, need a interesting story, or the alchemical process of the transformation of lead into gold. The demonic language never actually gives the reader the answers their working and learning for or the end of the story, but will continually change itself to what the reader can read. It’s like a eternal easter egg hunt that never ends as they continually flipping the ever-shifting pages that is demonic jargon to anyone else except the reader, as the TicToks can be adapted to the sources by the Teachers of Magic, and serve to be sellable spellbooks, tomes about the “latest” medical advances, the “news” on the latest changes to the political stratosphere, or a grimoire about the superior tactics on farming. The book adapts to what the reader desires as the demonic language in the script changes to what their brain expects only that they need to literate on a basic level, that corrupts their mind wanting more... and the only source to get more is through us.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Kashyyk on December 08, 2019, 06:15:59 pm
Quote from: A Murder of Crows
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.

An intelligence gathering design, useful both for battle and infiltration. Hopefully we'll avoid unfavourable battles more regularly, and get some progress in the Ostentatious Capital and other places with lots of secrets to exploit.

Quote from: Early votebox
(1)Warsheep: Rockeater
(12)The Ebony Library: Rockeater, Kashyyk
(1)A Murder of Crows: Kashyyk

I'm not adding any other designs, or any links, cos vote boxes are hard enough on phones.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Shadowclaw777 on December 08, 2019, 08:07:57 pm
Quote from: VoteBox
(1)Warsheep: Rockeater
(12)The Ebony Library: Rockeater, Kashyyk
(1)A Murder of Crows: Kashyyk
(1) CHADS: (1) SC777
(1) TicTok: (1) SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: TricMagic on December 08, 2019, 08:26:42 pm
Quote from: VoteBox
(1)Warsheep: Rockeater
(2)The Ebony Library: Rockeater, Kashyyk
(2)A Murder of Crows:  Kashyyk, TricMagic
(2) CHADS:  SC777, TricMagic
(1) TicTok:  SC777

I'm voting for True Chad. Mostly cause it's funny, but having some powerhouses will be somewhat nice.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Man of Paper on December 08, 2019, 08:58:56 pm
Quote from: VoteBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Rockeater on December 09, 2019, 12:20:16 am
Quote from: VoteBox
()Warsheep:
(3)The Ebony Library: Rockeater, Kashyyk, MoP
(3)A Murder of Crows:  Kashyyk, TricMagic, MoP
(3) CHADS:  SC777, TricMagic, Rockeater
(1) TicTok:  SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Shadowclaw777 on December 13, 2019, 01:26:07 am
Quote from: VoteBox
()Warsheep:
(3)The Ebony Library: Rockeater, Kashyyk, MoP
(3)A Murder of Crows:  Kashyyk, TricMagic, MoP
(3) CHADS:  SC777, TricMagic, RockeateR
(1) Wraiths: SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Kashyyk on December 15, 2019, 05:06:20 am
Guess I'll break this tie, for the greater good of Evil.

Quote from: VoteBox
(2)The Ebony Library: Rockeater, MoP
(3)A Murder of Crows:  Kashyyk, TricMagic, MoP
(4) CHADS:  SC777, TricMagic, Rockeater, Kashyyk
(1) Wraiths: SC777
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: dgr11897 on December 15, 2019, 12:28:17 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: TricMagic on December 15, 2019, 01:52:10 pm
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.

Rune of Chaos: Another rune developed through the language of creation. These can be placed in sequence to send energy into a chaotic form, disrupting spirits that cross it and making spells within the affected area more difficult to perform, increasing cast time and/or concentration/control needed. This does have a limit, as it only affects an area five meters from a line of runes, or 5 feet if singular, and does not affect magic that was already cast from outside it's effective distance. Placed on walls or pieces of wood, they make for a simple way to affect an area or protect from weak spirits. They do have a limited time of effect however, lasting for an hour if not recharged.


Divination Circle: A special runic circle which can project one's sight incredible distances, allowing one to see from the view from up high, or read texts from close up. The Language grants the one within Farsight, the ability to see things far far away.



Since there are still ideas flowing, these two.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: TheFantasticMsFox on December 17, 2019, 07:17:25 pm
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: Doomblade187 on December 18, 2019, 12:54:21 pm
Quote from: VoteBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: TricMagic on December 18, 2019, 04:06:18 pm
Doom, the votes were locked already.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 3
Post by: NUKE9.13 on March 03, 2020, 04:39:26 pm
Demon Team: Design Phase T3
TURNTURNTURN
Chaotic Homogenized Alpha/Assault Demonic Soldiers (CHADS):

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)
CHADS: Normal: (4+1)=5: Average
Demons appreciate the finer things in life, such as a good acronym. CHADS is a mediocre acronym, but you suppose it will have to do.
Together with your Draughtsmiths, you took a bunch of swole AF cultists and infused them with Evil and Alchemy, doubling their strength, toughness, and speed. This works as expected (http://www.bay12forums.com/smf/index.php?topic=175694.0). There is some minor mental degradation, but you accounted for that by also streamlining their minds to focus on combat. They probably won't be winning any smart guy competitions, but they don't need to when they can crush a smart guy's skull with their bare hands.

Testing shows that a CHAD can defeat six regular cultists in a straight fight. But that's when facing them all at once- so long as they have someone to watch their backs, they shouldn't ever be defeated by a non-augmented opponent. Of course, eventually minor injuries will build up, and the CHAD will be forced to retreat- but by then they will have dealt out enough damage to make them well worth their doubled rations.

While it is technically possible to mistake a CHAD for a really big, muscular human, anyone getting close would notice their red eyes and the malevolent energy that lingers around their body. You probably won't be sending them on any infiltration missions.

The only problem is not really a problem so much as a lack of improvement. Your cult's equipment, which already looks shoddy on regular cultists, looks pathetic on a CHAD. The spear flimsy, the shield too small, their total lack of armour an embarrassment. There are several instances of a CHAD breaking a spear during training, and while none would dare question your judgement, it is plain that the CHADS are dissatisfied with their mediocre armaments.

CHADS will be an excellent addition to your armies, serving a variety of roles, although they shine as shock troops. They are organised into small units, though in practice a unit may be spread out amongst more mundane troops. The Evil required to perform the mutations, and the alchemical concoctions needed to stabilise them render CHADS Uncommon.




Quote from: A Murder of Crows
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.
A Murder of Crows: Normal: (3+1)=4: Below Average
   “Prophet!” said I, “thing of evil!—prophet still, if bird or devil!”
   -The Raven

It is the work of moments to augment a captured crow with a small amount of Evil, enhancing their intellect and binding them to your will. Unfortunately, it proves somewhat harder to alter their fundamental nature, which is one of curiosity and defiance.
The newly-formed Devil-Crows ((feel free to change the name)) are somewhat larger than their common brethren, and have a mean red glint in their eyes, though these changes are subtle, and difficult to notice unless one is specifically looking for them. They can speak a handful of words and phrases- enough to share simple messages, though more complicated concepts are harder to convey.
They will obey orders from you or your followers, be that to track an enemy army, observe a human politician, harass enemy archers, or any number of other things. The problem is that, as mentioned, they retain strong streaks of their primal nature, and as such are not the most reliable- a Devil-Crow might be waylaid by a dead sheep, some shiny rocks, or simply decide to preen its feathers.

Devil-Crows are effective scouts, provided they don't get distracted. They can also be deployed as spies, although their lacking vocabulary limits their effectiveness. In combat situations, they provide minor harassment at best. Crows are easy to find, and the conversion process is trivial (for you), rendering them Common, although for combat purposes they will be merged into larger flocks that are closer to Uncommon.




It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 03, 2020, 04:50:18 pm
Alchemy: Refinement/Replacement

A simple set of agents allow us to create things like iron from common materials, and shape them. Combined with a physical blueprint, like any common blade or spearhead, we can replace the shoddy material with the refined material directly. Sharpen them with whetstones, and we have swords, daggers, spears, and arrows. As well as more uncommon things like axes, hammers, and shields, all with strong and sturdy iron.

Granted, our equipment is still a bit random, but they won't break from use by CHADS. And we can use the basics of this process later on for making actual equipment without the need for the blueprint weapon.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Man of Paper on March 03, 2020, 05:30:57 pm
CHADCrows

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.


Oval Shields and Short Swords

We replace the armament of our combat-ready cultists with larger oval-shaped rune-marked shields and swap the daggers out for short swords from a reputable source. Well, reputable for the type that'll work for a demonic cult.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Happerry on March 03, 2020, 05:44:16 pm
Drilling Grounds
Through infecting veteran mercenaries, already prone to loot and plunder and evil as a profession, with elemental Evil the cult of Magoc can recruit enough hardened mercenaries to put their cultists through a short term training period before deploying them to the battlefronts. Here, trained by brutes that enjoy yelling at people and hitting them when they don't do what they are told, Cultists are given training in marching in ranks instead of ambling along in clumps, assuming combat formation, obeying the commands their commanders yell at them, and given a basic understanding of how to stab people with sword and spear, or for the archers a few drills in how to fire by rank.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Jerick on March 03, 2020, 05:47:40 pm
Crow Mutamist Bombers
By modifying our mutamist globes to be something that can be carried by our devil birds we can create flocks of airborne mutamist bombers that drop those globes onto enemy positions from above. This will vastly extend the range that our globes can be safely deployed at.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 03, 2020, 06:18:23 pm
Devil's Eye

Through imbuing evil in the eye of the Devil-Crows, not only do they gain the ability to learn to speak by observing humans, but can subtly influence others simply by looking at them.

Through this, Devil-Crows can affect civilians and normal crows simply by existing in an area. By using this on those involved in selling weapons and armor, we can slip a few Bootlegger's Bounty to them and the guards, and buy somewhat directly before smuggling it out for our own uses.

Likewise, Devil-Crows can gather normal crows and manipulate them, forming swarms with them as the leaders. In combat, this means we can use the normal crows against our enemies, though the Devil-Crows in civilian areas will only grow more advanced with servants of their own.


Devil Eye is about two things, Observation and Influence through that observation. By observing humans, the Devil-Crows can learn human speech. Likewise, they can use that Eye to influence those they observe. This is limited to humans and their own kind, crows.(The reason for that specification is that they only have their human controllers and their own knowledge as crows to make use of. Trying to influence another animal would require knowledge. The Devil Eye is a slow growth type of deal.)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Kashyyk on March 04, 2020, 04:18:41 am
Bonebreaker Gear
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



Now, I think we have enough different suggestions to generate some debate, so have a vote box. I personally would like to see some better combat gear for our armies, as the GM has repeatedly made reference to how momentously crap it is and how it is impeding our effectiveness.

Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Rockeater on March 04, 2020, 06:53:00 am
Iron skin waters
A combination of alchemy and Evil, the liquid, as it name implies, makes the skin that it touches strong and tough like Iron for several hours, making the hands of those that poured the material much better weapon and shield in the cost of not feeling pain in the area and the almost total inability to move any joint in the area effected, the preferred areas to use it on are the palm of the hand after it was closed to a punch and between the wrist and the elbow.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Jerick on March 04, 2020, 08:11:52 am
Quote from: MagocBox
(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) :
(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) :
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Rockeater on March 04, 2020, 08:16:36 am
Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 04, 2020, 10:48:58 am
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 and saboteurs.



Given the Evil Eye is apparently multiple, have hypnosis.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: dgr11897 on March 05, 2020, 12:36:24 pm

Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 05, 2020, 12:55:22 pm
Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Man of Paper on March 05, 2020, 01:53:24 pm
Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Detoxicated on March 05, 2020, 03:16:59 pm
Ptw. Also i will Join the discussion next Turn
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Happerry on March 05, 2020, 06:15:52 pm

Quote from: MagocBox
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Jerick on March 05, 2020, 06:20:10 pm
Quote from: MagocBox
(0) Alchemy: Refinement/Replacement (http://www.bay12forums.com/smf/index.php?topic=175026.msg8100079#msg8100079) :
(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
Time to break some ties.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: NUKE9.13 on March 06, 2020, 02:41:11 pm
Demon Team: Revision Phase T3
TURNTURNTURN
Bonebreaker Gear
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
Bonebreaker Gear: Normal: (1+4)=5: Average
With an ample treasury (relatively speaking) and connections in the Wartorn Wastes, it is not a great challenge for your cultists to acquire enough equipment to outfit the CHADS appropriately (outfitting the entire army to this degree would be a significantly more challenging proposition, both for cost and logistical reasons).
The weaponry is streamlined to just two-handed hammers and one-handed axes (for a CHAD, so still an axe most would use two hands for). These are sturdy, and in their swole & skilled hands incredibly deadly- in fact, a full-strength blow by one of their hammers might even give you pause (for a moment- you'd still crush them, but might not emerge uninjured).
Their shields (for those wielding axes) were slightly more challenging, as there isn't (or wasn't) much demand for six-foot personal shields. However, a shield-maker is 'persuaded' to show your craftsmen how an ordinary tower shield is made, after which it is a simple question of upscaling. The result is a fairly resilient shield capable of weathering blows that would shatter the shields your cultists use, although it is somewhat unwieldy- even for a CHAD. It is projected to work best in formation, so as to prevent the enemy from simply attacking from the side or rear.
As anticipated, there is not much to be found in the way of armour fitted for a seven-foot mutant, but simply strapping iron plates across vulnerable areas is quite feasible. It looks a little slapdash, which is because it is, but you suppose a slightly shoddy looking CHAD is worth more than a dead CHAD.
The CHADmanders appreciate having a hat that doesn't look so ridiculously small on them, and figure the iron cap beneath it is a nice bonus. Finding them a proper sword proved somewhat tricky, but your cultists managed to track down a supply of greatswords that seem fitting. However, many CHADmanders prefer a hammer or axe, as while they are capable of elegant swordplay, it does not take full advantage of their incredible strength.

Their new equipment does not modify the rarity of CHADS (although as mentioned this is only due to their limited numbers, don't expect to be able to revise all your soldiers like this).



CHADCrows

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.
CHADCrows: Easy: (4+2)+1=7: Superior Craftsmanship
You begin to wonder if letting cultists come up with names for things was a good idea, as the so-called CHADCrows are not really related to CHADS, having no alchemical augmentations. Oh well.
At least the results are pleasing. The CHADCrows themselves are absolutely lethal, their razor-sharp talons and beaks capable of tearing through light armour like paper, and even causing damage to heavier armour. They lack serious resilience, but are agile enough to avoid their fair share of attacks, meaning even a single crow could potentially take out a lone soldier. Of course, they work best in flocks- sorry, murders- against which a single soldier doesn't stand a chance.
Endlessly hungry, consumed with demonic rage at all living beings- but hard-wired to ignore those tainted with Evil-, CHADCrows require little convincing to follow your armies around, and will usually follow orders.

While you were creating the CHADCrows, you worked on fixing the issues with the 'normal' Devil-Crows as well, as simply making the crows bigger and meaner was not especially challenging. Devil-Crows are now substantially more disciplined, and have an expanded vocabulary.

Unfortunately, due to the increased quantity of Evil and the slightly more complex process required to create CHADCrows, CHADCrows are less numerous than their smaller cousins. As they are less effective in spy/scout roles, they will exclusively be used in combat roles, by which metric they are Uncommon




It is now the Strategy Phase. Choose where to send Magoc.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: Kashyyk on March 06, 2020, 05:03:01 pm
People seemed to unanimously agree on a combat lane in Discord, but best to make it official. I'd prefer Darrin, as the Holeys have made more progress on that front.

Quote from: Votebox
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: TricMagic on March 06, 2020, 05:17:58 pm

Quote from: Votebox
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: Man of Paper on March 06, 2020, 11:27:29 pm
Quote from: Votebox
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: Rockeater on March 07, 2020, 05:45:27 am
Quote from: Votebox
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: Jerick on March 07, 2020, 06:53:55 am
Quote from: Votebox
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 3
Post by: NUKE9.13 on March 12, 2020, 02:51:41 pm
Demon Team: Battle Phase T3
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8105080#msg8105080)

Lesimor Infiltration Report
Progress in the Scholarly Towers continues to be lacklustre, as we still lack the means to entice more powerful figures into the cult/promote existing cultists.
Devil-Crow spies inform us that angelic operatives have been seen moving through the region in greater numbers, and appear to be having considerable success in converting people to their cause.
2/5

Everything we did in the Lawless Capital was sabotaged by Heliel's followers this month. Bright Shadow Acolytes, Shadow Walkers, and their blasted "Song of Soothing" led to burnt Bootlegger's, captured cultists, and reduced recruitment. While we managed to maintain our tenuous control, their superior infiltrators- especially the combination of effective spies and effective saboteurs- have the potential to see us lose ground if they step up further.
Devil-Crows confirm that the Angel's agents are working throughout the city, in roughly equal numbers to our own. 
2/5

With more resources coming into the province, and the ongoing chaos leaving people vulnerable and seeking succour, we were able to establish a Bootlegger's Bounty distribution, and send missionaries to target suitable candidates.
Unfortunately, Devil-Crows bring word that the Angel's tendrils have not only lured many citizens and soldiers into her cult, but have also snared a number of low-ranking officers.
0/5-->1/5

Dolgoth Infiltration Report
Even without the crackdown in the Wartorn Wastes, we probably wouldn't've made much headway, for similar reasons to our lack of progress in the Scholarly Towers. As is, progress totally stalled this month.
Devil-Crows confirm what we already knew; angelic acolytes are playing medic here, and have managed to win some converts doing so, though not alarming numbers.
2/5

The Ostentatious Capital remains a no-go. The King's power here is risky to defy on a normal month, and doubly so now. Devil-Crows track the Angel's minions through the city, revealing that they haven't much more presence than we do, although they do seem to be making some minor progress despite the crackdown.
1/5

It cost us about as much in bribes and profit-sharing as we earned through sales, but we've started selling Bootlegger's in the Trade City. The lack of profit may be unfortunate, but the increase in converts is reward enough. Unfortunately, it seems that while angelic operatives didn't have a large presence here at the start of the month, they've expanded their control, and we can expect more sabotage to hinder our operations next month.
0/5-->1/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: dgr11897 on March 12, 2020, 03:04:32 pm
Puppeteer class spirit: A soul imbued with evil energies and contained in a lantern shaped magical artifact,  imbued with evil energy to boost their power. The puppeteer sends out tendrils of spiritual power from its cage, animating nearby dead bodies and using them like puppets to attack enemies. Due to not residing within the undead themselves, the Puppeteer has two advantages over normal undead or animating spirits who directly possess a corpse, first is that each can animate a group of bodies, up to about 10-15 total, and that these undead will keep attacking until their bodies are completely destroyed, in which case the puppeteer will just animate a new body, or the central lantern is destroyed.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 12, 2020, 03:42:02 pm
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.



Pale Crow

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Rockeater on March 12, 2020, 04:31:01 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Jerick on March 12, 2020, 05:14:21 pm
Infestor Worms
These wriggling little terrors are small thin worms infused with evil. When outside of a host they seek out a being not contaminated with evil. When they find one they burrow into it's flesh and begin rapidly multiplying. In sufficient numbers they can hijack the nervous system and begin controlling the host. Initially the infected shows no outward signs of infection other than a compulsion to make contact with other people. As the affliction progresses the behavior changes to a blind aggression towards the enemies of Magoc. The worms are first noticable in the mouth and under the fingernails which act as staging grounds to infect others. In advanced cases of infection worms are constantly coming out of the mouth and from under the fingernails. Such advanced cases are capable of spitting worms at the uncorrupt. When a host is killed all worms in the host will vacate the host to seek a new host.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Man of Paper on March 12, 2020, 07:04:55 pm
Unit: Magoc's Mutts

Magoc's Mutts are slender but very muscular canines with short black fur spread across their bodies. Two shiny black eyes and a mouth full of sharp fangs and crushing teeth mounted on a powerful jaw capable of being locked at-will lend to it's a frightening appearance.

Magoc's Mutts start their lives as dogs trained in kennels for either the purposes of war, guard duty, or personal protection. These dogs, once basic training is completed, are mutated with a mixture of Evil Magic and Mutative Alchemy into the frightening beasts used by the cult. Those that survive the changing process receive some further training with their new bodies and senses - particularly their ability to detect Good and Evil. Mutts are willing to take orders from Evil entities (and will prioritize the orders of more Evil individuals), and will warn their masters if they can detect Good magic nearby.


Infrastructure: Warcaster's Keep

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!


Spell/Unit?: Skullswarm Beetles

Skullswarm Beetles are long, winged, carnivorous insects about the size and shape of an adult index finger. The creatures form massive clouds and move in unison, stripping bones of flesh, muscle, and cartilage with their razor-sharp mandibles. Barbs on their legs allow the creatures to secure themselves to softer objects, and their tail houses a nasty stinger filled with a poison that causes intense pain and a burning sensation. When killed, these insects release a sweet-smelling, slightly soporific chemical that draws more Skullswarm Beetles to the location.

Originally known as Swarm Beetles, these foul insects inhabit a demonic realm separate from our own. They are referred to here as Skullswarm Beetles as the spell that pulls them from their plane and thrusts them into ours does so through the caster's mouth. Casters have loose control over the swarms they bring forth, though the draw of recently killed Beetle scent is admittedly difficult to counteract in part because of how quickly the swarm's reaction occurs.

The beetles are not banished back to their home realm as most scholars of conjuration would have you assume, and are instead thrust into this realm for the duration of their lives.


Spell: Runes of Ruin

Runes of ruin are magical symbols that can be carved, drawn, stamped, or etched onto any surface. While whole the rune is completely inert and harmless. However, if the rune is broken in any way it explodes violently outward in a torrent of evil and corruption. The massive, sudden assault of dark and chaotic energies is enough to outright kill those caught in the immediate blast, with residual energy causing pain and discomfort in those nearby during the blast or those who pass through the affected area for a time afterwards.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: dgr11897 on March 12, 2020, 07:48:49 pm
Walking Corpse Unit/maybe spell
Based on a ritual, this spell uses magic to animate the corpse of a person or animal. Filling them with evil energy and a malicious spirit. The resulting walking corpses are slow and attack with only their fists and teeth, but make excellent meatshields as they don't feel pain and will keep trying to move as long as their body is at least somewhat intact, making them hard to put down without magic or excessive force.
The walking corpses are directed by the caster in a rather crude fashion, they can be told to go somewhere, attack, or hold position, but that's about it. However, each caster can direct a large number of walking corpses, and each battle provides fresh bodies to be raised as additional troops.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Detoxicated on March 12, 2020, 11:08:59 pm
Whisperer
A Shadow come to Life. IT clings itself to weak-minded individuals and whispers Into their ears at nicht and when they are asleep, telling them lies of greed and power and Lust, exploiting their weaknesses to slowly convert them to Our cause. They are created by sacrificing a willing acolyte with a proper ritual.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 13, 2020, 04:07:53 am
Quote from: Runes of the Soul Eater
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.

This builds on one of our unique techs, and should hopefully be very effective against their Bright Shadows (as they are nothing but souls) and curtail their Shadow Walkers, whislt giving us a solid defence bonus, which will allow us to hold the line better.

Quote from: Vote Magoc
(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

There are quite a few here I like. I could be convinced towards the Hypnotic Eye, Pale Crow, Warcaster's Keep and Runes of Ruin.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Rockeater on March 13, 2020, 07:33:11 am
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Jerick on March 13, 2020, 08:24:31 am
Quote from: Vote Magoc
(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) :
(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
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.

I think the skullswarm will be more effective than the walking corpse against the disiplined forces of the enemy. Their soldiers are better equiped and trained than ours and will be easily able to cut through some shambling dead. A swarm of ravenous insects however is much more difficult for a conventional army to deal with.

The soul eater runes if they work will be quite powerful. Empowering Magoc while securing our holdings against intruders and infiltrators.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: TricMagic on March 13, 2020, 08:45:22 am
Quote from: Vote Magoc
(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) :
(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
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.

Jerick already gave a good summary of what the Pale Crows will do if they go well.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Rockeater on March 13, 2020, 09:25:16 am
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Man of Paper on March 13, 2020, 09:26:39 am
Quote from: Vote Magoc
(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


Voting for the Keep because we drastically need better basic units and it may give us some pull in the nerd's tower (and perhaps elsewhere). While the Soul Eater runes seem pretty good, I feel like the way they're written implies a level of power in the effect that would be difficult to attain in a game where a GM is providing some level of balancing. In, say, a literary setting the Runes of the Soul Eater would be amazing, but as it stands I don't think they'll be as big a counter to infiltration as, say, a Pale Crows revision would be. We've got to maximize action economy, and if the biggest point of RotSE is the infiltration deterrent then we should opt to do crows (as a revision) and free up the design for something that'll introduce something entirely new to our arsenal. Like spoopy bug swarm conjurations.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 13, 2020, 09:45:33 am
The RotSE is dual purpose: the anti-infiltrator effect, and also in siege defense by etching it in huge form on castle walls and stuff. Pretty much any situation where the Angels would try to assault a prepared position should benefit from the RotSE.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Rockeater on March 13, 2020, 10:34:32 am
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Detoxicated on March 13, 2020, 02:29:30 pm

Quote from: Vote Magoc
(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

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 13, 2020, 02:52:35 pm
I'm guessing Rockeater meant to remove their name from RotSE.

Quote from: Vote Magoc
(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

Also, have another design, cos too many options is not a thing. It is very much an active infiltration design.

Quote from: Consorts of Desire
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: TricMagic on March 13, 2020, 03:48:31 pm
Quote from: Vote Magoc
(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

Not so sure about that...

For my vote, it would be Warcaster's Keep, and either the Pale Crow or Hypnotic Eye. Either one will be useful against the incorporeal for subversion. And subverting others/disrupting concentration needed for spells. The fact it comes with an upgraded spellcaster would also improve it's effectiveness. Along with Magic Missile being boosted in power when cast by Warcasters.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: dgr11897 on March 13, 2020, 06:21:02 pm
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Doomblade187 on March 13, 2020, 07:26:44 pm
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Detoxicated on March 13, 2020, 09:48:24 pm
I Change my Vote to easen Our decision and because i Like the antispyness of the raven Design.
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Man of Paper on March 13, 2020, 10:25:13 pm
The crows are revision-worthy, we shouldn't be using a design on them when we have a two design deficit for some unknown reason not related to the failure of a double effort design at all, no way.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 14, 2020, 09:26:44 am
Quote from: NUKE on Discord
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.

By word of God, using a design on Pale Crows is overkill, but using a revision on them is perfectly acceptable and something I will be voting for. Please can Jerick, TricMagic, Doomblade and Detoxicated reconsider?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: TricMagic on March 14, 2020, 09:36:54 am
Quote from: Vote Magoc
(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

By word of God, it is so.

---

As an edit, my vote to CoD. Alchemical modification. I meanwhile am just going to stay off discord for a while to cool down. Feeling off today, and I know what happened the last times I was like this. Sorry NUKE.



Spell: Evil Wind

The Evil Wind creates a magical wisp-like light which flows forward to spread over an area, or can be concentrated. Those afflicted experience temporary blindness, shortness of breath, and spasms. Additional exposure can cause deafness, blindness, silence, and paralysis. If untreated, unconsciousness and death will occur, in that order. And the effect is increased as the user's skill grows. It also does not effect evil-aligned beings, being targeted towards good.

The general trend is that the spell poisons the target, affecting the body's functions. The strength of the caster, the number casting it, and how concentrated/dispersed the spell is affects how quickly later symptoms occur. Cast on a single target, a concentrated blast is enough to skip straight to paralysis, followed by shutdown of the body.

In simplest terms, it's a status effect spell focused on effects over time. The greater the dose, the more effective it is. In battle, multiple casting it over the area will definitely cause issues to the enemy, as the first-stage effects are no joke to a warrior in the midst of combat. And as combat continues as they fight in it, the issues will only compound themselves over time.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Man of Paper on March 14, 2020, 04:53:33 pm
Quote from: Vote Magoc
(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

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.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 14, 2020, 05:06:17 pm
Quote from: Vote Magoc
(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

Just as an FYI, I've renamed CoD to avoid an unfortunate implication that was pointed out to me on discord. We may be Demons, but this is still a PG forum.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: dgr11897 on March 14, 2020, 05:08:10 pm
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Jerick on March 15, 2020, 09:54:13 am
Quote from: Vote Magoc
(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

Quote
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.

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.
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Detoxicated on March 15, 2020, 11:46:35 am

Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: NUKE9.13 on March 16, 2020, 09:04:15 am
Demon Team: Design Phase T4
TURNTURNTURN
Infrastructure: Warcaster's Keep

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!
Warcaster's Keep: Normal: (3+4)=7: Superior Craftsmanship
Curiosity is a powerful motivator. It is said that if the gods were to grant a man a spell to destroy the entire world, he would cast it just to see what happens. Unfortunately, you don't have any spells of that magnitude sitting around, so you cannot test this theory. But you do have a shiny new repository of knowledge, sure to attract many a reckless scholar.

The Warcaster's Keep has been established on the outskirts of the Forgotten City, a three-story building of dark volcanic rock, replete with disconcerting engravings and unnecessary spikes. Your cultists in the Scholarly Towers were able to channel some of the wealth from Bootlegger's sales into acquiring a respectable collection of tomes, to which you added a few diabolical dissertations for the advanced student. There is certainly room for improvement in the library's selection, but you've set aside a portion of Bootlegger's income to be spent on acquiring exotic books, ensuring a steady stream of new reading material. Already there have been some discrete indications of interest from various scholars, hoping to peruse forbidden knowledge without 'ethics and safety' getting in their way.   
The other facilities are all top-notch; the sturdy structure should survive all but the most explosive of magical accidents, and a selection of targets and dummies is available in the courtyard, meaning mages can practice to their heart's content. Training in the Keep will give your acolytes a very noticeable edge over their angelic rivals, as even the humble Magic Missile can be cast more often, more rapidly, and with more power.

Perhaps more importantly, the newly promoted Warcasters hold great promise. Though few in number, their natural skill combined with the opportunity and materials for intensive study has seen them surpass regular Acolytes with aplomb. Their finesse and improved reserves of magical energy (both mortal and Evil) theoretically allow them to cast more advanced spells, and definitely allow them to cast simpler spells with greater oomph; their Magic Missiles are easily twice as strong as an Acolyte's (an Acolyte who has trained in the Keep, that is).
Though their magical study takes up much of their day, their dedication to your cause has seen them find the time to also study with your Cultist Commanders, learning the basics of leadership and tactics, as well as some self-defence (making them considerably less squishy in close combat). They have added a sword to their equipment, and have made a point of ensuring their black cloak-coat is made of thick leather, increasing survivability by a small but relevant amount. Their stupid felt hat is sure to raise a few eyebrows as well, although the actual effect on enemy morale is unlikely to be significant.

Of note, Warcasters consist only of those magic users who showed natural talent above their Acolyte peers. It is conceivable that more Acolytes could reach their level of skill with a more widely applied training programme, but this was not your focus. As a result, Warcasters are not especially numerous- there are enough to deploy one per unit of Acolytes, and no more.

The Warcaster's Keep improves the performance of all casters, and will entice seekers of knowledge into your service.
Warcasters are capable of casting Common and Uncommon spells (unless noted otherwise), at considerably higher strength than Acolytes. They will supplant Cultist Commanders in mage units. If deployed alone (or in Influence lanes), they would be considered single-individual units at an Uncommon level.



Quote from: Consorts of Desire
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.
Consorts of Desire: Normal: (3+4)=7: Superior Craftsmanship (not a typo)
You have outdone yourself, to be sure, with these newly-minted Consorts of Desire. So potent is their alluring aura that even you find yourself longing for their presence- for a moment, at least. The effect on mere mortals is devastating. Trials have seen some spurned by a Consort throwing their lives away, so meaningless does existence seem without their presence. The exact strength of the effect varies from person to person, and also depends on how much effort the Consort themselves is putting into their powers, meaning you can not expect them to instantly convert literally everyone they meet. However, with time to prepare, and luxury goods on hand, they are expected to have a very respectable rate of success.

The creation of a Consort of Desire starts with a cultist who is already considered attractive. They soak in a bathtub full of an alchemical concoction infused with Evil for several hours, during which any blemishes they may have had fade away, and the essence of indulgence seeps into their bones. They emerge from their bath a changed man/woman, whose appearance is now somewhat indistinct, in the sense that no two observers can quite agree on all the details- but all can agree that they are perfection personified. Their minds, as one might expect, are warped into a vessel for purest hedonism; a downside to the Consorts is that they demand- nay, require- a higher standard of living than other cultists, forgoing water for the finest spirits (which never seem to render them more than pleasantly buzzed), linen for silk (even though they would look good in sackcloth), and a full night's rest for endless celebrations (which never drain their boundless stamina).

You have no objections to their cost of living, however, and not just because watching a Consort of Desire enjoy themselves is in itself a sublimely satisfying experience- they are also very useful. The Consorts are embodied temptation, capable of sharing their own appreciation for life's pleasures with those around them, an intrinsic power over which they have some control. Combined with their effortless beauty, this allows them to find a warm welcome wherever they travel, often allowing them entry to the halls of power. Once within, their charm will quickly win them admirers, especially if combined with luxurious gifts. If they can manage to arrange a 'private audience' with someone, that (un)lucky individual is almost guaranteed to fall under their sway.
Of note, the efficacy of a Consort's abilities may be reduced by warding talismans or spells, and will likewise be less effective on those sworn to Good. Larger crowds also dilute the effect, making them less effective at mass conversion.

Consorts of Desire are sure to have a major impact on our infiltration efforts. Using their signature infiltration technique, Temptation, they will target primarily important individuals in an attempt to recruit them into the cult. Their carefully crafted nature requires considerable alchemical and mutational work, and their lifestyle costs further exacerbate this, rendering them Rare. Temptation, due to the careful planning and expensive vice-enabling substances required is also Rare.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Kashyyk on March 16, 2020, 10:00:58 am
Quote from: Vote Magoc
(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

We were already planning on the Pale Crows as our first revision. I believe we also intended a general gear improvement for our Common troops, thus I offer the following:

Quote from: Even Evil has Standards
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Man of Paper on March 16, 2020, 12:21:12 pm
Quote from: Vote Magoc
(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

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: TricMagic on March 16, 2020, 12:39:40 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Doomblade187 on March 16, 2020, 12:48:57 pm
Quote from: Vote Magoc
(4) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, Doomblade
(4) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade
All my AR teams are actually following a plan pretty well right now tbh.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Jerick on March 16, 2020, 01:09:06 pm
Quote from: Vote Magoc
(5) Pale Crow (http://www.bay12forums.com/smf/index.php?topic=175026.msg8105103#msg8105103) : Kashyyk, MoP, TricMagic, Doomblade, Jerick
(5) Even Evil has Standards (http://www.bay12forums.com/smf/index.php?topic=175026.msg8107307#msg8107307) : Kashyyk, MoP, TricMagic, Doomblade, Jerick
More votes!
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Urist Mc Dwarf on March 16, 2020, 02:56:24 pm

Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Happerry on March 16, 2020, 04:30:21 pm
Quote from: Vote Magoc
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 4
Post by: NUKE9.13 on March 17, 2020, 04:10:32 pm
Demon Team: Revision Phase T4
TURNTURNTURN
Pale Crow

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.
Pale Crow: Normal: (2+4)=6: Above Average
You were reluctantly forced to acknowledge the foresight of one of your Draughtsmiths, when she pointed out that your plan for the Pale Crows did not include the ability to see the spirits they are intended to kill. This was quickly rectified, although it would be wise in future to go over your plans more thoroughly.

Anyway. The Pale Crows are ready to go, the extra mutations having been developed successfully. Alchemical stabilisers made the process simpler, albeit adding a bit more work. Their intelligence is bolstered beyond that of the Devil-Crows, making them slightly more effective at espionage and tactics. More importantly, their blood-red eyes are specifically tuned to see invisible magical beings (such as Heliel's Bright Shadows), whilst their pale white feathers are designed to disrupt magical beings (such as Heliel's Bright Shadows)(the feathers lose this ability shortly after being removed from a living crow). Said disruption only works on the parts of the being making contact with the feathers, which means that for solid-form beings, a Pale Crow will basically cause a rash. Immaterial beings, however, will take heavy damage, which is projected to quickly dispatch the angelic ghost-spies.

Pale Crows will be deployed in both combat and infiltration roles. Due to the increased complexity involved in their creation, they are Uncommon.




Quote from: Even Evil has Standards
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
Even Evil has Standards: Hard: (1+2)-1=2: Utter Failure
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.



It is now the Strategy Phase. Choose where to send Magoc.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Kashyyk on March 17, 2020, 05:35:27 pm
With the Warcaster's Keep, Consorts and Pale Crows, we should be doing plenty fine when it comes to influence, whilst in Darrin we won the advantage last turn and will thus be fighting for a foothold in the Mountain Passes. I would thus prefer to send Magoc to the Light Jungle, as that front poses the greatest risk.

Quote from: Magoc Deployment
(1) Xa-Nam : Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: TricMagic on March 17, 2020, 05:51:30 pm

Quote from: Magoc Deployment
(1) Xa-Nam : Kashyyk
(1) Mountain Passes : TricMagic


Hmm, we'll already fighting in the jungle? I kinda expect them to have nightmares actually figting there, between the crows picking off human scouts, Pale Crows killing off Spirit Scouts, and CHADS and CHAD-Crows coming out of the woodworks to fight in melee. The fact that Warcasters and accolytes have a more powerful spell than they can easily make use of in the confines of the jungle is just icing on the delicious cake. I don't think ranged combat has the advantage there at all.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Shadowclaw777 on March 17, 2020, 07:14:04 pm
Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(1) Darrin: TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: TricMagic on March 18, 2020, 09:27:13 am
Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(0) Darrin:

(1) Ostentatious Capital: TricMagic

I kinda want to see if we can push the Capital to 3 from 1. Well, more votes would be appreciated regardless.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Jerick on March 18, 2020, 09:49:13 am
Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777, Jerick
(0) Darrin:

(1) Ostentatious Capital: TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Man of Paper on March 18, 2020, 10:00:45 am
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
(1) Darrin: MoP

(1) Ostentatious Capital: TricMagic

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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: TricMagic on March 18, 2020, 11:25:48 am
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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Man of Paper on March 18, 2020, 03:20:00 pm
An idea for later:

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Doomblade187 on March 18, 2020, 03:23:41 pm
Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777,Jerick
(3) Darrin: MoP , TricMagic, Doomblade
() Ostentatious Capital:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Jerick on March 18, 2020, 03:56:11 pm
Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(4) Darrin: MoP , TricMagic, Doomblade, Jerick
() Ostentatious Capital:
Because the arguments presented are compelling and because I don't want us to get stuck on a tie I'm switching.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Rockeater on March 18, 2020, 04:06:35 pm
Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(5) Darrin: MoP , TricMagic, Doomblade, Jerick, Rockeater
() Ostentatious Capital:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: Detoxicated on March 18, 2020, 07:14:20 pm
An idea for later:

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.
haha i Like it
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
Post by: NUKE9.13 on March 21, 2020, 03:01:36 pm
Demon Team: Battle Phase T4
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8110703#msg8110703)

Lesimor Infiltration Report
We had a lot of trouble in the Scholarly Towers this month, as angelic saboteurs got all up in our business. They've taken to assassinating the leaders of our operations, and, worse, our Consorts of Desire. Fortunately, the groundwork laid by Magoc in months prior, combined with the fact that we could send operatives and supplies directly from the Forgotten City meant that we were still able to have some success with converting scholars (though some carried magical talismans that reduced the efficacy of our Consorts, there were enough who were susceptible). However, what really secured things for us was the Warcaster's Keep- the promise of forbidden knowledge proved powerful bait for the bookworms residing here. This has raised an interesting issue for us.
The scholars we have managed to lure to our side come from all over the Scholarly Towers province, but most of them are aligned- directly or indirectly- with one of the two major universities in the area. The two institutions are bitter rivals, have been since time immemorial; there is no possibility for compromise between them. We cannot strike a middle path and still hope to make progress in infiltrating the province- we must focus our efforts on one of the two factions, aligning ourselves with them. There is, of course, only one Evil choice, making this an easy decision. Obviously we will side with
   Green University: Favours rigorous, methodical study. Members are slow to adopt new ideas, but are masters of their chosen field.
   Orange University: Favours fast, unhindered experimentation. Members are always looking for new insights, but are often less well practised in any one subject.
((You have reached 3/5 control. Now you get to choose one of two factions to support. Your opponent will be railroaded into supporting the other. Despite what the text above says, there is not a "Good" and "Evil" option- both are equally viable. Once you have chosen (by the end of this turn), I will write up a fluff explanation of how the chosen faction was the obvious choice. This choice is mainly for aesthetic purposes, though it will have some minor mechanical effects, making certain infiltration methods slightly more/less useful, and slightly changing the rewards for infiltration.))
Meanwhile, the angelic presence is certain to be a thorn in our side for as long as it remains- which it does, for now.
2/5-->3/5

The Lawless Capital was a disaster for us this month. We barely managed to maintain the control we have over the city, so devastating was the angelic sabotage. Sure, angelic saboteurs have caused us grief everywhere, but this month, it was extra bad here. The city's lawlessness is working against us, as the watch proves useless in stopping the death and destruction wrought upon us. Our Consorts could have done well here- the few who managed to attend a few social events proved very popular, until they got shanked.
Our rivals, meanwhile, are evidently doing well for themselves, earning audiences with (minor) power-players all over the city- and these meetings seem to be working for them, as the city's (corrupt, weak) institutions start to operate in their favour.
2/5

We have good news and bad news from the Fortified Frontier this month. The good news is that we have been approached by a low-ranking officer, who has explained that the leadership of the province is divided into two main camps; the Hawks and the Doves. He is a member of the Dove faction, who are less interested in military might than the self-righteous Hawks. Instead, he has proposed a partnership- he can divert some funds and waylay a few patrols, to help us bring Bootlegger's into the province, in exchange for our assistance in their ongoing struggle against the Hawks. We obviously accepted this generous offer, which should hopefully make infiltrating the province slightly easier in the future- although we do not have the ability to really act on this opportunity at the moment. Partly due to the bad news;
The same officer explains- and our spies confirm- that Heliel's followers have made contact with, and are to some extent cooperating with the Hawk faction. This puts them in a position to recruit some of the region's finest military minds... and more or less confirms their substantial presence here.
Not that we needed much confirmation, due to the worse news; angelic saboteurs ran roughshod over our operations here as well, rendering any attempt at expanding our operations moot. Worse, we're not sure exactly how much presence they have, as our eyes in the sky can only do so much to track their increasingly intricate control. It seems unlikely that they have already managed to infiltrate the upper ranks, but we wouldn't know.
1/5

Dolgoth Infiltration Report      
Evidently Heliel's followers have less presence here than elsewhere, as we did not suffer the same level of sabotage. This allowed our Consorts to actually make contact with, get to know, and convert some of the region's officers and nobility. As in the Scholarly Towers, this has presented us with a "choice".
The Wartorn Wastes are... wasted by war. Everyone wants an end to the conflict, including the officers we have converted. However, there are two schools of thought as to how to end the war. Some favour an all-out push to finally shatter the surely equally demoralised enemy. Others want peace at any cost. The leadership in the province is picking sides, and so, it seems, must we. There is, fortunately, only one suitable choice for ensuring Evil's triumph- we must support
   Victory: After years of war, securing victory would vindicate the lives lost and money spent. The kingdom's situation would be strengthened- and more resistant to outside influence-, but most would be grateful to those who made this possible.
   Peace: After years of war, securing peace is the only way to prevent more lives and resources from being wasted. The kingdom would be weakened- and more vulnerable to outside influence-, but many would resent being pushed into an unfavourable peace.
((See explanation in Scholarly Towers section above))
Unfortunately, we will have to be on the lookout for angelic saboteurs more next month, as they have taken advantage of their ability to avoid scrutiny to expand their operations- not to the same extent as ours, but still.
2/5-->3/5

With the crackdown in the Ostentatious Capital ended (for now), we were able to bring in operatives from the Wartorn Wastes to do their evil work in larger numbers. This has paid off immediately, as large swathes of the population have joined our cult- and the nobility seem quite interested in getting to know our Consorts better.
Unfortunately, the Angel's followers have seen equivalent levels of success. At least here they cannot simply stab our agents in the streets with impunity.
1/5-->2/5

Sometimes you get lucky, you know? Having (almost) tax-exempt status (for as long as that lasts) made Bootlegger's Bounty a lot more profitable, and the guild protection of shipments made it a lot easier to distribute the stuff. The influx of new Bootlegger's Club members, as well as merchants looking for a cut of the profits, allowed us to expand our presence in the Trade City considerably.
Despite our corrupting cognac flooding the streets, it seems the angelic operatives did well this month as well. It seems that they've been able to apply their sabotage skills to help their own merchants get the upper hand over their rivals, and their missionaries have made contact with a number of important figures.
1/5-->2/5



It is now the Design Phase. You have two designs.




Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 21, 2020, 04:36:33 pm
Wind Scale Chameleons

With the angels choosing the path of murder, no one is safe. However with the Crows mostly done, along with our work on humans, the Draughtsmiths have mostly gained skilled Alchemists among their ranks. We've also gathered some people with experience in familiar bonds as well thanks to the Keep.

To this end, we've taken the chameleon from within our jungles. It can change it's color for camouflage, is good at climbing and ambush, and have  five clearly distinguished toes grouped into two fascicles on each foot. As well as very unique eyes that can see in two directions at once or focus together.

By carefully aiding in their growth cycles the Scale Chameleon is made larger, and it's camouflage refined to be able to be changed actively to render them camouflaged. Add in a natural affinity for wind magic and they can become completely invisible to most eyes, as well as use it for  simple wind blasts to strike the target or jump great distance. Last, their eyes have been given the compounds used to see the immaterial from the Pale Crows.

Along with this, the new Scaled Chameleons have the body to support them, for movement scaled to their own size, and a larger brain for controlling their new abilities.

Of course, the familiar specialists we brought into the cult allow us to assign them as a familiar through rings, letting the user see through, hear through, and direct them to complete tasks.(not both eyes at once due to the eyes being multi-focus) Scale Chameleons are mostly suited for bodyguard duty and scouting/spy work, cable of going visually undetected. Perhaps most important is their ability to change colors, taking on brilliant displays by the command of Consorts of Desire, and tame enough to be brought into cities alongside them. A defense against silent assassins on the streets, or attacks from above.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Kashyyk on March 21, 2020, 04:42:03 pm
Have a few designs:

Quote from: Draught Utilising Demon Essence (DUDE Brew)
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.

Quote from: Skin Shifters
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.

Quote from: Steel Skin Coats
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Happerry on March 21, 2020, 04:51:28 pm
Here's a suggestion for our next revision phase, taking the same folk whom form our basic soldiers and instead turning them towards the thug life to thug at enemies.

Legbreakers
The cause of evil has no trouble attracting strong and burly folk whom have little respect for the law and an inclination to use violence to solve their problems. Why not put these folk to more use then just making soldiers out of them? By equipping them with low profile weapons, clubs, torches (IE, lit clubs), bricks on a string, brass knuckles, and the like, they can operate in areas we can't send our armies into, and in those areas they can do some savage beating, arson, and general thuggery towards known enemy agents and other folk aligned with forces annoyingly good and wholesome, thus causing them trouble as well as intimidating those whom might otherwise have joined them into thinking twice about that thought.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Urist Mc Dwarf on March 21, 2020, 05:03:32 pm
Here's an idea:

Cunning Crows

We have made crows stronger, but now it is time to make them smarter. Using alchemical potions to enhance intelligence, memory, and reasoning, these birds have enlarged heads and beaks, but what makes them useful is not their capability for combat, but their ability to advise mages in the correct ways of working with magic, using Evil to enhance spells, and providing suggestions on alchemical formulae or new magic.

And then we could design or revise some new magic. I imagine these would synergize with the Keep
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Jerick on March 21, 2020, 05:39:20 pm
Perception Enhancement Potion
Bootleggers would like to thank law enforcement whose efforts help to keep our product and our associates safe. However in recent days many of our associates have been murdered and our stocks destroyed. We could blame officers for these failures but instead Bootleggers would like to offer it's unique assistance; The Perception Enhancement Potion! The effects of this profound potion are incredible vastly improved senses and greater intelligence for the drinker. Bootleggers is using expertise our at stimulating your senses to heightening them! With much greater awareness the effectiveness of law enforcement at detecting and preventing crimes should skyrocket! The effects last for days and even weeks though new potions will be needed to maintain it. We can offer a steady supply of these potions for as long as our company is not being heavily disrupted. Think of how many pick-thieves you and your fellow officers will spot! Think of the murders you will catch! We would like to encourage the widespread adoption of this potion as a tool of law enforcement.

Side effects include but are not limited to; migraines, dependence on the potion after enough use, paranoia, minor personality changes, resistance to holy healing, the ability to see the invisible
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Man of Paper on March 21, 2020, 06:43:02 pm
The Standards of Evil

Standards of Evil are tall banners with gold and black threads in the shape of demonic runes and hung from a t-shaped pole. These standards are utilized to help organize our forces and keep units knowledgeable to the movements of the units on their flanks.

The standards are held high over the heads of both demonic and angelic cultist alike, and all who gaze upon them feel the influence of the demonic runes woven into flesh stretched out to resemble a banner. The runes themselves permeate an aura of fear for those who remain untainted by Magoc's influence, while those enhanced by Evil see their mental fortitude and morale strengthened.

The standards are meant to be indestructible, resisting physical damage as well as that of the natural elements and magic. Should a standardbearer fall, the standard falls vertically to the earth, planting it's pole firmly until it is taken up by another with evil brewing within them.


The Ruinous Ones

Magoc's cult grows, and as their numbers build so too does Magoc's well of power. While It is all-powerful, It is not everpresent, and so Magoc has taken steps to ensure a fraction of his power can be made available where needed when needed.

Magoc peels portions of flesh from his material form, and through the weaving of pure evil and corrupting magics, is able to mold the flesh into demonspawn. These Demonspawn resemble Magoc, though a little shorter, and do not command as much magical or physical power as It does (although each one far surpasses any mortal beast). Known as The Ruinous Ones, these demonspawn are physical extensions of Magoc's will, and act to further his desires. They are strong enough to wield CHAD-equipment, and currently do so as that is the best we have available. Like their Creator, The Ruinous Ones are also capable of shapeshifting to the forms of mortal humans, and have a silver tongue and knowledge of mortal languages.

The Ruinous Ones have an innate ability to passively mend their physical form's flesh, but if they are stricken down in battle, their body dissolves into a bubbling black goop that fades into the ground. The body and mind of the stricken Ruinous One rejoin in Spawning Pools back in our Jungle Ruins, allowing them to redeploy at a later date without requiring Magoc to peel more of himself away every time one gets killed.


Spell/Summon: Skullswarm Beetles

Skullswarm Beetles are long, winged, carnivorous insects about the size and shape of an adult index finger. The creatures form massive clouds and move in unison, stripping bones of flesh, muscle, and cartilage with their razor-sharp mandibles. Barbs on their legs allow the creatures to secure themselves to softer objects, and their tail houses a nasty stinger filled with a poison that causes intense pain and a burning sensation. When killed, these insects release a sweet-smelling, slightly soporific chemical that draws more Skullswarm Beetles to the location.

Originally known as Swarm Beetles, these foul insects inhabit a demonic realm separate from our own. They are referred to here as Skullswarm Beetles as the spell that pulls them from their plane and thrusts them into ours does so through the caster's mouth. Casters have loose control over the swarms they bring forth, though the draw of recently killed Beetle scent is admittedly difficult to counteract in part because of how quickly the swarm's reaction occurs.

The beetles are not banished back to their home realm as most scholars of conjuration would have you assume, and are instead thrust into this realm for the duration of their lives.


Spell: Wandering Eye

Wandering Eye is a spell that allows the caster to manifest a small mote of darkness that they can move and direct at will. The Wandering Eye allows our casters to see through it, and they can utilize it to scout as well as accurately target foes out of direct line of sight. Spells cast while using the Wandering Eye are manifested launched at it's location, making remote bombardment of our opponents possible.


Cultist Baptismal Indoctrination (High Effort Project)

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 21, 2020, 07:03:51 pm
Spell: Corruption Bomb

The Corruption Bomb manifests pure corruptible evil into a blue/black sphere, which is then lobbed at the target before exploding once concentration stops. This Corruption latches on to everything in the blast radius around it like a hazy film of web, the energy moving between the empty spaces of the web.

This has a few effects. First, anything that is directly hit by it is instantly Corrupted, gaining a massive boost in mutated power in exchange to falling to Evil's wiles. The Corrupted will then attack anything that doesn't give off the energies of evil, prioritizing targeting those who give off energies of good, seeking to spread the Corruption.
Second, those who are hit in the splash radius are slowly Corrupted. While they can still fight it, it will slowly kill them. Particularly weak-willed beings will fall to Corruption once enough time has passed.
And Third, it will stick around for a while so long as the energy lasts, even corrupting ordinary plants and animals to producing Corruption. Needless to say, those Evil already have little to fear from it, so long as they don't get hit by the splash. Anything or anyone hit directly however will fall to Corruption.



Spell: Earth Rampart

As we have long gone without spells, we turn toward the need to defend, reinforce, and cross those rivers. Earth Rampart takes the energy from the user to turn dirt, earth, and/or stones in front of the target area to solid stone, which then rises up to form a wall. Quick, simple, and a spell which only grows more useful with the mental ability and energy of the spell-caster. It can be used to form walls, steps, or bridges, raising the earth by our guidance.
It also has another application in breaking down walls through uneven horizontal applications, literally drawing a fort wall's material out to turn said wall to rubble.




Revision: Spike Field

An application of Earth Rampart to a larger area. Focus on your target section of earth from a distance, and let the earth rise up into a field of stone spikes, disrupting your foe's ability to move. Against softer targets, these spikes will pierce right through them.

Better mental control and greater power improves the size and control over their creation. Warcasters can create zones where charging over a spike field will simply tear apart feet and twist ankles as the falling enemies fall and get their head pierced in the midst of battle, though multiple acolytes can pull off this defensive trick too if they have time to set it up. Warcasters can also make pillars and control their placement to create steps up in a single cast. Like it's cousin, Spike Field takes from the earth around it and below it, making footing very uneven around the spikes, which leads them to be deadlier still.


Revision: Gravekeeper's Burial

Rather than bringing walls up, this turns the earth into a sinkhole or pit, sending those in it's area of effect plummeting down. In the case of sinkholes, they will then end up buried alive. In the case of pits, Earth Wall will grow from the top before crushing them.(or in smaller holes, can be used to capture, preventing escape) The better the caster, the finer the control and the greater the size they can create. Can also be used for a quick burial to remove evidence, or in the field to better the defender's position. In the case of Influence lanes, Gravekeeper's Burial allows Warcasters to perform sabotage operations, swallowing enemies or buildings whole with good precision. [Those murderers deserve a nice deep grave.]
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Shadowclaw777 on March 21, 2020, 07:44:35 pm
CHADS+/ Demonic Giants: Crimson Homogenized Alpha Diabolicial Soldiers’s +, are ones that have already gone through the CHADS alchemical serum process, and than through the application of permanently body-mending transmutation magic and the acquiring of giant’s blood through the Draughtsmith has allowed these pure monstrosities of muscle to reach another level in size and ferocity, their body becomes more ape-like and hypercarnviores with strong canines for their size and a eternal satiation for human flesh, reaching into the height of 3-4m in height these musclebound elephantine man, have surrounded themself with a wrapping of crimson skin that offer a natural layer of protecting against incoming fire and preferred weapons are they launch medium-sized boulders and human meat shields they throw at their enemies even with a strongman’s precision against flying targets. Their endurance is on a another level as well, being able to like a elephant with a directed form of rage instead of panic handle large volleys of arrows, magic missiles, and spear/sword thrusts against them as they utilize tree branches and other type of objects as wooden clubs to make large sweeping attacks against grouped enemies or directed bashes against palisades, portcullis, and other sort of obstructions in the way as they act as siege monster. Even their speed and size reach up with each other in comparison, they make quaking stomps when they enter in their full sprints and charge against enemy foes, a terrific sight to behold. While many would consider the new names of these mutation of men to be called Demon Giants or Goliaths at this point, they are still a upgrade from the baseline of CHADS into a hulking variant of one that utilizes advancements in experimental magic techniques, more Evil and alchemical manipulation, to reach a giant’s presence.

Hypnotic Pattern (Spell/Concoction Mix): As we have made the most attractive possible mutants through our alchemical mutating we have discovered another form of a way to shift the way a human thinks, we can combine the processing with our Warcaster’s Keep to discover a new powerful form of mind-enchanting magic but on a usage during combat and as a distraction during intrigue, with combination of an alchemical mixture. Energizing an aura of mystical hallucinogenic colors through an alchemical made mist, this very difficult to resist these psychedelic air created through advanced magic can a cause a group of men and beasts to stop dead in their tracks on what they were previous doing, even magical singing and the shouting of war will make them difficult to wake from their stupor, and mainly the sharp sense of pain will help them understand back on track what is happening if they haven’t become incapacitated by an enemy’s attack yet. This spells can be casted by our dedicated Warcaster, and allow them to crowd control the main melee bulk of the angels, as well as cast this spell farther anyway allowing a bunch of archers and mages into a delusional trance where they will have much difficulty in returning focus fire back to us.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Man of Paper on March 21, 2020, 07:49:57 pm
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Detoxicated on March 21, 2020, 11:11:36 pm
Counter Assassin Terror Slaves - CATS
Physically strong females are induced with our latest alchemical brew, the catbrew. Through the potion the CATS gain the ability to grow razor sharp claws and they can See at night. Furthermore they gain the ability to Sense good forces Like Angels. By working in tight knit cabals they Lure the enemies agents Into deadly traps to end them before they can Strike Our VIPs. While some cabals Work as Bodyguards there are also enemy seeking Units that search and destroy Angels as they ignorantly believe in their safety.

Also i think orange university should be our choice
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Doomblade187 on March 22, 2020, 01:39:24 am
I actually prefer the greens, they would be nice to supplement our magical endeavors in a more regimented way.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Detoxicated on March 22, 2020, 09:14:26 am
The wild experimentation is what got me. IT seems fitting to Our mafiaesque ways.

Also I would Like going for the Peace at all costs way. We can sway them with a Vision of a Magic Utopia.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Kashyyk on March 22, 2020, 03:33:56 pm
I think that's enough ideas for now. I am actually a full supporter of the CBI, but I know if it doesn't come first ten it won't be considered at all, so I've also voted for a pair of moderate effort designs.

Specifically, if the CBI goes through I would support a pair of covert combat revisions, like the Leg Breakers. If it doesn't I'm hoping for one of each this phase and one of each for the revisions.

Quote from: Votes
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 22, 2020, 05:28:00 pm
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.

There is also this spell as well. Also, I think I'll write my own version of the CATS.

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.



Quote from: Votes
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Man of Paper on March 22, 2020, 08:01:59 pm
Quote from: Votes
(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)


I agree with Kashyyk, but for now I'm only placing my vote on CBI so there isn't any numbers confusion. If things look like they'll swing to more boring lame-o options then I'll adjust accordingly.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Detoxicated on March 22, 2020, 10:29:21 pm

Quote from: Votes
(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) :
(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)
I Like your CATS better than Mine. I Like that their Spirit stays true to Mine as Well...
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Happerry on March 22, 2020, 10:36:39 pm
Well, time to vote.

Quote from: Votes
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Shadowclaw777 on March 22, 2020, 11:21:15 pm
Okay I think criticism for CBI is pretty warranted considering it's going to make us have one less dice roll and spend a entire design based entirely around combat. Let's see the intended effects that MoP is trying to get from the respective design.
Quote
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.

So the part about physical improvements, well y’know we already have a physical improvement in the form of the CHAD-creation process so we're attempting to make our baseline cultists more athletic in the hope of being more impressive on the battlefield, something that has already been proposed by the Dude Brew? so what this result in is the creation of muscle mages on a wider scale is its intended effect, even though these natural spellcaster will only result in the casting of Common spells at best and not in a high frequency rate?, so rather than splitting our designs on improving both our combat and infiltration options, this design is really approaching the standard level that I really don’t think warrants a HE, and we can pretty much do the same with a normal design, because I don’t think the impact of getting most likely in the Uncommon area of soldiers being able to cast a bunch of magic missiles at the enemy. It be a much better idea to not at least dedicate two designs here, so that we can also be working on our intrigue options as well.

Quote from: Votes
(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)

[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Rockeater on March 23, 2020, 06:34:03 am


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) :
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 23, 2020, 08:21:40 am
My main issues are the fact that 1- The Physical changes are going t be noticed, 2- likely to be uncommon, and 3- Something that can likely be done without being HE.



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)

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Man of Paper on March 23, 2020, 09:18:28 am
You do realize it’s meant to apply to every non magic cultist as a baseline upgrade, not a new unit type, which definitely warrants it being high effort, right? It’s going to matter a lot less that they can only toss a couple common spells when *everyone* is doing it. I’m pretty sure this is exactly the sort of big project nuke intended high effort designs to be used on.

And tric. How in the hell is their physical changes being noticeable a downside? The chads are kinda obviously mutated too. So are the pale crows. Wasn’t a downside then. They’re meant to be bolstering our army on a massive scale, not blend in with the standard troops. Because they’re going to be the standard troops.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 23, 2020, 09:41:56 am
Well, there is another reason. A High Effort Project means we only do 1 design, rather than two.. Right now I'm partial to DUDE Brew, The Redband Pirates, and CATS. The latter two are my votes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Kashyyk on March 23, 2020, 09:52:49 am
The problem with DUDE vs CBI (other than memes) is that DUDE is going to be a hard design to pull off effectively. It means to be a change to every physical combat focused cultist we field (rather than just melee, just archers, or just specialists) and be effective enough to at least be the equivalent a gear upgrade. All without going into uncommon difficulty. That's a tall order. Whilst CBI is pretty much the same, it accepts that it will be difficult to do and thus puts the necessary resources towards it. Also it has a better name. Also, it's only going to be used in the Combat lanes, so the obvious appearance changes are mainly cosmetic. Although to be fair, the design doesn't explicitly say that, Nuke said he wouldn't be that harsh to us.

You may believe that we can do it in one design, but I'd rather not risk that.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 23, 2020, 11:42:42 am
Don't really have the ability to argue that. Other than the fact that concentration and ability are needed for better spells.

That, and if CATS are made, we have enough to actually manage it as a potential design next turn, since the CATS I wrote can use the most basic of magic. (right now only magic missile...)




Design Or Revision?: I Cast Fist!

Magic Reinforcement, the method of using magical energy to greatly improve the body's performance. Primarily meant for physical combatants, energy is put into the body or a weapon to strengthen it, and can be expelled to increase the range of physical attacks. Needless to say, the stronger your body or weapon is, the greater the strength of the reinforcement that can be made. This also makes it possible to attack spirits and such directly due to infusing magical energy into the person or weapon.

Thanks to all our work in improving the body already. Also, Warcasters are the kings and queens of this particular spell, having both strength and magical power. Though the spell itself is simple enough for anyone to use with some basic training to boost themselves physically, even CHADS.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: dgr11897 on March 23, 2020, 12:48:47 pm
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) :
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on March 23, 2020, 01:27:04 pm
Alchemical-Transformation Endurance/Agility Mixture: A-TEAM Supplement

Thanks to our work in alchemy, our Draughtsmiths have come up with a potion that can be drunk by all of our cultists. Though steady daily doses, the body of the cultist has it's bones, muscles, skin, and organs strengthened, which when combined with physical training brings their body to peak human condition and beyond. Anyone who drinks this will find that within the month, it would have been like they've trained their bodies all their lives to achieve the peak of human fitness.

Side effects include increased stamina, reduced need for sleep, increased Xxx drive, becoming sinful, increased food intake, and being admired by the opposite sex.
Sold to anyone who wants the best body possible in a short amount of time.




My version focused on improving everyone to peak human condition. Without things like magic or High Effort tacked on.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Rockeater on March 23, 2020, 02:56:03 pm
Quote from: Votes
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: NUKE9.13 on March 26, 2020, 04:48:09 am
Demon Team: Design Phase T5
TURNTURNTURN
Cultist Baptismal Indoctrination (High Effort Project)

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.
Cultist Baptismal Indoctrination (High Effort): Very Hard Hard: (1+4+3)-1=6: Above Average
"If at first you don't succeed, don't admit you tried"
-Magoc, regarding improving cultist equipment


Making slightly stronger and tougher soldiers would've been a walk in the park. Making the procedure simple enough to apply it to everyone... trickier, but still well within the Draughtsmiths' abilities. Providing them all with a reserve of Evil that could be used to power magic- also doable.
It was when you mentioned the requirement that every single cultist soldier should be capable of casting spells that people got nervous. But with plenty of time to work with, and your personal oversight of the matter, they did their very best.
A few magically talented individuals were cut open to check if there was some special trait they all shared that could be replicated. Unfortunately, their guts appeared to be fairly similar to those of the average sacrifice. Their brains were more magically conducive, though, so the Draughtsmiths decided to see if they could replicate that- without going over budget. Cultists were sent all over to search for alchemical ingredients. Some promising samples had to be discarded after it emerged the cost of acquisition would be too high, others when they turned out to have a 97% fatality rate. Eventually, however, they were able to strike a balance between cost and efficacy that allowed them to successfully stabilise a mutation that added a new lobe to the brain, specifically designed to channel magical energy. It put another dent into monthly income, but fortunately Bootlegger's sales still keep the ink black (for now).
The new lobe is, in the words of one Draughtsmith "[a] janky hack, mate", but it works. Those possessing this lobe are able to faintly feel the passage of magical energies (be they mundane, Good, or Evil) in a passable facsimile of how actual mages perceive the world. Actually manipulating the energy proved trickier, but with considerable training it is doable. Actually manipulating the energy in such a way as to form it into a working spell proved trickier still, and with the cost of training pushing the limit already, the Draughtsmiths had to come up with a creative solution to the problem. Which they did; in conjunction with scholars at the Warcaster's Keep, they devised a way to let a Warcaster (or similarly skilled magic user) impart a 'hard-coded spell template' into the artificial lobe. At the moment, this means Magic Missile, but in principle any Common spell could be installed. The procedure does take a while, so changing spells in combat is not feasible, but the template does not deteriorate, meaning the subject can cast the spell as many times as they like without needing to be 'reprogrammed'.

Thus, after a much quicker process that added some physical boosts to the mixture, the first Uruk was born. Or made, rather. Emerging from their muddy pool slightly taller than they went in, with not a hair on their head, skin stained grey, and face flattened, the Uruk is quite clearly no longer human. It is stronger and tougher than an unaugmented cultist (though not nearly as strong or tough as a CHAD), and- crucially-, possessed of the ability to cast two or three spells per hour (at a lower power level than an Acolyte, but still respectable). Its mind remains reasonably sane, although thoroughly tainted by Evil.
Some basic training is provided to help Uruks to get used to their newfound strength, although more time is spent teaching them how to use their new magical abilities.
The cost is just about doable. The number of cultists you can field will be reduced, but not massively so- 10% less, give or take-, and the reduced numbers are easily made up for by their improved quality. And magical abilities. Mustn't forget about those.


Uruks will replace all non-caster combat cultists. They will not modify rarity, although unit sizes will be slightly smaller. They can be programmed to cast all Common spells (unless noted otherwise).



It is now the Revision Phase. You have two revisions.




Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: Kashyyk on March 26, 2020, 06:18:34 am
I like Leg Breakers, and I'm bringing back Runes of the Soul Eater. Also got two more suggestions.

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) :
(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) :

Quote from: Runes of the Soul Eater
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.

Quote from: Projections of Desire
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.

This one may be design-grade, but I wanted to pitch it anyway. This one has been deemed "too combaty" for the Influence lanes by Nuke. Will keep it here as a reference of something that stretches the boundaries too much.
Quote from: Mercenary Contracts
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.

Quote from: Sanctioned Bodyguards
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 26, 2020, 08:43:00 am

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.



Quote
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.

Quote from: Even Evil has Standards
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
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..



This should be normal difficulty now.


Magic of Desire

As with everything, Magic. By using some of the better materials found, we can give our Consorts a Node which allows one to sense magic and work with it. They can then focus their powers into a type of Charm Magic with which to defend themselves. And the ability to sense good will also help warn them of assassins. So long as the target can think, a Consort can Charm them into doing their bidding. Which in most cases will be avoiding attack, since their own abilities are already enough.

This will require them to train a bit to be able to focus the Charm Magic, but better that than dead.

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

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:

Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:


Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 26, 2020, 09:48:10 am
Whispers of Desire

Our consorts are known for their skilled tongues, so it's only natural that we spread their unnatural talent to speaking with them.

Our Consorts are now not only amplifiers of pain and pleasure, but whispers of their own wants and desires take on magical influential properties. A Consort's whispers worm their way into the ear of the listener, compelling them to act in a manner that would most please the unnaturally beautiful consort. While this power can be used on any target with a brain (the magical properties of the whisper affect the mind even in the deaf), Consorts are to use this power primarily to weasel their way into the arms and beds of government officials, military commanders, and captains of the guard in order to compel them to do the cult's bidding. While the focus is to ensure the protection of Cult assets, the Consorts are not really limited in their orders past "make sure they help our cult".


Bootlegger's Boats

Smuggling goods is a complicated process, requiring a high level of logistical support from the production line to the customer's hands. One leg of our operations involves smuggling goods into the island of the Trade City. While it's isolation makes smuggling a bit of a hassle, we've decided to tackle that issue directly and head-on.

The boats used for smuggling currently, while effective enough, could be even moreso. The new Bootlegger's Boats have an expanded cargo hold for transporting greater numbers of brew (and the boys) across the waves. The Bootlegger's Boats lay low in the water, just high enough to allow for rowers onboard to, well, row, and are covered by a wooden canopy. The front half of the canopy can be pushed open to allow loading and unloading of goods (and the boys). The wood construction of Bootlegger's Boats is relatively light, as even with a full load they are intended to be rowed with great speed.

And of course we produce a surplus of them in regard to smuggling so that we can appropriate them for use in the military wing of the Cult.


Bootlegger's Balls

Bootlegger's Balls are thin-walled spherical canteens with a cork stopper containing Bootlegger's Brew distributed among our troops. When entering combat our Uruks are encouraged to toss their Balls into enemy formations, with any Uruk who does getting a double-ration of the stuff once the force is allowed to rest. As Bootlegger's is ignited by magic, and our forces are wholly capable of casting the most basic of spells (even if the stuff isn't set off by being in contact with someone affected by their abhorrent singing), we are burning to see how effectively the stuff can be applied when intended for use in a combat situation.


Coordination Drills

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 26, 2020, 11:52:51 am
Spoiler (click to show/hide)

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.

Mass bombardment of hatred, anger, and maybe a dose of the wyverns attacking their own forces/potential rider.

Corruption Missile: A Magic Missile that is made to corrupt, it poisons the target with evil, causing mutations, loss of rationality, and rage.

Mist of Weakness: Using Magic that is kept dispersed rather then concentrated, a stream of ethereal energy is pushed ahead from the caster. This energy carries the death attribute, studied from the Pale Crow's feathers. This weakens those touched by it, so long as they do not have evil energy running through them.
 Despite the name, it is not a water mist but an energy mist.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 26, 2020, 06:48:54 pm
Quote from: MagocBox
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)

Keeping the box pared down to the two options I'm currently voting for, as well as the Projections and Bootlegger's since my votes could also sway towards either of them.

The difference between Projections and Whispers is, as Kashyyk and I seem to agree, largely what the primary target focus is. PoD focuses more on slummin' it with the normies, while WoD directs our Consorts towards officials and people in office. Both have their uses, but at the moment I think we can leverage our Consorts to improve how deeply ingrained we are in the Influence Lanes very well with Whispers. With a level of influence in an area they could also see to making enemy actions more difficult, boosting the effectiveness of our Influence equipment overall as enemy agents get stymied by City Guard ordered to watch over an alleyway that just so happens to contain the entrance to a Bootlegger's stockpile, for example.

The big debate on discord was trying equipment again vs training. I think we could get a relatively easy training revision out of leveraging the officer-type units we have available to us. While the equipment revision would almost definitely be Normal at most, if we shift it to a design for next turn it gives us two options: a) we do it as is and it gets reduced further in difficulty, eliminating the chance for an Utter Failure and improving the odds of an Unexpected Boon, or b) we get to add more equipment to the production of the workshops meant to make them - like chainmail or plate armor - without worrying too much about a leap in difficulty.

The training could also prove to be a force multiplier on the turn we introduce our Uruks, as they're quite fearsome combatants, and a little organization could go a long way, not to mention the primary inspiration was Rockeater mentioning a lack of troop cohesion in regard to the ability to lob a mass of magic missiles.

The Boats are on the list because they could also be quite the helpful tool in crossing the rivers we're going to be finding ourselves facing, and could also potentially boost our Influence with better Bootleggers smuggling and transportation.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on March 26, 2020, 06:56:08 pm

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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:

Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:


Rather Rude MoP... There are others. Not to mention cutting my votes entirely.




Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: Man of Paper on March 26, 2020, 07:13:21 pm
Quote from: MagocBox
(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)

My bad, totally blanked on the preexisting votebox. Still, paring the votebox down to the decisions being made this phase and the options being voted for presently or being mulled over.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Rockeater on March 26, 2020, 07:31:04 pm
My leg breakers version
Thugs
Sometimes even the safer areas require for defence or offense some violence , luckily, booze and pretty people attract many with experience with experience in that field and those could be spread throughout the influence areas protecting what ours and attacking or threatening what opposes us, to handle mundane threats they are given clubs, knives and other weapons of criminal elements in the areas and from non physical threats some are given pale crows as pets to release ones in a while to scout and hunt those.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Detoxicated on March 26, 2020, 10:36:45 pm


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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(1) Orange Uni: Detoxicated

Wartorn Wastes
(1) Victory: TricMagic
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Kashyyk on March 27, 2020, 04:36:03 am
Quote from: Votes
(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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(2) Orange Uni: Detoxicated, Kashyyk

Wartorn Wastes
(2) Victory: TricMagic, Kashyyk
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Detoxicated on March 27, 2020, 05:14:23 am
Next Turn tric we will Go die them CATS


So Guys... Imagine having Our soldiers properly trained and equipped with better gear while being spell wielding and being Generally Stronger than before... I believe we will have a great Advantage for one to three Turns. So choosing the Evil Standards and coordination Drills is an obvious choice we must make.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 27, 2020, 08:16:26 am
That is the idea of full battle focus. Bit optimistic though. The two CoD revisions are for improving their survival for influence lanes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 27, 2020, 10:37:24 am
We shouldn't just let our Consorts continue to get snubbed and see our influence actions severely hampered by enemy action though. While maximizing the introduction of a new design is always good, sometimes tackling issues stifling half of our efforts is better. We were able to turn away the Angels completely last turn, so all things being equal we shouldn't see ourselves get absolutely slammed like we did for the whole first part of the game. Plus, better influence means more faction choices we get to make that bolster our cult and what we can do in general.

And please for once let's have a magic game without catgirls.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Rockeater on March 27, 2020, 10:57:34 am
Quote from: Votes
(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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(3) Orange Uni: Detoxicated, Kashyyk, Rockeater

Wartorn Wastes
(3) Victory: TricMagic, Kashyyk, Rockeater
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Kashyyk on March 27, 2020, 08:05:46 pm
I heard you liked vote ties.

Quote from: Votes
(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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(3) Orange Uni: Detoxicated, Kashyyk, Rockeater

Wartorn Wastes
(3) Victory: TricMagic, Kashyyk, Rockeater
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 27, 2020, 08:13:59 pm
I heard you liked vote ties.

Not really...

Nuke, are the Pale Crows already dealing with ghosts in the INF lanes?
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Jerick on March 28, 2020, 07:11:40 am
Quote from: Votes
(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 Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Detoxicated on March 28, 2020, 08:05:23 am
I highly doubt that Low crominals can Take in their Assassin Angels but enlighten me what you expect and i might be inclined to Switch my Vote..
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 08:30:16 am
Nuke did say the Pale Crows already handle ghost-busting duty, so that isn't exactly useful since it could tie their availability to the Pale Crows.

Beyond which, how it is written is off.

The Hunting Order

A specialized group of criminals we have brought into our fold, The Hunting Order is made up of Acolytes with Warcaster commanders(For magic usage and knowledge), Criminals with experience in hunting, trafficking, and sabotage operations, among others, and the usage of the various Crows to gather information on targets and disrupt enemy operations. Their job is to be the one who strikes those who hunt us, with the Pale Crows leading an information network of regular Devil-Crows, and reporting. As for cover, they are a Hunting Club for anyone questioning why they have weapons, and will make use of our own connections as well. BB also makes a fine firebomb or firestarter, which will help with magic users being able to light it up.

Simplified Objective: Use our Intelligence to Kill and Destroy Enemy Agents and Buildings they operate out of. Exploiting Intelligence ourselves.


There. Full use of the Crow information scouting.

This is effectively the standard for each group, with the Warcaster working with their Acolytes, and them using the Crows. And Pale Crows being linked to the Warcaster. They then pass down the information to the Criminals, Connections are tapped(if any), and Sabotage happens. Like killing the enemy agents, firebombing their areas and workplaces, killing medics/singers.

... Might be more useful than projections actually. They should be either common or uncommon too, if they roll well.. 1 Warcaster for a group.

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 28, 2020, 10:36:36 am
Keepers of Desire

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".


Agents of Discord

Agents of Discord are Uruk infiltrators meant to act from the darkness and shadows, traveling in the open only when absolutely necessary, and doing so only when completely covered by robes, hoods, gloves, pants, masks...any clothing we can make fit to conceal their mutations.

Agents act in cells to identify and disrupt local operations (both the enemy's and any local powers not acting in the Cult's best interests), while ensuring our own operations are protected by their flat-faced, muscular selves and whatever weapon the task calls for. That we can provide them, anyways. 


Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Jerick on March 28, 2020, 10:37:53 am
Bodyguard mutations
In order to better protect our consorts we need some better forms of protection. The assassins being sent after our operatives appear to be common criminals that have been mutated slightly with good. To counter them we should recruit some of our own criminals and show these angle worshipers how mutations really work. Our bodyguards will be larger more imposing and possess better senses with a thicker skin and an improved resistance to drugs and poison.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 10:48:40 am
Assassinate: Assassins of Shadow

Assassinate: To Murder for Political or Religious Purposes, key word being murder. By doing so, enemy operations can be disrupted or brought to a halt.

To do so, we've developed an opposite to the Consorts of Desire, the Assassins of Shadow. They have been made indistinct, forgettable by the masses, and can use this power to sneak, hide, and kill their targets, then slip away unnoticed.

By using our gathered information, these assassins use their dagger and skills to murder the enemy agents and those under their sway, sometimes in plain sight in fact thanks to being trained as adept free-runners and being able to blend into a crowd. When no one can remember who killed someone, hiding in plain sight is made quite easy. And Mentally, these Assassins feel immense satisfaction having done their job and murdered their enemy/target. It bring them immense pleasure to pull off a tough kill, so much so that some may even want to do so in the battlefield.



To address the issue of specialization. Assassins of Shadow, rather than be made beautiful, eye-catching, and desireable, become average-looking, forgettable, and immemorable. Perfect for an assassin.

As well, even a low roll should theoretically open up the Assassinate tactic.


Quote from: Votes
(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) : TricMagic
Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Kashyyk on March 28, 2020, 11:07:30 am
Quote from: Votes
(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) : Kashyyk

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated

I would add links to others, but I'm on my phone and this was hard enough.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 11:22:59 am
Quote from: Votes
(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) : Kashyyk

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Rockeater on March 28, 2020, 11:41:06 am
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) :
(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, Rockeater

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 12:05:14 pm
Putting aside the question of guarding assets vs murdering the enemy's agents...

Well, no, I'll put my opinion there. Guards guard a single location or asset. We have crows, disrupt their ghost spies, and once more we have the Common Devil Crow that gives us large amounts of info. By Guarding an asset, we are being reactive, as we can only act when we are attacked. However, using that info to assassinate targets is also viable as a means of deterrence. If the enemy dies before they can act, then our assets are protected. Kill the Medics, Singers, and Shadow Walkers, along with key targets influenced by Good.

As a note, this is just my opinion/hopes. We will probably get the basic Murder Tactic even on a low roll. Just no Specialists in the act of an Assassinate Tactic. The difference between the two is Overt vs Covert actions and their abilities based on how well it rolls.


Now for Even Evil Has Standards Vs. Coordination Drills.

Quote
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

Two issues, the gear and the coordination. Either option will solve the problem, while adressing both will make them very effective.

Quote
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

Improved strength improves their archery. However, their bows are designed for hunting, not piercing the enemy's armor, as stated. Coordination is not going to help here, as while they would be able to fire in volley, the bows still aren't designed for piercing enemy armor.

Adding proper weaponry will change that immediately, as their improved strength plus the better weapon will let them deal quite a bit of damage. Also somewhat obvious, better weapons plus higher strength makes them a good counter to wyverns from a distance, while no amount of coordination would help if their weapons aren't up to par for their target.


Coordination would make Magic Missile Volley a valid tactic, but being coordinated beyond fire now isn't totally needed.




Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Detoxicated on March 28, 2020, 02:31:54 pm
Coordination ist key No use for good Equipment if they cant use it. We need both... I stand by the point
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Happerry on March 28, 2020, 02:34:42 pm
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) :
(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, Rockeater

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(4) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick

Wartorn Wastes
(4) Victory: TricMagic, Kashyyk, Rockeater, Jerick
(1) Peace: Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 02:38:53 pm
Coordination ist key No use for good Equipment if they cant use it. We need both... I stand by the point

Of course we need both, but you do need to convince others of that. We could also use the ability to kill the enemy agents in the INF Lane since they are killing ours.
My argument of gear over coordination is that gear is the better of the two if only one is made.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 28, 2020, 03:45:43 pm
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) :
(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, MoP

Quote from: Siding with the Beast
Scholarly 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 03:51:43 pm
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, TricMagic

Quote from: Siding with the Beast
Scholarly 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 kinda wanted to do the Giant Bow next turn, but eh...

I'll shift to keep us moving along. Just please do not go crazy designing something too new to bring the difficulty of the equipment design back up, would you? We should be able to just add some basic armor to said design and keep it Easy, hopefully.


To your first argument, the enemy doesn't actually have to defend their medics, singers, and politicians, cause we aren't killing them in the first place. Defending is Reactive, no matter how you slice it. You are responding to enemy action, rather than taking the offensive.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Detoxicated on March 28, 2020, 04:04:34 pm
I Hope WE can get CATS next Turn
But still nice that we resolved this.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 28, 2020, 04:10:44 pm
I Hope WE can get CATS next Turn
But still nice that we resolved this.

Feel free to propose them, but the Keepers might have solved it in the first place, and I'd rather have the AoS and be able to kill the enemy agents.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Jerick on March 28, 2020, 05:39:26 pm
Quote from: Votes
(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, Jerick

Quote from: Siding with the Beast
Scholarly 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: NUKE9.13 on March 30, 2020, 07:25:29 am
Demon Team: Revision Phase T5
TURNTURNTURN
Coordination Drills

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.
Coordination Drills: Easy: (1+2)+1=4: Below Average
You might think that Uruks, being created for war, would be naturally talented at it, but that was never actually addressed in their creation. They prove no more competent at things like marching and assuming formations than their unaugmented forebears. Officers from the Wartorn Wastes are able to help establish drills to hone their coordination, but even so the results are not inspiring.

Your soldiers have been brought to a point where 'assuming basic formations' and 'not getting in each other's way all the time' are reasonably well understood. Unfortunately, their individual training is still somewhat lacking- they still wield their equipment with more passion than skill-, but working together they could be mistaken for actual soldiers. In terms of skill, you still expect your rival's soldiers to outclass them, but not as significantly as before- and hopefully their increased strength and resilience will make up for it.

Coordination Drills improve the performance of all units slightly, and provide commanders with more tactical options.



Keepers of Desire

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".
Keepers of Desire: Normal: (1+3)=4: Below Average
Creepy mask, check. Nice clothes, check. Sensual perfume, check. Club & dagger, check. Proper training in melee combat... not check.
Keepers of Desire look good, and isn't that the most important thing? No, it isn't. Don't be silly. At least their equipment is unlikely to arouse suspicion, letting them operate in the human kingdoms fairly freely- but when it comes to actually fighting off trained assassins, the Keepers will be most useful as a delaying tactic for a Consort to reach safety, rather than actually defeating their opponent. Their activities have been codified as 'Mediocre Guarding', which technically any old cultist can perform, although Keepers- with their modicum of training and magical abilities- will be slightly more effective.

Keepers of Desire are really just acolytes with a club and a fancy outfit- their actual close-combat ability is amateurish. They are still Uncommon. The Mediocre Guarding technique suffers from poor planning and insufficient training, but should still improve the survival odds of key figures. The technique is Common, as there's nothing really special about it.



It is now the Strategy Phase. Choose where to deploy Magoc. Choose which faction to side with in the Scholarly Towers and Wartorn Wastes.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Kashyyk on March 30, 2020, 07:34:35 am
Quote from: Votes
Where go Magoc?
(1) Mountain Passes : Kashyyk

Quote from: Siding with the Beast
Scholarly 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

My opinion is that we keep pushing the passes. The river crossings will have enough space that mass volley fire of magic missile is possible, whilst the Mountains will be much more friendly to sudden archer ambushes where we don't have the ability to just brute force missiles in response.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: TricMagic on March 30, 2020, 07:41:51 am
Quote from: Votes
Where go Magoc?
(1) Mountain Passes : Kashyyk
(1) Ostentatious Capital: TricMagic
Quote from: Siding with the Beast
Scholarly 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

Ostentatious Capital: 2/5 | 2/5

We should theoretically have the advantage, though given the fours this round of revisions..

Next round I would hope to have spells and proper gear. For now though, Magoc's Guard Skills and the Consorts should be able to help clean up the Capital I wouldn't be surprised to see the angels there either, but they might choose to send theirs to the battlefront again.

And we really don't have the weapons yet for that to go well. So aim for the capital instead to support our forces there.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Man of Paper on March 30, 2020, 09:36:50 am
Quote from: Votes
Where go Magoc?
(2) Mountain Passes : Kashyyk, MoP
(1) Ostentatious Capital: TricMagic
Quote from: Siding with the Beast
Scholarly 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 say Mountain Passes. If we continue to put pressure on them here eventually they're going to have to respond with Heliel, opening up opportunities elsewhere. Worst case scenario down is they push us back to the Forest and they're then put into the position of needing to make and/or act specifically to counter our ability to hold the area. The enemy is going to probably have an easier time pushing through the Rice Terraces, so we should do what we can to ensure they don't slap us back and follow us home out of the mountains.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: TricMagic on March 30, 2020, 10:55:55 am
I am actually scared of Heliel destroying us with Mass Healing. We don't have the bows to retaliate easily, nor does Magoc have any real spells either.

Sure, Magoc could fly too, but that does not help if the angel can heal everyone in between clashes. The [Ostentatious Capital: 2/5 | 2/5] meanwhile is just about to reach three on both sides, and we do have the ability to actually act there if we so choose.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Rockeater on March 31, 2020, 08:48:31 am
Quote from: Votes
Where go Magoc?
(3) Mountain Passes : Kashyyk, MoP, Rockeater
(1) Ostentatious Capital: TricMagic
Quote from: Siding with the Beast
Scholarly 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
Post by: Jerick on March 31, 2020, 10:05:54 am
Quote from: Votes
Where go Magoc?
(4) Mountain Passes : Kashyyk, MoP, Rockeater, Jerick
(1) Ostentatious Capital: TricMagic
Quote from: Siding with the Beast
Scholarly 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: TricMagic on March 31, 2020, 04:07:02 pm
Potential Design

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.)]
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: Detoxicated on March 31, 2020, 05:39:28 pm
I Like it. IT opens Up the possibility of mind-controlled flying  Surf-Boards too
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: TricMagic on March 31, 2020, 06:03:18 pm
Potential Revision

Ritual of the Red Shell

Once more, take a turtle's shell and a mammal's bones. However, forgo the wings this time, and also grab a bottle of BBs and the same explosive components from last time. Secondly, use blood and the magical herbs to fill the cauldron until the turtle's shell is submerged, and once more draw the circle.

The Chant and imagery, imbuing magical energy into it, the blood melding with the materials to form a smooth blood red shell and bone-white bottom. Unlike the Blue Shell, the Red Shell is a mine. One can bury or place it somewhere, and it will go off whenever a source of good gets close enough. And like it's cousin, the boom is very big and very strong. To activate it, just a drop of blood and a bit of magical energy is needed from a caster. The same method can be used to disarm them for reuse. They also have the same shelf life as their cousins as well. Unlike their cousins, it is in fact possible to kick or chuck them, as they will only go off from Good Magical Energy, rather than from being broken. [Still best not to though since their is the chance they might go off... Magic is tricky at times.] If one runs out of energy, it is effectively an inert decoration..


Design idea.

Ritual of the Dry Bones

Take some animal bones, the animal's skin, and place them in the circle. And then use a chant to draw the soul into the bones, and imbue the circle with evil energy, using a wind-based and earth-based material as the catalyst. The Result is a Dry Bones, a necromanced animal warrior with plates of bone where the skin once was, animated through fel magics. They hold a similar strength and agility as they held in life, and the only way to truely destroy them is to break apart most of their bones, otherwise they will just pull themselves back together.

Generally, crushing and bludgeoning are their weakness, though that's normal for skeleton necromancy. As of right now we have 3 types.
The Dark Jungle Cats which are fast, low to the ground, and deadly in close range, retaining a touch of their native dark element to strike from shadows.
The Eggbear, with massive paws and sharp claws which wend through armor, and enough bone armor to render crushing weapons dangerous to use against it, and a lot of strength. A hit from one of the arms can kill a normal man even in armor.
And the CHADSkell, which uses the bones of dead CHADS to resurrect them, even more terrifying in having most of the power they held in life, but without being able to be easily killed. Though killing CHADS is already difficult enough, and not having a brain does not stop CHADSkells from being smarter than other undead skeletons in the art of killing and combat.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: Detoxicated on March 31, 2020, 07:05:10 pm
Mariolover

Edit
CLadiators
We Take Our Most astonishing CHADs and give them the garments and weaponry of gladiators and throw them Into Gladiator pits all over the world. There they will gain Fame and followers elevating them to celebrity Status. This Fame will get them noted by important Figures WHO would likely Like to meet them.
The CLadiators would also Like to meet important Figures but only when accompanied by consorts of desires and their cool bodYguards.
Their true purpose is to be Hero Type Bodyguards to the consorts but  secondarily they sway the masses to Magoc with their stylish ways to Finish their enemies.

They are trained with all weapon types and given a detect danger Sense with the auf of alchemy. Furthermore they are especially trained in Close Counter Combat and the usage of the net, so they can capture the enemy's Spies.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
Post by: NUKE9.13 on April 06, 2020, 02:39:49 pm
Demon Team: Battle Phase T5
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8120311#msg8120311)

Lesimor Infiltration Report
Of course Orange University was the side for us, as their wild experimentation, unrestricted by petty 'morals', had already led them into study of magics of a morally dubious nature. The step into straight-up demonic magic is relatively small for them. Those we made contact with eagerly accepted our offers of forbidden knowledge, bringing their own (admittedly unfocused) magical expertise to the table- which should make breaking into new fields of magic easier for us. Unfortunately, Devil-Crows confirmed their warnings that members of Green University had made contact with angelic agents, no doubt seeking their aid to counterbalance the assistance we may provide OU.
Our progress in the province was rather slow, even though more (though by no means all) of our operatives managed to survive long enough to do their jobs. The problem is that while students and lower-ranking scholars are easily swayed by the promise of forbidden knowledge, those with a bit more stature want to see actual results. When one visiting the Warcaster's Keep forces a Warcaster to admit that the only spell he can cast is Magic Missile, the scholar laughs in his face, and promptly leaves. Without more to show, it is unlikely that we will be able to advance much.
Fortunately, our rival doesn't seem to have made much progress either- we've spied their Chosen Apostles visiting scholars, only to leave later looking dejected. The uptight GU scholars are also slightly less open to new ideas, which will hinder their progress a little (even if any progress they do make will give them access to the superior mages of GU). 
3/5

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

Our Dove contact informs us that the official Dove story is that the Hawks recruited more soldiers than they were supposed to, and that led to the pay shortage. In truth, the Doves have been siphoning money from the coffers for a while. A small amount of said money is gifted to us, as a show of goodevil-will. Our contact also provides us with a little information that helps us smuggle Bootlegger's into the province by safer routes. Our Keepers are useful here, not so much for their ability to guard Consorts- they and the Consorts are almost all killed... but doing so takes away angelic resources that could otherwise be blocking our smugglers and missionaries. We managed to convert a number of frustrated soldiers, as well as gain a decent number of new Bootlegger's Club members.
The Angel's operatives... keep on keepin' on. They remain in close contact with a number of Hawks, but what happens behind closed doors we do not know. 
1/5-->2/5


Dolgoth Infiltration Report   
The fanatical Victory faction was clearly the only choice we could have made. They see war as a game of numbers, having no care for the lives lost and property destroyed, except insofar as it diminishes their chances of victory. They are also more loyal to the kingdom, which will make getting them on our side slightly harder- but those we do convert are seasoned officers and masters of aggressive tactics. However, if we wish to win over the leaders of the faction, we will need to demonstrate our value- they want to see evidence that we can swiftly crush their foes in battle.
Of course, the angelic nuisance has sided with the Peace faction. They are more interested in negotiation due to having seen too many lives lost already- or, to put it bluntly, they are cowards. After the most recent defeat, they panicked, and went running to the Angel's missionaries to beg for their assistance. Which would be amusing, except that this has given the angelic operatives a foothold amongst the officers and nobility.
3/5

With the King gone, we thought it the perfect time to send in Consorts en masse. They established themselves amongst the party-going sorts, and tempted many a nobleman/woman into a 'private meeting', in turn winning us a number of important converts. But... despite our success, it seems the Angels have edged us out. We believe that Heliel herself was present in the Ostentatious Capital this month, using her angelic charisma to win hearts and minds- even though she has little in the way of exquisite experiences to offer, it seems the her words are enough to satiate the populace. While we have heard rumours of some sort of desire to replace the King, the details remain murky- for the moment.
2/5-->3/5

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



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)

E: Changed 3+ to 3?, to prevent confusion. 3?/5 means that the angels have at least 3/5, but you don't have the spying ability to know if they have a higher value.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 06, 2020, 03:04:37 pm
Ritual/Spell: Dark Clouds

Dark Clouds are on the Horizon. Rather, with Orange University, we've tapped into weather spells and created this uncommon one. It creates low-hanging dark clouds which then spread according to the caster's will. These clouds block the vision of those within them, as well as being able to float above the battlefield to block the light. What makes them uncommon is the fact that the casters can spark leader bolts, which then turns the entire cloudmass gathered into lightning bolts striking down on a target.

This spell mostly requires multiple casters to be of use. Thankfully, we have the Warcasters to do so. Though any single caster can make a dark cloud if not the lightning bolts.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 06, 2020, 05:40:08 pm
Quote from: Spell: Skin-Walking
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.

Quote from: The Screaming Foundry
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on April 06, 2020, 05:53:55 pm

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.



Quote
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.

Quote from: Even Evil has Standards
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
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.

Also, NO to the over-complicated weapons production. Let's just go for basics. Good basics. And as we need something to show off..

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.)]
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Detoxicated on April 06, 2020, 06:50:34 pm
Spell: Demons Laugh
This Spell is an incantation. By changing Evil Magic words while doing Hand gestures of the greater demon Gaglaugaleid, the Fiend of Dark Humor and cruelty, the mage invokes unstoppable laughter within the enemies. The mage can inflict this on one powerful enemy or a group of weak willed enemies.
The magical incantation lets the enemy throw fits of uncontroled laughter which confuses their allies whilst breaking the concentration of those affected by the Spell. Some verY weak that are affected will never Stop their insane laughter. This will weaken their morale AS Well AS becoming easy pickings in open Battle. An intelligent Placements of the Spell can invoke grave faux pas at noble courts or such.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 06, 2020, 08:51:10 pm
Spell: Choking Smog

Choking Smog is a dense, thick, impossibly black smoke conjured by demonic cultists. The caster mentally identifies the location of the conjuration, then funnels their magical energies into seemingly drawing the smog from the ground itself. The more the caster applies their magical reserves, the more smoke is created to cover a larger area. The smoke can be shifted and directed by the caster but is unaffected by other external influences. Once a caster stops maintaining the Choking Smog it remains static and slowly dissipates. Those caught in the Smog find it difficult to breathe - not impossible, but hampering at the very least.


Spell: Pinch

Pinch is a deceptively powerful spell. The caster focuses on a target, raises their fingers up so that they frame the target, and pinch, not unlike a kid pretending to crush someone's head betwixt their fingers - but with the favor of Magoc and magic to back them, a caster can actually cause significant damage and harm with it. Simple to describe, simple to attempt, but work within the Warcaster's Keep will determine if it's actually easy to cast.


Spell: Arena

Arena is a hefty, powerful spell requiring not only magical reserves but a sacrifice of blood as well [preferably a low amount, but hey, if we don't roll high and have to sacrifice a bunch of people for it then that could be intimidating if somewhat costly]. Arena covers a variable area in a magical shell based on the caster's will and acts as a physical as well as ethereal barrier. Once cast, Arena sustains it's presence until such a time that conflicting combatants or armies within the shell see absolute victory or defeat. There is no retreat within the Arena. There is no surrender in the Arena. There is only victory or annihilation.


----------------


Some spell ideas. And now for why I've proposed them!

Choking Smog: Self-explanatory, really. Their archer's won't be able to aim at what they can't see, and as we stray away from the horde mentality they're less able to just fire and expect it'll hit something. It could cover advances and movement on the battlefield, and may give our Infiltration guys a ninja smoke bomb to block off an alley or hallway while making like a tree and getting the fuck out.

Pinch: Something that could see use murderalizing and breakifying things in the whole spectrum of lanes. More powerful casters might see some devastating effects with this if it rolls well enough to work.

Arena: So two major reasons here, and I'll get the personal one out of the way first. I've been playing Tyranny again and fuck man, Kyros' edicts are neat. If you're familiar with the game at all, Arena is pretty much a small-scale copy of the edict you give during the toot oriole, minus the whole "everyone dies if this isn't done by my deadline" bit. Arena is definitely a double-edged sword: if we successfully make the spell, it could see more decisive victories for either side. The first time the angels see the spell they wouldn't have been able to prepare for it, meaning that a victory on the field would see the taking of their castle be made a bit easier as they don't fall back to reinforce, being dead and all. Afterwards we could see less guys put into the field in order to make sure they have reserves for a garrison. Yeah, this could bite us bad too, but the biggest issue we have with our enemies is their ability to press, skirmish, retreat, and skirmish as we counterattack. If we remove their ability to fall back and hold us off then, well, they can't fall back and hold us off.

Oh, and for the second major reason, since I went on a little tangent - Arena seems like the kind of spell that would draw the eye of magical scholars in conflict who might resort to magical duels to the death or something if we give them the fun tools. It's not flashy, but a powerful spell binding people like that is sure to draw the eye of a few higher-tier magicmans. While it would be nice to have it affect an area the size of an entire battlefield, if it rolls low and the biggest hit is to AoE, it should still get attention as long as it functions.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
Post by: TricMagic on April 07, 2020, 07:07:43 am
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.


Since Kashyk expressed interest, here it is.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 07, 2020, 08:49:28 am
So I know we planned on doing a design for combat gear this turn, and we also wanted to do some more Influence stuff and do better in magic. So I'm going to support the Screaming Foundry. I'm not sure whether I want Hypnotic Eye, one of the following suggestions, or something else though.

Quote from: VoteBlox
(1) The Screaming Foundry (http://www.bay12forums.com/smf/index.php?topic=175026.msg8120412#msg8120412) : Kashyyk

Spoiler: Other Proposals (click to show/hide)

Quote from: Spell: Ethereal Armament
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.

Quote from: Spell: Cloak of Obscurity
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 07, 2020, 09:19:46 am
Assassinate: Assassins of Shadow

Assassinate: To Murder for Political or Religious Purposes, key word being murder. By doing so, enemy operations can be disrupted or brought to a halt.

To do so, we've developed an opposite to the Consorts of Desire, the Assassins of Shadow. They have been made indistinct, forgettable by the masses, and can use this power to sneak, hide, and kill their targets, then slip away unnoticed.

By using our gathered information, these assassins use their dagger and skills to murder the enemy agents and those under their sway, sometimes in plain sight in fact thanks to being trained as adept free-runners and being able to blend into a crowd. When no one can remember who killed someone, hiding in plain sight is made quite easy. And Mentally, these Assassins feel immense satisfaction having done their job and murdered their enemy/target. It bring them immense pleasure to pull off a tough kill, so much so that some may even want to do so in the battlefield.


Given that this can do well as a design too. For magic we could revise something from magic missile.
The AoS would give us a leg up in the influence lanes we sorely need.


Quote from: VoteBlox
(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) : TricMagic

Spoiler: Other Proposals (click to show/hide)


Granted, I'm fine with a lot of them being voted. But we have 2 designs we didn't get.

Note the angels seem to have made an anti-aging spell, as well as a spell which ages the target.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Detoxicated on April 07, 2020, 04:48:13 pm
Spell: Summon Lesser Fiend
This Spell enables its caster to Summon a Lesser fiend. To enact this Spell the caster uses blood AS sacrifice AS Well AS Bones of animals. By chanting words of power, of Magoc and of the desire of the caster, and dropping the blood Into a heptagon of Bones, the mage Summons a small demon fit for the desired function the demon should have.

All Lesser fiends are catsized but some are poisonous while Others are knowledgable casters. Others can Turn invisible while some have a powerful bite and wings.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 08, 2020, 06:08:04 am
Quote from: MagBox
(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, MoP

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
Post by: Rockeater on April 08, 2020, 06:56:29 am
Evil's Forge

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.
Alternative option for the screaming Foundery
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 08, 2020, 08:09:41 am
Double-Alternative to the Foundry >_>

Arsenal of the Damned (High-Effort Design)

The Arsenal of the Damned is a large building housing a number of workshops for producing arms and armor as well as smaller siege engines should we ever get around to acquiring any. A number of wartime materials are produced here, including:
- 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
- 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

While the armor coming out of the Arsenal of the Damned is relatively normal and mundane, the weaponry most certainly is not.

The Craftsmen meant to work within the Arsenal are put through Cultist Baptismal Indoctrination and imprinted with a new spell known as Accursed Flames. A small reddish-black fire can be summoned at the tips of their fingers and used to light their furnaces. The metals heated by Accursed Flames take on an almost toxic quality, as injuries caused by weaponry created with accursed metals cause a rapid infection in the wound and will turn blood black while causing immense pain the more it spreads.

We have not applied Accursed Flames to our armor because this is already making equipment and an enchantment spell of sorts even if that part is mostly to fluff the enchanting as we'd rather not risk our Uruks getting injured and having their protection kill them somehow.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 08, 2020, 08:24:21 am
Quote from: MagBox
(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

Spoiler: Other Proposals (click to show/hide)

Note I'm voting it only because the above High-effort isn't worth it. No spell experience ups the difficulty of what should be a +1 for equipment. (At least for the Even Evil has Standards design) Along with the Smog being capable of smoking them out of their forts, which they hid in last battle when we routed them.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 08, 2020, 08:59:06 am
We need a magic spell to entice the scholars, but we also need to put some effort towards the Influence lanes, as the Angles are doing equal or better than is in all but one instance. We cannot allow this to continue if we don't want to lose control of the NPC Nations and then get clobbered with powerful game-winning mortal armies.

Thus I'm voting for the Ethereal Armament. It's a spell that gets us weapons inside cities, without violating the "don't start war in the influence lane" rule, tanks to it being restricted to magic users. Our Mediocre Guarding will be improved versus the Angle murderers thanks to actual combat gear, because even an unskilled soldier will have decent odds against a skilled knife fighter when he's got a sword and a shield to make up the difference.

Quote from: MagBox
(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) : Kashyyk

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
Post by: Rockeater on April 08, 2020, 09:11:05 am
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.

Quote from: MagBox
(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) : Kashyyk

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 08, 2020, 09:18:22 am
Kashayk, I'll point out one issue with harming spirits, and that is apparently being able to see them.

As for Iron Waters, are we to just abandon the bonus from the failure before? That and we are going to be getting a upgrade of all our gear. Bows don't really need hardening.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 08, 2020, 09:28:08 am
True they are invisible, but tacking a True Sight ability onto magical weapons sounds a bit of a stretch. We could handle that as a separate design later, and as it'll be its own spell it'll be usable in more situations.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Rockeater on April 08, 2020, 09:31:36 am
As for Iron Waters, are we to just abandon the bonus from the failure before? That and we are going to be getting a upgrade of all our gear. Bows don't really need hardening.
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.

And I'm definitly willing to change my vote, just someone suggest something which isn't just metalworking for edgy people or mean we sucrifce a design we need to invest in influance lane, I would have voted for the evil forge but it doesn't include armour and queting is easier then editing.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 4
Post by: TricMagic on April 08, 2020, 09:44:24 am
Demon Team: Revision Phase T4
Quote from: Even Evil has Standards
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
Even Evil has Standards: Hard: (1+2)-1=2: Utter Failure
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.


I did remove the invisible TURN text.

As bolded and underlined, yes, it will be easier this time. Not to mention this was during a revision.


I guess I will make my own version with the stated gear though. Give me a bit.



The Standards of Evil- The Ancient Workshops Restored

The Standards of Evil are quite high actually. Given that failures are often met with punishment, they would have to be. While Good would forgive mistake after mistake, Evil doesn't. At least when the mistake is the result of your own foolishness, killing someone just because they were foiled by another is short-sighted.

What can't be forgiven is idiots who think they should build buildings in swampland when we have plenty of space in The Forgotten City. This is not including the fact We could just bring a few buildings down with some well placed hammer blows.

Granted, some humans are simply idiots with more dreams than sense. However, we do have plenty of preliminary plans ready, so creating the Workshops and populating them through our connections should be simple.


The Ancient Workshops the city once boasted have been repaired and/or replaced, land cleared as needed for construction. An old mine has been located and set to reactivation. And any materials needed have been sourced and are on their way, along with skilled Craftsmen and Smiths enticed through a combination of Bootleggers' Club, Consorts, and simple Money.

- Hardwood kite shields, with leather rims and an iron boss
- Iron spears with hardwood hafts, the staple of every army
- 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
- Leather chest armor and padded gambesons, flexible and light protection
- 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
- Leather boots, suitable for long marches without worry

A number of upgrades so that our army can be well equipped for war. And room for advancement with proper craftsmen now working for our cult as well.



Quote from: MagBox
(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) : Kashyyk

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 08, 2020, 10:11:53 am
Here is an alternate design, using Alchemy as a prerequisite, so that our Gear Design can both leverage and improve our experience there.

Quote from: Alche-smelting
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.

Quote from: MagBox
(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) : Kashyyk

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Rockeater on April 08, 2020, 11:01:06 am

Quote from: MagBox
(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, Rockeater

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: dgr11897 on April 08, 2020, 11:50:00 am
Quote from: MagBox
(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, DGR

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 08, 2020, 12:33:47 pm
MoP asked on discord for his vote to get moved. Also, I edited Alche-Smelting to make maille armour optional, producing a separate armoured unit in addition to the universal equipment for our forces.

Quote from: MagBox
(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]
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 08, 2020, 12:37:51 pm
Revision: Silkspinner Spider

By mutating spiders over multiple generations, we've created one around the size of a palm. What makes them special is the fact that their web production is many time greater than their normal cousins. Granted, this comes with the price of them being very colorful, with their marking seeming to point themselves out to be poisonous. However, the mutations have rendered them completely incapable of producing venom.

Instead, the Webspinner Spiders, thanks to being brought under our magical sway like the ravens, have developed a method of group hunting, where they work together to build massive nets to catch birds and insects aplenty. Along with the occasional large animal who underestimates the threads they weave. They then eat the flesh of the animals over the course of days, as well as use it to lay their young. The rotting flesh attracts more insects for an easy feast.

They are really only able to do so in the jungles near our home right now though. But thanks to the mutation, we get a steady supply on the non-sticky silk to use in our gambosons, granting them the toughness of steel thanks to the volume and natural properties of silk. It also serves as a source of wealth, though the majority collected from the excess is used for the gambosons. Bolts of it make a nice gift though that any noble would enjoy.


A revision. Though the Iron Waters previously proposed would also work for something to replace mail with. I just went on a roll.



To the above, I edited mine for leather armor over the mail. Since getting something to replace it with alchemy is somewhat easy, as Iron Waters could do so to gambosons.


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.

Iron Bathes

The Iron Bathes are an alchemist creation, which can turn that which lived into something as strong as iron. Cloth and leather that is washed in these waters mystically hardens it's structure against cuts and blows to be like iron, while remaining somewhat flexible, if a bit stiff. Wood meanwhile simply ends up as hard as iron after the dip, sinking to the bottom as buoyancy is lost. In all cases, the color is leached out of it, becoming grey and black, with most cases the material shrinking in size.

Through this and the plans for the craftsmen, we've come up with a number of items to be deployed in battle.

Ironwood Spear: A simple Ironwood staff with strips of cloth and leather to attach a wooden spearhead to. The spearhead itself is then whittled after the dip with obsidian from the recent eruption, taking on a jagged rough edge that is nonetheless extremely sharp.
Ironwood Dagger: Carved from a tree branch into basic shape, with the handle focused on over the blade, then dipped in the Iron Bathes. Leather is then wrapped around the hilt for grip, and the blade carved with obsidian from the recent eruption, taking on a jagged rough edge that is nonetheless extremely sharp.
Ironwood Axe: Roughly carved from a single tree branch into the shape of an axe, the handle is polished and then the product is dipped into the Iron Bathes. Using obsidian from the recent eruption, the axehead is given a sharp if rough jagged edge. A singular piece like iron, this axe will cause a lot of damage with the uneven edge giving it a bit of piercing power. The weight behind the blows will likely prove the better point though, leaving deadly wounds behind. The handle is wrapped in regular leather for grip.
Ironwood Mace: A branch that wasn't big enough to be made into an axe. The handle was carved out, smoothed, and then it was dipped in the Iron Baths, creating a rough bludgeon weapon that excels in bashing. The handle is wrapped in regular leather for grip.
Ironwood Kite Shield: Wood cut to specs and dipped in the Ironwood Bathes, before being used in the construction of a kite shield with leather.
Padded Irondipped Gambesons: Made large, then dipped in the Iron Bathes to finish, these Gambosons combine flexibility with armor for the common solider and acolyte.
Ironclothing & Ironleather Cloaks: Meant for the Warcasters among us. Comes with a stupid Ironfelt Fedora which protects against blows from above. An iron defense against arrows, slashes, and spears, if not bashing damage.
Ironwood Bows and Ironbodkin Arrows: Bows crafted to spec and given a dip, boosting the draw weight of the bow. Then given a string dipped in the Iron Bathes as well. The arrows only had the head dipped, and then carved with obsidian, but have a smooth squared edge.
Ironleather Skull Cap: Made of leather dipped in the Iron Bathes to cushion the blows. Made to fit from Ironleather for Commanders and CHADS.

The Iron Bathes do require proper items be used for the dipping of items, mostly poles with hooks at the end, which themselves already underwent treatment and were removed be others like them. The first one was removed by another such pole, but due to the incomplete dip, the area that was not treated cracked afterward.

Magoc is pleased with the Iron Bathes themselves, since other than being able to use them himself to boost his defense without the pesky shrinking effect(Cause he is Magoc and can already change form), he can use them to create iron statues out of those that have displeased him. Since most living beings do not take kindly to being crushed by the alchemical change.

Note to let the dipped items completely dry before touching, and use gloves that already went through the process, since once changed the waters don't effect the items. One thing is for sure, the cult is going to be doing a lot of woodcarving for the near future.

Quote from: Simplifed
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Detoxicated on April 08, 2020, 05:41:33 pm

Quote from: MagBox
(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
(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]
They want Magic give EM Magic. Also i can See the choking Fog going to places.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 08, 2020, 05:49:33 pm
Quote from: MagocBox
(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, Detoxicated

Spoiler: Other Proposals (click to show/hide)

Note that I Do want the things I removed my votes from, so please do not remove them from the list.
Well, Ancient Foundry anyway. I really want the Bonus, and adding something magical for advancement could get in the way of that. That and anceint Foundry does bring in workers who can help out in future equipment projects.

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 09, 2020, 10:50:28 am
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 09, 2020, 11:13:31 am
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.

Once again, why do you like High-Efforts so much? Are you attracted to difficult advancements?

Anyway, here is the revision, rather than design, that would fix the Guards ability to guard. Adding a spell that makes weapons, when they have no close-combat experience, won't help much.

Quote from: Kashyyk on Discord
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

Revision: Guard Program

Simple iron clubs painted black and a round shield for completing their duties as guards, and being put through a training program in coordination to work together, along with some basics on protecting a location/VIP. You do not get out of Training Drills even if you are a Guard. And no, it doesn't matter if you are an Acolyte, you will undergo physical training with the Warcasters.

As for spells, other than the Magic Missile that is their bread and butter, they can use Choking Smog as a smoke signal they are being attacked to draw the City Guard and their own allies, or to cover an escape by making it appear between them and the attacker(s) while escorting the VIP.

We will also make sure to get the needed permits to become an official Guard Group for the cities we operate in, allowing us to carry the clubs and shields, and perhaps accept contracts with the local guilds as well.

Note: Guard Duty can be performed by Warcasters as well. They will typically perform similarly to their Acolytes when it comes to close-combat though, since a club is different from the sword, even if their magical strength is better.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 09, 2020, 06:49:03 pm
High efforts are a beautiful thing. Here's another idea to make you sad.

The Smouldering Forges (High Effort)

Dorael's interference in Magoc's ambitious goals still scars the mountain. A pillar of smoke still rises from the scar of the Obsidian Spire, depositing ash along the slope and downwind. Magma still shifts, boils, and bubbles in scalding flows and sulfuric pools. A great hole in the earth, a constant reminder to Magoc of It's shortcomings and the level of power It has yet to achieve.

Instead of being cowed by a God's direct interference in It's actions, Magoc has come to understand that this may instead be a blessing.

Cultists who lack combat or magical training with skills associated with metalworking, mining, and military production are Baptized and assigned work at the Smouldering Forges. The great, deep ruins emit a high level of heat, but within reach of human tools and human endurance is a massive deposit of various ores and gems, unearthed by Dorael's upheaval. Resources are extracted and brought to the Magma Forges [technically Lava Forges, but that sounds less cool] built over the surface flows of molten earth, where they are worked into a variety of weapons and armor to be distributed throughout the entirety of the cult. The backside of the mountain and surrounding jungle is designated as resources to be used by The Smouldering Forges so as to ensure access to plant fiber, hardwood, and animal hides, bones, and sinews that would be required for production of military equipment

Production includes:
- Steel 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
- Steel spears with hardwood hafts, the staple of every army
- Steel pikes for CHADs
- Padded gambesons for cheap and flexible protection
- Riveted chainmail hauberks for even more protection
- Steel helms with war masks for protection and fear
- Bodkin arrows and recurved shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- CHAD-sized javelins
- 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

Precious stones extracted from the mines are cut, smuggled into cities, and sold at lucrative prices. The jewelers assigned to the Smouldering Forges are not baptized so as to maintain their human dexterity.

----------------

Uses a high effort to kickstart an entire industry and provide a little more depth in the tools our bois have available. It gives CHADs a long weapon and a ranged weapon as well in order to give them a little more versatility/anti-large flying things capability.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 09, 2020, 07:07:30 pm
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) :
(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, Detoxicated

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Detoxicated on April 09, 2020, 09:46:23 pm
Consorts Spell: Desire to Kill
By changing the formula of the consorts of Desire WE Grant them the ability to Release a screech of rage which they Release a AS they get killed. This Scream of Terror induces the urge to Kill the consorts Killer in all living beings that heard the Scream.

Edit
Literature of Corruption
Many great writers have been looked down upon in this day and age. Some are to erotic some dwell too much in the dark, some are Just misunderstood. By giving them shelter in this day and age we can advance Our Goals.

WE give them writing Materials and Access to Our own collection of books. They write their books AS they would Like. Upon creation we bestow corrupting substances to the books. Through these alchemicals brews Set onto the books, they become corrupting to the Minds of the people Reading them. IT Starts AS small DARK thoughts but quickly develops Into desires to commit atrocities and to search for DARK Magic and allies. Distribution them in all lanes we can secretly convert more people to Our cause.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 07:18:25 am
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) :
(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, Detoxicated

Spoiler: 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.

Since NUKE said you aren't to be found in discord Detox, why vote for both spells? Right now we need a spell to show off and the equipment to continue the push forward in the battle lanes. Guards can be revised to be effective without the need for Ethereal Armament. Smog meanwhile can be used to smoke out the enemy and cause more chaos in battle, which will let us keep the lead. The angels have managed to keep themselves from losing outright due to the fact we can't take the forts when low on manpower.

Granted, if we want a spell which does both.

Dark Healing

A spell with a black glow, this spell has energy sink into the target, targeting their body and using the blueprint of what the body should be to heal.
More simply, it heals the body to a healthy state based upon what that person's normal state is. Requires one to be next to the target, but doesn't require much focus, only a steady flow of energy.

This spell will let us offer our own healing services, as well as allow our soldiers to continue the assault after being healed.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: NUKE9.13 on April 11, 2020, 08:31:20 am
Quote from: AmbitiousMagocBox
Design 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, Detoxicated

Spoiler: 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.

For reference, I will not allow for shenanigans of this nature to subvert the democratic process.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 08:49:32 am
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).

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) : 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, Detoxicated

Spoiler: Other Proposals (click to show/hide)

Honestly, I like all three. But the Influence lane is the priority right now, and Alche-Smelting does not help it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Rockeater on April 11, 2020, 09:16:51 am
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) :
(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, Detoxicated

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 09:21:59 am
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.

Correction, we were supposed to do equipment since we did the Drills last Revision Phase. And keep in mind the angels are improving on the battle front.

If it's compromise, even if it is copying, having healing would help both on the battlefield and in the INF lane, as we can offer our own healing services. The Keepers, being spellcasters, can also use the spell to prevent themselves from bleeding out.

Right now, we are still behind militarily. Better gear will close the gap, as would healing. So for compromise, Healing would be the way to go to improve both lanes.

What is going on with the vote shift? Do we want to lose completely on the Battle Lanes?

The sudden vote shift when I was going to change my vote to the Compromise option is disorienting.
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) :
(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) : TricMagic


Spoiler: Other Proposals (click to show/hide)



From Discord for those not looking at it.

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.


Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 09:50:25 am
We are currently stalemating the Combat Lanes and completely losing in the Influence Lanes. We can always claw back ground in the combat lanes later, but Influence is a race, not a tug of war. Gaining in the Influence lanes does not force the Angles to lose there, and so even if all we do keep accelerating at the same pace as them in the Influence Lanes, we'll lose. We have to overtake them, and for that we need to put designs into it.

I know we did agree that we would do a Combat Gear design this turn, but we've also been shown how poorly we're doing in the Influence Lanes, and of the two, the Influence Lanes are more pressing.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 10:01:32 am
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.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Rockeater on April 11, 2020, 10:20:28 am
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.

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.
They have 2/5 in one INF area we have in 3, we are behind

And focusing on improving our INF now we can focus on combat later, and we have safty brachets in the combat zones, something less possible to be said in a race liike the INF lanes.

Sowrd and shield in a combat of non-armoured perticipents is a major advantage, so unless their assassins are trained way beyond standerd troops or come in large groups, it could change the situation from deafet to victory.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 10:24:26 am
Where they sent their Angel is irrelevant.

They probably winning the Influence race. Assuming 3? Is equal odds of 3 or 4 (cos I think we would've noticed if they got a 5), they are winning by 3.5 points. Scholarly Towers is the only place we are definitely stronger than them. That is 3.5 points we have to make back, on top of the amount they gain whilst we're catching up.

Ethereal Armament also gives us a patch job on the combat lanes until we get actual gear. Assuming it is Common (which I'm hoping for, cos the Protectors are Acolytes), all our Uruks can use it. Sure it blunts the Magic Missile volley, but by your own admission the Angels will most likely be finding ways to negate that so options are always good. In addition to that and protecting our Consorts better, it will also give a heavy hitting option if we ever find an Angelic hideout to raid, and will give us another way to kill Shadows once we provide a means of seeing the things.

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.

Finally, even if we did give the Protectors skills, one could easily argue that it was pointless so long as they had no decent gear to use, so claiming that gear first is bad is a pointless argument.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 10:38:41 am

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 did suggest Dark Healing, remember? The spell that would be useful in multiple places. Outside of large groups going after the Keepers and what they guard, I assume multiple Keepers work together. So when facing one foe, a Keeper can just heal their allies while the others fight, boosting their survival time to the point the other side loses from getting their bones broken by clubs. That and being able to heal a Consort is also an advantage in keeping them alive. Using one of the revisions for Consorts from last turn will sync together then, since the Keepers can keep them alive to use their abilities?

Also, in this case it was relevant, as since Magoc wasn't there, they won that round and get to choose.


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.

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.
They have 2/5 in one INF area we have in 3, we are behind

I have no clue what the above sentence means.


DARRIN (Combat)
Dry Plains: 4/4 | 0/4
Mountain Passes: 3/4 | 1/4
Rice Terraces: 0/4 | 4/4

LESIMOR (Influence)
Fortified Frontier: 3?/5 | 2/5
Lawless Capital: 3?/5 | 2/5
Scholarly Towers: 2/5 | 3/5

XA-NAM (Combat)
River Delta: 4/4 | 0/4
River Crossings: 3/4 | 1/4
Light Jungle: 0/4 | 4/4

DOLGOTH (Influence)
Trade City: 3?/5 | 2/5
Ostentatious Capital: 3/5 | 3/5
Wartorn Wastes: 3/5 | 3/5

So apparently they are ahead. The guards do not help us at all however, as it is reactive rather than offensive. If we want to mess with them, we have to strike at their operations. We're losing cause we are on the defense, we have no offense.

We are also kinda losing in the battle lanes, we let up on one, we get pushed back.



As a question, can someone point out flaws I made in my word wall? I had assumed Vs.Debate requires making points in your argument, after which the other would make their points in theirs. Instead I get arguments about INF Lanes vs. Combat Lanes, rather than the usefulness of the designs in advancing our ability.



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.



Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 11:04:10 am
The turn around time in a pitched battle between armies is much longer than in a back alley stabbing. Whilst healing may help in the combat lanes, it won't help in the Influence lane unless it is much faster.
 
Looking at the Angelic Infiltration list, the only things they do to gain Influence is Proselytise and Heal. The vast majority of their effectiveness is tied into slowing our own operations. From the very beginning they were blowing up booze stockpiles. There is no real operation of theirs to hurt beyond general shanking. That is why defence will benefit us so well. I'm confident that if they weren't constantly stabbing our guys we'd be making loads of progress. That is the thing we need to target. Thus our guards are actually the thing we need to improve the most.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 11:12:35 am
Another Option is to kill their people, so Assassination is a valid option.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 11, 2020, 11:32:39 am
It’s an option but it’s a bad one. Their guys are trained for stealth. If we hunt them we need to be able to detect and intercept them before they burn our shit/kill our dudes. That’s more of a gamble than just outright protecting the shit.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 11:34:53 am
We could shank their medics, but that won't be as effective as killing their assassins.

The easiest way to kill a stealthy guy is to wait someone you expect him to show up, such as their target. That's how bodyguards work.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Happerry on April 11, 2020, 01:38:12 pm
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
(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) : TricMagic

Spoiler: Other Proposals (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 01:47:17 pm
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)

Let us get this turn done with then. Not that I find EA to my tastes at all, but I'll work with it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Kashyyk on April 11, 2020, 01:50:11 pm
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) :
(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)

As I promised.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Rockeater on April 11, 2020, 01:53:01 pm
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) :
(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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 02:47:06 pm
Revision Time while we wait.

Demon Riders

By attaining(read stealing) some horses and bring them to our alchemists, they were put through a modified process of the Uruks, though without the ability to cast magic. Bringing them under our control, then burying them in the alchemic mud, they come out changed. Grey scales, large bodies, endurance and strengthened body alike. Flesh-eating Demon Horses who our Uruks can ride that won't tire out and have the muscles for large and high jumps, not to mention high-speed charges.

Make a saddle and some horse armor, link their control to their rider, give the Uruk a lance and plate armor, and the Demon Riders are ready to tear apart enemy lines.



Note due to MoP who says we need horses first, we could also make carriages to take our troops and supplies around more quickly.
I mean, Horses exist, right? That's my Logic, and it seems somewhat illogical to think otherwise. We just need to get some.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 11, 2020, 04:19:27 pm
We’re not going to make any worthwhile cav in a revision. Don’t use me or my statements for anything when you’ve made it abundantly clear in the discord that you are not actually reading what I’ve been saying.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 04:44:36 pm
Well, I don't. You say because we don't have cavs or horses to revise, we can't make anything. But that limits us severely, yeah? If we can't use what we have on something else.

How hard can it be to get horses? Though I guess the Cav part in my head comes from my own proposed design where we'd actually have skilled workers to help out in this. Not so sure about the current one however, but I'm still writing ahead of time on the hope it rolls well.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 11, 2020, 05:33:46 pm
The only thing we have that you could possibly use as basis for making demon horses a revision is the fact that we have alchemy. But that’s such a departure from logical advancement (muh potions -> lizardhorse cav) that you’re begging for it to be impossible. We did chads as a design. The dudes that the uruks were based on were a design. And we had humans and alchemy both actively in our armory.

Yes our choice of revisions is limited. That’s the whole nature of revisions. If you want to do something drastically different from what is on hand then that’s a design. That’s practically the only fact that persists between every arms race, even the joke ones.

Stop acting like your design proposals are inherently better than everyone else’s for the most arbitrary reasons. Get off your high horse. Skilled workers in no way translates to people taming horses and people being trained to fight on them. I mean do you know how much goes into having combatready cav? You need stirrups to make it feasible first of all, and we’ll i don’t see any mention of those anywheres. Good luck using a lance without properly seating yourself.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 11, 2020, 05:43:14 pm
I was more thing the same method used to make the ravens listen to our orders, rather than training them to obey our orders. That method would take too long and wouldn't be in our experience to pull off in a revision.

Also, why would we make horses in a design compared to the fact the Angels got Wyverns in one?

Also-also, I kinda want something that would be very useful on the battle-front for the revision. Not that my revision is the only thing that could do that. It doesn't help that I wrote mine early and there are no others to compare, so of course it's the only option right now being discussed. Others don't exist yet.(Though they will eventually.)


Last-also, that last part of your post does make sense. Doesn't make it easier that I don't particularly like EA.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 11, 2020, 05:51:38 pm
The last part doesn’t make sense to you because you don’t know how cav works. Training to listen vs training to obey is a funny distinction. And pointless. But let’s act like you didn’t say that. So moving on. We designed ravens to work alongside us. We can’t just revise the training method to include whatever animal we like. We didn’t design animal husbandry or animal trainers through magical means or otherwise. We created birbs.

Just because the angels got wyverns (that seem largely ineffective - perhaps a result of high difficulty affecting their roll) doesn’t mean that sets the bar for lesser creatures being revisionworthy. I fail to see what anything the angels created has to do with our work, and how it has any bearing on what we’re capble of doing.

In every single arms race you have this problem. Hell, remember when you wanted to revise people earlier in this game for some ill-conceived idea that the GM shot down? You’re doing that same thing again.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 12, 2020, 08:07:46 am
Horse Training Program

By taking in rowdy horses and using alchemy to make them obey orders, we can then give them back, setting ourselves up as a Horse Training Service.

First though, we'd buy our own for testing purposes. The goal is to modify them to obey via long-term commands of our spellcasters, implanting behaviors. If it goes well and they can be handled by normal people, we have a business venture.

We can then use the ones we do keep to tow carriages of Bootleggers and other trade products, cutting out any middlemen in transport. We can also use these horses towing carriages to carry the army's supplies as well, which will help out a good deal in getting to the battlefront quicker. Needless to say, we buy the carriages if we can't make them, as they should serve us well in the long term.



This better?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Man of Paper on April 12, 2020, 08:11:35 am
No because it doesn’t actually do anything
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: TricMagic on April 12, 2020, 08:22:28 am
?

Opens up the option of a Training Service we can offer to others if it goes well.

Having our own horses and carriages would improve how much cash we get from BB and other trade goods we sell.
Having them also means we can carry equipment and supplies, reducing the burden on the army to carry it. That means the army can march for longer not having to worry about stamina as much, which would let us arrive earlier than our foes.

And of course, preps the way for Cav during another design. So yeah, it can do a lot so long as we get the horses to obey and buy/make the carriages. The first sentence could just be removed if you are concerned about difficulty.

I mean, it not doing anything is wrong, since getting a small number of horses is apparently a trivial revision, it's the rest that bumps the difficulty way too high. So I went with just making them obey and buying carriages for them to pull.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: Detoxicated on April 12, 2020, 09:13:05 am
Revision: Specialized Guerilla Fight Commando
WE have militia trained Units while the enemy has a proper army. Therefore we must do what any succesful underwhelming Army must do, going Guerilla.

WE train Our soldiers to actively Scout the Terrain for ambushes. Furthermore we teach our squads proper Pack tactics to Lure the enemies Into laid Out traps. When an enemy Squad ist overwhelmed Our soldiers Take their Equipment and repeat the above tactics.

Part of the Training will BE about the Terrain itself. For If a Squad knows the Land IT can easily use Common knowledge to move quicker and find the right Engagements spots in the fly.

Revision: Alternative Truth Information Campaign
By providing our agents with pamphlets and studies about the true intentions of the healers, we gain the ability to cripple their influence. These information campaigns include scandals revolving specific important healers that actually sicken the masses before healing them for Profit, their Connections to Chile sacrifice AS Well AS their longer Term scheme to Control the entire Region. Furthermore they Point Out the bigotry of the good Side AS they employ assasins and destruction to the fun Loving populace for their Vision of the greater good.

While Most campaigns booths are equipped with regulär agents some are Controlled by consorts of Desire furthering the Goals of the Magoc Information System.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
Post by: NUKE9.13 on April 14, 2020, 06:01:14 am
Demon Team: Design Phase T6
TURNTURNTURN
Quote from: Alche-smelting
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.
Alche-smelting: Hard: (4+4)-1=7: Superior Craftsmanship
While your story of alchemy's origins may have been pure fabrication (the actual origins of the art being lost to history- but given the lack of Evil required to perform it, it is unlikely to have been Demonic in origin), it certainly proved motivating to your followers- especially the endless gold part. The Draughtsmiths worked double shifts in an attempt to crack the secrets of limitless wealth, which is extra impressive given that their standard shifts are twelve hours long. Although they were forced to abandon this sleep-defying pace, they still managed to attain remarkable results in a short timespan.
Turning lead into gold is not possible (with alchemy, at least). But turning lead into tin? Doable. Tin into iron? Likewise. Iron into copper? Go for it. Copper into silver? Can do. And then, finally, silver into gold? Yes, the proper alchemical procedures can turn silver into gold. Unfortunately, the steps grow progressively more complex, and the reagents progressively more expensive, to the point where even turning iron into copper barely breaks even, and turning silver into gold would be an excellent way to bankrupt the cult. (Reversing the steps is also possible, if you wanted a whole bunch of lead for some reason)(Demonstrations of taking lead and ending up with gold are enough to somewhat impress the visiting scholars (though they still want to see actual spells)).
Fortunately, your goal was not to create gold, but iron. This was doable. Purifying the iron ore available in the jungle, and transmuting other base metals provided a steady supply of high-quality iron. There was a slight problem, in that the alchemy was too good. The result was pure iron- unalloyed. Despite what certain sources may tell you, this is not a good thing. Fortunately, the problem was caught early on, and the eager Draughtsmiths redoubled their efforts to find a solution. They tried a variety of alloys, rapidly putting each one through a battery of tests, taking extensive notes, and refining the process. Eventually, they managed to figure out a feasible process that produces weapon-grade steel (the process requires that the smelters be cursed with Evil, and a number of interesting alchemical reagents be added, but the cost is manageable). It does require more finesse to smith properly, but the results clearly outclass normal iron.

Meanwhile, the efforts of the previously incinerated cultists did not go to waste, as a markedly more competent group turned a district of the Forgotten City into an industrial hub, replete with smelters, forges, and workshops of all kinds. They were forced to make some last-minute changes to accommodate the new steel's production and processing requirements, but they handled it with aplomb. In short order, the smoke of industry rises over the city, as cultists work night and day to produce equipment for your forces.
The shields are solid, sturdy, yet not overly encumbering. The hand weapons are uniformly deadly. The spears are well balanced and strong. The gambesons are resilient and comfortable. The helmets, while not providing full coverage (consisting of a cap covering the top of the head, and a half-mask protecting the eyes/nose), will drastically reduce the lethality of blows to the head region. The bows are of a good quality, with an improved range and accuracy, and the arrows provided are significantly more lethal (neither the bow nor arrows are near the level of the angelic Sunbow, but then it is enchanted).
The makeshift armour provided to CHADS is replaced with much more respectable stuff, although 'half-plate' proved a step too far, cost-wise. Most are only given slightly better coverage, although said coverage is of a markedly higher quality. The Commanders and CHADmanders, however, are provided with the half-plate requested, greatly enhancing their odds of survival, plus the new crested helmets look way cool.
The cost- in both labour and materials- of providing every armed Uruk with mail would, of course, be infeasibly high. Your cult benefits primarily from a surplus of manpower, allowing for large armies to be fielded comprised mainly of cheaply equipped troops. However, equipping a smaller selection of veteran soldiers with mail is possible. Though their skill is only marginally better than their compatriots, mail hauberks will make them significantly more resilient (and intimidating).

Alche-smelting does not modify the rarity of any units, although it does put an end to your budgetary surplus from Bootlegger's sales (due to the cost of reagents and other imported materials).
Heavy Uruks are basically Armed Uruks with a mail hauberk and slightly more experience. They are Uncommon, with a unit size equivalent to Armed Uruks.



Quote from: Spell: Ethereal Armament
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.
Spell: Ethereal Armament: Normal: (4+4)(wat)=8: Unexpected Boon
Your mages were excited to finally have something new to cast, and so were just as eager about this project as the Draughtsmiths were about theirs. With (some of) the knowledge of the Scholarly Towers at their disposal, and the Warcaster's Keep ready and waiting, they were able to create a spell that is even better than envisioned.
First, the casting of the spell. Initial work used a small iron focus to anchor the magic, but as development proceeded it became apparent that this was not necessary. The caster could be completely naked, and still be capable of pulling a sword out of nowhere. Some concentration is required during casting, but for a practised user, this can be achieved even while performing other basic actions (eg walking, but not talking). It takes anywhere from two seconds to several minutes to form the magical framework, depending on how familiar the caster is with the object they are creating- effectively, Acolyte-level casters will be limited to a repertoire of one or two objects they can create quickly, while Warcasters can manage four or five. However, with enough time to cast undisturbed, almost anything (of a certain size) can be created.
The spell is remarkably efficient, consuming only slightly more magical energy than is required to 'fill in' the object. Once the object is created, it will continually drain small amounts of energy to maintain itself, until the caster dispels it. Acolytes can create and maintain a small sword-esque object (ie <1kg) almost indefinitely, and create objects with mass up to 10kg (higher than that, and the amount of magic required to form the object in the first place becomes prohibitive for them), with the time that they can sustain the object dropping as the object increases in mass. Warcasters can indefinitely maintain objects of <5kg, and create up to 50kg. The volume of an object is also important- nobody can create objects much bigger than a human. Creating multiple objects at once is possible, but the drain is increased exponentially for every object beyond the first, to the point where more than 5 becomes almost impossible. The caster must remain in contact with, or in the close vicinity of any created object, or else it vanishes. There are other rules and requirements, but you get the gist.
The objects appear to be made of very dark glass, albeit also sort of... 'fuzzy'. They are fully tangible, but are also fully made of magic, and therefore capable of damaging things that would not be affected by purely physical damage.

There was an accident during the development of the spell. A warcaster, who had perhaps had one too many bottles of Bootlegger's that evening, was struggling to turn normally intangible magic into a tangible thing. In frustration, he sort of... wiggled the spell, trying to get it to work. In so doing, he somehow managed to reverse the spell. Instead of projecting a tangible magical object, he transformed himself into intangible magic. He remained in this form until he ran out of energy, whereupon his intangible body dissolved into nothing. Sucks to be him. However, before he passed, he was able to provide some notes to his colleagues, on the assumption that they were going to fix his problem with the knowledge. They didn't, obviously, because anyone stupid enough to pull that sort of stunt is just a liability, but they were able to use the knowledge to develop a spell that would mimic the effects temporarily.
"Dumb Drunkard's Detangibiler" (working title, actual name TBD) proved remarkably effective, and potentially very useful. Depending on the casting strength the user can become intangible for between a few seconds and a whole minute. In this state, they are obviously impervious to mundane weapons (although more vulnerable to magical damage), and can even pass through solid objects- such as locked doors. This could have several uses as is, but to make things better, the effects can be applied to up to two 'passengers' who are holding on to the caster, although doing so does reduce the duration proportionally. Casting takes about 30 seconds, requiring considerable concentration- but the spell can also be maintained in a cast-ready state with a little effort, and activated at the speed of thought, although no other spells can be used while keeping DDD primed this way.

Ethereal Armament is a Common spell, although for a variety of reasons (lack of energy, time to practice, and utility) Uruks will not use it.
Dumb Drunkard's Detangibiler is an Uncommon spell. Warcasters have been roped in as guards, allowing them to escort Consorts and de-tangiblise in an ambush. Other uses would require more specialised infiltration techniques. 



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 14, 2020, 08:13:53 am
Assassinate: Hassan

The Hassan are a specialized group who have gone through intense training and study, being elevated to the level of Warcasters. Indeed, most are drawn from that group normally. Each team is made up of an Archer, a Lancer, and a Saber. The Hassan practice daily with their chosen weapon, and have learned the arts of sneaking around undetected. For equipment, they carry a dagger with which to kill their targets.

Their main weapon in cities is in fact the Ethereal Armament. Their main weapon, Leather Armor, and Mail Hauberks these are what they can produce with it, with astounding speed. The Saber, produces a Steel Sword which they are very efficient in using. The Lancer, a Steel Lance, which they are also proficient in. And the Archer takes it a step further, able to produce steel arrows that don't disperse immediately, which with their Recurve Bow allows them to kill from a distance. (Their fuzzy dark glass look also makes the weapons hard to see at night, boosting their effectiveness in a fight.)

The reason they work in a group of three is due to DDD being able to be kept in advance. This allows them to take their teammates along with them while the others keep their DDD charged, and each group trains together to make full use of their respective skills and ranges in a team setting. This effectively allows them to enter buildings to kill targets associating with good, key members supporting their cause, and escape quickly. This method also works extremely well in public, with the team able to kill Good agents in plain sight before working together to escape through buildings and allies. (Naturally keeping their looks concealed with a hood)

2 Seconds to manifest their weapons and gear, 30 seconds for a teammate to prep an escape DDD, and this only when being caught by surprise, as their methods involve planning ahead of time and performing their job swiftly and cleanly. A key force in cutting out the scourge of Good form cities.



To Nuke: The Hassan come from the same training route as Warcasters, so they would be Uncommon Spellcasters given training in the art of sneaking. Completely specialized though in those two spells and each one's chosen weapon. Dagger training isn't something they have much of since the general idea is to kill them before they notice, and they have their own gear they can create.
The idea of a team setup is the Saber is Close range, Lancer Mid, and Archer Long. Lancer darts in and Archer picks the enemy off when they do get into fights, while the Saber is on the front line of the team comp.
They can act singly, but having a team to look out for each other and have DDD charges ready as needed will improve the groups speed.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 14, 2020, 09:02:22 am
Quote

Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 14, 2020, 09:48:59 am
Siege Slings

One Uruk was heard saying “What if slings, but bigger?” And things were never the same again.

Stakes are planted in the ground to act as an anchor for the siege slings. A team of Uruks is responsible for readying the sling and loading it with large stones, globes, corpses, and whatever else they want to fling at their enemies. Rumors of an Uruk successfully launching himself over a wall during tests are unfounded.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 14, 2020, 10:01:43 am
Spiraling Missile

By taking Magic Missile, and then forming a core cylinder in the spell, the energy can be focused around it. The excess magical energy is sent to spin behind the bolt of magic, and it is launched forward, piercing through targets with ease. It can put a hole through trees and people alike, and those behind them, making multiple good for breaking down doors by drilling them full of holes.

The shape is a sort of semi-corporal spike, the energy sent to flow into the centerpiece rather similarly to EA' projections, with excess energy spiraling around and feeding it during flight. Effects include longer range, greater penetration, and a lack of explosion at the end of it's path(simply spending all of it's energy). Given Uruks can cast the spell a few times, it makes for a good spell to reach to the back of the enemy army to strike at their back-line. It should also be effective against magical shields as well thanks to it's focus, though this would need to be tested.

Warcasters can actually put more energy into the spiral and core, greatly increasing it's penetration and range(operation time) even above the standard spell. This is mostly due to the spiraling energy feeding it as it flies, which is why it can fly for longer ranges without destabilizing. Operation time of a Spiraling Missile would be shorter if faced with something it can't immediately pierce, the energy going into continuing it's piercing flight forward. The work on EA is what makes the feeding of magical energy into the core cylinder possible for the average caster. It won't replace magic missile completely, since this one doesn't explode, but it will undoubtedly be useful.



Quote from: Votebox

Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Assassinate: Hassan: (1) TricMagic
Spiraling Missile: (1) TricMagic
Siege Slings: ()

MoP should be writing a Training Revision at some point. Have that missile though.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 14, 2020, 10:25:48 am
Coordination Drills: Combat Training Specializations

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 14, 2020, 11:15:14 am
Platoon Drills: Teamwork and Synergy

While we have gained some measure of coordination, we can go further. Henceforth, our soldiers shall be arranged into platoons and taught how to work together with their groups and others. Lancers will use their shields and Lance to form shield walls to meet the enemy and learn to shuffle to relieve the stress on any one line. Archers will be taught the value of coordinated fire more than ever, striking over enemy fronts in an arcing shot, along with being able to fire together against a broken or open enemy line. The Axe, Mace, and Cleaver divisions will learn firsthand how to perform shield charges to break open holes and end enemy resistance with their cries and swings, along with working with CHADS in this role. Mages meanwhile will continue to use magic as needed to support the army, and CHADS as Formation Destroyers.

By working together and covering for each other, we can dominate the field of battle. They will be taught how to work together through this training, allowing rapid response to ambushes and small unit tactics of their own. Needless to say, teamwork and training is key to victory, as much as gear and strength of arm.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Happerry on April 14, 2020, 03:26:58 pm
Legbreakers
The cause of evil has no trouble attracting strong and burly folk whom have little respect for the law and an inclination to use violence to solve their problems. Why not put these folk to more use then just making soldiers out of them? By equipping them with low profile weapons, clubs, torches (IE, lit clubs), bricks on a string, brass knuckles, and the like, they can operate in areas we can't send our armies into, and in those areas they can do some savage beating, arson, and general thuggery towards known enemy agents and other folk aligned with forces annoyingly good and wholesome, thus causing them trouble as well as intimidating those whom might otherwise have joined them into thinking twice about that thought. While low level, this harassment should be continual and effectively omnipresent anywhere we have established ourselves, thus degrading all enemy activities at least somewhat. It's hard to preach or heal when your legs are broken, after all.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 14, 2020, 03:43:08 pm
It's hard to preach or heal when your legs are broken, after all.

They can heal themselves though? You need something more... permanent.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Kashyyk on April 15, 2020, 11:08:08 am
Have a pair of ideas.

Quote from: Keeper Combat Classes
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.

Quote from: Ordered Mutagenic Drafts
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.

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 15, 2020, 12:59:34 pm
Quote from: Votebox

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: ()

We have no offense. This means the Angels can focus all their efforts on attacking us and pursuing their agenda. And we have no real way to stop that easily. Killing enemy agents such as Medics, Preachers, and Singers, along with any that have fallen in with Good such as the Hawks and Green University. DDD is just about perfect for assassination, as is EA. Even if the resulting action is Rare, it will be very effective within it's focus.

This means that they will have to spend time coming up with counters, while we reap the benefits of their only guard action also being their only attack action. More resources spent to defend against us means less attacks against us, which means more time for Consorts to do their thing, and less influence for the opponents.

Here is the worst case scenario.

The Angels develop an INF Action which allows them to reach 4 and/or 5 control. They complete the action, all because we were only reactive, and now we are on the losing side. If we had a way to interrupt it, it would fail to advance their INF. But woe to us, we never gained an Action for stopping their agents, and so fail completely.

Dramatization, true, but a likely result when we are Reactive rather than Proactive in our fight against Good's INF. We can't effect their's, so their INF rises without opposition. Even if Evil rises as well, we are constantly fighting against Good without acting against them directly.


ATIC could also work though, since it' slander and wordplay. Or the things Magoc could do with his tongue with that option at his use.

Detox, what is the Magic Information System?
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 15, 2020, 01:18:30 pm

Quote from: Votebox

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

 +100 for Draught Draft
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 15, 2020, 01:35:58 pm
Spirit Sight Draught

Though the usage of Alchemy, we've successfully managed the creation of a Draught that when applied over a period of time in the form of eyedrops, grants the user the ability to see spirits. Effectively rending the enemy's scouts very very susceptible to an Uruk Magic Missile to the face. It takes daily drops to imbue the ability in the eyes, and turns the sclera bloody red, but it's permanent. No longer can spirits hide from our sights, and it may also extend to magical hiding methods as well, though we'd need more tests to confirm that.


Yggdrasil Draught

Though observation of the Misfits program and testing of the CMD, we've come to determine at least one type of potion we can create. The Yggdrasil Draught, when applied in the form of mist to the body, causes the afflicted flesh to turn to wood. It quickly disperses, and is only deadly for a short time, but those caught in it have the new plant convert the rest of their flesh to tree, rooting into the ground and screaming from the sensation. What makes it worse is that they are fully cognizant throughout this whole process. The ability to hold anything and stand tends to be the first ability to go, yet alone actually move.

Direct application of the liquid Draught to the body heals it, before quickly turning the body to woody vegetation and greenery. Put simply, it is a very deadly concoction, and a perfect example of what happens to those who oppose us. Animal testing has shown promising results in it being able to offer a source of wood for our use as well, so the effect it has is very useful.

Should be noted the refinement process is long and complex though, so only Globadiers are expected to carry one, and only one at a time for everyone's safety. Make sure that you always wear gloves and mask when concocting it, and always keep yourself covered when working with it.


Sadness Draught

Though observation of the Misfits program and testing of the CMD, we've come to determine at least one type of potion we can create. The Sadness Draught is concentrated tears. As mist, it completely demoralizes the enemy, causing them to become depressed, melancholy, and apathetic. It's a very mean Draught, and combining the effect with the normal Rage Mist can cause the afflicted to become suicidal.

Using Crows to drop globes of this mist on agents of Good in cities is also a valid option, robbing them of the will to work. As well as the same tactic in battles to hit medics and mages in the backlines.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 15, 2020, 01:47:02 pm
I meant to say Magoc Information System the Revision i posted... Thx for pointing the Typo out
Edit: I would rather See chaotic Guerilla Style tactics than regular armies, AS IT fits More with Our theme. I also think we could create different types of Units from this Like urban Guerilla or mountain guerilla, Jungle Guerilla etc.

WE could Always add an Elite Type unit Later on
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Kashyyk on April 15, 2020, 01:50:11 pm
Quote from: Votebox

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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Happerry on April 16, 2020, 07:33:22 pm
Quote from: Votebox

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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 17, 2020, 08:24:43 am
Let US Start infowars we can do the drought Designs AS a design....

Also i would be willing to Switch my Vote If in got promises of a Design ATIC next turn
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 17, 2020, 08:39:51 am
So long as that switch is to an INF design and one of the drills. Though just the two of us can't really push that through in the first place.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Rockeater on April 17, 2020, 09:10:22 am
Quote from: Votebox

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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 17, 2020, 02:28:08 pm
Design Idea.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: NUKE9.13 on April 17, 2020, 02:47:48 pm
Design Idea.

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.
This proposal has a few issues- not insurmountable ones, the basic idea is sound. But:
-The inspiration for DDD is gone gone, like, permanently. His soul was destroyed. There is absolutely no way to bring him back in any way.
-Evil is an element on what one might call the 'material plane'. There is no 'Infernal plane' containing limitless quantities of Evil. However, you can absolutely make people who are capable of absorbing far more Evil than normal humans, so long as said Evil comes from the environment (be it ambient or generated through evil deeds).
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 17, 2020, 03:38:24 pm
Good to know.

Hmm, another direction then.

High Effort: Sin Astrologer

Through research into the dimensional diffraction the DDD spell uses, the Sin Astrologer draws from the Moons looming above the world itself, overseeing all Evil in the world. This spell is known as Sin Distillation, using their own body and knowledge as the conduit to gather Pure Evil Energy from the Sins of Man. A Ritual-type spell that takes time and uses the caster's body as the conduit.

The spell itself is quite complex to learn and maintain, and requires a dedicated Draughtsmith Potions Regimen and embracing a Sin of their choosing. Over the course of weeks they undergo mental and physical changes, studying the skies and performing evil deeds upon their fellow man. The mutations toughen their bodies, and their actions make them conduits for the pure energy of evil, the two synchronizing as they learn to perform Sin Distillation during the last parts of their training. At the end of it, they are a cruel malicious person with great mental fortitude and control, with the ability to gather large amounts of Pure Evil through the Sin Distillation Spell without going mad, insane, or dying on the spot as mutations warp their bodies as lesser beings would have happen to them if they tried to cast it.

The Sin Astrologers demand Towers(for each one) for their occupation, hobbies, and research, with an open roof to continue to study the stars and gather Evil from around the world through the Moons. They prefer to act at night compared to daytime, though as their magic is closely linked to the Moons, they can use Sin Distillation even if they aren't in the sky at the moment. This spell allows them a lot of leeway when casting high-powered spells, and their Magic Missiles aren't even in the same theater as lesser mages, as Sin Distillation allows for near limitless power so long as they have time and concentration to build it, only limited by their own ability to control it. Though this can be argued as their greatest weakness, as Sin Distillation is a spell to gather Evil to them from across the world through the watching Moons, and takes time to build up. Give them that time though, and the Evil they bring to battlefield will be known to all. And even without Sin Distillation, their Sin offers them enough power to outclass Warcasters on a day to day basis.



Another one, this time based upon Sin Distillation. Along with a potions regimen based upon the magic-boosting regents we discovered when making Uruks. Sin Distillation, if anyone not suited to channeling such large amounts of energy, and/or without the study required for it, would inevitably tear the caster apart in one way or another. So these guys, and that spell, would be Rare, or end up as Unique maybe? Kinda want to hear what Nuke has to say about the spell being used.
Magoc could use Sin Distillation simply cause he's The Demon, which kinda makes the spell in question a huge force multiplier for Magic Missile. Kinda like that supercharged missile they have, only far worse if left to be completed.


Sin Distillation
Through research into the dimensional diffraction the DDD spell uses, the Caster draws from the Moons looming above the world itself, overseeing all Evil in the world. This spell is known as Sin Distillation, using their own body and knowledge as the conduit to gather Pure Evil Energy from the Sins of Man. A Ritual-type spell that takes time and uses the Caster's body as the conduit.

Granted, the above of using the body as the conduit is only perform-able by Magoc themselves due to the massive flow required to channel. For the average caster, they instead use many magical regents and a long term spell circle, with a full complement of Warcasters and blood sacrifice, along with items bathed in the light of the moon and kept away from the light of day in a box enchanted with a live human sacrifice's worth of blood for weeks. This version of the spell simply draws the Evil of the world to the location of the circle, creating an eddy that is sent across the entire battlefront for mages to draw upon to full their magic. Needless to say, this version of the spell can only really be used in one battlefield due to the setup required(barring Magoc just using the spell themselves), and is done far away from the battlefront in question in secret, though good will likely track it down based upon the flow of evil coming from it eventually. And both versions of the spell take time to gather the energy in a smooth continuous flow.


Got the okay, they seem fine. Sin Astrologers really should be High Effort though, since it has three things. Mutations/Potions and Sin for getting the body ready and boosting their own personal power, and The Spell Itself. That and making the Towers habitable for them and giving them supplies. We kinda need to scrape up some money for that.
The Spell is of particular interest, since it can draw raw Evil from around the world, and potentially be used to power up Magoc. At the least, he can use Sin Distillation and Magic Missile to destroy a fort, or use the spell to imbue a city with evil energy if we want to design that tactic. That much magic also opens up options for rituals where power is needed.


Spoiler: X (click to show/hide)
Sin Draught

Through careful study gathered on the various effects of misfits and betting pools, some regents have been discovered to ease the process of mutation, boosting the effectiveness of said mutation. Granted, effectiveness in this case means greater changes that don't kill the user.
By combining these regents with some of the gathered magical regents noted to boost magical flow, we've created a potion regimen our Acolytes can take to improve their growth in magical ability. Along with receiving a personal primer on how to comport themselves in the ways of Sin from Magoc themself. This combination, along with the severe mental changes the potion causes, leads to a class of units who are Sinful in their very nature, having greater reserves than unboosted Accolytes, and are capable of handling greater flows of magic.


Thieves Guild

Rob from the rich and good, give to the clients and cult. The Thieves Guild is a collection of the worst sort of thieves, lowlifes, and murders, led by Warcasters and Accolytes who likewise fit in. They'll accept any job so long as it pays well, be it murder, arson, theft, sabotage, or framing. Their main advantage is the DDD spell that a caster in a team can cast for their allies, allowing to get into any building, structure, or stronghold. Likewise the ravens create an information network that allows them to seep into society with their knowledge of the guards patrol paths. So long as there is coin, you can hire the Thieves Guild for any underhanded task.

The hideouts themselves have the Language of Inception painted around them focused on bringing those that see them into deeper sin, and the symbol for the Guild itself has runes meant to lead others to find them inspiring, helping with recruitment.
In places where a Thieves Guild already exists, we just need our consorts and tactics to draw them into our cult's control.

[spoiler=X]

The first is a mutation to make magical flow better, since we know of plenty of regents that can help with magic thanks to the Uruk CBI. Combined with something to make their mental changes give them more Sin, so they do sinful deeds. Which will improve their own personal power.
The second is the Thieves Guild, meant to give us some cashflow while sabotaging Good through Evil. Hire them for a job, and they will get it done. I think the Healer's Guild would like the Medics to die, right?

The first is better than just more numerous misfits, as it improves magic users and opens the way for a third tier magic user.

As a note, what happened to the other Revisions from before. Aren't we going to do an INF Lane Revision too?

Quote from: Man of Paper on March 26, 2020, 09:48:10 am
Whispers of Desire

Our consorts are known for their skilled tongues, so it's only natural that we spread their unnatural talent to speaking with them.

Our Consorts are now not only amplifiers of pain and pleasure, but whispers of their own wants and desires take on magical influential properties. A Consort's whispers worm their way into the ear of the listener, compelling them to act in a manner that would most please the unnaturally beautiful consort. While this power can be used on any target with a brain (the magical properties of the whisper affect the mind even in the deaf), Consorts are to use this power primarily to weasel their way into the arms and beds of government officials, military commanders, and captains of the guard in order to compel them to do the cult's bidding. While the focus is to ensure the protection of Cult assets, the Consorts are not really limited in their orders past "make sure they help our cult".

Quote from: Kashyyk on March 26, 2020, 06:18:34 am
Quote from: Projections of Desire
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.
?

Quote from: Votebox

Specialized Guerilla Fight Commando: (1) Detoxicated
Alternative Truth Information Campaign: (2) Detoxicated, TricMagic
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (3) MoP, Kashyyk, Happerry
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)



Accidentally edited it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Kashyyk on April 18, 2020, 02:13:13 pm
I had these two ideas, although please note they are designs, so shouldn't be voted on this phase. I just wanted to get them written out before I forgot.

Quote from: Changelings
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.

Quote from: Witchfever
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.

Changelings has so many caveats and inbuilt restrictions because there is no way a perfect doppelganger would be anything but very hard. By intentionally limiting it in ways we can work with, I'm hoping we can get an easier design that is almost as effective in what we want it to do. We can always improve them to not need potions at a later point.

Witchfever is just a straight attack on their primary source of influence, with a small boost to our own on the side. I expect it to be hard to pull off, but pretty good if we manage it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 18, 2020, 02:16:26 pm
Maybe updating your consorts of desire to sing, so they can act like sirens(possibly even interfer with angles magic?)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 18, 2020, 02:54:32 pm
Idea to try make consort more effective and possibly more common.

Quote from: Siren Gift
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.


Throwing my votes in

Quote from: Votes
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

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 18, 2020, 04:34:57 pm
Quote from: Votes
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: ()


They tend to be less common due to demanding an expensive lifestlye. Also annoyed at myself.

Ethereal Conduit
A variant of Ethereal Armament, this spell enhances a weapon/item/armor in the user's hand by infusing it with energy. This can double the effective ability of said weapon, acting as if two were overlaid in the same position, a ghostly echo. Additional effects depend on the usage. For swords like the Warcasters use, it can go from increased sharpness from the overlay. For shields, it can boost their effectiveness at blocking physical attacks While heavy weapons could boost the weight of their blows against targets.
However, the true value is to the Archers. With this spell, they can increase the range of their recurve bows, at the cost of also proportionally increasing the draw strength needed to fire them.
Ethereal Conduit boosts a single nature of an target through the overlay, and has a number of uses. However, like Ethereal Armament, it cannot go beyond the caster's range, require they keep hold of the item lest the spell end. But for Archer Uruks, this spell is Evil-sent for granting them the ability to fight at greater ranges.



This spell effectively boosts a single aspect of a target through overlaying. I'd still like to get an INF option that would be more permanent against good agents though.

Eh, whatever...
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Rockeater on April 18, 2020, 06:05:31 pm
Quote from: Votes
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 18, 2020, 06:32:15 pm
Quote from: Votes
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: ()
The flaws of legbreakers were laid Out nicely. I Change my Vote because i would rather the the draughts then legbreakers.

The sirens are nice too...
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 18, 2020, 06:40:50 pm
I'll point out we get two revisions, and CD isn't going to change, I've made arguments in discord, and it hasn't shifted at all. Only to find out I read the thing wrong, but still.

I like the Siren as well really. She sounds like a Unique individual who can give others lesser versions of her powers. Very obsessive.

Granted, it's going to take more than just 3 to get the Siren, so..

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 18, 2020, 06:44:58 pm
Yeah corruptive unquie individual would be best boon to get from it, lowest would be some knowledge on creating our minions to become partially demonic.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 19, 2020, 08:24:41 am
Quote from: Votes
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: (3) MoP, Kashyyk, Detoxicated
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(3)  Flazeo25, Detoxicated, TricMagic
Ethereal Conduit: ()
The flaws of legbreakers were laid Out nicely. I Change my Vote because i would rather the the draughts then legbreakers.

The sirens are nice too...

mm. Apparently since we are modifying it, and it's goal is a unique individual who can turn others into lesser versions of herself, (rare units), it is possible. No comment on difficulty, but I like her a lot.

Dimensional Spirit Shift

DDD has a lot in common with incorporeal spirits. Magoc decided to order the creation of an amulet that could be filled with the caster's blood, and changed the spell so that it could be cast to turn oneself into a spirit state, or revert back to a corporeal state. The amulet serves as a focus for the spell, and while the cost is higher, once in spirit state the caster can remain in that state indefinitely should they choose, or cast the spell again using the focus to revert back to normal.

While it requires someone with at least a Warcaster's skill to cast, and can't bring other people into that state, the ability to become as a ghost is invaluable for murder and theft alike, though it takes some getting used to. And it does not preclude the use of magic in that state either, making it quite valuable.

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 20, 2020, 09:03:11 am
I’d rather we avoid trying to get a unique unit out of a revision. If we’re going to dedicate an action to making a champion we should do it as a design to maximize chance of success. Word from a shittalking angel is that they got their chump on a max roll for a nonchampion design, so if we put an actual design towards it we could potentially outclass theirs relatively easily.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 20, 2020, 09:14:48 am
There isn't a rule against two of them, right? The experience would serve us well on a full design.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 20, 2020, 09:53:37 am
No but there is common sense when it comes to redundancy and action economy. And it’s not like “making champions” is a field we could just progress through like magic or weapons development. Creation of champions is probably a unique enough experience that there will be no overlap between two different champions. A champion might make proposals in their field of expertise easier, but we aren’t going to be pumping out progressively easier champs just because
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 20, 2020, 10:14:34 am
Weren't you talking about using Magoc's body to make Demonspawn though, and then you stated it in the same.. Can't remember which word to use right now.

Quote from: Discord
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


How many designs do you have at this point that haven't been written anyway? Better Archers, Demonspawn, Magoc Ascendancy. If that champion talk is another separate from Demonspawn...
Beyond which, doing both Demonspawn and a Champion on the same turn would not gift EXP to the next in line.

Quote from: Discord
Man of PaperToday at 10:12 AM
No we need moar always moar
This is for those not on discord, but wanted to quote that.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 20, 2020, 10:31:32 am
Oh man shame on me for having ideas, and it’s crazy how you quoted me talking about demonspawn in the context of a better plan for a champion and then immediately ask if the demonspawn and champion are separate. Nobody ever said doing the demonspawn and champion at the same time, or even hinted at it. You’re making counters for points nobody’s making.

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 20, 2020, 10:36:28 am
I'm making connections, and that came to mind.

Quote
There is something the Siren does though, and that opens up Magoc gifting someone power through flesh to make such individuals with unique abilities.

Note this was my point, Unique, as in only one. Your argument after was you were going to propose demonspawn, but this and that are different things. One is Unique, the other not. And as I spoke of using it to open up the option of gifting Unique abilities to someone, that sentence you rebuffed mine with makes no real sense.

'But better' does not count if they are only superficially alike.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Man of Paper on April 20, 2020, 11:04:39 am
Woah man no need to get so aggressive, you’re really harshing my vibe.

This might seem like a surprise but proposals can be altered to better fit what people want - like a unique demonicish unit.

And yes “but better” is a legitimate response and opinion on the matter. We could get a unit that is much better based solely on the fact that it’s intended to be a design for something wholly new and not a revision on something with its own intrinsic restrictions
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 20, 2020, 11:15:55 am
If we get any knowledge of demon flesh from the revision we can use it for later designs to convert rest to similar types.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Rockeater on April 21, 2020, 12:43:22 pm

Quote from: Votes
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 21, 2020, 01:10:44 pm

Quote from: Votes
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, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2)  Flazeo25, Detoxicated,
Ethereal Conduit: ()

I'll note that Legbreakers are to give us an INF option. Not something I entirely like, but I can go for it.

Flazeo, Detox, might as well switch off Siren too, the others don't want it, and I don't particularly want More Misfits. Legbreakers gives us an INF Tactic at least.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 21, 2020, 01:14:32 pm
Nah thx. I dont want legbreakers
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Rockeater on April 21, 2020, 01:17:22 pm
Quote from: Votes
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Detoxicated on April 21, 2020, 01:48:10 pm
Can we Just Flip a coin.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 21, 2020, 01:56:45 pm
That would probably depend on Flazeo, since as far as I can tell, he's the only one with a vote that would break the tie.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: NUKE9.13 on April 21, 2020, 02:17:53 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 21, 2020, 02:32:59 pm
Quote from: Votes
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 21, 2020, 02:36:34 pm
Just to be sure, why vote for OMD exactly? Being able to field more misfits isn't exactly great. And we will once more have no direct interventions against the angel's INF actions, allowing them to grow further in those areas.

Honestly, simply a better spell than the base magic missile would be nicer for combat purposes too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: Kashyyk on April 21, 2020, 02:47:22 pm
Once again (because it's starting to feel like you're forgetting my arguments every time), OMD is not just more misfits

By splitting OMD into beneficial and detrimental buckets, we can guarantee a larger number of successful applicants for the misfit program, due to better odds. This will thus increase numbers even more as more people will be willing to take the risk if the odds are better. I dare suggest that we may end up dropping a frequency class, although I suspect well just and up with much larger Rare groups.

Second, those misfits will be more powerful and have less detrimental side effects, increasing their fear effect and combat ability.

Third, our mutamist units (both sprayers and globadiers) will be more effective, as their ammunition will be much more powerful, hopefully causing greater morale damage and incapacitating more enemy units.

Fourth and finally, we should get a good amount of expertise from this, as throwing random stuff together and actually documenting ther results is basically how science works.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: flazeo25 on April 21, 2020, 02:57:13 pm
Mainly for better mutagen effects and knowledge, the legbreakers would just cripple enemy till they healed up so we need more effective ways.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on April 21, 2020, 03:18:08 pm
Mainly for better mutagen effects and knowledge, the legbreakers would just cripple enemy till they healed up so we need more effective ways.

Well, that was my complaint with them too, hence suggestion the assassins.
Well, full Thieves Guild next turn's design, I suppose.

Quote from: Votes
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, Flazeo25
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Detoxicated,
Ethereal Conduit: ()

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: NUKE9.13 on April 24, 2020, 01:04:04 pm
Demon Team: Revision Phase T6
TURNTURNTURN
Coordination Drills: Combat Training Specializations

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.
Coordination Drills: Combat Training Specializations: Normal: (2+4)=6: Above Average
You figure now would be a good time to ensure your followers actually know how to use their new equipment properly. Having grasped the basics of organisation, the main focus is on individual skill at arms, although some time is dedicated to (slightly) more specialised formations as well.
The results are pleasing. Although they could not be described as elite fighters by any stretch, the rigorous training programme (overseen by veterans from the Wartorn Wastes) quickly raises the competency of your forces from "total amateur" to "could win a fight versus a real soldier half the time" (when combined with their slightly enhanced strength and toughness)(but without considering their equipment). At this point, you expect the Uruks to reliably outmatch Angelic soldiers in a one-on-one melee. 
The reclassified 'Light Uruks' have practised fighting in loose formations, and will now use Magic Missile more to harass the enemy than actually deal significant damage. The Heavy Uruks have been instructed in the basics of fighting in a tight formation, making them a deadly centrepiece to your line. Of note, this training gives your troops the option of fighting these ways; they may still employ other tactics if better suited to the situation.

Combat Training Specializations does not modify rarity, and should increase the efficacy of melee infantry considerably.



Quote from: Ordered Mutagenic Drafts
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.
Ordered Mutagenic Drafts: Normal: (4+4)=8: Unexpected Boon
Fortunately, the soul of the recently consumed Draughtsmith was not fully digested, and it proved possible to bind the tattered remains to the mortal plane as a spectre (a somewhat costly and complex process, which would require extensive work to be practical on a larger scale ((Read: this is not free experience for creating spectres, you'd still need a full design of unchanged difficulty))). This spectral Draughtsmith was then able to lead the project to properly organise the process of CMD creation. With actual time and resources, the Draughtsmiths are able to quickly codify their guesstimations. While cataloguing every single possible combination would obviously be ludicrously infeasible, a less ambitious goal of cataloguing a list of ingredients that generally have desirable effects is possible, as well as ingredients that cause adverse reactions when combined.
As a result, CMD has been divided into three types: the beneficial-mutation type, which is used to generate Misfits; the detrimental-mutation type, which is used for (reliably) causing havoc during infiltration; and the actually-poison type, which is turned into Mutamist. The C in CMD isn't really applicable any more, as the rate of duds or unexpected results has declined to negligible levels.

A welcome side benefit from this project is that the Draughtsmiths stumbled upon a number of interesting interactions that were not directly useful, but portend interesting applications in future. You can expect your next alchemical project to be markedly easier. ((Read: +1 to next project in which Alchemy is a key component)(I swear to your choice of gods, if you try to tack on alchemy to an unrelated project just to get this bonus, I will strangle a goat)(You also gained experience with alchemy from this project like normal, the +1 is a bonus, not a replacement for normal experience))

Mutagenic Draught reduces the scarcity of Misfits to the point they can be considered Uncommon, causes Mutamist to be significantly more debilitating, and makes the infiltration use of CMD more likely to have an effect (although for optimal use, an appropriate infiltration technique would be useful).



It is now the Strategy Phase. Choose where to send Magoc.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 24, 2020, 01:45:09 pm
Quote from: Moneybox
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

These two are lagging behind, and we are officially out of excess funds.

Quote
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?

For doubled emphasis, if we want money, send Magoc to make the deal. Then we will have allies with the money to fund an, experimental venture.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 24, 2020, 01:59:38 pm

Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (1) MoP

Ignore everything tric pointed out. We can make more money next turn with a design meant for it, and there’s discord discussion about a possible high effort drug/stimulant. If we go virgin towers it makes it easier to gain influence down the lane (if we succeed in efforts there), not to mention more access to nerds and their brains.


We might also want to send magoc to the mountains again, as it’s the best place for them to send their archer champion, and I imagine they’ll use Heliel in an influence area again.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 24, 2020, 03:01:18 pm
The towers require more spells to impress them. We are still casting Magic Missile. That and what is even the point of sending Magoc there?

Also,saying to ignore everything I say is not nice. And your design to make money happens to be an alchemy design, not to mention any design to make money with alchemy would like money to start up with. That and the fact that there is money to be had in the Trade City, should we make a few deals. Magoc can likely make those deals, supplying Iron and such for a price, without a specific tactic dedicated to it..
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: flazeo25 on April 24, 2020, 03:07:57 pm
Well we do have three spells now and etheral one would impress them but shouldn't we send Magioc to influnce lane to halt their growth this turn.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 24, 2020, 03:13:32 pm
Trade City also has them having more influence, see this.
Quote
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.

Nuke made a point about key parts, but we are currently at 2 there. Magoc can make strides towards getting us more funding from those who are for Deregulation. This means people who would be willing to back some of our economic designs, and give us an in to the trading that goes on. And well, Money, which is always good to have in surplus.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 24, 2020, 04:00:08 pm
Influence lanes are heavily influenced by luck first off. We don’t just have magic missile anymore either, so that’s absolutely wrong.

Bootleggers was an alchemy design and didn’t require startup capital.

And tric, for all you accuse us of being reactionary for, you’re epitomizing that right now. We shouldn’t act to counter their influence in areas where they have the advantage and just let our own shit get interfered with. I mean I’m pretty sure a couple turns ago heliel hit up the towers but I may be wrong. We should solidify our hold there as opposed to trying to contest one of the *many* places on the map where we can make money. The trade city isn’t even the best spot to make money what with its angels backing the guilds and higher influence meaning our smuggling operations are going to be more difficult there anyways. Places like the ostentatious and lawless capitals are where we’ll likely see the most successful business.

Magoc, our new magic, and our transmutation alchemy should hopefully be enough to get another tick in the dweeb tower, which will benefit our magical proposals and make it a little easier to gain influence in the lawless capital, and since a number of us are interested in pushing drugs next turn with our alchemical boost we can see a lot of moneys come in.


Tric, before you even think about countering about selling the iron we use to outfit our army, consider that the process of transmuting and creating materials is inherently expensive and in no way designed as part of a profitable venture, whereas bootleggers was (and drugs will be). They are designed in a way that the gm knows we are meant to make money from them.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 24, 2020, 04:06:50 pm
First, I DO NOT LIKE DRUGS.

Second, how am I being reactionary? It is simple truth that improving past 3 is going to be more difficult. And hyper-focusing on a single area when we simply don't have the stuff needed to impress them isn't that great. They either like it or don't. Magoc showing up isn't going to change that at all.

Third, saying the Angels backing the Guild makes going there worthless is defeatist. We do at least have a new way to make it go badly for them in the detrimental-mutations. Fourth, not every city is in fact a place you can make more money, it is called the Trade City for a reason.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 24, 2020, 04:34:32 pm
Why do you want alchemy then? A lot of alchemy could be defined as drugs. If we made crack as a potion is it suddenly better?

You’re being reactionary. You’re going “the enemy has presence here we need presence there instead of doing our own thing and progressing our agenda”, which was the same issue you had wrapping your head around when we were discussing assassins vs protection in our influence lanes. Magoc is also capable of more magic intrinsically than our dudes normally, and stop saying we don’t have anything to impress them we literally just made a powerful spell. Magoc showing up will have an impact. It didn’t the first time largely because of luck, or a lack thereof.

I’m not saying it’s worthless, you’re putting words in my mouth again and it’s one of the reasons why people like nuke need to come in and tell me to chill out. The words I use are what I mean. I’m saying that there are better places to make money. It’s called the trade city because it’s got the most focus on trade - which means more rules and restrictions until we can ply more influence out of it than the angels. They’re bordering it meaning they can gain influence without being held back by difficulty based on neighboring influence, whereas we can get exactly one more tick before needing to work on our other areas in the lane. This means a trade war in the trade city is not likely to go our way.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Happerry on April 24, 2020, 06:02:43 pm

Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Rockeater on April 24, 2020, 07:33:58 pm
Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (1) Rockeater
Seems like the more dangerous lane for us and that is the easiest position to influence on.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Kashyyk on April 25, 2020, 03:13:46 am
Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (1) Rockeater, Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: flazeo25 on April 25, 2020, 03:22:07 am
Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (2) MoP, Happerry
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Detoxicated on April 25, 2020, 04:16:44 am
Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (3) MoP, Happerry, Detoxicated
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 25, 2020, 08:36:28 am
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 25, 2020, 09:10:11 am
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

The Wartorn Wastes are on our side, why talk about the Frontier?
That and I talked about the Lawless capital in my post. Well, also the fact that we are in fact ahead in the Towers, 3 to 2.

I'll vote for the Towers if and only if we can do a mutation-focused on improving our spellcasters this upcoming turn. Other than HE Sin Astrologers, we could also just focus on a course to improve(make sinful and full of evil) Spellcasters as a whole, boosting their capacity and control through a potions course.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Detoxicated on April 25, 2020, 10:45:45 am
I Wonder why you must Always speak in a Manner that tries to Take the listener Hostage...
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 25, 2020, 10:52:44 am
I Wonder why you must Always speak in a Manner that tries to Take the listener Hostage...

Which one?
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 25, 2020, 11:01:33 am
Because, tric, people are voting for a lane based on the difficulty of taking the lane in general, but I feel like we’re going to have the harder time overall trying to see successes in the trade lane judging by our potential in the final sector. We can act to stymie angel efforts in the southern lane, but we should pry our way ahead in the lane we can get better gains in first.

And us being 3/2 in the towers just means less angelic interference and more potential for success. That number for our influence is ultimately our level of defense against angelic interference, and the scholarly towers is one of our last lines of defense. The same can be said about the Wartorn wastes, but they aren’t going to boost our actions next design turn. Yes, we should work there too, but not when we plan on working on experimental magical high efforts to take advantage of our bonus from OMD.

Finally, we don’t need more powerful casters. We have warcasters and lack a library of spells to fully utilize them yet.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 25, 2020, 11:08:59 am
Alchemy is a lost art, so the Towers aren't going to be that useful for it.

Also, you said HE, why? A magically focused next turn would naturally want multiple designs/revisions at once. Multiple magic advancements to maximize the chance of hitting 5/5. THIS IS ALSO THE REASON FOR NOT HAVING A LIBRARY OF SPELLS. A High Effort prevents the inventions of spells, so of course we don't have any in our library. If a Magic Focus is being done, 1 should be a battle-focused spell, another a magic of some sort.And Revisions based on improving magic, like magic missile or DDD to longterm usability.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Man of Paper on April 25, 2020, 11:16:01 am
No it’s a forbidden art, one that people need to practice in secret outside of our cult. That is a massive fucking difference.

I said HE because we’ve only been discussing HE options for our next turn. Not that hard to connect those dots my guy.

Magically focused as in alchemy my dude. Alchemy is magical. High efforts do not prevent the invention of spells either. You literally just proposed a high effort and are arguing for it while saying it’s a spell but also a unit we don’t need. We can also write actual good high effort spells that aren’t filled with fluff you think will have an actual dramatic effect.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: TricMagic on April 26, 2020, 12:15:14 pm
Quote from: ToolBox
Trade City: ()
Nerd Tower: (4) MoP, Happerry, Detoxicated, TricMagic
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25

I had better/would like to see a good magic design or 4 next turn.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: Detoxicated on April 26, 2020, 02:36:47 pm
Much better thank you...  :)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
Post by: NUKE9.13 on May 03, 2020, 02:30:29 am
Demon Team: Battle Phase T6
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8134789#msg8134789)

Lesimor Infiltration Report
The mages of the Scholarly Towers were interested in Ethereal Armament and Dumb Drunkard's Detangibiler, but still not exactly blown away by a three-spell roster. This was not the only trick at our disposal, however. While senior professors may be able to resist the temptations offered by a Consort of Desire, the same can not necessarily be said of temptations offered by Magoc. Even knowing they are facing a Demon, and a Demon's trickery, the scholars were unable to resist Magoc's seductive charms. Alone, it would not be enough- the minds of such powerful mortals are harder to permanently convert-, but it is just enough to get them to acknowledge our efforts in expanding access to new magic, and offer their tentative support to the cult.
We now control a portion of the Orange University's leadership. This, in turn, gives us partial control over the policies and administration of the Scholarly Towers province. The benefits previously enjoyed (to expanding into new fields of magic, and to a lesser degree training mages) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
To expand our control further will not be easy. We need to ensure the dominance of Orange University- be that through propping it up or knocking Green down-, and complete our takeover of OU's leadership. Converting the remaining senior scholars is one thing, but the most important convert will be the Archmage; not someone to take lightly, the position implies a grasp of magic far exceeding our own mages, and a strength of will unlikely to bend to parlour tricks. It may be easier to simply remove him, and ensure that one of our existing followers takes his place (although this will not be simple either).
We must also be aware that our control is increasingly tenuous, and could slip if we do not maintain our efforts. Especially considering Magoc's part in seducing our latest acquisitions, it is very possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.

In other news, devil-crows bring word that the Angel's newest apostles seem to have had some luck, as several members of the Green University appear to be working with her cult. Heliel will now have access to some of their mages, and their skill at refining magic.
3/5-->4/5


Ethereal Armaments and DDD proved their worth in the Lawless Capital. The angelic 'Shadow Walkers' may be competent rogues, but they do not have the ability to pull swords out of thin air, making the street fighting a lot less one-sided; indeed, it often leans in our favour. In one case, a gaggle of would-be assassins cornered a Consort and his escorts in an alleyway, only to have the trio walk through a brick wall to safety. With Consorts often surviving long enough to do their job, a network of contacts is starting to be built up- made easier by the recent disruption in Lesimorian politics. Gang lords, lesser nobles, and other people of power; all fell to the charm of the Consorts at elegant soirées where the Bootlegger's flowed freely. Keepers provided some protection to other operations as well, securing sufficient shipments of Bootlegger's to keep the city hooked (although several are still destroyed). With some supporters of the People's Republic either converted or convinced of the value of the cult in creating connections, some of their firebrands are available to assist us, should we seek to delve into rabble-rousing populism.
2/5-->3/5


While EA and DDD were helpful in the Fortified Frontier, we didn't have the resources to really push our influence in the region, nor did we have anything sufficiently alluring to the locals to gain more support regardless. We did secure the shipment of Bootlegger's into the region, solidifying our support amongst the peasants and soldiers.
The angelic efforts to bring their fancy glowbows into the province is concerning, as crows confirm that the bows are being handled by Hawk-aligned officers; likely they are attempting to bribe their way to greater support- something we should be wary of.
2/5


Dolgoth Infiltration Report   
Our contacts in the Wartorn Wastes were initially interested in our methods of steel production, but upon learning about the extensive alchemical work required (and our lack of surplus), their enthusiasm faded. They are hoping for ways of turning the tide of battle, as there is no surer way to prop up willingness to fight to the end than scoring a few quick victories. The arrival of the King in the region made efforts by Consorts and such less fruitful, although the senior officers were not liable to be swayed by such methods regardless (at least not by themselves). Hopefully the King's presence also hampered angelic efforts.
3/5


While organising another soirée in the Ostentatious Capital, we were approached by some stern-looking nobles. They introduced themselves as loyal supporters of the King and his dynasty- AKA the Foreign Dynasty. Ordinarily they would not deign to associate with agents of a foreign power surreptitiously meddling in the kingdom's affairs, but they have reason to believe that we share an enemy. Heliel's followers have made contact with nobles known to be sympathetic to the idea of restoring a local to the throne- AKA supporters of the Local Dynasty. It is easy to see why Heliel would associate with them; they are gullible idealists, who will readily accept her nonsense if she promises to install the pretender- a pretender who would, for all intents and purposes, be an angelic puppet.
The supporters of the Foreign Dynasty do not care about ideals. What matters to them is ruling, the methods used to do so are irrelevant. So long as the people are too scared to rise up, the stability of Dolgoth will be maintained. And as their rivals have enlisted eldritch assistance, they begrudgingly request that we intervene on the king's behalf. In exchange, they offer their knowledge about securing people's loyalty- a little threat here, a small bribe there-, and access to the halls of power.
For all their strong talk, it is obvious that their control is not as firm as they imply, and we should be able to convert them more whole-heartedly to our cause with a little persuasion (although the angels will have a slightly easier time winning over the more malleable Local Dynasty supporters).
Speaking of a little persuasion. Bringing Consorts into the Ostentatious Capital was not a major challenge before, and was even easier this month. The never-satisfied nobility always seek greater thrills; Consorts and Bootlegger's are just the thing to distract and delight them, and indeed they continued to flock to our events. However, the watchful eyes of the king's supporters made the more important nobles hesitant to join the cult. We may have better luck if we develop more political skills, so that existing supporters can be elevated, or new converts reassured that we can navigate the political landscape safely.

The angels, meanwhile, have indeed made contact with Local Dynasty supporters- probably. For it is rather hard to tell them apart from other nobles, as they are- understandably- extremely cautious and good at maintaining cover. These skills are now at Heliel's disposal. 
3/5


Our contacts in the Deregulation faction are pleased, as their investments into the business of Bootlegger's in the Trade City paid out rather handsomely. They are still somewhat hesitant to join the cult, but the attention of a Consort is often able to nudge them into converting. These new converts bring with them the possibility of large investments into future profitable ventures.
2/5-->3/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 03, 2020, 07:29:41 am
Quote
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.

Design for infratstructure for creation of improving our cultists by merging them with the sins and providing quathers for ever growing army.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 03, 2020, 08:09:13 am
Charm

The Charm spell is mostly forbidden knowledge by the Towers, but is of great use to us. Through notes, this spell forms an invisible aura that floats toward and wraps around target(s), seeping in, and allowing the caster to charm them, make them more pliable and willing to listen, let some things go, and leave a favorable impression. Extremely effective in conversations to bring someone along to your way of thinking.

Along with this, some acolytes with dancing experience have had their talents tapped(as well as those with bardic experience), and they will go out to perform shows for the public in taverns, solidifying our hold over the populace. As well, some of the Warcasters also happen to have that experience, and have become War Dancers, using a steel epee and their Charm Spell to weaken the minds of our enemies, along with other spells. Their experience makes them very good at dodging and movement, though they only wear chain links and cloth to maximize the effect of Charm.

Overall, the spell will be looked well on Orange University for showing skill with the more subtle arts, and solidify our position amidst the commoners.(As well as taverns being good places to collect information)




Flames of Uruk

A high level fire spell, the Flames of Uruk burns away at magic and sets the ground alight. A wave of fire that is fired in an arc to torch the ground, turning it into a fiery battlefield and burning those caught in it. The stronger the caster, the greater the area of effect. These flames only grow stronger as they eat magic, and will continue to burn, even in rain, so long as their is magic left to consume.

A spell based upon the aspects of Fire, that which consumes without discrimination. Granted, this spell's fire doesn't spread, only burns the area it lands upon until all is ash. As a spell of war, it is a good effort towards impressing the archmage. This spell can also only be cast by our Warcasters at the moment, mostly due to the skill needed to keep it from consuming the caster.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 03, 2020, 10:03:02 am
Earth Chains
By invoking the demonic Energies present in every Land we we can invoke the earth itself to Wrap around the legs of unsuspecting enemies. The Spell is invokes by chanting ancient tongues and pointing at the enemy.

The effects are simple yet effective. The earth surrounding the enemy Begins to move and to Wrap itself around the enemy slowly sucking them partway Into the earth itself. This slows the enemies Putting them at halt so Our troops can easily kill or capture them.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 03, 2020, 10:26:31 am
Darkness Bestowal

By taking evil energy and refining it, casters can bestow a buff upon allies. This Darkness Bestowal boosts strength and grants resistance against magic, as well as restoring vigor over time, allowing those who have it cast upon them to fight far harder than before. In form, it takes the shape of wispy black clouds which swirl around the affected, and can be cast through line of sight, though the less skilled have a limit of only casting it on those nearby. When under the effect, the buffed people's eyes glow red and their skin takes a dark black tint.

Cast on Uruks, soliders shall fall with ease. Cast on CHADS, and Minotaurs and Wyverns shall fall one by one. Cast by Magoc on themselves, and there isn't going to be any that can stand those strikes.


Light of Ruin

A Light spell, which is rather simple. A large amount of evil energy is converted into a sphere of pure light, and then that sphere is fired forward discharging all it's might into what it hits. This spell is extremely long distance, and can be scaled in power. Moreover, the attack is nearly pure energy, more than capable of breaking whatever it strikes. As for color, it can be any one due to being light, but tends towards darker colors.(though one female Warcaster decided on pink for whatever reason.) Very destructive and compact.


Aura of Wind

The Aura of Wind creates a zone around the caster which heals wounds over time, and is noted for it's fast swirling winds inside. It's a question of just applying energy to the wound, and letting belief do the rest. Somewhat flashy, but effective, the wind almost seems to be sentient.
In reality, it actually is, as the spell is simply a summoning of an appropriate wind spirit on the spot to do most of the work. So long as the Aura is up, the spirit can work on those within. Requires a bottle of BB as an offering to the spirit in question.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Kashyyk on May 03, 2020, 10:52:30 am
Quote from: Criminal Syndicates
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

It started as Legbreakers++, but then evolved into it's own, related thing. It provides a bunch of things, but I feel it should be a viable normal effort design.

Quote from: Trollblood Potions
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.

Quote from: Blood-drinker Blades
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.

Two options for boosting the endurance of our troops as well.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 03, 2020, 12:36:19 pm
Frag

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 03, 2020, 12:46:37 pm
Demonic Wings
By chanting the Song of Demonic Winds Our magically inept followers can Channel Evil Energies to sprout bat Like Wings from their backs. The Wings stay in the User for one hour or if they dispel IT prematurely.

These Wings Grant the ability to fly or to glide.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 03, 2020, 06:10:16 pm
Enchantment: Sacrifice to the Blood Moon

An enchantment made by soaking weaponry in a pool of blood forcibly spilled and chanting in the Demon-tongue: "Seek the Blood, Never Rest so long as Blood has Yet to be Spilled. And for each Life Snuffed Out, Recover thy Body and continue the Bloodletting. The Blood Moon seeks Souls to dine upon Tonight."

The weapons take on a blood-red tint, and whisper to the holders of them to kill. Over time, if not used to kill, it will drive their holder further and futher into bloodlust, and eventually madness and lunacy, beholden to the whispers. However, if this bloodlust is sated upon the blood of the living, the user will have their wounds recovered so long as the weapon drinks the blood of those whose lives they snuffed out.

The mental aspect is truly terrifying, but merely a side effect from the weapons use. Though those who get their hands on these weapons will undoubtedly cause chaos in cities. The actual effect however, will allow the user of the Blood Moon weaponry to recover their wounds through the act of slaughter. Spears, Axes, Maces, Swords, Hammers, long as it is a weapon for war, the enchantment will take full effect in the battlefield.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 04, 2020, 01:17:52 pm
Soul Drain
AS our mages are experimenting with the ethereal Plane they have stumbled over the Essence of the Soul and learned to manipulate IT. By drawing blood of the enemy, sucking in Air and then screaming the Word of Power Our mages can suck Out the enemies Essence of Soul aging them with the effect whilst healing themselves.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
Post by: TricMagic on May 05, 2020, 12:20:45 pm
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

I credit MoP for most of the following proposal.(just me adding something else for them to do.)

The Redband Pirate Syndicate: Thanks to Bootleggers a number of criminal organizations have passed into Magoc's sphere of influence. One such syndicate is made up of a bunch of smugglers and swashbucklers who refer to themselves as The Redband Pirate Syndicate. With their leadership corrupted and inducted into the Cult, they now work for the Cult exclusively. This organization is largely responsible for transporting goods 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 smuggling.

However, with our connections in the Trade City, we can give information on the enemy side's trade routes and raid them, with the stolen goods further boosting our income and crippling theirs. As well, the Pirates themselves will aid us in striking along the river and ocean, allowing us to land and strike from more unusual directions. Us working with them also means that the Pirates will be well equipped, and some of our soldiers will aid them in raiding Good-backed traders, who support the enemies of the Deregulation faction.


Quote from: Avast, ye Votebox!
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic


Frag and smuggling/piracy. No magic annoyingly, but I'm fine with this plan.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Kashyyk on May 05, 2020, 12:27:12 pm
Quote from: Backalley Votebox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic
Blood-drinker Blades: (1) Kashyyk
Criminal Syndicates: (1) Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 06, 2020, 10:24:25 am
Quote from: Magocbox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (2) TricMagic, MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (1) Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 06, 2020, 10:28:20 am
Quote from: Magocbox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (2) Kashyyk, TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 06, 2020, 02:48:51 pm
It’s probably counterproductive to double down on criminal syndicate actions when neither has a chance to keep the nerd tower interested in us. Frag, being a magic-boosting alchemical design, hits that on two fronts while boosting our own magic and giving us yet another trade good. Blood drinker blades give us a neat evil enchantment that, being a magical endeavor, could also go towards keeping the loser nerds interested (at least in regard to the life draining enchantment itself since they probably won’t care for our swords and spears.

I feel like syndicates is almost a revision, closer to organizing our criminals in a level akin to the coordination drills than a new organization on its own. Still, I like the idea and could be convinced to swap to it.

Piracy doesn’t do too much for us, and if we were to do something naval I’d prefer it be the original Redband with their focus on smuggling and transport.


EDIT: I had another idea at the end of  the last turn I meant to propose this phase. Something else to mull over for future consideration.


Currency Counterfeiting Centers

We’ve been in business all across the region for a while now, and a lot of currency has passed through cultist pockets and purses. Currency from each region is studied, with special attention made to identifying characteristics, coin density, and material makeup.

Alchesmiths create coins out of cheaper base metals and stamp the blanks with a couple corrupting runes. The blanks then have a shell in the appropriate materials (presumably gold, but there could be variance somewhere) and are stamped appropriately to match the region they will be shipped to. The tools for stamping are supplied by cultist agents using DDD to infiltrate national mints and stealing some stamps, with our smiths constructing duplicates to increase output.

The counterfeit money is only sparingly used by the cult, since ripping people off is bad for business, and is instead sold in bulk to the appropriate regional criminal factions. The corruption runes serve both as a means of planting the seed of evil and as a way for our cult to prevent being bamboozled by people purchasing our own goods with our counterfeit coin.

The price  of counterfeit coins should cover the cost of creation and transport and then some, while also being cheaper than the face value of the amount being sold (because who is going to buy fake money that costs them more than real money).
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 06, 2020, 03:08:17 pm
Then wouldn't they be merchants, not pirates? And if one wanted to improve that, some sort of spell to control and manipulate others would be a better option due to a wider scope.




Thieves Guild

Rob from the rich and good, give to the clients and cult. The Thieves Guild is a collection of the worst sort of thieves, lowlifes, smugglers, scammers, and murderers, led by Warcasters and Accolytes who likewise fit in. They'll accept any job so long as it pays well, be it murder, arson, theft, sabotage, or framing. Their main advantage is the DDD spell that a caster in a team can cast for their allies, allowing to get into any building, structure, or stronghold. As well, the development of MD gives them access to potent poisons for use in operations, and mutagens for panic when they're hired to cause that or need a distraction. Likewise the ravens create an information network that allows them to seep into society with their knowledge of the guards' patrol paths. So long as there is coin, you can hire the Thieves Guild for any underhanded task.

The hideouts themselves have the Language of Inception painted around them focused on bringing those that see them into deeper sin, and the symbol for the Guild itself has runes meant to lead others to find them inspiring, helping with recruitment. In places where a Thieves Guild already exists, we just need our consorts and tactics to draw them into our cult's control. Likewise, we will subvert other local criminal groups as needed as well to help with our goals, and deal with those who our allies say need dealing with.



Found it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on May 06, 2020, 03:23:19 pm
---doubleposted.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 06, 2020, 03:33:06 pm
No tric, they wouldn’t be merchants, they’d be smugglers. It’s almost like the words have different meanings and I’ve been using one of them repeatedly.

And the thieves guild isn’t a thieves guild at all. 4/5 of the tasks you have assigned them aren’t theft. Remember the issue with focusing on tactics that’s popped up before?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 06, 2020, 03:40:30 pm
I'll note that is their name. You hire them, they perform the task. That is the idea of it.

Also, I HAVE TRIED. Assassinate doesn't seem to be an option people actually want, even though DDD is almost custom-made for the purpose of getting past any locked door or wall into a building, and then getting out.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 06, 2020, 03:45:47 pm
So if they aren’t a thieves guild why call them a thieves guild? They’re a band of criminals for hire.

And yes you focused one time on one tactic that people didn’t want. That doesn’t mean we’ve abandoned sanity and want only to toss out the widest of nets when coming up with tactics. It means we didn’t want assassination.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 06, 2020, 03:47:50 pm
The Syndicate itself is rather wide-ranged with informants, protection rackets, and smuggling. Oh, and enforcers. How are they going to remove issues? Somewhat wide-ranged on that one too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 06, 2020, 03:50:00 pm
Not only am I not voting for it, but I gave kashyyk that exact reasoning. Good try tho.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 06, 2020, 04:19:58 pm
Are two problems in combat lanes are currently their minotaurs and shields, I can see revision to get around the shields but were slowly losing the combat lanes, on the other hand were even footing in influence lane now and have potential to lockdown scholary tower if we deal with the archemage.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 06, 2020, 04:31:45 pm
Both problems could be solved by developing spells which can deal with them indirectly. More magic will please the archmage, while magic can be used in battle.

Smog from before is one option, since it comes up from the ground and can choke them. Earth Chains is a lock spell that traps large targets in place. And Flames of Uruk is a magic-eating spell which can deal with the barrier and deny areas through it's AoE.

There are options, but only if we choose to actually make a spell.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 06, 2020, 05:13:04 pm
Ariainna Twisted Queen
At heart of Magoc might is centered on alchemy, that endless bounds of it are still being pushed, with change and pursuit of evil as our goal. But while it has given us grasp over controlling physical matters those of mind are still eluded us. In light of this, Magoc has commissioned such working and saw fit to grace us with teaching our greedy Draughtsmiths secrets of brewing that are beyond anything mere mortals would be able to accomplish even if they put puny brains together. A portion of the Draughtsmith was put aside for them to set up for these new brewings and their first creation rather if we call it was Arianna.

Major wonder of Arianna creation was not that could vastly change something form but what she could do. Arianna a former consort in employ of cult was bathed in our creation process and in time she was broken down entirely and reformed into her new form similar to a homunculus we dreamed about, the reason a consort was chosen was to due to their abilities to entice others and manipulate them. Unlike consorts she doesn't seek out pleasures of life but twisting those around her giving her ability to not only sense any emotion around her but to amplify and feed off of it, she could make friends become hated enemies all so easily. Her new form is more ethereal with shadowy wisps like tendrils flowing around her, where she goes all that left are twisted minds as even hers has been twisted.

Arianna herself would just be great but we as spoke about the better part of her it is, the feeding of emotion gave her ability to create cast off as we said, their more like her spawn who have lesser of these abilities as her but come to call them 'Ariainna Spawn', we learned how to provide stable numbers to outfit them field on battle if ever possible, each spawn is overseen by our Draughsmith before been fitted for combat as some of our testing with mutagens will maybe showing different results to them.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 07, 2020, 01:44:17 pm
Gale Mark
Gale Mark is spell one lone warcaster stumbled upon when trying to stop others throwing magic missiles at him, he noted it upon it when one magic missile was redirect back hitting the other in face, that day one warcaster fame rose while another was forever hulimated. Noting it wasn't one off effect the warcaster sat down to experiment on it's other qualities using various of 'test subjects'., he even went further to test it on equipment and as noted below.

Gale Mark was casted on its own can either provide furyish wind that blockback projectiles at least half the time, other times it cause difficulty for those flying around in it's area.
When enchanted on to armor which we discovered engraving for it's become apart of our demonic healdry, when used it drains small amount of user mana to help lighten it's weight(some uruk have noted to accerlate to fast and perished as result). On weaponry it has allow our soldiers to carry the moment of their blows giving off greenish tinted aura, it still feeds off user mana but can also feed off lifeforce.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 07, 2020, 02:54:13 pm
Magoc Faith
While we are cult we aren't disorganized and not clear where we belong, Magoc can't tolerate that so he gathered his faithful from all various creations and regulars belong his flock and had them organize his cult, first he taught them the teachings of Magoc and had them bind it to scripture, next he made those most devouted acylotes and some uruks under go special training these would be called 'clerics' each taught the scripture and dark prayers of Magoc and would run his chapterhouses that would be built.

Magoc faith couldn't just be hidden so they would go public where the cult would set up chapterhouses in large villages and cities. The chapterhouses would house where mass would take place to offer dark prayers to Magoc, to see corruptive blessing be performed and to act and command points for the faith. The faith would be run like propersity cult but each initiate would pass the ranks by devouting themselves to Magoc, either through recruiting others, advancing the cult agenda, devouting themselves heavily to sin and sinking into it.

When initate rank up they can get access to better bootlegger drinks that will fill their growing thirst or undergo one of many programs of dark bapitism(get turn into one of our various type of our mutants types). Each chapterhouse would also have auxillary 'Dream Desire' operatied by consort to fill the desires of our faithful and potential new converts. It also house a bootlegger club thanks to either corrupting local officals or bribing them off to allow the chapterhouses to be built. Final program is oprhanage where faithful raise those living on streets giving shelter to them they are though ways of the cult and(possibly be abducted for experiments by draughtsmiths or warcasters).

All faithful are given symbols to carry around their neck or as ring that engraved with our heraldry.

Dream Web
A ritual spell that activated when a few Language of Inception are inscribed in area creating a large permiter that causes those that fall a sleep in it expierence pleasures and hedeonism offered by our consort, each dream covers as many people as ritual can accomdate and is manged by a single Consort who runs it like flock, influencing them to Magoc cause.

Herald of Mind
A modified symbol of Language of Inception that is inscribed onto objects or buildings hidden by our cultists that can infuse those exposed to to self loathing overtime causing fatigue and sorrow and on other times Envy causing them fly into rants of loathing what those around are better at and drawing into manic cycle capable of violence.

Quote from: Magocbox
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

Edit: Changed my vote.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 07, 2020, 03:57:46 pm
Seed of Eden
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 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 as much to secure living, as the price of daily living for the common folk will drop. However, for those who eat it, Sins shall take root in their hearts and darken them.

These apples are a poisoned fruit which will bring out the worst in those who eat them, planting the seeds of discord and evil. And eating them nourishes that evil and strangles good in the heart. After enough, good shall die and evil shall flourish. Naturally, this is extremely useful for our own forces who eat them, and casters will find themselves nurtured by these fruits as evils & sins grow in them, furthering their path into Evil.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: NUKE9.13 on May 08, 2020, 02:07:08 am
Seed of Eden
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.
For 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 08, 2020, 07:38:07 am
Quote
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.

Would this edit make it valid?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: NUKE9.13 on May 08, 2020, 07:46:15 am
It'd still be dubious, and I would still encourage you to lean in a more evil direction, but it would barely be valid, yes.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 08, 2020, 08:27:52 am
Quote from: Magocbox
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 Seeds of Eden planted and spread. A poisoned fruit that promises Salvation, but begets the Fall into Evil. Like the Snake that once promised the World and Doomed all.

Food is always a concern, but these apples taste divine and help turn the populace against good and to evil. A seemingly infinite supply of food with a dangerous result.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 08, 2020, 08:49:46 am
I doubt any of that is accurate when the gm literally just said it was dubiously evil at best and barely valid.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 08, 2020, 09:03:47 am
I did make further edits you know? I'l ask again then. Do the edits I made help it? Strangle Good, Nurture Evil, and all that.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 08, 2020, 09:24:24 am
Yes I was already referring to the vapid heavy handed writing you tacked on. Believe it or not some of us actually look through posts to try to get their arguments straight.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 08, 2020, 06:48:21 pm

Quote from: Magocbox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Happerry on May 08, 2020, 11:55:47 pm
Quote from: Magocbox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 07:53:13 am
Quote from: Magocbox
The 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 09, 2020, 10:51:00 am
Right, I don’t think Arianna is going to solve the issues we have currently. A single champion can only ever work in one lane at a time, and we are not in a position to do something that will only ever affect one location per turn. Yes, the angels have a hero, but they got it on an unexpected boon and didn’t risk a whole action trying to make it. If anything else rolls poorly at least it will have a minor effect across the board, whereas arianna could give us a minor effect in just one place. On the other side, a good roll on anything else will have a large impact across the board, whereas she’ll, again, only affect one location. I also believe that she’ll be harder than anything else we’ve proposed, increasing the chance for failure unless we make her a high effort, which will completely screw us re: fixing our situation (since no matter what it only affects one sector)

Even if we all disagree about what the best move is for the cult, we all can agree that our grasp on the influence lanes and our hold on the combat lanes is tenuous at best. We need to improve things across the board and pray for some good rolls (or at least that we roll better than the angels) until we have a little more breathing room. Then I think we can dedicate an action to creating a champion.

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 09, 2020, 11:45:23 am
Demonic Wings is the way to go guys
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 11:52:00 am
Magic. Magic~ Something to just break through their defenses and turn them to disarray in one fel swoop. A magic that isn't mental, but physical.

At the moment though, it's blood-drinker blades. I'll note I predicted we'd not make any progress in the combat lanes. We did better than expected, but... Simply being able to gain advantage, but not being able to rout them. That is not the sign of a healthy army. Of course we would lose as soon as they managed to stop our charge, they have healing to keep their army healthy. Which is the point of the blood-drinking blades, to keep our front line healthy..

A hero design isn't a bad thing, especially if they come with Rare lesser versions. I say go for it, take a chance. Even a weak hero can turn the tide, and if it rolls well... Well, Magoc won't absolutely need to go to the INF Lane, and can help out in combat lanes.



Detox, flight isn't likely to end well, since arrows can strike them, and the wyverns are freaking fast. That and it is nearing winter anyway, maybe the river will freeze over? The Blood-drinker blade enchantment, meanwhile, gives us healing over time.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: NUKE9.13 on May 09, 2020, 11:59:48 am
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 09, 2020, 12:18:58 pm
Nobody said a champion was a bad thing (heroes are a different thing entirely in this game and I imagine some of the persons of interest mentioned in a couple combat reports are going to become bigger NPC players at some point).

At the beginning of this turn you were arguing about our influence in the towers. What is a Consort+ going to do there? She’s not a potion or spell, she’s not a combat unit so she’s not assassinating. She also has ethereal spawn that are functionally just Consort Ghosts, adding complexity for no real reason. Being ethereal isn’t fluff.

How do her spawn use our equipment if they’re not material beings? Why does the proposal seem to imply that the spawn can be used in regions that she is not present in?

To be quite blunt the twisted queen doesn’t seem to be worth the effort. She’s not actually bringing anything new to the table. She’s a very easy revision of our Consorts with the downside of being a single unit that can produce weaker versions of itself (which would just be consorts but less effective).

I highly doubt a ghostwoman is going to be able to ply influence as well as flesh and blood that people can bone/get boned by.

Before tric tries to bring it up, Nuke said in discord that a weak champion will have a greater local effect than a weak design. But he also said he was not going to comment on the potential efficacy of arianna herself. I firmly believe that Arianna is a weak proposal at its foundation that tries to do too much of nothing to actually advance us. Having spawn is going to add unnecessary difficulty, making it even less likely that we’ll see a result that has anything but a minimal impact.

I’d really like to see us go with frag alongside the blooddrinkers blades. The combination has a good chance to give us the edge we need in combat to give us the breathing room to actually dedicate a design to a champion. It’s also the only proposal in the votebox right now that could keep our grasp on the towers from slipping away, as the battle report clearly warned us of.

And again, before tric says it, while we could also do a spell for that, a spell only covers one facet of what frag should end up doing - that is, solidifying our position with the nerds, improving our casting ability (which should also affect our uruks), and providing another source of income.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 12:30:38 pm
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Rockeater on May 09, 2020, 12:37:24 pm

Quote from: Magocbox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 12:38:09 pm

Quote from: Magocbox
The 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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 09, 2020, 12:52:13 pm
Quote
I doubt Frag is going to be common, and more likely to be used by our casters than our footsoliders.

And? It's meant to be more for our casters. If it's not common then that just means it sells for more.

Quote
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.

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. I can remove the glowing eyes if people prefer that, since it's just there as a reference to Dune.

Quote
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.

If we make frag and it does well enough now then any spell we add in the future is going to see itself affected by it. It's not just a design for our magical ability. Again, did you even read my last post? Adding power to magic missile has diminishing returns. We haven't hit that point yet. It'll still boost the spell that the entire army uses.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: NUKE9.13 on May 09, 2020, 01:07:06 pm
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.

Also,
Quote
Quote
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.
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. [...]
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 09, 2020, 01:16:04 pm
Not to be a total ass to the GM, just clarifying, but I see improving casting ability and expanding available spells as different - a new spell probably wont be empowering our other spells. That's what I was referring to.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 01:34:22 pm
How will EA improve? What is DDD currently used for?

We don't have spells right this moment, and Magic Missile is peaking. I'm all for it next turn, if we spend a revision to make Magic Missile more piercing, compact and efficient. It will pierce our foes and the barriers more easily, even if it doesn't explode like the current does. This gives us a spell to show off, and helps deal with their stall tactics.

Frag is good, but without a proper spell to go with it, it simply doesn't do well enough compared to the other options. Blood-drinking Blades gives us a slaughter-healing effect to help keep us healthy, and Syndicates gives us an overall base for which to act in cities. Next turn, if we revise said magic missile, we will have a decent smuggling network, a spell that benefits, and still have the bonus. It won't expire if we don't use it after all.

Frag is kinda on it's own. Promises are just that, promises. If it can't give enough of an advantage, we'd be better off with something that will. And the current frontrunner designs are 1 for battle to keep us healthy, and 1 for INF to keep us going and help operations. May be mostly revision-tier stuff, but this is Design Phase. 4 tactics won't fly for a revision, and hopefully being a design will bring it together.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 09, 2020, 01:59:29 pm
Right, so you want to know how something is going to empower an unexpected boon. Even if by the nature of it being a boon it isn't already capped out, let me highlight a part of the Frag proposal:

"increase in both magical potency and control."


EA has a casting time. That could be reduced by frag. Uptime is affected by object mass and number of objects summoned, and frag could extend that uptime further. It could be the difference between a two minute dagger and a two minute longsword.

DDD has a long casting time (and can be held at the cusp of casting for a limited time) and can only take two passengers. Again, casting time could see reduction, the holding time could be extended, and the number of passengers could see a boost of one or two, where that could matter.

Syndicate gives us a wide net to cast that is going to be smacked by the nerf bat on account of it being unfocused. We should make focused efforts into specific tactics if we want them to be an effective use of our action economy. Say we get four tactics. Those four tactics are gonna be less effective than if we made them separately. So now they need a revision to get them all up to snuff. That's one design and four revisions. If we do the tactics standalone we can have them paired with the units or infrastructure meant to support it - pirates with smugglers, thugs with muggers, assassins and assassination, etc. That gives us more than just the tactic for an action less. Admittedly they'd all be design actions, but they'd be vastly better for it. It's the difference between short term benefits and long term boons. It also doesn't tie four tactics to a single roll, when even a very high roll won't be likely to give any tactic the strength of a standalone.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 09, 2020, 02:35:11 pm
First part. Magic Missile does not require control all that much, and none of our spells really stress control in the first place, so that is almost a non-factor at this point. Not in the future, but certainly not right now, yeah? Our combat spell is just blasting someone with raw magic.


I'll point out I have advocated for Assassinate quite a few times by now. Singular effective tactics don't seem to be very popular.

Why do you think we would spend more on the Syndicate exactly?

- Protection rackets, providing a form of income: Do you want the club, or do you want the protection. EA kinda makes stopping this a bit more difficult, and I'm guessing that simply cause it's not specified that some of our acolytes will be in this. Just general thuggery and protection from other groups.
- Informants, who can track down angelic operations: Caw-caw. Ravens, plus whatever informants the syndicate has. We are in fact taking over and adding their information to ours.
- Enforcers, who can then remove those operations: Boom goes the Bootleggers, and so go the flames. Something we already do when possible, though not well given we have no direct intervention tactic yet. EA also helps in places here, and DDD at times.
- Smugglers, to ensure people and products can get in and out of the city safely: Here is your order of BB, and please sign-up for the first order of our next product. We don't have anything specific, but this helps out at times. Right now, it's BB, but Frag next turn.

Note that it may be wide-ranging, but we already have protectors and magic suited to both defense and offense. And are already bringing in BB and CoD. It may not be as effective as a single tactic, but it is a design that builds the base for further tactics. New ones will work with this, should we choose to make them. And at least it gives a intervention tactic. We don't have any at the moment, only defense.



Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: flazeo25 on May 09, 2020, 04:18:03 pm
As musch as Arianna herself would be useful in 1 area alone, its her secondary part that be useful bringing her spawn to field to useful to disrupt the like causing panic in minotaurs, invigorating our men since they can effect all emotions. Their role is demoralize our enemy while keeping our morale up. I don't think a criminal organization going to do that with design and we can easily make one doing a revision. Note we won't really get there if we got things like frags or criminals.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 10, 2020, 05:46:36 am
Mutated Elk Transport
By brewing together the finest Materials we have managed to mutate Elks to become even bigger and More powerful while also becoming easily trained to be ridden or Used to pull Wagons.

These Beasts of burden are given Wagons and proper pulleys so that they can easen Our war logistics efforts. By providing More supply to the Frontline we should be able to further Our advances
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Man of Paper on May 10, 2020, 08:48:45 am


Quote from: Magocbox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 10, 2020, 09:55:29 am
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: TricMagic on May 10, 2020, 10:13:34 am
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.

The capitals make that argument hard to read.. That and they really haven't though of those yet, improving them at least.

Also, we can get horses easy enough, elk though? No cold areas nearby.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: Detoxicated on May 10, 2020, 04:06:34 pm
Still my point about logistics still stands.
No suggestion so far has tackled that issued which you vehemently ignored in your post.

Horse Cart Battle Logistics
To tackle the ever increasing problem of battle logistics we have come up with the Horse Cart Battle Logistics plan. By buying all horses we could get our hands on and building sturdy wagons for them as well as hiring fine cart drivers we can quickly and easily deploy food, weapons and men to the battlefield.
Though this Idea was not as entertaining as the one about Mutated elks made by a drunken advisor, this should be the first step towards controlling the war at the logistical side of the war.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
Post by: NUKE9.13 on May 18, 2020, 07:33:41 am
Demon Team: Design Phase T7
TURNTURNTURN
Quote from: Criminal Syndicates
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
Criminal Syndicates: Normal: (2+4)=6: Above Average
You drive a devil's bargain. By definition. Even those who see the costs and dangers of hitching their criminal enterprise to your diabolical cause are persuaded to join- refusing is not an option, after all.
Of course, you cannot feasibly hope to bring every criminal under your thumb, or even every criminal organisation. There are simply too many to keep track of, and there are some organisations that break the law for Good reasons which are not worth the effort of corrupting. But your new 'persuasive arguments' allow you to easily bring large swathes of the criminal underworld under your influence. For various reasons, the existing structure will usually be maintained, with only the top ranking criminals inducted directly into the cult (although others may be converted on an individual basis as usual), and divisions between gangs remaining in place- indeed, internecine conflict may occur, as competition helps prevent complacency.

As a result of this, you will now be able to leverage regular criminals into doing footwork for the cult. The extent to which they can help depends on the level of crime in the region (eg, the Lawless Capital will benefit greatly, whilst the Ostentatious Capital will be much less affected)(the crime rate could be inflated by various means, also bolstering the effects). It is worth noting that, not being properly converted, these criminals will not have the same zeal for the cause, and will never be as effective as a properly trained cultist- if you want something done right, do it yourself. However, there are a lot of them, and they have skills your cultists presently lack.
The ability to siphon income from gangs (no need to limit yourself to protection rackets) will provide only a modest revenue stream, as taxing too heavily is liable to lead to them abandoning your cause- turns out criminals don't like paying taxes, who knew?
The information gathered by criminal networks will certainly be helpful, as they have ways of obtaining intel that devil-crows do not possess (torture is such a beautiful word), although for many purposes the crows will remain superior (due to their aerial vantage and less conspicuous nature).
The muscle that gangs can provide is probably their greatest utility, given your lacklustre homegrown efforts. They can dispose of identified angelic operatives- mugging medics and missionaries, and overwhelming Shadow Walkers with greater numbers. Though Heliel's followers do not have the equivalent of Bootlegger's to burn, they do still need resources to fuel their operations, which can be stolen or destroyed. While direct bodyguarding is not their forte, a gaggle of thugs loitering outside a warehouse can be useful in discouraging saboteurs as well. Should we need something stolen, then some thieves could be convinced to do so- provided it isn't too well guarded.
Smuggling channels could be useful for missionaries and other operatives in and out of places when security is on alert. Smugglers get in everywhere, sort of like sand. Even the Ostentatious Capital has routes that the guards don't patrol regularly- provided you don't mind the smell.
All these techniques fall under the umbrella of Leverage Criminals.


Leverage Criminals will grant you increased effective manpower in all Influence provinces, performing a wide variety of tasks that will shore up operations. The rarity is effectively dependent on the local crime rate.



Quote from: ibid
Quote from: Blood-drinker Blades
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.
Blood-drinker Blades: Normal: (3+2)=5: Average
Blood. It's good stuff. Human doctors will tell you it carries life essence from the heart around the body, and while this is not entirely accurate, it is true that it can easily be used a conduit for one's vital essence. You (and others like you) only bleed for show, as your body is wholly sustained by Evil, but almost all corporeal beings have some variant on blood. Consequently, it makes an excellent vector for stealing vitality and stamina.

Though you and your cultists have no prior experience with enchantment of this sort, your work with Language of Inception, and the eagerness of your OU converts to experiment with a new field, ensured that this was not as big of a struggle as it could've been.
The process of enchanting a weapon requires some finicky engraving, as the appropriate demonic runes help anchor the magic to the blade. The blade is then submerged in a bucket of blood while the enchantment is woven from Evil and Magic and directed into the metal (itself a rather finicky process). The blood in the bucket is consumed in the process- one more factor in making the cost of production non-trivial.

The end result is reasonably effective. The Blood-drinker Blade, when causing injury, will absorb the victim's blood, and in doing so channel a portion of the lost vitality into the wielder. The blade can only 'drink' so much blood at once, and can only 'feed' the wielder so much energy at once. As the blade drinks, it takes on a faint red hue, which diminishes as it feeds the wielder.
Enchanting the weapons of Commanders and CHADS proved feasible. Doing so for significantly larger numbers was not. The cost of enchanting would allow for a few hand-picked veterans to be equipped, but even a veteran Heavy Uruk is no expert duellist, and the enchantment would be wasted on them (not cost-efficient).


Blood-drinker Blades are not able to sustain a fighter indefinitely, unless they are facing extremely weak opponents, but they do drastically extend their endurance and stamina. For obvious reasons, beings without blood (or equivalent) can not feed the blades. Commanders and CHADS are provided with Blood-drinker Blades, not modifying their rarity.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
Post by: TricMagic on May 18, 2020, 08:04:06 am
Spiraling Missile

By taking Magic Missile, and then forming a core cylinder in the spell, the energy can be focused around it. The excess magical energy is sent to spin behind the bolt of magic, and it is launched forward, piercing through targets with ease. It can put a hole through trees and people alike, and those behind them, making multiple good for breaking down doors by drilling them full of holes.

The shape is a sort of semi-corporal spike, the energy sent to flow into the centerpiece rather similarly to EA' projections, with excess energy spiraling around and feeding it during flight. Effects include longer range, greater penetration, and a lack of explosion at the end of it's path(simply spending all of it's energy). Given Uruks can cast the spell a few times, it makes for a good spell to reach to the back of the enemy army to strike at their back-line. It should also be effective against magical shields as well thanks to it's focus, though this would need to be tested.

Warcasters can actually put more energy into the spiral and core, greatly increasing it's penetration and range(operation time) even above the standard spell. This is mostly due to the spiraling energy feeding it as it flies, which is why it can fly for longer ranges without destabilizing. Operation time of a Spiraling Missile would be shorter if faced with something it can't immediately pierce, the energy going into continuing it's piercing flight forward. The work on EA is what makes the feeding of magical energy into the core cylinder possible for the average caster. It won't replace magic missile completely, since this one doesn't explode, but it will undoubtedly be useful.


Dimensional Spirit Shift

DDD has a lot in common with incorporeal spirits. Magoc decided to order the creation of an amulet that could be filled with the caster's blood, and changed the spell so that it could be cast to turn oneself into a spirit state, or revert back to a corporeal state. The amulet serves as a focus for the spell, and while the cost is higher, once in spirit state the caster can remain in that state indefinitely should they choose, or cast the spell again using the focus to revert back to normal.

While it requires someone with at least a Warcaster's skill to cast, and can't bring other people into that state, the ability to become as a ghost is invaluable for murder and theft alike, though it takes some getting used to. And it does not preclude the use of magic in that state either, making it quite valuable.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: flazeo25 on May 18, 2020, 10:38:44 am
Three possible revision I made.

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.

Sappers Tradition
Our Misfits and Mutamist have become more organized give a mandate to undermine enemy foundations and improve our own, our Mutamist have decided to instead to use draughts to eat away at soils allowing earth to more easily dug into, they were also able to given better discipline to know how to use their draughts more effectly. Misfits now serving under Mutamists have been outfitred with trenching tools provided by our Draughtsmiths, allowing them to dig trenchs or tunnels where the Mutamists draughts have eaten away the soil, after all these creatures need to be put to use and we can now do that.

Draughtsmith Foundry
Given the right conditions our Draughtsmiths ordered the commission of the Foundry. The Foundry is an expansion to our labs or well what we call labs, as it needed to keep up with our needs due to the war.

Through utilizing our growing network of our contacts in the Criminal Syndicates, newly recruited mages and from various groups depended upon our bootleggers or cult, word is put out by Magoc to recruit best and most unhinged to be new Draughtsmiths and any other occupation that would contribute to growing foundry, we also ordered more regents to be gathered and cultivated, crafted tools such as new vials to hold our chemicals, new mixers and baths, basically everything needed to expand upon their workings. The building would be able to house and work hundreds of Draughtsmiths.

The auxiliary of new expansion would cleared and converted to house more refined version of our cult baptism giving the Draughtsmith plenty of room to make process more efficient, being it both provided with evil and draughts, to potential field more.

Our first long awaited project for our Draughtsmiths is to improve upon the production on making new enchanted weaponry, allowing us to scale up production of our blood drinker blades and to dominate the battlefield. The blood drinker blades we learned how to make through alchemical proccess and we can try to deployed more often(read: makes more troops deploy with them).

Edit: Made changes to blooddrinker part.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: TricMagic on May 18, 2020, 10:50:11 am
First issue with the foundry is that it is magic based. Maybe say something about being able to produce waterfalls of blood through alchemy and magic? A enchantment that turns water and magic into blood?


Earthdigger Corps

One such Misfit to come of the project is one who had magic imbued in their very bones and skin, able to move earth with their large-paw like hands and feet. The Earthdiggers bodies are slumped on all fours rather like a mole, just as furry, and through experiment and the written knowledge of what went into the first's transformation, we have created someone who can dig and stabilize tunnels as well as damage and create fortifications of earth with ease. They really do look like moles though, even the pointy nose and holes for ears. They're also noted to be colorblind, and be able to feel the earth nearby through their abilities.

As a unit, they can allow the creation of tunnels into the middle or behind the enemy, as well as the creation of new underground routes and areas in cities. As well as setting up fortifications in the field, and tearing down stone walls of the forts themselves or digging tunnels into said forts.

Quote from: Votebox
Spiraling Missile: (1) TricMagic
Earthdigger Corps: (1) TricMagic



Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: flazeo25 on May 18, 2020, 11:26:45 am
Telekinetic Projectile
A modified variant of ole trusty Magical Missile, we learned how to refine the angle we can launch it at and shape it into a more kinetic wave. This spell efficacy increases with caster mental might allowing the caster power energy into flinging objects most commonly rocks a long distance, the size and heavyiness of object in question effects the efficany of this spell, smaller objects being able flung more often. We force the magic also to arc objects upwards to give more curve base attack.

Each projectile power mostly comes from the momentum it exdues through magic making it capable of denting armor of shields if larger rocks or something more heavy was used, uruks tend to use this spell to pelt archers and shield units to make them able to close in quick enough to kill.

Warcasters on the other hand are able to use more powerful version even capable of propelling larger people a good distance or smaller handful, though their safety is left to results of what they could splat into, they also able to work in groups propel through large objects that would wreck havoc through enemy lines.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: TricMagic on May 18, 2020, 11:49:28 am
Explosion

Energy is compressed and transformed into fire, and then launched. On impact, it explodes in a fiery explosion. Lot of brute force that can not only send one flying, but also burn them and those nearby. Compared to the basic magic missile which is just raw energy sent out, this spell is a lot more destructive. Better casters can compress, transform, and better contain more energy in the projectile, which means bigger booms, greater force, and more fire. Boom is good, and fire is too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: Man of Paper on May 18, 2020, 11:56:10 am
Sangueliers

Sangueliers (derived from the words Sanguine and Sommelier) are Uruks specially-trained to utilize Blood-Drinker's Blades and their healing effects. Sanguiliers focus their training on unaided combat versus multiple opponents, with heavy emphasis on the mindset of "death by 1000 cuts" over outright killing blows. Sangueliers aim to injure and disable their opponents, working in conjunction with standard units to finish off their prey while they move on to their next source of blood.


Blood-Sipper Blades

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.


Manipular Missile

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: TricMagic on May 18, 2020, 12:13:21 pm

Quote from: Votebox
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (1) TricMagic




Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: Kashyyk on May 20, 2020, 01:09:10 pm
Quote from: Votebox
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: Rockeater on May 20, 2020, 01:55:46 pm

Quote from: Votebox
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: TricMagic on May 20, 2020, 02:46:23 pm
Bronze Tools for Enchantment Work

A pen made of bronze, itself enchanted to engrave with ease, the writer simply having to use it like writing on parchment to create the grooves. A Bronze Pot with magical formula engraved, powered through evil that imbues the blood poured, and eases the difficulty of enchanting. These two make it far easier to produce the blood-drinker enchantment. Bronze has the quality of taking magic really well. The first can be said to cut that which it writes, useless for paper, but can create a fine groove on steel and other metals. While the pot's magical formula ease the task of placing the spellwork. The pot is specialized for the Blood-drinker enchantment alone though, and won't work with other enchantments we create, we'd need a formula specialized for the enchantment. However, for increasing production, these two items greatly ease the task.

Granted, we won't get quite the same level of enchantment by generalizing it, the pen can't do really fine writing, and the pot just allows for a greater degree of error from a caster. So we will be going for a weaker version as a result. We can still make the really fine-tuned ones, but for general use these are best.


Quote from: Votebox
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: ()
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
Post by: NUKE9.13 on May 26, 2020, 01:20:03 pm
Demon Team: Revision Phase T7
TURNTURNTURN
Manipular Missile

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.
Manipular Missile: Easy: (3+1)+1=5: Average
While not quite as exciting to your OU converts as a totally new kind of magic, their skill and knowledge do make this project easier. With their aid, researchers in the Warcaster's Keep are able to put together the desired spell in the allotted time, at the expense of only half a dozen guinea pigs acolytes.
Manipular Missile can technically be cast in an infinite variety of ways, but for simplicity's sake, most Acolytes learn four modes:
  'Sniper' mode; more concentrated than the common or garden Magic Missile, this is better at piercing armour/flesh, has greater range, and can be aimed with greater accuracy. Note that the range increase is to regular archer range, not Sunbow range.
  'Standard' mode; is actually just regular Magic Missile.
  'Sling' mode; larger than the default, arcs downwards noticeably, but still has decent range, and has enough oomph to injure the average soldier. Quite useful for bypassing barriers, although not as deadly as the Standard/Sniper.
  'Siege' mode; the largest missile, arcs steeply downwards, reducing the effective range considerably. Can be useful for attacking forces hiding behind walls/other obstacles. Damage is widely dispersed, however, and a single missile is unlikely to cause serious injury (but larger barrages can, and even a single missile will still cause pain/staggering). 
Uruks are unable to 'learn' more than one mode at a time. Commanders will program Uruks with a selection of modes appropriate to the expected battle.


Manipular Missile will replace Magic Missile for all intents and purposes. It is expected to give Acolytes/Warcasters greater flexibility, and give Uruks more options. It remains Common.
 


Quote from: ibid
Blood-Sipper Blades

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.
((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.))
((Also note, the +1 for alchemy was not used here, by request.))
Blood-Sipper Blades: Normal: (1+2)=3: Buggy Mess
Several ideas were tossed around as to how to best approach this project. Eventually, your cultists settled on a process that would mass-enchant a batch of in-production metal, which would then be used to make weapons, rather than enchanting individual weapons. In a sense, this worked: it proved possible to apply the enchantment to molten iron, and maintain the enchantment during the subsequent steps, resulting in a weaker but still operational enchanted weapon.
There's just one slight issue. Somehow, the process changes aspects of the enchantment. The blades still absorb blood, kicking back a small amount of stamina and vitality into the wielder. However, the blade itself hungers continually, and when there is no blood to absorb, the flow of energy from the blade to the wielder is reversed: it will instead sap the wielder's strength into itself. In principle, this is a downside that can be overcome; one needs only keep the blade fed. In practice, for anyone but an expert duellist, gaining a net positive from a Blood-Sipper Blade is not feasible (and expert duellists can just be given the superior Blood-Drinker Blades).

Your enchanters are positive that this issue could be solved with more work, but for this month at least, there will be no Blood-Sipper Blades deployed. At least there were some interesting lessons to be learned from the process.
If they were deployed, they would be considered Uncommon, meaning all Uncommon or rarer units could be equipped with them (unless specified otherwise).



It is now the Strategy Phase. Choose where to send Magoc. 



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: flazeo25 on May 26, 2020, 01:42:45 pm
Lets try to complety soldify our hold in Mage Towers. Guess we need another revision or create design to fix our blades.

Quote from: Magioc
Nerd Tower: (1) Flazeo25

Edit: Made my vote for Nerds
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: NUKE9.13 on May 26, 2020, 01:49:18 pm
Lets try to complety soldify our hold in Mage Towers. Guess we need another revision or create design to fix our blades.

Quote from: Magioc
Darrin(Combat): (0)
Lesimor(Influence): (1) Flazeo25
Xa-Nam(Combat): (0)
Dologth(Influence): (0)
You have to choose a specific province when sending Magoc to an Influence lane (Scholarly Towers in this case).
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: flazeo25 on May 26, 2020, 01:58:34 pm
Voted for nerd towers.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Kashyyk on May 26, 2020, 03:01:18 pm
Quote from: Magioc
Darrin: (1) Kashyyk
Nerd Tower: (1) Flazeo25

We have Blood-Drinkers and Manipular Missile,so I think we can hold the Scholarly Towers for a turn without Magoc. I would like to start putting some serious pressure on the Angles, combat-wise, and push the front line closer to the desert.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Man of Paper on May 27, 2020, 03:12:27 pm
Quote from: Magioc
Darrin: (1) Kashyyk
Nerd Tower: (2) Flazeo25, MoP

I'm not sure manipular missile is gonna make up too much of the vacuum left behind by Magoc if we don't send him to the towers. While the enchantment is definitely interesting, I don't know how it'll go over with the virgins since it relies on a more physical interaction than spells or alchemy. Our criminals are probably not going to do much at all there either, so I'd like to try to cozy up some more to the nerds with the fancy robes. Tell 'em we got some good shit comin' next month, and if they give us a hand we'll give them a nice cut. I don't remember if we can straight up lose ranks in influence, but at the very least it's heavily implied that we can lose the related benefits to the deeper relationship, and I want to maximize our magical accessibility for the next turn's actions.

Next turn I want to try making Frag with the Alchemy Bonus and use that champion credit we're getting along with the second design to make a superchampion of some sort, which should do wonders for combat. I've got a couple other ideas brewing, so I'm not 1000% set on which way I want to go, but I feel like the nerds give us a better foundation for making an alchemical stimulant and perhaps they'd be interested in, say, a binding ritual for conjuring/creating/cursing a new champion into existence. Of course, if we made the unit magic-based in it's abilities then that might also help in that regard too.

Actually, the more I think about it, the more I want the HEChampion to be a dedicated caster of some sort. We'd have a unit meant for casting that would probably be able to bypass present antimagic shields, both based on casting strength as well as scope of effect.

And before it's asked why it has to be a high effort when I'm involved, well it's something being rolled for with a credit on both sides for it. Doing it as a high effort will give us a better chance at rolling better than the angels, whereas not doing so means we're at the mercy of whether or not the Angels decide to do their champ as a high effort, which, as they beat me to the punch in that line of inquiry with nuke, I'm expecting they'll do.

So there we go. That's my multiturn reasoning for my vote this strategy phase.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Happerry on May 27, 2020, 03:34:38 pm
Quote from: Magioc
Darrin: (1) Kashyyk
Nerd Tower: (3) Flazeo25, MoP, Happerry

Seems reasonable.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: flazeo25 on May 27, 2020, 04:04:16 pm
So warlock type champion then? maybe also have him able to teach on side if possible.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: TricMagic on May 27, 2020, 04:14:48 pm
Quote from: Magioc
Darrin: (2) Kashyyk, TricMagic
Nerd Tower: (3) Flazeo25, MoP, Happerry

Seems reasonable.

You know, that is EXACTLY why I was freaking worried about sending him in the first place, having to keep sending him to the exact same place, making absolutely no progress anywhere else that he could help make. All I can say is deal with it, not keep bailing out a ship with holes in it..
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Man of Paper on May 27, 2020, 08:29:18 pm
Tric, you argue against yourself here.

You said "I had better/would like to see a good magic design or 4 next turn" when you decided to vote to send Magoc to the Dweeb Tower. Then you proceeded to push for none of that this turn, voting instead for an enchanted equipment (which only sort of hits what we need for impressive magic) and crimeybois. You're not following through with your own plans then spazzing when people don't adhere to the ideas you don't hold to. Also, please refrain from acting like you predicted what our situation was going to be when you didn't actually voice that at all.

As for your analysis of the situation, you're approaching it from a purely pessimistic view. Let me break it down in a different way.

What we did was the influence-equivalent of a spearhead assault through a frontline. Yes we extended ourselves, and yes it's a somewhat tenuous grasp we have on our gains, but we made gains we would not have otherwise, and therefore get benefits we would not otherwise. If we let the vanguard wither after pushing them through then we're letting them die for nothing, just as not trying to secure our gains in the tower waste the whole reason for the strategic decision last turn. But if we follow through and try to tighten our grasp we can secure footing that we wouldn't have gotten otherwise. Without Magoc being there last turn we would probably still be at 3/5, and therefore not getting as much help in our magical endeavors as I had wanted with Frag this turn. Our focus on things not-tower related for our actions this turn means we don't have the force to replace Magoc's absence with, so removing him now means the magically-oriented actions we should most definitely be taking next turn will potentially not see the effectiveness they could have had had we at least attempted to keep the Tower interested in us. Could Magoc going elsewhere gain ground we don't have or prevent getting pushed back further this turn? Of course. But if our efforts in the Tower make our magically-oriented actions (HEChampion, hopefully Frag) more effective in any way, then we have more powerful tools in our arsenal to secure contain, and protect territory and influence in the future.

I'm looking at our efforts in the towers more like Fall Weiss, whereas you seem to be looking at it more like The Alamo, to wrap up with my sloppy analogy.

Do I wish we didn't need to send Magoc to the towers? Honestly probably not, because if we'd actually done something impressive this turn I'd still want to try to secure a 5/5.

As for Kashyyk's concerns, even though I've already touched upon some of them in my prior post as well as given some argument to look over in this post, while losing in combat is always gonna suck, I think it's more than worth it if we can manage to leverage the towers as much as possible in our Champion creation. We can't use both designs and the credit to do an UberEffort Champion, so next best thing is trying to get the nerds to assist as much as possible. Then we can pretend we did an UberEffort. Plus, I really like maximizing the introduction of things, and since we know for sure both teams are making a champion, I want to give ours as much chance to be a badass as possible. Last thing we want is the Angels to get another champ and have it edge ours out, but it should be fairly easy to make a Champion that utilizes our connections to the towers, regardless of whether it's a caster itself, though obviously I can't speak to what kind of benefits Nuke could decide to provide should we actually do something applicable.

Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: TricMagic on May 27, 2020, 08:42:04 pm
As it is effectively time for me to go to sleep. I would have wanted a healing spell, but the blades were what others wanted.

I also point out a bunch of spells were esigned at the start, but no one wanted them. I think you were one of the ones that argued against something that ate magic? Aura of Wind didn't go anywhere. Light of Ruin was never even mentioned directly.


Also, securing 5/5 is said to be very difficult. We'd need a design that completely blows their minds. Which I think I might have? An Alchemist with the ability to transmute anything on the spot, no catalysts, just magic and instinctual knowledge of it's make up. Clap and energy show, and it's done. Someone who knows so much about transmutation that they are a Champion of it, and can transmute entire battlefields and disintegrate foes with but a touch through transmutation, just not bothering to put the parts back together into anything.

Can be HE, use alchemy bonus, and get us 5/5 through them for someone who simply understands how alchemy works and can teach it as well as put it to practical use...
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Man of Paper on May 27, 2020, 09:03:55 pm
At that point it's just transmutation, with nothing alchemical about it other than the fact that they were an alchemist and hoping that that qualifies it for a +1.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: TricMagic on May 28, 2020, 06:36:04 am
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: NUKE9.13 on May 28, 2020, 06:48:36 am
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).
You can of course do a Champion whose primary power is the ability to transmute things in the way you describe, but they would not be an alchemist.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: Kashyyk on May 29, 2020, 03:09:21 pm
Quote from: Magioc
Darrin: (1) TricMagic
Nerd Tower: (4) Flazeo25, MoP, Happerry, Kashyyk

Screw it, lets make it solid. Now I'm gonna go complain that the Angles are holding us up.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
Post by: NUKE9.13 on August 06, 2020, 04:17:00 pm
Demon Team: Battle Phase T7
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8175261#msg8175261)

Lesimor Infiltration Report
The only significant news from the Scholarly Towers this month was Magoc's success in establishing a new gang in the province. This was aided by some OU officials looking the other way, on the unspoken understanding that the new gang will operate primarily in areas considered GU territory. This boosts the crime rate in the region, to moderately high levels (the boost is persistent- Magoc's continued presence is not necessary to maintain the elevated crime rate).
We were able to cause all sorts of trouble for the angelic operatives, and 'acquired' some rare-ish books for our OU friends, but we did not make significant progress towards a true takeover of the province. OU members remain interested in seeing new and innovative magics- they admire the Blood-Drinker Blades, or at least the novel enchanting techniques involved, but really want to see more spells (Manipular Missile, as an adaptation of an existing spell, does not cause much excitement).
4/5


The Lawless Capital was a great success for our Leverage Criminals technique- as was to be expected. Smuggling was easier, angelic sabotage all-but eliminated, and a taste of their own medicine was delivered in the form of raided stockpiles and slain agents. What's more, our People's Republic allies were very interested in our ability to command the city's gang network. We've started negotiations with a number of prominent Republicans, and they've agreed to closer ties if we can assist them in organising city-wide protests in the coming months- intended to sow the seeds of insurrection in the people's hearts. While we do not currently have the means of inducing such activity, it is an interesting offer- though we could also gain greater influence through more conventional means (eg political infiltration).
3/5


Crime in the Fortified Frontier is rare- it takes a brazen criminal indeed to operate in proximity of so many soldiers who are itching for a fight. What little criminal activity we could muster was dedicated towards keeping our own operations safe, rather than proactively taking on the angelic operations. The Doves, meanwhile, are green with envy over the Hawks' access to Sunbows, and have little time for our missionaries.
2/5


Dolgoth Infiltration Report
The chaos in the Wartorn Wastes served us well this month, as a number of existing converts were suddenly promoted. These remained loyal to our cause, but would not alone have been enough to expand our influence amongst the Victory faction- fortunately, we had an incentive to entice some other senior Victory officers to ally themselves with us.
The crime rate in the province is quite high, as the battered armies have little manpower to spare on maintaining law and order, while deserters bolster the ranks of ne'erdowells. We were able to take control over a variety of smugglers (who sell weapons to both sides), illicit service providers (satisfying the needs of weary soldiers), and crucially bandits- bands of deserters who use their skill at arms to enrich themselves. By directing these bandits into coordinated raids of various Southern Realm camps and such, we were able to weaken them considerably. We then tipped off Victory officers, who swept in to crush the demoralised foe. This service convinced some sceptics that we have what it takes to assist them, with the result that they either joined the cult or turned a blind eye to our activities.

We now control a portion of Victory leadership. As in the Scholarly Towers, this gives us partial control over the policies and administration of the province. The benefits previously enjoyed (improved officers & aggressive tactics) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
Of course, to expand our control further will not be easy. We need to ensure the dominance of the Victory faction- be that by actually making victory more likely, or by crushing those who favour Peace-, and complete our takeover of the Victory leadership. Converting the remaining senior officers is one thing, but the most important convert will be the Victory General; not someone to take lightly, the position implies great strength of will (and body)- not someone you impress with a gaggle of bandits and petty seduction. It may be easier to simply remove him, and ensure that one of our existing followers takes his place (although this will not be simple either).
We must also be aware that (as in the Towers) our control is increasingly tenuous, and could slip if we do not maintain our efforts. It is possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.
3/5-->4/5


As we are now considered to be friends of the Foreign Dynasty (albeit still distrusted ones), we actually benefited from the king's return to the Ostentatious Capital. Some of our converts are considered 'loyal', and managed to get promoted to more senior positions. Not enough to significantly bolster our influence, especially since they were hesitant to sabotage their new positions (and necks) by overt acts in support of the demonic cause. Political skills would be the easiest way to make further progress, by creating political webs that safeguard our converts from reprisal. The Foreign Dynasty faction also suggested that help in unmasking key Local Dynasty supporters would be greatly appreciated.
Needless to say, leveraging criminals was of little help, as the city watch keeps things tightly locked down. A bit of help in smuggling Bootlegger's into the city was about it.
3/5


Our Deregulator friends in the Trade City remained pleased with the profits from Bootlegger's Bounty, but always seek greater profits.
Crime is not uncommon in the crowded ports, with especially smugglers being in high demand. Some of the Deregulators approve of smuggling (let the market decide, they say), but other aspects of crime are less appreciated (taxation may be theft, but theft is also theft). We earned a few friends by helping some merchants move products without the authorities being involved, but not enough to make a big splash.
3/5



It is now the Design Phase. You have two designs.

But wait, there's more.

You also have a design credit, to be used in the creation of a Unique Unit- be it a Champion (ie a human or near-human character), or a Unique Monster (for an example of this, see the Titaneghoul (http://www.bay12forums.com/smf/index.php?topic=99534.msg2969231#msg2969231) from the first Demonhood). You may combine this design credit with a regular design for a High-Effort Unique Unit design. You may not combine all three designs into a Hyper-Effort design.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Man of Paper on August 06, 2020, 09:03:34 pm
High-Effort Champion/Monster Guy: The Obsessive Scholar

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Kashyyk on August 06, 2020, 11:23:46 pm
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 Harriers
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.

Quote from: Magoc's Raptors
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 then the fire nation attacked Magoc 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 07, 2020, 07:50:31 am

Quote from: Magoc Box
(HE/C) The Obsessive Scholar: (1) TricMagic
Huntsman Harriers: (1) TricMagic
Magoc's Raptors: (0)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: flazeo25 on August 07, 2020, 08:40:12 am
Quote from: Magoc Box
(HE/C) The Obsessive Scholar: (2) TricMagic, Flazeo25
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (0)

Spiders seem nicer than raptors, give more spooky feeling while being useful elsewhere then just plains.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Kashyyk on August 07, 2020, 09:15:11 am
Quote from: Magoc Box
(HE/C) The Obsessive Scholar: (2) TricMagic, Flazeo25
Huntsman Harriers: (2) TricMagic, Flazeo25
Magoc's Raptors: (1) Kashyyk

Personally, I'd prefer Raptors as I have a soft spot for heavy cav, although I'd like both eventually. Gonna hold off on a Champion for the moment, because I'd also like to get a fancy spell this turn to help seal the deal at the Towers. Once I come up with one anyway.

Also, Raptors will be ideal for the next River Delta battle, as we won't have to deal with forcing a crossing. Although, they should be pretty good at fighting across a fjord anyway thanks to the added height and mass.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 07, 2020, 09:18:57 am
Magoc's Earowls

For Qualities, Earowls have

Created from owls using the experience from the ravens, Earolws have a variety of colors from their mutations, their plumage a rainbow, and very large brains. Their ability to actually hunt is completely gone, everything focused on psychic ability. The colors of their feathers do serve a purpose in being very eye-catching, leaving minds wider to their intrusion, improving their ability as scribes as a result. Our efforts is in the creation of a creature that can do the writing for us, and secretly steal knowledge from those that buy them, which we can then use in either our library our for our own agenda. Other than that, they can also be used for interrogations, the opened mind allowing secrets to be gleamed without the target's consent. Overall, they are supportive, not meant for combat itself. But all of them are loyal to Magoc and his followers.



Grimoire Stand

The Grimoire Stand is an enchanted object, carved and soaked in blood, resulting in a blood-red wood. It's purpose is simple, to create a magical writing system, reading from the user's mind to transcribe details of a subject into a book placed upon it. These Grimoires can then be placed in our library. The Obsessive Scholar in particular is useful for this offering a quick method of expanding our collection with the knowledge he has obtained, allowing others read and gain this knowledge. It should be noted that Grimoires created this way impart a fragment of obsession to acquire more, to ever expand one's collection of facts, experiences, and techniques, whatever that may be. This in turn will draw those who partake of them deeper into our circle for a chance to learn new things.



I'll note that the HE/C takes the credit and a design. The Raptors will be more useful in the dry plains and desert. The HH more useful in the mountains and jungle, as well as forts and large groups. The webbing can be shot to entangle, which means all that is needed is fire to burn them alive at that point.

Maybe spend revisions on spells?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Man of Paper on August 07, 2020, 10:08:34 am
High-Effort Champion/Monster Guy: The Brewmaster

The mortal art of fermenting plants and creating alcohol is not so different from the ancient, forbidden art of Alchemy. It should come as no surprise that a particularly skilled brewer looking for the rarest, most delicious brews to concoct would eventually stumble upon a formula of greater potential.

This first potion set The Brewmaster down a path he would never be able to pull himself away from. It invigorated him, kept him awake and alert for days at a time, and with no obvious detrimental effects! When asked of his massive stores of energy, The Brewmaster jealously guarded and hoarded his secret. He spent endless hours trying to discover more Alchemical secrets, but to no avail. He spent years of his life searching for another magical recipe or brew, and had almost thrown himself off of a cliff into the seas to be dashed against the rocks when a woman completely draped in fine silks stood next to him as if she'd just appeared there, a single bottle in her hand. She passed it to The Brewmaster and he read it's label - Bootlegger's Bounty. He looked up to the woman to ask her about it, but she was already gone, and nowhere in sight.

The Brewmaster took a drink, and knew immediately what he had to do. The tingle, almost imperceptible, but he could feel it deep within his body, something that only one as practiced as he (or someone actually trained in alchemy) would be able to identify. It was a magical experience in every sense of the word. As he thought about where to get his hands on more, a whisper in the back of his mind carried "Magoc" to his consciousness and grew steadily louder until The Brewmaster collapsed to his knees from the internal screaming. He passed out, and when he came to, he was surrounded by a bunch of strange man-like creatures and the silk-clad woman. She approached him, promised him access to all the alchemical components he desired, and the materials and manpower to concoct them. She gestured to the man-things and indicated that these "Uruks" had been created with their alchemical knowledge. The Brewmaster asked only one thing in return: that he not have to share his formulae with others. The woman countered with the condition of The Brewmaster serving a creature called Magoc until the end of days. The Brewmaster didn't much care about who gave him materials, so long as he had them, and so he agreed.

He first underwent a modified transformation utilizing his personal insights into alchemy. He was...not entirely correct in his calculations, resulting in his body being closer in size to a CHAD than an Uruk. His stomach, large and bloated with noxious gases, ruptured violently upon extraction from his brew, requiring Magoc itself to mend the grotesque flesh with his own magics. The disgusting, putrid, vile looking and smelling Brewmaster managed to survive his transformation thanks to Magoc's Infernal Intervention, but his mind was no longer whole.

The Brewmaster had nearly lost his grip on his sanity. He continued to concoct random brews, testing them on himself haphazardly. He'd occasionally discover something particularly lethal, but his body always seemed able to purge any toxins and recover. The Brewmaster found a fondness for fighting after participating in a few training sessions, and soon he began collecting recipes and potions in vials he'd store on straps and belts to use in combat.

The fat behemoth of a man-monster has a wide range of potions he uses and does not share with anyone willingly, including strength, speed, and magic boosting brews, as well as a number sachet bags of explosive and flash powders. In his left hand he almost always holds a large container of a potent healing potion. This would be bad enough on it's own, but The Brewmaster did not want to stop there.

Using his large size to his advantage, The Brewmaster had a large metal keg created and designed to be carried on his back. A hose runs from the top of the keg and is secured to The Brewmaster's shoulder on the strap of the backkeg, with enough of the hose dangling that it can be easily brought to The Brewmaster's mouth. The keg is filled with The Brewmaster's Special. The Brewmaster drinks this concoction and it reacts within his mouth, allowing him to bellow it outwards as fire. The Brewmaster refined The Brewmaster's Special to a quite frankly insane degree, as it not only only reacts within his mouth, but also does not burn him.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 07, 2020, 12:00:58 pm
Unique Monster: Ruina, End of Civilization

Within the Volcano, deep within the lava, lies an ancient monster, from when once civilization thrived within the ancient forest. Sealed by sacrfice, it was once the harbringer of a demon which laid waste to that civilization, and it has long forgotten it's name. However recent events have led to it's stirring as evil in the region has grown, and Magoc, after investigating, found the seal weakened by time and the god Dorael's retribution which destroyed the Obsidian Spire. And the controls of this being were still there, simply waiting for Them to take control of it. And so from the ancient volcano did the ancient monster awaken, named Ruina, End of Civilization.

Ruin is an greater earth elemental fueled by the souls of those it consumes, and has consumed the soul of at least 1 angel. Where it walks, earth trembles. When it sweeps it's limb, the earth moves. It is a being of earth and stone, nearly impossible to truly kill. When injured, it merely needs to sleep underground to regain it's mass. Capable of moving through the ground as if water, raising structures and bringing them low, they are a force of primal nature unleashed upon the world. A giant of stone, dirt, earth, and death upon all that stand in it's way, with no set form, akin to the elementals alchemy once created, only far greater.

It's sealing was from consuming that angel, it laying a trap in it's death when fighting a demon to seal it in crystal silicate and magma, a magic lost to time.. However so long as it has earth, it can always recover from whatever wounds it takes, it's cores buried deep within. Ruin is not a creature that can not go unnoticed however, as it can theoretically travel underground, though with tremors noting it's passage, which can be useful for eliminating enemy groups with sinkholes and crevices. But it's true might is noticed on the fields of battle, changing the terrain to it's will and whim and crushing those before it.


Monster: Harbringer

Harbringer was born deep within the earth long long ago, beneath the Haunted Woods. It is the result of an Angel and Demon dying to each other, the land cursed by mutations forever after. From this ancient energy came to be a being without thought, acting on instinct. During recent events, the blaence has been tilting towards evil, and it awakened once more to create chaos. Magoc, being the glorious power that They are, bound it to Their service.

Harbringer can best be described as an unholy purple light, with a eye serving as it's core, many tentacles under it's control. It's is capable of healing those it touches, and destroying those it touches. Both cause corruption, though the first causes them to turn to mindless berserkers as they take damage and are healed over time. The second simply turns that hit into a fine mist as the body breaks down to it's composite parts. Floating around in an aura that mutates those within it, it is speedy and extremely dangerous to enemy and ally, and pretty much impossible to injure but for it's core. And with so many free-floating tentacles under it's control, actually hitting it as it moves about within the aura can be considered a difficult task for all but the most devout, immune, or lucky.


Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Man of Paper on August 08, 2020, 07:39:28 am
Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Rockeater on August 08, 2020, 08:49:19 am

Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Kashyyk on August 08, 2020, 09:21:23 am
Quote from: Unique Monster - The Dream Eater
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.

Quote from: Unique Monster - Walking Fortress
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: flazeo25 on August 08, 2020, 04:02:48 pm
Design Idea

Quote from:  R.E.D: Rational for Evil Doctrine
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.

Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Kashyyk on August 11, 2020, 03:46:58 am
Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 11, 2020, 07:42:56 am
Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Rockeater on August 11, 2020, 09:20:11 am

Quote from: Magoc Box
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 11, 2020, 09:22:37 am
If we want to summon a walking fortress later, our Magic champion can help with that.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: NUKE9.13 on August 11, 2020, 09:29:51 am
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 11, 2020, 09:57:48 am
I had assumed he was a caster, and if we had a spell to summon a walking fortress creature he could cast it if sent to the battlefront.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: Kashyyk on August 11, 2020, 10:08:50 am
It isn't a spell to summon a castle, it is a unique monster, that ,happens to be a castle. Big difference.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 11, 2020, 10:44:49 am
I find it a bit boring really. A castle monster seems a bit weak, even if nothing developed so far can really destroy it. Though I don't think we've had a defensive fight since the Sunbows were introduced, so those might have more luck. Not like they can miss. And Major Key is now a thing too.

Note that if that does gain traction, we are going to have to choose which alchemy project is getting the bonus. (Frag for me.)


Also, a spell to summon a walking fortress, vs a unique monster design to make one. Both would serve as mobile fortresses, though the latter would be more powerful, balanced by being unique compared to the chance of a Rare spell.

Summon: Tortoise Bone Castle
Through the use of magic and necrotic energies, a link is made to the realm of the dead, summoning a mass of bones. These bones from the Tortoise Bone Castle, a walking fortress that can carry a large number of troops, as well as settle at a location. Due to being undead, there is also a magic at work that makes it capable of floating across terrain and shooting it's own bones that make it up at attackers, making it a very powerful summon. This doesn't allow true flight however, as the floating must be powered. It's very difficult to actually kill, since it is a mass of bones, but killing the caster(s) will disrupt it.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: NUKE9.13 on August 12, 2020, 10:50:06 am
I'm providing a bit of feedback on proposed Unique designs:

Unique designs are generally easier than mass-producible designs.

The Obsessive Scholar would be a Hard design. It's basically just a body-snatcher. As a High-Effort it would be Normal.

The Brewmaster would be an Easy design. Nothing groundbreaking, mostly just remixing existing tech into a Champion. (Very Easy as High Effort)

Ruina is a terrible name, and would be a Hard design. You don't have much experience with the sort of stuff involved, but a giant earth elemental is not rocket science.

The Dream Eater would be Very Hard. Also not something you have much experience with, with the added difficulty of being very hard for the enemy to fight.

The Walking Fortress would be Hard. Similar to Ruina (perambulating rock), less flexible, but more resilient.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: TricMagic on August 16, 2020, 11:08:58 am
Elemental Missile

With the work towards Manipluar Missile, it becomes clear that simply blasting raw energy around is inefficient. The elemental versions of it fall under a few categories.

Fire Missile turns the use of magic into fuel, for the traditional fireball effect. The better the spell casting, the higher the heat and/or larger the shape. Generally forcing more energy into it makes the missile larger, but harder to tame. Taming it makes the heat within that smaller space go up.

Wind Missile is a spiraling type, focused on piercing force and cutting winds when it destabilizes. What  changes with better spell casting is radius of the destabilization effect and power. More energy inside means a larger range when it destabilized, more concentrated power means the spell and resulting cuts have more strength behind them.

Ice Missile focuses on a certain magical effect, acting more like a liquid when it hits a target, covering what is hit and freezing them. Better spell casting means a greater splash radius and stronger freeze. More energy means greater splash radius, more concentration means stronger freezing ability.

All three can be described as greater power vs greater control when scaling their effects. Though the basis behind them is changing raw evil energy into elemental energy of a specific type, fire, wind, and ice. All three work with Manipluar Missile, though it is recommended to only pick one to focus on for the time being, adding other elemental variations as time goes on.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 8
Post by: NUKE9.13 on September 01, 2020, 02:50:36 pm
Demon Team: Design Phase T8
TURNTURNTURN
Frag

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.
Frag: Normal (+1 Bonus): (1+3)(+1)=5: Average
The Draughtsmiths were eager to get cooking once again. The goal was not complicated, and made easier by notes taken during experimentation with CMD. Along with a few pointers from your malevolent self, they were able to churn out a working product in good time.

The end product feels awkward to the touch (according to the Draughtsmiths), and has an unpleasant taste- it tastes like the sound of nails on a chalkboard. Fortunately, the 'rush' it produces should override the unpleasant sensation for most users- but it is unlikely to be as popular as Bootlegger's Bounty. Trials indicate that consumption is best performed by heating the Frag, then inhaling the vapours that are released- this reduces the unpleasant taste, and causes the effects to manifest faster. Acolytes will be provided with simple pipes designed to aid in consumption. Other methods of consumption also work- mixture into drinks (Frag exhibits no negative reactions with alcohol), straight up eating it, snorting powder, or even injecting it (though the needles required are extremely rare and expensive).
The primary effect of Frag is that it increases the flow of Magic through the user's body. All humans- even those without the ability to cast spells- absorb/release Magic from/to their environment. The natural flow of Magic through the body is important for a variety of reasons, but for your purposes the key thing is that a higher flow rate makes for more vivid emotions/experiences, and a stronger affinity for spellcasting. Thus, consuming Frag leads to the user feeling things more intensely and reacting more quickly- a surreal experience, especially on higher dosages. Spellcasters will also definitely notice their improved abilities.
Extremely high dosages of Frag can cause Magic to flow too quickly through the user, overloading the body and fraying the soul, leading to a decline in physical and mental health. Additionally, consistent use of Frag can cause adaptation to a higher Magic flow, resulting in users feeling sluggish and uninspired when not under the effects.

Needless to say, the production of Frag would not be possible without the usage of dark rituals. The finished product contains small amounts of Evil, which could raise questions amongst those capable of detecting such things.

Frag is a reasonably effective performance-enhancing substance, primarily useful for boosting the efficacy of mages, but also a viable recreational drug for mundane folk. Production is sufficiently involved to render the end product Uncommon. Acolytes and Warcasters will see improved performance in and out of combat. Sales will provide a moderate revenue stream. sideeffectsmayincludedizzinessshortnessofbreathanddeath




High-Effort Champion/Monster Guy: The Obsessive Scholar

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.
The Obsessive Scholar (Champion)(High Effort): Hard Normal: (3+2+4)=7: Superior Craftsmanship
You do not know everything. Far from it. But you can fake it, and that's what really matters.

The Obsessive Scholar would've made a powerful ally, before his death. Oh, yeah, he died. Humans can't survive being disintegrated, turns out. Fortunately, death is not always an obstacle to you and your followers. In the case of the Obsessive Scholar, his spirit was sufficiently fanatical that even without your assistance, he would've likely become a powerful spectre. As is, you bound his restless soul to a construct of flesh fuelled by Evil, creating what could be considered a Wight- an immortal spirit bound to an immortal body, limited only by the need to gather Evil to maintain its unnatural state.
As a result, where the Scholar would've once made a powerful ally, he now makes for an ally of unprecedented magical might, immune to the normal limits that restrict mortal mages. This is before getting to his ability to absorb others, which only renders him more potent.

The Scholar's absorption ability is not unbounded. For complicated magical reasons, it can only be used once a day. The Scholar also has to power through the target's magical defences- the natural ones that all humans have, and any extra ones added by mages. He is somewhat vulnerable during this process, which is not a problem when facing a random peasant (whose defences will not last more than a second or two), but may pose a challenge when facing more headstrong figures (especially powerful mages). In riskier cases, it is recommended that the Scholar (or allies) first disable the target, preventing them from disrupting the process.
Once the defences are down, the absorption is almost instant. One moment there is a creepy monster holding on to a human, the next there is only what appears to be the human (but is in fact the monster), not a trace of the original person left. The disguise is incredibly effective: the Scholar almost perfectly replicates the appearance, the personality, the memories, and- to a lesser extent- the magical aura. The change in said aura is hard to notice, and even harder to peg as proof of the Scholar's takeover, as magical auras can change for a whole host of reasons. The main weakness in the perfect disguise is that the Obsessive Scholar will eventually need to absorb Evil to sustain himself, which- unless the person he is disguised as is a necromancer- is unlikely to be a normal course of action. Fortunately, he can go up to five days without, which should be enough time to find an opportunity to sneak off to perform the appropriate rituals.
Running out of Evil will cause the Scholar to revert to his default appearance. Sustaining damage will accelerate the consumption of Evil.

The Scholar brings with him a vast collection of spells (although many of them are highly esoteric and of little practical value). His most powerful are unsurprisingly divination-type spells, but he is certain to have a spell for almost any situation- unfortunately all reliant on traditional mortal Magic, and thus unsuited for use by your own mages (who cast using a combination of Magic and Evil, which makes for easier and more powerful effects).
Additionally, the Scholar can cast any spell in your arsenal (unless otherwise stated), with significantly greater power and finesse than Acolytes or Warcasters.

When deployed in an infiltration role, the Obsessive Scholar will primarily assist in information gathering (by absorbing knowledgeable people) and the control of local institutions (by absorbing important people). He will also assist in the planning and coordination of other operations, increasing their efficacy.
The Scholar may also be deployed in combat, where he will serve as a tactician and spellcaster. If he was deployed in an influence province the previous month, he will bring the guise & skills of a resident with him into battle (a powerful warrior from the Wartorn Wastes, a battlemage from the Scholarly Towers, a rogue from the Lawless Capital, etc).

The Obsessive Scholar is obviously Unique.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 01, 2020, 03:44:54 pm
Divine Point

A divination spell, made by the Obsessive Scholar and some assistants to find persons of interest. It's a simple ritual that requires 3 participants, and can be used to divine the location of predefined target(s). Like angelic armies, or infiltrators. It does so through trajectory, taking the three locations the spell is cast, and returning a point where the target(s) are. Additional casters can help to refine this.

It is a useful spell for determing information on an enemy's location, though the main flaw is that the farther what you are looking for is, the more space between casters is needed. Placing rspellcasters around the edges of a circle, meanwhile, is a good way to find anyone hiding inside a city. And if all else, it can also determine the general direction you need to go to find a target due to how it works. It should be noted it is designed to find living beings, not objects, but the Obsessive Scholar's wide knowledge of divination spells makes it work well enough, absent certain anti-divination spells.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Kashyyk on September 01, 2020, 04:40:20 pm
That went pretty well. Can't remember if we had any revisions planned already, so have some suggestions:

Quote from: Uruk Warlords
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.


Quote from: Uruk Shocktroops
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.

Quote from: Spike
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 01, 2020, 05:25:54 pm
Magic Missile Barrage

A modification to the base spell allows for spellcasters to form a constant barrage of missiles from the same spell. This is mostly done by refining the pure raw mass of evil into a coherent structured spell, then sending magical energy into the spell to produce one missile after another. Less cost per missile, though no damage upgrade, but very efficient. Once the spell is cast, the hand takes on a glow, and sending energy is all that's needed. Compatible with Manipular Missile, but requires the style to be chosen ahead of time. Can be cast to both hands, or allow another spell to be cast, as once the spell is active, it's no issue keeping it active so long as you have magical energy to spend.



Magic Arrow
Finally moving past the raw magic stage, Magic Arrow is a concentrated spell structure meant to improve upon Manipular Missile. Put simply, the spell actually has a spell formula developed. Magic Arrow is a mass of solid magic, which along with reducing waste energy, also improves it's destructive power. They can either be fired straight ahead, or on a curved trajectory overhead. Note that both are equally powerful, unlike Manipular Missile, though lobbed Arrows are slower to arrive due to traveling a larger distance than those fired straight. Like Magic Missile, they also explode once they've stopped.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Man of Paper on September 01, 2020, 05:37:09 pm
Frag Dens
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.


Quote from: Yeetbox
Uruk Warlords (1): MoP
Frag Dens (1): MoP
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 01, 2020, 06:12:45 pm
Gush

The magic user's power is uncapped, limits removed. The duration is short, and can result in the death of the user if overused, but allows their spells to be fueled by the entirety of their magical energy, for a short time. It's risky, but the user's abilities with magic during this time is well worth the risk.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: flazeo25 on September 01, 2020, 06:58:21 pm
Leisure la schemes
With the ever growing demands for bootleggers and with introduction of our newest product of frag we needed places to cater to our customers desire. So utilizing our criminal networks and cult methods we formalize our clubs and criminal networks by renovated abandoned warehouses, influences change of existing owners for bars and such until we we enough to places to form Leisure dens. Each leisure den would sell out bootleggers and frags, as well as offer free samples to potential customers and those who recruit others for us, also on offer are carnal pleasure from of consorts if the customers were well paying if they were around at the times. Only best quality goods are served there in vibrant and well stocked dens.

Pests Blight
Using process we have used on Devil-crows and repeatedly refined onto it's other variants are cultists set about experimenting by infusing small amounts of evil into vermin they found in places around the foodstocks and including our own cults dens what was mainly found were rats which would undergo it for potential usages mainly acting as swarms for distractions or inflitrations as vermin can go where no normal person may go, one cultists even had not so bright idea to infuse such methods into various strays of hounds they came across for war purposes.

Quote from: Yeetbox
Uruk Warlords (2): MoP, Flazeo25
Frag Dens (1): MoP
Pests Blight (1): Flazo25

Edit; Added pest blight.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Happerry on September 01, 2020, 07:50:42 pm
Hell-Rats
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 01, 2020, 08:11:19 pm

Quote from: Fragbox
Uruk Warlords (2): MoP, Flazeo25
Frag Dens (1): MoP
Pests Blight (1): Flazo25
Hell-Rats: (1) TricMagic
Magic Arrow: (1) TricMagic

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Kashyyk on September 05, 2020, 12:50:20 pm
Quote from: Fragbox
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

I realised I never voted. So, I figure I should make absolutely no difference to the proceedings.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Rockeater on September 05, 2020, 12:53:02 pm

Quote from: Fragbox
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

Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 07, 2020, 10:14:53 am
Quote from: Magbox
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

This is the best I can do since Magic Arrow doesn't solve the problem I want solved, though elemental does..


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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Man of Paper on September 07, 2020, 12:01:55 pm
Tric, remember when the GM recently said this?

Quote from: From Discord
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.

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 07, 2020, 12:26:59 pm
I don't really believe you want a fireball though. There is no magical attacks for warcasters to cast. As we have Frag, such a spell that doesn't have the same efficiency limit will be useful NOW.

The emphasis is key, as next design phase the battle would have already occurred.

Another revision is to focus on some sort of ice-type spell/item, as it is Winter this combat. But my main point is the fact that we want as much power for combat as possible to keep the advantage and not end up losing it again.



Wagon Project

Using a combination of woodworkers, influence, kidnapping, and straight-up theft in places, we have acquired horses and wagons both. The wagons are the old traverler's style, having a tarp over them to keep things from getting wet and helping with the sun. The main purpose of this project is to be able to ferry troops, supplies, and products across the land. In Battle Lanes this will result in our troops arriving faster and keep supply lines as far out from our home as we need to. In Influence Lanes, smugglers can use them to cross the land, and any thieves will find such caravans well guarded by our own. Though they are not suited to help in the front line, having them will greatly improve logistics.


Quote from: Magbox
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


Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: NUKE9.13 on September 07, 2020, 12:59:50 pm
Tric, remember when the GM recently said this?

Quote from: From Discord
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.

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.
To be clear, the issues I mentioned were the following:
Quote
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 07, 2020, 01:30:06 pm
At start, Acolytes are 1 Power and Warcasters 2 Power.

Right now, Acolytes have 4 power. Warcasters have 5 Power.

After the elemental boost, Acolytes have 5 Power, Warcasters 8 Power.


As a basic idea. Since the elemental spells offer more to the Warcasters, as they can use the boosts they do currently have to get more out of it than acolytes. Right now, acolytes get more out of magic missile than Warcasters do in comparison. Note this is approximation of current affairs, not truth. An elemental missile for our best casters would greatly improve their power in combat. Not as much for Acolytes, but the spell is for Warcasters on up anyway.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Man of Paper on September 07, 2020, 01:34:19 pm
Tric, where are those numbers coming from?
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: TricMagic on September 07, 2020, 01:52:43 pm
Tric, where are those numbers coming from?

Approximation.

Start is base. Add Frag and the improvements to the base Acolyte. MM can be said to be better for Acolytes, they get more from Frag than Warcasters do. Beyond that, Manipular Missile can also be added. So 1+1+1+1=4. Warcasters can be noted to be better, but Frag doesn't help them as much when using MM. So I put them at 5, even if they could be 6.

An elemental version would allow Warcasters to utilize more of their power and ability. Frag would also be more effective for them in this case. Acolytes get less from it if they can cast it, but it's still a minor boost. As warcasters are noted to get more from an elemental spell version, their new Power would theoretically be 7 or 8.

The numbers are a comparision from the base, and may not be accurate in scale. The basis is true though, an elemental version would give Warcasters a major power boost with Frag also available to them. It's a good way to immediately boost their combat potential, which would let us push the angels back again.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: NUKE9.13 on September 07, 2020, 02:00:40 pm
Um. No? I said your current acolytes are stronger than at the start, but not four times stronger. Nor did Warcasters start at merely twice as strong as acolytes.

It's more like:
-Baseline Acolyte: 1.
-Warcaster's Keep Acolyte: 1.2
-Warcaster: 5
-WK Acolyte on Frag: 1.4
-Warcaster on Frag: 6

The strength of Magic Missile is like:
-1
-1.15
-2.3
-1.25
-2.45

Roughly. Don't take these numbers too seriously, please.

E: Oh, right.
-Uruk: 0.5, 0.5 MM strength.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: Kashyyk on September 09, 2020, 02:42:28 am
Quote
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 8
Post by: NUKE9.13 on September 18, 2020, 12:08:37 pm
Demon Team: Revision Phase T8
TURNTURNTURN
((Minor change in terminology from here on: the name for the energy used in mortal magic (and used in combination with Evil by your acolytes) is now Mana, not Magic. The potential for confusion has been bothering me for a while, and I finally decided to change it. This has no mechanical effects or anything, but hopefully it makes things a little easier to read.))



Quote from: Uruk Warlords
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.
Uruk Warlords: Trivial: (4+4)+2=10!?: Unexpected Boon
Expanding the military hierarchy proved quite simple. With advice from senior officers from the Wartorn Wastes and veteran Commanders, the newly appointed Warlords were able to formulate a comprehensive military structure that would be the envy of the human kingdoms. The challenge system is successful in creating a meritocratic organisation, with the need to negotiate and lead troops ensuring senior Commanders are not defined merely by brute strength, but also tactical skill and strategic cunning. You are also pleased to see that the Warlords are possessed of even higher levels of arrogance, treachery, and cruelty than their subordinates.

In fact, so arrogant are the Warlords that they dared to go against your directives, suggesting their own strategies for the conquest of the human kingdoms. Inspired by the methods of the Victory Faction, they have drawn up plans for lightning strikes at angelic positions, overwhelming them before they can react. This will require force-marching the troops, inevitably resulting in them being tired when battle is joined- but the Warlords believe that the benefits outweigh the costs.
Of course, you don't have to put up with this. Rip the head off of one or two, and the rest will fall in line, and make plans employing a less risky approach. A choice will have to be made.

Uruk Warlords (and the senior Commanders beneath them) are highly effective warriors, tacticians, and strategists. With them leading your armies, you will have the upper hand over Heliel's followers in leadership, an important factor in any fight.



Frag Dens
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.
Frag Dens: Easy: (3+3)+1=7: Superior Craftsmanship
Life can be stressful. Eldritch forces conspiring to overthrow the government, armies of mutants marching through neighbouring kingdoms- it's quite understandable that folks would want to get away from it all for a while. And why shouldn't they be allowed to do so in a secure, comfortable location, all while being charged an exorbitant sum and having their mind corrupted?

The main concern you had for this project was security. Smoking Frag doesn't really need all that much infrastructure, but being raided by Angelic lackeys could make for bad reviews. It's a good thing that your criminal contacts know a thing or two about keeping things on the down-low, and were willing to hand over some of their most secure hideouts in exchange for a small cut. From magically hidden rooms in the Scholarly Towers to opulent clubs guarded by bribed watchmen in the Trade City, you are always able to find somewhere where folks can trip balls in peace. Your other operatives will still have to venture the outside world where a Shadow Walker could be around every corner, but they will have somewhere safe to fall back to, and the distribution of Frag is as secure as secure can be.

Frag Dens will boost the revenue generated by Frag and greatly reduce risk of disruption. All other operations will be somewhat safer, and recruitment will be easier. As such secure locations are not commonplace, and furnishing them is not free, Frag Dens are Uncommon.



It is now the Strategy Phase. Choose where to send Magoc and the Obsessive Scholar. Also decide whether to use the Uruk Warlords' blitz strategy (you can choose to use them in one lane and not the other, and may reverse your decision at any time (though you are not required to vote on this every Strategy Phase- only if you want to change your mind)).



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: flazeo25 on September 18, 2020, 03:07:31 pm
Quote from: Blitz
Don't Blitz (0):
Xa-Nam Only (0):
Darrin Only (1): Flazeo25
Both (0):

Quote from: Obsessive Scholar
Scholarly Towers (1): Flazeo25

Quote from: Magoc
Wartorn Wastes (1): Flazeo25
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: TricMagic on September 18, 2020, 04:41:10 pm
Quote from: Votebox
Quote from: Blitz
Don't Blitz (0):
Xa-Nam Only (1): TricMagic
Darrin Only (1): Flazeo25
Both (0):

Quote from: Obsessive Scholar
Scholarly Towers (1): Flazeo25, TricMagic

Quote from: Magoc
Wartorn Wastes (1): Flazeo25
Darrin (1): TricMagic

My reasoning, winter may mean the freeing of the river, and the wide open area means we can siege them, destroy them.
Magoc should go to a combat lane given the likely presense of a champion/Helial in one of them
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: Man of Paper on September 18, 2020, 09:23:39 pm
Okay jesus christ let's save the abominations for our mutants, not our voteboxes. Quotes in quotes is ugly.

Quote from: VoteBox
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

We should blitz in both areas for one reason: a blitz is a move meant to take a defender by surprise, and this is the only turn we can really fully do that. Let's also remember that they got another Champion this turn, meaning we should use everything we can until we know exactly how much pressure we need to apply.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: flazeo25 on September 19, 2020, 08:55:13 am
Quote from: VoteBox
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


Changed my mind.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: TricMagic on September 19, 2020, 12:02:56 pm
Quote from: VoteBox
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

Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: Kashyyk on September 20, 2020, 02:47:53 am
Quote from: VoteBox
BLITZ
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
[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: Happerry on September 20, 2020, 10:09:52 pm
Quote from: VoteBox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
Post by: NUKE9.13 on December 14, 2020, 03:22:40 pm
Demon Team: Battle Phase T8
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8223378#msg8223378)

Lesimor Infiltration Report
The Obsessive Scholar was of course at home in the Scholarly Towers, and had many fruitful- albeit highly esoteric- discussions with his counterparts in the Orange University. Said OU mages are also all about Frag- reckless power boosts are their bread and butter. However, they remain disappointed by our sparse spell library, with the result that even the Scholar could do no better than solidify our existing influence. That said, we were able to make use of the ongoing chaos to advance our position somewhat- as the Scholar was able to ambush (with the aid of some local thugs) a highly respected- but unaligned- wizard who was dealing with a riot in a small town. By absorbing said Wizard, the Scholar was able to take his place, and appointed an OU member- one of our more fanatical converts- as his successor. This effectively added one to our tally of converted senior wizards in the OU... we need only repeat the process a dozen times or so, and the province will be ours. Alternatively, we could develop more spells so as to impress the OU scholars in a more conventional manner.
Heliel's followers were too busy dealing with the chaotic situation to interfere with us excessively, although a few of our criminal friends were eliminated- fortunately none with conclusive ties to the OU. That said, by the same token we had little time to meddle in their affairs, and they no doubt won a few friends in the Green University with their refined spellsong (the GU prefers iteration to innovation).
4/5

The ex-king's dramatic death in the Lawless Capital could've been the perfect opportunity to expand our influence, but we were not prepared. Which is not to say we didn't take advantage at all- we absolutely did, with Consorts of Desire converting minor nobles who looked like they might be promoted, and our criminal networks doing their best to rile up the populace at the Populist faction's behest- but it was not quite enough to truly secure power over the senior Populists. At least the lower classes fell increasingly under our spell thanks to the sales of Frag, and the ubiquitous Frag Dens in the city were useful at keeping our most important operations safe from the meddlesome angelic Investigators.
The Populists extend their request to assist them in formenting city-wide unrest- despite the Monarchists revealing the true culprit of the ex-king's death, they believe that the populace is still primed to protest on a larger scale with the right encouragement. Frag doesn't particularly interest them- neither do the angelic Investigators, as there isn't a noble in the city who isn't involved with some shady business, making it very hard for them to distinguish a Populist from an ordinary corrupt noble.
3/5

Our potential allies in the Fortified Frontier were interested in selling Frag, especially since the rebellion disrupted some of their existing ventures. With Dove officers finally willing to listen to our pitch- and eager for allies in the ongoing chaos- we managed to convert a number of them to our cause. They bring expertise in the non-violent aspects of war- while some might call it cowardly, they insist that logistics are as important as actual battles.
However, our control is tenuous, as the Doves fear Hawk retribution- especially after Investigators direct Hawk troops to intercept a shipment of Frag, almost exposing the involvement of a number of Dove officers. We may want to look for ways to bolster the Doves' standing in the province, as currently they feel inferior to their rivals, who can boast of friendship with excellent medics and supplies of enchanted bows.
2/5-->3/5



Dolgoth Infiltration Report
Our allies in the Wartorn Wastes were pleased to learn of our use of superior military organisation, and some Victory officers exchanged notes with an Uruk Warlord (who wore a hooded cloak so as to avoid undue attention). Our continued use of bandits to harass Southern Realm camps (allowing Victory faction officers to lead their troops to crush the weakened positions) maintains their confidence in our cause, but we didn't have much new to show them this month.
Also, some of our bandits got Investigated and eliminated- although not enough to cripple our ability to operate, it does limit our options going forward.
4/5

We had a brief influx of extra income in the Ostentatious Capital, but sales plummeted when the king announced the ban on consumption. The handful of Frag Dens in the city have to be very discreet to avoid royal attention, which makes them less effective. Fortunately, our angelic rivals were likely equally hindered, if not more so.
3/5

Market penetration was favourable in the Trade City, as the Deregulators eagerly welcomed a new revenue stream. A number of important merchants and nobles (the difference is largely academic in the region) indicated their desire for a more official partnership, no doubt seeking allies that might protect them from the King's tyranny. Had we had more support from the capital, or offered even better investment opportunities, or not had our operations sabotaged by Heliel's Investigators, we may have managed to secure some very beneficial deals. As is, we are on the cusp of doing so- we could also look into helping our existing allies engage in some 'hostile takeovers'.
3/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 14, 2020, 06:21:32 pm
Exorcist Gems

The Exorcist Gems are crystalized from tree sap infused with the power of Evil energy. Their orange-amber coloration is alluring to a buyer of these fine gemstones, and the energy inside can be tapped for rituals and enchanting. These facts are true, though more a result of their construction, of course Evil energy would be useful for rituals and enchanting, that's more the use of a material than a quality. The allure is also a result of their gem-like form, and not untrue as amber is a valued crystal(even if technically it isn't, but the common mortal doesn't know that). However, there is one thing these crystals have been tuned to do, and that is disrupt the power of good-aligned spirits and energy nearby. One on one, they can maybe distract a bright walker for a second. However in number and with evil energy being thrown around, the effect is far more pronounced, taking advantage of the size of our armies to create an area that can deny these incorporeal beings power, and entry for the weaker ones. This is mostly a direct response to the new Hero on the opposing side, as simply slaughtering our troops on their own will weaken them and gear the Good forces have enchanted, the dying troops filling the air with evil energy and these gems being left underfoot, which will in turn sap them further. And if a battle goes on for long enough, the air will be too tainted for said hero to operate in, even with good forces remaining. Overall it's a lowkey addition to our troops that use quantity to grant an edge.(and can still be sold to those we peddle them to, with the tag they are effective against poltergeists in the home. Somewhat true if misleading, as their emanation is what weakens such.)


Have a gem of a design. Something I thought of.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Kashyyk on December 14, 2020, 06:35:04 pm
Quote from: Touch of the Hemophile
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.

Quote from: Winter's Bite
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 14, 2020, 06:42:00 pm
Add 'for flesh' to the end of that. Nothing like being so hungry you are willing to eat anything, even the flesh of your dead foes filled with evil. Mmm, evil ham.(Or they could eat each other.)

Quote
Touch of the Hemophile: (1) TricMagic
Winter's Bite: (1) TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 14, 2020, 09:23:15 pm
Soulfang Jaguars

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.


Uruk Ambassadors

Uruks are "simply" humans transformed into something more. We know this. Our enemies probably know this. But the populace at large is likely not too aware of their existence, and even if they are, what are the chances they know of how they come to be?

Either way, there is one naturally corrupting force readily available the world over: politics. By taking Uruks with the greatest gift of gab granted to them by Magoc, we can infiltrate political circles as representatives of a newly-forming tribal nation from the far west. A nation with lofty goals, a need for friends, and deep pockets. Uruk Ambassadors do not hide their appearance, instead embracing it wholly. Through the power of spoken word they actively attempt to sway local politicians and leaders toward laws and regulations that would benefit the "nation" (which is to say, the cult) without overstepping their bounds, offering mutually beneficial agreements as opposed to outright bad deals that could only benefit the cult.

Sure, being openly Uruk might make one an easier target to track, but chances are there will be a lot of curious eyes on these diplomats. Besides, if they conduct themselves properly and get killed anyways, well, that might not paint the killers in the best light.


Spell: Runes of Ruin (this is a repost of an older proposal I had)

Runes of ruin are magical symbols that can be carved, drawn, stamped, or etched onto any surface. While whole and unempowered the rune is completely inert and harmless. However, if the rune is broken in any way or someone with evil attunement charges it, the rune explodes violently outward in a torrent of evil and corruption. The massive, sudden assault of dark and chaotic energies is enough to outright kill those caught in the immediate blast, with residual energy causing pain and discomfort in those nearby during the blast or those who pass through the affected area for a time afterwards.


Spell: Duel of Fates

Duel of Fates is a spell triggered by a simple incantation with a single target of the caster's choosing. Both caster and target are magically compelled to fight to the death, and those around them find themselves unwilling to intervene. Duel of Fates is meant to be cast at any level, but those with lower magical capabilities will find themselves limited to one or two castings before needing to restore their reserves.


Focal Glaives

Focal Glaives consist of a two meter shaft capped by a long blade ending in a nasty spike. The weapon is enchanted to be resilient to magical damage, and an enchanted silver thread runs embedded up the length of the weapon. This thread and the head of the glaive allow the wielder to cast their spells through the weapon itself, though obviously at the cost of accuracy (it's kind of hard to get precision out of a weapon longer than a man - or uruk).
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Kashyyk on December 15, 2020, 04:38:48 am
I very much want cavalry. It'll give us the  extra mobility we need for decisive skirmishing, it will allow us to apply pressure to their ranged units more quickly, and it'll be a good force multiplier on the charge.

I currently can't decide between my Raptors (http://www.bay12forums.com/smf/index.php?topic=175026.msg8175396;topicseen#msg8175396) and MoP's Jaguars though, as both have a focus on heavy cavalry charges. Raptors might be a bit faster, whilst Jaguars would be more combat capable I suspect.

I also want a solid magic spell. I quite like Touch of the Hemophile because it is so versatile, allowing it to be a combat heal, a sustained combat buff, and a temptation tool for both the nobles and the masses. However, its gonna be a Hard spell at the absolute least.

Alternatively, we can go for some sort of flashy battle magic, which will obviously match that new sonic spell, and also get the Scholars all excited finally, almost certainly gonna be simpler than TotH as well. We've got Winter's Bite, and i have a few other ideas rattling around that I'll get written up at some point too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 15, 2020, 08:27:19 am
A healing spell may be hard, but the one you came up with is thematically appropriate. And we've been needing healing for a while. If Magoc had it this phase, he could have healed the damage by pulling from those around him. Or drain the life out of his enemies. If Magoc ever gets damaged, lifeforce is a decent recovery option too.

For magic, Winter's Bite is good for denial and weakening. And that champion may be affected by it too much to fight.

To the Soulfangs, Magic is where the nerds are at, two new spells will give our strong magic users more bite and improve things at the towers. We could use Winter's Bite in places GU gathers or someone's home too. And they are two more spells for our champion to employ. Overall, good things that overwhelm the Soulfangs in use, though next turn will be free to design such.

Ambassadors can simply be done as a revision-tier operation, as it's simply an action.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: WyrdByrd on December 15, 2020, 08:36:28 am

Quote from: Deep Blue Dream

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?


Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Rockeater on December 15, 2020, 08:42:33 am


Quote
Touch of the Hemophile: (2) TricMagicת Rockeater
Soulfang Jaguars: (1) Rockeater
Winter's Bite: (1) TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 15, 2020, 09:21:41 am
We shouldn't double-spell when our grip on the combat fronts is beginning to falter. A spell will help for sure, but we need to have something with more solid impact and, potentially, more widespread use or availability. A single spell might not push us to 5/5, but two spells is likely to leave us wanting in the thick of combat.

No spell is going to make it too difficult for a champion to fight.

I have no idea why you assume two spells would be better outright than one spell+jaguars, especially since we've been explicitly told that one of our fights is going to be in open ground. You know what is extremely effective on open ground? Cavalry. And hey, since there'd be Uruks on their backs, they'd potentially have access to the new spell we decide on if it's easy enough.

And once again Tric you show everyone you don't understand what revisions are and consistently refuse to listen. A revision isn't an easy design. A revision is taking something we have and altering it in some way. Your last sentence is also hilarious. Literally every design and revision is "simply an action".


Now that I'm through with Tric, let me explain the reasons for my proposals.

As stated, we'll be seeing a fight on wide open ground this turn, and a cav unit will be extremely beneficial there. If, however, we do not go for cav, I proposed the glaives as a counter to the cav we could expect the Angels to make for the plains fighting. They could also double as nice weppins for holding mountain passes. The glaives are also a potential first step to a "badass" Goa'uld combat staff and better weaponry for our casters.

With the Jaguars you may notice I included a toxic saliva we could utilize in, say, a globadier or sprayer revision, or revise into a weapon coating. If they don't need a revision fix then we potentially increase our ability to fight mortaldudes and spiritdudes.

As for the Ambassadors that Tric seems to think are just a revision for some reason, I've proposed them due to my consistent offering of some sort of balance between influence and combat lane developments. While a spell will help with the Tower, it is not likely to be something that has a wider effect on influence lanes as a whole. They also, I think, take things in a slightly different direction than Nuke may have expected (GMs tend to like players thinking around the box so long as they stay in the room) - being forward and seeking legitimacy with the local powers, even if most of our Ambassador's origins are outright lies.

Runes of Ruin are fun and could provide some protection from our enemies as well as work as evilmans landmines, though I prefer Duel of Fates of the two I proposed, as we know an Uruk should usually best an angelic soldier one-on-one. Plus, it toys with one concept of how combat in the ancient era could have worked, where armies clashing blade-to-shield was rare since people tend not to want to just charge into death, and instead individuals from the armies would step forward after armies charged until they were real close and fight opponents brave enough to stand up to them, and that's just a neat image

My preference would be a combat spell and the ambassadors or jaguars depending on whether we want to prioritize combat or influence lanes with our second design. 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: WyrdByrd on December 15, 2020, 09:26:20 am
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.

Sorry if I wasn't as clear in my proposal, but Deep Blue Dream isn't a healing spell, it's a heavy buff spell using Frag. Basically, it'd juice up every  Fragged mage in the Dream, while also giving them the option of using mundanes as Mana batteries/ Evil sinks. Given how much OU loved  Frag, this would probably send them over the moon.
Plus, it's got applications beyond the university. Buffing up the Populists,  giving the Doves an extra edge in their healing... hell, even the Deregulators  would probably find a use for 'instant mages'.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 15, 2020, 09:28:51 am
No worries, I wasn't talking about DBD. I didn't really mention it because I'm not sure where I stand on it yet.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 15, 2020, 09:49:30 am
To MoP, I do not write out such amount of words. Fine, Ambassadors being a new unit type is fine. Combat is lagging however.

... We are not fighting in the Plains. We are fighting in the Rice Terraces, and the River Crossing. So by that, your reasoning is wrong, unless it's a total GM error that the angels overturned a combat advantage and pushed us completely out of the mountains. Which also makes me want to Rant about the fact their healing has been killing us over and over and overoverover againagainagain. It's simply, but it is freaking effective, and it was shown in full force where Magoc had to retreat due to a lack of ready healing once fatally wounded. The same trick won't work twice, but if we never develop a counter of some sort to constant steady damage that hero is a counter to Magoc, which is unacceptable. Heliel meanwhile can heal damage giving them an edge against Magoc as well. Magoc stealing the lifeforce from our enemies to heal(and allies when needed) would be a great boon in combat for him. Not to mention a healing spell that can remove strain from the march and heal wounds that would force retreat or kill.

Hua... A healing spell is something you are completely against, but I have seen time and time again how it turns tides. Just look at Iqua in that AR. Without their healing stuff, they would be a lot weaker. Access to healing is a force additive, allowing troops to reenter the fight rather than be removed from it. So that's my point on getting a healing spell.

For offense, our warcasters are still stuck with the basic form of magic missle, even if improvements have been made to it. Either change it to an element like blue-hot fire(thematic), or a spell that will weaken our foes, or anything else that our heavily developed warcasters can use to bring their power to bear. That Magoc can use to change the tide with magical might, rather than just martial. An AoE cold spell seems like it would fit the bill. And as a result of having healing and an offensive spell, the influence in the towers will advance, and our forces will be much stronger for it.

As an alternative to an offensive spell, the giant bows idea from a long time ago are still something that can be done. Far greater draw strength, and arrows like ballistae shots through enemy lines. A magic barrier isn't a physical one, and vice versa.


For revision, a healing spell that can affect age is ready made for political use. Offer our services to those who want to be young again, all for the small price of some peasants and blackmail material on you. In return, we get benefits, like more stringent law on lawbreakers like those investigators. You need a warrant to search, what's that, you can't get one cause the judge is crooked? So some proof. But you need a warrant? Get one. You broke into the judge's house and found proof? Obviously you planted it when you broke in you crook. Throw him in jail Judge. There are many who would give things to be young again.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: NUKE9.13 on December 15, 2020, 10:18:58 am
... 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.
Quote from: The Battle Report
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 15, 2020, 11:10:53 am
Because some people here don't go on discord and I already responded to tric there because they also brought up the same general points (can we please keep to one place or the other, tric?), here's a copypaste of my response in there. Tric said some things a little different, so it doesn't quite fit the post, but it gets the general point across.

Quote
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.

Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: NUKE9.13 on December 15, 2020, 11:54:49 am
(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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 15, 2020, 12:01:51 pm
Aye, I'd much rather be salty on the forum than discord.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 15, 2020, 12:35:58 pm
My main reason I want healing is to have it as an option for our more useful troops. Such a spell also helps in influence lanes to keep assets alive after they are stabbed, and can potentially be leveraged for influence gains. OU would be happy too with more magic. It's not super-innovative, but it is useful. Without it the angels wouldn't be able to push forward as much as they do, able to recuperate and continue onward after a battle. It isn't innovative, or martial, but it gets the job done. Like proper supply transport with wagons.(Which has been done with better organization of troops.) I've been advocating for healing for a while. And don't really see why two spells, one support and one offensive, is a bad thing to make to take advantage of the various advancements our magic-users have undergone.

Also, have an old proposal. Bit simple, but nice and useful.

Dimensional Spirit Shift

DDD has a lot in common with incorporeal spirits. Magoc decided to order the creation of an amulet that could be filled with the caster's blood, and changed the spell so that it could be cast to turn oneself into a spirit state, or revert back to a corporeal state. The amulet serves as a focus for the spell, and while the cost is higher, once in spirit state the caster can remain in that state indefinitely should they choose, or cast the spell again using the focus to revert back to normal.

While it requires someone with at least a Warcaster's skill to cast, and can't bring other people into that state, the ability to become as a ghost is invaluable for murder and theft alike, though it takes some getting used to. And it does not preclude the use of magic in that state either, making it quite valuable. The use of Ethereal Armament in this state allows them to target corporal beings, and traditional magic is still available to cast.


Where is that old spider design by the way? Here we go.

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 Harriers
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.

Quote from: Magoc's Raptors
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 then the fire nation attacked Magoc 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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Kashyyk on December 15, 2020, 03:38:43 pm
I'm gonna stick my oar in here, with why I'm voting for TotH and the Jaguars.

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.

TotH is 50/50 for Combat and Influence. The super basic version should be a good heal spell, that I believe will be more powerful/cost less than theirs due to a combination of Blood-Drinker experience and that we are consuming blood/life force to fuel it rather than spending the casters magic/evil directly for the benefit. This will obviously give us an influence boost with sick and poor, and it'll give us both tactical and strategic staying power. The BRs regularly mention our soldiers getting worn down with multiple minor wounds, so keeping topped up will let our soldiers endure the enemy longer. The BRs have also mentioned us winning a pitched battle but then not being in shape to take a castle several times, so bringing troops back into action faster will allow us to press the advantage more rapidly. It'll also allow us to outlast the Warden, as our wounded will be getting up just like he does. A lesser effect is the ability for high grade casters/soldiers to buff themselves by sacrificing captives, and and for nobility to buy health, vitality, etc.

Quote
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (2) Rockeater, Kashyyk
Winter's Bite: (1) TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Man of Paper on December 15, 2020, 04:15:49 pm
That's how you make a convincing argument. I'm not too sure about how much it'll impact the tower dicks, but it is blood magic, which I didn't really think into before you brought it up. I'd really like us to do more with runes (I saw my standardbearer proposal again and I forgot how much I liked that idea), but I can see which way the momentum's going.

Though...hmmm...idea.

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.

Quote from: Boxbox
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (3) Rockeater, Kashyyk, MoP
Winter's Bite: (1) TricMagic
Mending Philter: (1) MoP
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: WyrdByrd on December 15, 2020, 04:33:09 pm

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.
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.


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.

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.

That being said, the BRs  indicate  immediate issues during battles, and we don't have anything to fill that niche at the moment.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: TricMagic on December 15, 2020, 05:15:29 pm
Quote
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (3) Rockeater, Kashyyk, TricMagic
Winter's Bite: ()
[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Rockeater on December 15, 2020, 05:18:32 pm

Quote
Touch of the Hemophile: (3) TricMagic, Rockeater, Kashyyk
Soulfang Jaguars: (4) Rockeater, Kashyyk, TricMagic, MoP
Mending Philter: (1) MoP
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: WyrdByrd on December 15, 2020, 05:22:09 pm

Quote
Touch of the Hemophile: (4) TricMagic, Rockeater, Kashyyk, Wyrdbyrd
Soulfang Jaguars: (4) Rockeater, Kashyyk, TricMagic, MoP
Mending Philter: (1) MoP
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: Kashyyk on December 15, 2020, 06:35:54 pm
Cos I had the idea, and by Word of God, fort improvements can't be turned against us for some nebulous balance shaped reason.

Quote from: Fortified Temples
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
Post by: NUKE9.13 on December 31, 2020, 06:04:30 pm
Demon Team: Design Phase T9
TURNTURNTURN
Soulfang Jaguars

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.
Soulfang Jaguars: Hard: (3+2)-1=4: Below Average
“He who rides a tiger is afraid to dismount", they say, but why would you want to? Riding a tiger is awesome. Nothing could ever go wrong!

The Haunted Jungle has its fair share of deadly fauna, both natural and eldritch. The prowling jaguars were deadly enough before your Evil energy reinvigorated the jungle's corrupting nature- the freshly mutated Soulfang Jaguars were indeed deadly enough to take down seasoned hunters with ease. Fortunately, there is only one kind of animal stupid enough to walk into a demon's lair without invitation, so the ferocious felines did not cause undue disruption to the Forgotten City itself, though they did do a number on hunting parties and other small groups of travellers. Once the threat was identified, you were able to take control of the beasts and summon them before you, their tainted minds naturally following your commands. Unfortunately, the Soulfang Jaguars were not large enough to carry an Uruk. So it was off to the Draughtsmiths with them, where they were treated to a medley of mutative mixtures.
So far, so good.
Except that the already mutated jaguars, when exposed to additional Evil, proved challenging to keep stable even with alchemical assistance. The Draughtsmiths did their best, and were able to alleviate a lot of the issues, but the end result is not everything you had hoped for.
Soulfang Jaguars are big enough and strong enough to carry a rider into battle- albeit a lightly armed one. Their saliva can intoxicate mortal foes, and damage purely spiritual beings as well. However, neither their teeth nor claws are especially effective against armour- they should be able to tear through the angelic gambesons relatively easily, but metal armour probably ain't happening. In terms of durability, their fur and thick skin ensures it will take more than a few glancing blows to take them out of the fight, but they must rely primarily on agility to avoid the enemy's attacks. Most importantly, they are not just a little temperamental. It takes a very strong will just to keep them from shaking off and eating their rider, and a stronger will still to direct them to do anything they don't want to do. So charging into a line of spears- forget about it. Attacking a weak flank, maybe, maybe not, depends on how they're feeling at the time. Picking off fleeing foes, or sweeping through poorly positioned skirmishers, that's definitely doable. At least they have a degree of pack mentality, so individuals usually won't go off on their own.
Riding a jaguar is not super comfortable, requiring considerable concentration- not helped by the poor quality 'saddles' involved. The jaguar-riders will forgo a shield, as they need to hold onto the reins with one hand at all times, using their spear to prod at nearby enemies. Frankly, you don't expect them to do much damage; they're mainly there to control the jaguar itself, to which end they are hand picked for their strength of will. They are put through a 'rigorous' bonding exercise with their future mount, which reduces the chance of the jaguar turning on them in battle to a measly ~10%.

Soulfang Jaguars are somewhat unpredictable, but on balance should serve as passable light cavalry forces, effective against light infantry and skirmishers. Due to a somewhat limited supply of the wild kind (& a slow rate of reproduction in captivity), combined with the alchemical effort and training needed to bring them up to spec, they are Uncommon, and will be deployed in smallish units.



Quote from: Touch of the Hemophile
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.
Touch of the Hemophile: Normal: (3+3)=6: Above Average
You are not copying Heliel. You would've come up with this idea without her. So really, she's the one who copied you in the past. Shut up.

Your experience creating the Blood-Drinker Blades was helpful in the creation of this spell, as several elements could be reused. Indeed, the Warcasters and OU scholars wouldn't've broken a sweat if you were merely going for a healing spell. Tacking on eternal youth was just the thing to make the project interesting for them. To ensure Acolytes would be able to cast the spell, you made a simpler version that focuses purely on simple healing, and an advanced version that has the complex magical structure needed for youth restoration.

The basic Touch of the Hemophile is a pretty simple case of moving vitality around. As you know, blood is an effective vector for life force, and with a mage controlling the transfer, a high degree of efficiency is possible. The recipient receives about 85% of the life force siphoned from the donor, which is even more effective than it sounds thanks to the caster directing the energy to specific areas of the body (eg highly injured areas, leaving lesser injuries to heal naturally, or prioritising stabilisation until more blood is available). The plan to use thralls as a source of blood on the battlefield hit a slight hitch, that being a lack of thralls- you have slaves, of course, but you lack the means to corral them to the front lines effectively. Fortunately the bodies of the dead or dying usually still have some vitality that can be siphoned (the living move around too much), and in the worst case scenario a caster can sacrifice one wounded soldier to heal several others- or even use the recipient's own life force, moving it from healthy parts of the body to injured areas (though this is an edge case).

The more advanced 'Higher Touch of the Hemophile' ((name can be changed if desired)) has all the functionality of the basic version, adding the ability to target 'deeper' vitality. One can consider things like wounds and most sicknesses 'surface' damage; they are not affected by- nor do they affect- the deeper vitality that governs lifespan. The details don't really matter, though. The point is that Higher Touch of the Hemophile can be used to draw the 'youth' from a 'donor', and siphon it into a recipient, giving them increased reserves of 'youth'.
There is a problem. 'Surface' vitality is easy to get at, easy to move around. 'Deeper' vitality is harder to pry from the body, and harder to add to the body. Consequently, where healing with Touch of the Hemophile is highly efficient, restoring youth is notably inefficient. In fact, in order to cause a noticeable increase in a customer's youth, the donor has to be brimming with it (mid-to-late adolescence, ideally), and following the procedure, the donor... well, let's just say that killing them is a kindness. Now, this is not a moral quandary- you are a demon, this is literally what you live for-, but it is somewhat of a logistical one. Voluntary donors are not feasible, and questions may arise if you just start grabbing them off the street. It is not an insurmountable issue, but it is an extra cost, which cuts into the profits generated by selling the service.
At least the results are pretty good. An ideal donor can knock 10 years off of a customer's apparent age, while the 'surface' vitality provides an immediate pick-me-up. You expect to be able to charge a premium to those with the requisite lack of scruples- be that a premium in terms of money, or in terms of political support.

Touch of the Hemophile is an effective means of providing healing to your forces. The magic requires a degree of finesse, which makes its use by Uruks infeasible, but it is Common so Acolytes can cast it.
Higher Touch of the Hemophile will serve as another source of revenue and/or favours, albeit in a limited form due to the impracticalities of widespread distribution. Due to the increase in both power and finesse required, it is Uncommon.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on December 31, 2020, 06:31:32 pm
Bound Link

Bound Link is a spell taking from the familiar control we already have present with our crows, allowing one to control the movements of other creatures more directly. Specificly the Soulfang Jaguars. And this link can be maintained easily in number due to their pack mentality, lending the insight of the mind to the primal beasts. Scouting, removal of their ghosts, and stalking, not to mention flank attacks where they can be led more effectively. Well trained Warcater can also direct them around him as a supporting push, charging in with them before hopping off and cutting into the enemy line after the initial charge has lost momentum, while the Soulfang Jaguars go for the throat and cause chaos. This is bound to be particually useful against their hero once they have been defeated once.


Draconsoul Jaguars

Soulfang Jaguars who have been given the alchemy treatment, mutating to have scales infused with evil and larger sizes, with the strength increase expected. Their fangs and claws drip corrosive evil, allowing them to tear through armor and crush a human before swallowing them whole. The main drawback is that they are very proud beasts that require persuasion to do anything. A Dracosoul Jaguar can go toe to claw against minotaur with ease, as their sizes are similar, and ordinary troops have no chance of not being crushed by their charges. These creatures have a taste for souls in particular, which offers a means of incentive to fight for us, as Magoc can still crush them if they disobey, and the angels have plenty of souls just waiting to be devoured by these hungry beasts.


Frostbite

A spell designed to leach the very heat from a body, one hit of this manipluar missile derivative will leave one wishing for the heat of summer. Multiple will kill the target outright, regardless of armor or protections, as it targets the lifeforce of a person or spirit. A strong enough caster can kill multiple with a single cast due to a phase effect as the heat-leaching spell continues through bodies. It's very much a touch of winter's bite, having no physical presence. Ghosts tend to be better at blocking it's progress due to having more in common with their method of life.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Kashyyk on December 31, 2020, 07:23:06 pm
The most important vote is for the name of the Uncommon version of TotH.

My suggestion is 'Caress of the Hemophile'.

And a few differing ways to handle the issues with our Jaguars:

Quote from: Soulfang Pack Lords
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.

Quote from: Soulfang War Doctrine
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.
Title: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Man of Paper on December 31, 2020, 08:25:58 pm
nah
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Happerry on December 31, 2020, 09:34:52 pm
So here's a repost, but I still like this idea.

Hell-Rats

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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on January 01, 2021, 09:13:14 am
Mutagenic Toxin: Fanged Whisper

Taking from our work with Mutagens, we've taken the toxin in the saliva of the Soulfang Jaguars and enhanced it with alchemy. The mix has a highly negative effect when exposed to magical healing, actively spreading to other parts for the body quicker and quicker even as it eats the magic to fuel uncontrolled mutations, leading to death of the organs and brain. It is a deadly concoction added to our weaponry, and the toxin remains effective against the spiritual. Even without being exposed to magical healing, it is still toxin from the Soulfang Jaguars, dangerous to those inflicted. For applications, any weapons we use can have it applied, from blades to spears to arrows. It will turn the tide of battle against them, for our work with mutagenic alchemy and having healing to use for testing, along with a suited source of the original, makes it possible to develop.

Quote from: Votebox
Soulfang War Doctrine: (1) TricMagic
Fanged Whisper: (1) TricMagic

Barding for the mounts, and poison for the lance. Rather than flamethrowers, let us strike at the base of their survival against us. The latter is difficult, but we have plenty of experience with mutagens, adding some to react to magical healing shouldn't be that bad. And we have a spell to properly test the results. In reality its the infusion of magic into the body that causes the mutagens to activate, healing is just the most likely to happen. Making mutation deadly isn't all that hard since the trick is to survive mutations in the first place.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Man of Paper on January 01, 2021, 12:26:11 pm
nah
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on January 01, 2021, 12:56:55 pm
I can at least agree on the archercav. Though a toxin that makes healing mutate the afflicted is also nice.

Cannot agree with flamethrowers when fire isn't that revolutionary. We're Demons, having to use tools for fire is insulting to Magoc.

Spoiler: XXX (click to show/hide)

Firebolt

By changing the elemental energy of Manipluar Missile to that of fire, the result is a Firebolt which flies forth before bursting on impact, setting fire to the surrounding area. There really isn't much to say, it's still deadly to those that get hit and gives it an area of effect, more useful for setting off barrel bombs and igniting targets.



To note, my main issue in the discord is it wasn't described How the crystals were made. On that note, a magical battery is pretty useful. On another, DDD is costly in terms of magic, and we have mediocre guards. So..

Bloody Gems of the Guard

Thanks to the use of DDD, our Escorts can be escorted safely away from the fighting. For a time. There was talk of a magical storage vessel to improve this, first proposed in making Flamethrowers out of Bootleggers and the sprayers. Another idea came up of doing more though. Enter the Bloody Gems, made from gemstones carved with runes, and put through a ritual in which a living being is sacrificed to power them, these glowing red gems can store large amounts of magical energy. Due to their cost, they are being put out in limited supply, but have been given to the Warcasters guarding our Escorts of Desire. They are a sign of rank, and can be used to power DDD for an extended amount of time. As a Warcaster can both use DDD to get the VIP away, and use Touch of the Hemophile to heal wounds taken, the survival of our Escorts of Desire should see great improvement. It should be noted these Bloody Gems are only useful at a certain level of cost, being unsuited to powering spellwork with minimal drain. Further work would need to be done to integrate them into other tasks.


Quote from: Votebox
Soulfang War Doctrine: (1) TricMagic
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic

May also be useful as gifts to the Nerds at the tower.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Rockeater on January 05, 2021, 05:35:16 am

Quote from: Votebox
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (1) Rockeater
Fanged Whisper: (0)
Bloody Gems of the Guard: (1) TricMagic
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Kashyyk on January 05, 2021, 06:40:33 am
Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Happerry on January 05, 2021, 01:55:13 pm

Quote from: Votebox
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on January 05, 2021, 02:42:59 pm
For stacking together Soulfangs I suppose.
Quote from: Votebox
Soulfang War Doctrine: (2) TricMagic, Rockeater
Soulfang Pack Lords: (4) Rockeater, Kashyyk, Happerry, TricMagic
Hell-Rats: (2) Kashyyk, Happerry
Fanged Whisper: (0)
Bloody Gems of the Guard: (0)
[/quote]
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: ConscriptFive on January 05, 2021, 03:56:36 pm
Quote from: Votebox
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)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: ConscriptFive on January 05, 2021, 09:56:04 pm
(Just joined and still catching up on reading.)

HOWEVER...

War Doctrine as a standalone revision sounds pretty terrible.  I mean it doesn't matter what arms and armor the beast has if it won't fight consistently.  Also, if they're barely strong enough to carry a rider, weighing them down with steel is counterproductive.  Without Packlords, I don't see this revision even being useful.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on January 06, 2021, 08:41:28 am
Fair, though I would like to do both of them.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: Kashyyk on January 10, 2021, 02:22:36 pm
Now that the revision is votelocked, I will share an idea I've been sat on (cos I was not pleased with Magoc being one upped in combat:

Quote from: Spikes of Glorious Villainy
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 an M&S masterwork 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.

I intend for this to be a design, and thus the Unique nature of it should compound with it also applying to Magoc to make Him literally a one-Demon army.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: TricMagic on January 10, 2021, 02:45:04 pm
+1.

Maybe make a hero design too.

Death's Apostle
Capable of storing drained life force in an infinite amount through the use of Blood Gems.
Infinite Healing due to this, can heal and drain at range thanks to a focus.
Necromancy through that same healing spell, creating thralls from the dead and controlling them through familiar spells. (and sometimes willing thralls.)

Requirements: Touch of the Hemophile, familiar connection spell, enchanting.

Known as the Apostle, in Inf they can serve as a healer and preacher. In Combat they serve to raise armies of the undead using our foes life force, and rip that life from targets at a distance. As well as continuing the trend of being next to impossible to kill off. Maybe a Lich?
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 9
Post by: NUKE9.13 on January 11, 2021, 09:54:42 am
Demon Team: Revision Phase T9
TURNTURNTURN
Quote from: Soulfang Pack Lords
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.
Soulfang Pack Lords: Easy: (4+1)+1=6: Above Average
Not everyone has what it takes. Rather than try to elevate the masses, enhance the best and enslave the rest. It's just common sense.

It proves relatively easy to identify the most promising prospects for alphadom by observing their behaviour. With a little extra attention to their mutation and training, the rate of misbehaviour is reduced to negligible levels. They are also physically superior, being slightly stronger, faster, and tougher.
The Pack Lords likewise do well, with increased training and a closer bond with their mount making them more comfortable in the saddle and familiar with how the Alpha Jaguar moves, in turn allowing them to be more effective both as a leader and a combatant. They are significantly less likely to be thrown off, and will actually augment their mount's lethality somewhat. Additionally, with less time worrying about holding on, they have more time to look around the battlefield and make intelligent decisions about where to lead their pack.
As for the remaining jaguars, the reduced mutation requirements free up resources allowing for more hunting parties to be sent out to catch wild jaguars in larger numbers. The Lesser Soulfang Jaguars are individually weaker; they remain strong enough to take on the average enemy cultist, but they will be less effective against especially sturdy or skilled foes. However, the number deployed is almost doubled, which on balance should increase their damage output.

Soulfang Packs provide a mostly superior option to the original Soulfang Jaguars, although technically both could be used at once. Lesser Soulfang Jaguars are weaker, but the pack is larger and the discipline significantly improved. Unit size is increased, but remains Uncommon, with three Pack Lords per unit.



Hell-Rats
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.
Hell-Rats: Normal: (2+4)=6: Above Average
Oh, rats.

Whilst ordinarily taking a mutation that applies to a bird and trying to apply it to a rodent would run into issues, you have enough experience with the field to be able to adapt this relatively simple augmentation.
The resultant Devil-Rats are big, mean, and capable of both following simple orders and giving rudimentary reports in high-pitched voices. As spies, they will be able to get some places where crows cannot, providing a bit more coverage in the information-gathering department. In the right environment, they can also ambush an unwary target and tear them to pieces, using overwhelming numbers to drag their target to the ground before devouring them piecemeal. In open combat, they may serve as a minor distraction but are unlikely to cause significant damage by themselves.

Devil-Rats serve a rather similar role to Devil-Crows, but having more options can't hurt. They are Common in infiltration, and Uncommon in combat.



It is now the Strategy Phase. Choose where to send Magoc and the Obsessive Scholar.
Also decide how many (if any) troops to send to capture the fortified bridge in Xa-Nam.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: Kashyyk on January 15, 2021, 09:53:59 am
Goddammit Draig.

Quote from: Votes
Magoc?
(1) River Delta : Kashyyk

Obessive Scholar?
(1) Scholarly Towers : Kashyyk

Bridge Gambit
() None :
(1) One Third : Kashyyk
() Two Thirds :
() All :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: Rockeater on January 15, 2021, 09:59:37 am
We have a pretty good hold on the Tower and I don't think even with our new spell the Scholar gonna push us to 5/5, The Ostentatious Capital is hard place to get with our crime and some infiltrator will probably have the better way there.

Quote from: Votes
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: TricMagic on January 15, 2021, 10:16:12 am
I'll note we have a healing spell, and champion specialized in magic and with access to spells from it's previous host. I'd also say the towers are fine for now with the advancements we made. The Bridge is going to be taking and holding a building, who better than a mage. Or someone who can never actually die in the case of their champion. The Scholar might have something to say about something weak to magic. They'll be a great force multiplier.
And with Magoc now able to heal their wounds with the life force of others, they should do well too in beating the crossing.

Quote from: Votes
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: ConscriptFive on January 15, 2021, 12:12:32 pm

Quote from: Votes
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: Doomblade187 on January 15, 2021, 12:28:26 pm
Quote from: Votes
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 :
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 9
Post by: NUKE9.13 on July 30, 2021, 01:43:47 am
Demon Team: Battle Phase T9
TURNTURNTURN
Link to Battle Report (http://www.bay12forums.com/smf/index.php?topic=175024.msg8300309#msg8300309)

Lesimor Infiltration Report
Touch/Caress of the Hemophile is exactly the sort of spellwork that our contacts in the Scholarly Towers have been longing for. Unfortunately, the Inquisition executes one of our senior converts, and arrests two other senior Orange University wizards (only one of which was actually a follower of ours, the other being unaligned (but evidently dabbling in dark magic)). Subsequently, the name Magoc is regarded as toxic in the OU halls- wavering converts abandon the cause entirely, whilst the more loyal merely reduce all contact to a minimum, rendering their usefulness to the cause negligible. Despite the dark temptation of eternal youth, our control has slipped- though our operatives are positive that once the Inquisition's initial inertia is spent, they will be able to regain the cooperation of key figures.
4/5-->3/5

Fortunately, the Inquisitors do not have the supernatural powers of Heliel's Investigators, and so our safehouses in the Lawless Capital (which vex even the Investigators' abilities) remain relatively secure from Inquisitorial attention. A swathe of underlings and a few higher-up criminals go to the gallows, but the trade in Bootlegger's and Frag is lucrative enough to keep the rest loyal-ish. Unfortunately, Consorts and their noble clients are exactly the sort of people the Inquisition is targeted towards, and several of both are imprisoned, probably tortured, and executed upon confession. The Consorts who escape the Inquisition's initial sweep go to ground for the month, intending to resume operations once the Inquisition loses steam. Our efforts to sell Caress of the Hemophile were quickly abandoned amongst the upper classes, as now is not the time (in their minds) to suddenly look several years younger for mysterious reasons. The few Populists who remain in contact indicate the protests plan is on hold for now, until they figure out how much the Inquisition knows.
All told, we lost most of our influence in the halls of power, and will have to either figure out a way to circumvent the Inquisition or wait until it blows over before we can regain our control. Fortunately, the Inquisition is just as much a hindrance to angelic operations, and they have likely also lost ground.
3/5-->2/5

The Doves of the Fortified Frontier are not the firmest of allies. Though somewhat easier to sway to our cause than the uptight Hawks would be (had the Hawks been evilly inclined, that is), they are also quick to cut ties once things look dicey. Several Dove officers are captured by Inquisitors, and as the rest pretend they never heard of us, our influence in the region declines considerably.
3/5-->2/5



Dolgoth Infiltration Report
Our travelling Acolytes were able to win a few friends in the Wartorn Wastes using Touch of the Hemophile to offer healing, but the angelic service is more convenient outside of the battlefield- the need for fresh victims to provide blood limits the appeal slightly. Devil-Rats were deployed to spoil Southern supplies, which was also appreciated by the Victory officers, and a few expressed some interest in Caress of the Hemophile, but at the end of the day nothing significant changed.
Heliel's followers do not seem to be making significant progress either, though we have noticed that a fair number have been travelling south, infiltrating the Southern Realm. It's not clear what the intention is, but no doubt it is at the behest of the simpering Peace faction.
4/5

Who in the world would be so morally corrupt as to condone human sacrifice to extend their lifespan by a few years? Well, plenty of folks, to be honest. Including many elderly nobles in the Ostentatious Capital, who agreed to at the very least turn a blind eye to the promotion of our existing converts, while a few signed on themselves. This allowed us to take full advantage of the recent glut of promotions, and now a fair number of our converts hold senior positions in Dolgoth's administration.

We now control a portion of Foreign Dynasty leadership. As elsewhere, this gives us partial control over the policies and administration of the province. The benefits previously enjoyed (to intimidation and bribery) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
Of course, to expand our control further will not be easy. We need to ensure the dominance of the Foreign Dynasty faction- which means ensuring the populace is incapable of rebellion, and that the Local Dynasty supporters are put to flight-, and complete our takeover of the Foreign Dynasty leadership.
But the main issue we face in furthering our control is that to truly control the province, we need to control the actual monarch. Problem is, the king, whatever his many failings, is extremely resistant to demonic persuasion (not immune, to be clear). The supporters of the Foreign Dynasty may accept a change in ruler, provided the new monarch is of the ruling dynasty, but converting a potential monarch and then ensuring their ascension will not be easy either.
On the bright side, power in the capital allows us to influence national policy to some degree, not just policy in the capital itself.
We must also be aware that (as mentioned elsewhere- and seen in Lesimor) our control is increasingly tenuous, and could slip if we do not maintain our efforts. It is possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.   
3/5-->4/5

Caress of the Hemophile is a popular product in the Trade City as well, with a few powerful merchants indulging in it. The prospect of eternal youth and exorbitant profits is enough to convince them that joining our cause would be worth it- but unfortunately, the closing deals fall through due to a lack of resources. It simply isn't possible to import as much Frag and Bootlegger's as the powerful Deregulators want to buy. However, with our expanded influence in the capital, it should be possible to secure more trade routes next month, which will surely be sufficient to tip the scales in our favour.
3/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: TricMagic on July 30, 2021, 10:41:06 am
Sonic Drums

Through alchemically infused air, to specially treated hide, and engraved wood from the forest, the Sonic Drums are a foci of interesting powers. The air within vibrates with a low hum at all times, and those magically inclined can beat it to control the output, sonic missiles being launched into the air and detonating with piercing force, disrupting melodies and shattering eardrums. Sound is not easy to defend against for those that aren't Uruk, and the vibrations will tear apart the body without care for magical resistances. For the only part of the spellwork is in the containment and firing of these vibrations, not the created vibrations themselves. A steady beat allows an emplacement to rain down a beatdown against our foes, drummer sticks being used to better keep the beat going.

For build information, the alchemical air trapped in the drums maintains a constant vibration. The specially treated hide allows it to pass through when drummed upon. The engravings keep the containment from breaching. And the mage shapes the containment spell of the released sonics, the basis a Manipular Missile. The drumstick only has basic enchantments to prevent the handle from receiving vibration, allowing the head to strike and release. It will serve as a strong advantage against anything physical, the spellwork meant for a constant barrage that should also mess with the angelic chants as they can no longer keep in tune with the burst eardrums, besides the obvious fact of sonic explosions right in the middle of your ranks. (Natural flyers should likely have issues with the explosions likely to injure wings.)
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Kashyyk on July 30, 2021, 03:31:32 pm
Concerto in D-mon (R)

The low thrum starts quietly, cutting through the howls of the crowd despite all logic to the contrary. Drums add a staccato beat, and the guitar opens up into the fated Four Chords, known throughout the land as key to the most engaging and mesmerising musical refrains this side of the Abu'dahli.

When nine figures step into view, the onlookers go wild. Chants, cheers and  declarations of undying adoration fill the ears, only quieting down at the sultry, dulcet tones of the first verse.


---

Our Consorts have long been able to enhance the experience of those around them, but it has always been a more private and personal arrangement. As the cult's needs have grown, as has their target audience.

And so a new breed has emerged. Still as unearthly beautiful as the original Consort, their exceptional skills at song and dance are magically enhanced, allowing them to entrance those who hear their silver tongue or see their perfectly synchronised and supernaturally flexible choreography.

Those who are thus Charmed are driven to do whatever they can to impress the Consort. This might be as simple as sitting and listening quietly, or as energetic as slaying in Magoc's name, but it will naturally be guided by whatever lyrics the performers are singing.

This ability can affect a large audience as long as they keep performing, but due to the limited focus, direction is more general and less pervasive than if the performer is focusing their efforts on a small group.

To facilitate their skills, the Consorts are also trained in the use of musical instruments. Mundane on their own, these tools give them a means to focus and synchronise their abilities.

The advantages here should be obvious. It is another weapon in our infiltration arsenal, letting us convince strong-willed targets to see things our way, to whip up a crowd into a frenzy, or as another way to entertain our high-class targets.

This ability should also give our Consorts a place on the battlefield. Mundane armies have long had regimental musicians to maintain discipline and morale, which can be supplemented with the Consort's ability to instill bravery and bloodlust in our troops or cloud the minds and judgment of the enemy. Perhaps a particularly talented Consort could even give a Champion enough pause that our troops can then swarm them?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Doomblade187 on July 30, 2021, 04:40:04 pm
Ritual Formation

Our Uruks are already capable of casting pre-programmed spells, and this gives us a major opportunity to turn the tide of battle. By forming a tight formation of the correct shape, and with minor bloodletting, a block of Uruks can invoke Evil, creating a swirling barrier of darkwind that weakens light magic within the area. A battle-caster can boost the formation, allowing it to cover a larger group of soldiers. Unfortunately, if more than half within the formation fall, or are knocked out of place, the sphere of evil wind can weaken and will slowly die down.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: BlackPaladin99 on July 30, 2021, 08:10:15 pm
Can I join?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: BlackPaladin99 on July 30, 2021, 08:10:53 pm
And yes I want to join this team.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: ConscriptFive on July 30, 2021, 08:17:35 pm
Q'why Troupes
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.

Caulky Bastards
Nice runes those golems got.  Shame if they suddenly got sloppy.  Does an engraving still count if it gets filled by an opaque, adhesive caulk?  (9 out of 10 senior mages agree you should keep your caulk to yourself.)

Our Caulky Bastards are equipped with Mutamist gear which has been filled with a heated caulking solution.  Whether by sprayer or globe, they can pound enemy golems into submission with their hot caulk.

While designed specifically to defeat Angelic ruins, our caulk can fill just about any crack it can get into.  Likewise, it'll turn just about anything into an encrusted mess, with a rather disgusting fungal-like smell to boot.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: ConscriptFive on July 30, 2021, 08:23:34 pm
And yes I want to join this team.

Absolutely.  Participate as much as you want in the thread.  Also, check out the Discord: https://discord.gg/qgBVm6uz
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: BlackPaladin99 on July 31, 2021, 07:04:12 am
So do I have to put In a sheet?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Kashyyk on July 31, 2021, 07:42:11 am
Not at all :) we're all communally deciding what the Demon faction does this turn. If you've not had a chance yet, go have a read of the Core Thread (http://www.bay12forums.com/smf/index.php?topic=175024.0). It'll explain the rules of the game, and the results of all the turns so far.

In short though, we're currently suggesting new spells/soldiers/monsters to fight off the Angel's cultists with. A lot of our discussion is on Discord though, which C5 linked above. I recommend you join us there too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: BlackPaladin99 on July 31, 2021, 10:31:04 am
Imps
An incredibly easy-to-summon, cheap, numerous, and entirely expendable unit.  They should look like bow-legged monkeys with skinless, horned human heads.  I don’t care what weapons we give them, but if this gets picked, we should keep in mind that these summons are entirely expendable. 
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Happerry on August 06, 2021, 01:41:54 am
Dark Drums
Despite many rumors, these drums are not made out of tanned devil hide. Instead they're made from the tamed hide of slain Devil-Rats, using the fact that such creatures are already soaked in evil to our advantage. The process of making these drums then involves infusing them, and the non-leather components, with even more evil as well as carefully carving certain signs derived from the Language of Inception around the rim of the drums. This combination results in 'shockwaves' of evil energy being released as the drums sound. Well, shockwave might be overstating it a bit, as that suggests enough force to knock people off their feet which the waves definitely can't do.

What the waves do do however is cause any evil aligned creature within the area to experience a rush of energy as the released evil power is drawn to those already infused with evil giving them a 'booster shot', and causes any good aligned creature in the area to receive the reverse as the emitted evil clashes with whatever goodness they possess. While this is not enough to per say damage any but the weakest of the minions of good, it is an entirely uncomfortable experience to experience which should have detrimental effects on their willingness and ability to fight just as it has positive effects on the ability and willingness to fight of any evil creatures in the area. Lastly, it is expected that the evil infused sounds will interfere with any good aligned sonic effects, both by drowning them out under the sound of the drums and through clashing with any released good energy by releasing their beats of evil energy.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Kashyyk on August 06, 2021, 04:58:27 am
Noice.  We've got my option, C5's excellently punny one, and Happery's more straightforward artifact.  That should be enough for a good debate.

So now for something else! The enemy have proven the power of some solid Melee Champions, so we need our own. Have two ideas.

The Night Beast (Champion)
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.

The Infernal Sorceress (Champion)
Many moons ago, when the first Consort prototypes were being formed, Magoc decided to have a little "fun". What a Demon considers fun anyway. Whilst the results were illuminating as far as making the Consorts more appealing there was also an unexpected side effect.

One of the Consorts actually survived the experimentation, and the combination of various magical, alchemical and Evil energies produced the spark of life. It quickly consumed its host, and with the occasional influx of mana, blood, and more mundane foods, this part-demon, part-mortal being quickly grew.

Capable of some limited shape shifting ability, the child took on a form similar to its mortal mother, although it could never seem to completely hide the demonic half of her lineage. Magoc declared she was destined for battle, and so the most elite Uruk Commanders were tasked with her training in close combat, tactics and strategy. She performed well, and was soon capable of beating all but the best the army had to offer, but she saw it as a chore to get through before her lessons in magic with the Obsessive Scholar.

She took to it like a Demonic Duck to lava, and quickly outperformed even the strongest of our Warcasters, as she had inherited Magoc's innate magical ability. This made things somewhat difficult when she started producing her own elemwntal derivations of our various spells, as she was unable to explain to her eager onlookers how it worked beyond I just pulled a twist of Ice into it.

She matured rapidly, faster than any mere mortal, and the day has now come when she can step into her own suit of wrought plate, blooddrinker blade in hand, and ready to unleash doom upon the enemy.



So, two Champion options. One is a pure heavy hitter in skirmish and pitched battle, whilst the other is magical commander. I think either would be good, and I want both, but a magical music option is important too.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Rockeater on August 06, 2021, 03:20:25 pm
Quote from: Vote
(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

Will choose one of the music options probably for second design, but I feel like the concentrated combat ability a combat champion, and I really thing a caster focused champion require more spells
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: TricMagic on August 06, 2021, 03:22:57 pm
Quote from: Vote
(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



A reminder of magic users vs magic tools.

And yeah, we do have a second now that I think on it. Give imps some tools meant to mess with inscription, and set them amok among the populace. 100s of the buggers messing with stuff, many more for an army if they are cheap and simple things..
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Doomblade187 on August 06, 2021, 04:05:30 pm
Reminder that we have a school dedicated to training mages.
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: BlackPaladin99 on August 06, 2021, 05:48:24 pm
+1 to imps
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: ConscriptFive on August 06, 2021, 06:13:35 pm
Reminder that it's a pick two?
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Happerry on August 06, 2021, 06:42:38 pm
Quote from: Vote
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: ConscriptFive on August 06, 2021, 07:04:12 pm
Plenty of good choices...

Quote from: Vote (Pick Two)
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Kashyyk on August 13, 2021, 03:18:57 am
Quote from: Vote (Pick Two)
(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
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: TricMagic on August 13, 2021, 08:13:12 am
Quote from: Vote (Pick Two)
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Rockeater on August 13, 2021, 08:36:23 am

Quote from: Vote (Pick Two)
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: Doomblade187 on August 13, 2021, 09:19:12 am
Quote from: Vote (Pick Two)
(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:
Title: Re: Demon Team - Chiaroscuro Arms Race: Design Phase 10
Post by: NUKE9.13 on September 18, 2021, 01:56:52 pm
Demon Team: Design Phase T10
TURNTURNTURN
The Night Beast (Champion)
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.
The Night Beast (Champion): Easy: (3+3)+1=7: Superior Craftsmanship
"If you have the guts- he wants them!!" -((The poster for the movie Nightbeast))

Demons come and demons go. Not you, obviously- you will survive forever, bringing the entire world under your dark dominion. But other, lesser, demons come and go. When they go, however, they sometimes leave stuff behind. Sometimes these things get picked up by another demon- until he too passes. It is rare for anything to outlive multiple demons, but it has been known to happen. For instance, the Night Beast. You can tell from the magical residue present in its twisted soul that it has been under the influence of at least four other demons before you. Cutting through one of its fingers (it grew back after a few days) to count the rings didn't work, but you estimate it to be at least four centuries old. You don't know where it came from, but it was a long way from the Xa Basin, as it appears to be a chimera made by combining a large number of wild animals, none of which are native to the region. In fact, you believe that previous owners may have added their own tweaks to it as they adopted it, thus making it a multi-layered hybrid with world-spanning heritage- you believe this on the basis that that's what you did, giving its claws a more potent version of the soul-rending toxin of Soulfang Jaguars (making it better at taking on incorporeal enemies), as well as giving it the ability to call on and control Devil-Crows.

Acquiring the Night Beast was not easy. It is by nature hard to catch, and even locating it in the first place required considerable effort- while it makes its presence known at times, it can also move almost undetected. Fortunately, your experience with intangibility came in handy; once you had the beast cornered, you were able to keep it from escaping by placing wards around it that blocked even intangible travel (note that these wards required considerable effort to prepare, and so can not be used in the field right now). With nowhere to run, you were able to dominate the beast with your overwhelming Evil aura, forcing it to recognise you as its master. Now the Night Beast is ready to take on your enemies... and almost certainly won't betray you, ever, I promise. Just because it has a mind of its own doesn't mean it will abandon your cause, since it likes nothing more than disembowelling angelic cultists and spreading fear and despair- which aligns with your own goals quite well. 

In combat, the Night Beast is on a surface level an extremely powerful brawler, capable of taking out several enemy cultists with a single slash of its claws/swipe of its tails/snap of its beak. However, its full potential is realised off the battlefield, stalking the enemy army and decimating its ranks through ambushes. You wouldn't think a creature this large would be so good at stealth, but even without the ability to turn intangible, it is remarkably capable of sneaking around (although open fields with no cover would render it less effective in this regard). Besides its lethality, the Night Beast is also a purveyor of terror- it knows well how to maximise its impact on enemy morale, and can reduce even the staunchest of warriors to gibbering cowards without ever laying a claw upon them.

The Night Beast also has infiltration utility. Not directly- its negotiation skills leave something to be desired. But by stalking through a province, it can spread a miasma of fear, causing the populace to seek protection- distracting mortal forces as guards are forced to seek out the nigh-uncatchable beast, while crowds are driven into the arms of your cultists (who offer protection that happens to prevent the Night Beast from attacking).

The Night Beast is a powerful combatant, especially in areas where it can strike from unexpected angles. It can also be used to spread chaos in influence provinces, making them more susceptible to other infiltration efforts (although Angelic efforts will receive a (smaller) boost as well). It is obviously Unique



Q'why Troupes
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.
Q'why Troupes: Normal: (1+2)=3: Buggy Mess
As far as you are concerned, the Q'Why Troupes turned out great. Their appearance is sensual, but not overtly sexual. Their lyrics are ingenious, layering Demontongue and similar sounding mortal words such that the subliminal messages are almost impossible to consciously make out. Their voices are dynamic, allowing them to near-perfectly enunciate these challenging melodies.
However, according to your cultists, their outfits of black leather and metal spikes are not conventionally considered appealing, especially not for young ladies. They go on to say that the lyrics are not really Demontongue disguised as mortal speech, but rather the other way around. Furthermore, they call the QTs' voices "grating screeches, more akin to a harpy than a siren".

The basic foundation of this project was not a major challenge. An exclusively female version of Consorts, whose powers of temptation are less overwhelming, with a youthful appearance designed to lower the guard of those they encounter. The problem was the musical abilities. Perhaps the sphere has already been 'claimed' by Heliel, or maybe inspiration just wasn't in the air- whatever the case, your alchemists could not figure out an easy way of instilling the nymphs with rhythmic instincts. So you took over. As mentioned, the results seem flawless to you. Okay, maybe the dark beat you added to their souls has a somewhat corrupting influence, rendering them less innocent in preferred garb and mannerisms, but is it really that noticeable? Yes, you didn't really draw on existing mortal music when implanting the ability to compose into their minds, which combined with their already corrupted nature has lead to rather unusual tunes. And, sure, you did modify their vocal chords a bit (since regular humans attempting to pronounce Demontongue is an infuriating experience), which has given them a slightly harsher voice than average.
Okay, yeah, on reflection, you fucked up. You got a bit carried away with making musicians that you would enjoy, and didn't properly consider the intended audience. Whoops. The Nymphs refuse to wear 'girly' clothing, refuse to sing 'sappy' songs, and have inherited a smidgen of your multilingual-profanity-spewing ability- which they apply towards anyone who suggests their voices are imperfect. Regular mortals would be appalled by them, and even your followers don't enjoy their music (with a few exceptions). The incomprehensible and off-putting 'music' is no match for the magically infused songs of your angelic adversary, rendering them useless on the battlefield. And while their lifestyles are less expensive than that of regular Consorts, they still require considerable alchemical effort to create.
Unfortunately, these turned out anything but quiet, and anything but cute.

One silver lining is that modifying the Consort power to affect larger crowds in a more subtle manner was so simple that you managed to make it an option for regular Consorts as well.

Q'why Troupes are extremely unappealing to all but the most niche tastes, rendering their use as instruments of either propaganda or morale-boosting as ineffectual as their own use of literal instruments. For now, they have no real utility. If they were deployed, then they would be Rare, with three Nymphs per troupe.
On the plus side, Consorts of Desire can now diffuse their powers to affect larger crowds more effectively, which will bolster efforts to sway the population at large to the demonic cause.



It is now the Revision Phase. You have two revisions.



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Spoiler: Undeployed Stuff (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: TricMagic on September 18, 2021, 02:51:44 pm
W'distortion

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.

Compress Trench
A fairly simple spell that applies a large amount of force to compact the earth into the ground. This creates a basic trench, useful for cover and in larger numbers disrupting enemy charges into your lines. Cast via stomping the ground with a firm stance and pressing your hands downward together, before sliding them apart from each other to spread the effect about 6 to 10 feet for the common Uruk. For actual casters, they mainly have the skill to compress much more earth for wider and longer trenches from range, compared to the Uruks only being able to effect the ground nearby.

Earth Missile
Variation of magic missile, forming spikes out of the earth to be fired at the opponent. Can be used to set up a defense against charges instead of finishing the spell that fires them forward, though Uruks can only do one or the other. Typically better to use the latter in large numbers with the former used in arcing shots and sending fragmentation when it shatters on landing.


Mole-Rats
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.



Quote from: Magic Votebox
W'distortion (1): TricMagoc
Mole-Rats (1): TricMagoc



This is a design for later. Kaboomatic on discord for inspiration.

Kaboo'Magoc Natural Oil
By extracting oil out of trees, and alchemically bonding it with a bit of water , we can create areas of highly slippery oil. It bonds to the terrain leaving footing impossible, and when one falls in it, it also sticks to the one in it(as oil slicks naturally do). After that we need only light the misguided fools who charged into the oil. Leaves a light sheen like dew over areas , and resistant to water washing it away due to it's makeup. Only way to get rid of it is either a towel or fire.

To go with this, we've altered the sprayers that use it with a basic flint wheel that can be turned on with a button, that will ignite the misty oil into a flamethrower. This will not only stick to those caught in it, but also ignite the oil slicks we make. Globadiers also get some filled with the oil, though in this case it merely allows them to hit the feet of targets to ruin their ability to stand or run.

We can also use this to light up buildings very quickly. Due to it's makeup of oil and water, it isn't absorbed by anything natural. This is due to the bond being magical in nature, as oil and water don't mix naturally. The oil effectively has layers of H2O mixed into it, not enough to prevent fiery blazes, but enough to shrug off water. Note that this stuff does sink to the bottom of water though, if used on water it's better to dump the preprocessed oil in barrels(selling barrels of oil is out of the question given the current setup is for war, not profit. Besides which, we'd want to alter it beforehand to be more suited for corruption.)

What isn't gone into is the extraction method, which is a variant of desiccation rune applies to a sap tap(made by our cultists) Magoc has engraved himself. It's specially designed to remove oil from living objects, which can also be used on humans for a very long and painful death. On tress, it's mostly set to produce a steady flow, though it does eventually kill them within a year. Not like this war will last long enough for it to be a problem, and we can always make more later if we want. Or use humans or livestock, though that's not as effective, having to keep them alive with food and water. Trees manage themselves Though due to how trees are around here, the oil is naturally infused from the get-go. Which helps in unnatural things like mixing oil and water a bit.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: ConscriptFive on September 19, 2021, 12:45:17 pm
Long Live the Trictatorship!

Quote from: Magic Votebox
W'distortion (2): TricMagoc, ConscriptFive
Mole-Rats (2): TricMagoc, ConscriptFive
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: Happerry on September 20, 2021, 04:48:14 am
Good enough.

Quote from: Magic Votebox
W'distortion (3): TricMagoc, ConscriptFive, Happerry
Mole-Rats (3): TricMagoc, ConscriptFive, Happerry
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: Kashyyk on September 20, 2021, 07:21:51 am
I had a similar idea of just weaponising the terriblefically demonic music:

Quote from: Perturbing Protagonists with Precision Plays
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.

Quote from: Birdly Bolas
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.

Quote from: Votebox Magoci
W'distortion (3): TricMagoc, ConscriptFive, Happerry
Mole-Rats (3): TricMagoc, ConscriptFive, Happerry
Perturbing Protagonists with Precision Plays (1): Kashyyk
Birdly Bolas (1): Kashyyk
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: Rockeater on September 20, 2021, 07:30:32 am


Quote from: Votebox Magoci
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
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: TricMagic on September 20, 2021, 08:09:33 am
I'll note one issue I have with using chains via flyers. And that is inertia. A charging cavalry will just drag anything flying out of the air. And given the forces involved, they would strike the ground Hard.

Also, arrows shooting them out of the sky, so we can't tie up priority targets beyond cavs. And the enemy has also had a turn to make stuff to counter us. The Mole-Rats can make trenches and pits for us to hide in, and prevent the cavs from having even ground to build up any speed.

As for the other, it's more human words masquerading as demontounge apparently. Bad music alone won't disrupt magical harmony, even if it is a hit to morale. Doesn't matter against the morale of bombing us from afar. Not a bad idea, but something to add to W'distortion as rockeater's idea is.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: Rockeater on September 20, 2021, 08:34:16 am
According to my understanding, the rope will hit below the center of the creature's mass, meaning with inertia the creature will just fell itself.
Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: TricMagic on September 20, 2021, 08:56:57 am
The grapple attaches, then the creature needs to fly around the target before they pull the rope taut. For cavs, that will down them. For humans, more likely they get cut in half or the rope does. Chain less so, but humans aren't idiots.

Against minotaur, more useful, but they stay in place anyway. That said, if the chain is strong enough it would prevent them from moving and they don't get shot down before it's fully done.

For their mages with their bombardment, we'd need to get close enough to mess with them. At which point better to just rip their eyes and tongue out than tie them up. That also applies to every other human foe.

Might work well on their champion, but I think he can just respawn himself, and is a hero unit in the first place.


DesignDD Rope

Based upon the Dumb Drunkard's Detangibiler, the spell is applied to lengths of rope via specialized handles enchanting the rope between them. Objects it passes through are temporarily phased. This only applies to where it passes though, which... Well testing shows it makes a very good way to cut people in half. And trees. And swords. The DD Rope can be carried by crows or set up as a tripwire to take someone's feet from under them. Has the interesting effect of materializing the immaterial which cuts sad immaterial in half. As one researcher put it, fragging dimensions.

The spellwork lasts a good while, though will need reapplying by mages. This also allows it to be stored safely.



Title: Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 10
Post by: NUKE9.13 on October 09, 2021, 03:26:11 am
Demon Team: Revision Phase T10
TURNTURNTURN
W'distortion

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.
W'distortion: Hard: (1+1)-1=1: Utter Failure
So, this didn't work. In any form or fashion.

You did learn a bit about Heliel's spellsongs- unfortunately, what you learned is that they are not so easy to disrupt. The magically-infused music defies attempts to drown it out with conventional sound, so it would be necessary to add Evil energy to the QTs' voices. This would be doable, but this revelation came too late in the month to be implemented. Mind you, even if you had managed to do so, finding a tune capable of disrupting even one of Heliel's spellsongs- let alone all of them- would've been a challenge as well.
Let's not even mention the attempts to produce better armour and instruments. The less said about that, the better.

It's not all bad. Contacts in the Orange University have taken a look at your notes on Heliel's musical magic, and are intrigued. The deviation from magical orthodoxy is right up their alley, and they think they might be able to do something with it. They could either apply the experience towards another attempt to disrupt the angelic arias, or towards an attempt to branch out into a new method of spellcasting. Unfortunately, due to quantum superposition shenanigans, using it for one purpose will make it useless for the other.



Quote from: Ibid
Mole-Rats
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.
Mole-Rats: Hard: (2+2)-1=3: Buggy Mess
It doesn't seem to be your month.

Warping Devil-Rats into Devil-Mole-Rats would've been fairly easy. Unfortunately, you spent most of your time trying to make them capable of crumbling solid stone. And, hey, you got it, eventually. Unfortunately, you ran out of time before you could spare a thought to optimisation of cost... or survivability.
Devil-Mole-Rats can, with some effort, infuse their paws with Evil energy that causes stone to crumble into dust. The process is slow, but it's a lot better than nothing. However, this requires that each Devil-Mole-Rat be granted a modicum of Evil before deployment (as they are not capable of drawing sufficient quantities from the environment by themselves), which drives up their cost considerably. Additionally, their bodies are imperfect vessels for this Evil, which has a tendency to 'leak', causing unpredictable mutations that shorten the average lifespan to a few weeks (this problem compounded by the fact that these are a variant of a variant, and so their baseline mutation already contains some irregularities).

Devil-Mole-Rats are unreliable, but will have some utility in both infiltration and combat, digging tunnels/trenches or undermining walls. Unfortunately, due to extremely poor optimisation, they are Rare



It is now the Strategy Phase. Choose where to send your Unique units. Also, this:

STRATEGY PHASE CHANGE (TEST):
This turn, and possibly only this turn depending on how this goes, you will have the option of providing custom plans for up to two Influence provinces. That is, you may include a brief (a few sentences) plan for your infiltration forces in two provinces. Here's how this'll work:
-Plans can be used to target specific people, places, institutions, be they mortal or those of your enemy- with the goal of eliminating, converting, subverting, whatever.
-Plans can also be used in provinces with 4/5 or 5/5 influence to attempt to change mortal policies in your favour.
-Regardless of your plans, your infiltration forces will continue to perform their basic infiltration efforts. In provinces with no plans, there will be almost no difference in performance (this will not make your infiltration forces worse).
-The exception to the previous rule is in provinces with 4/5 influence. While your infiltrators will continue to build up support for your cult, paving the way for your eventual takeover, they will not make any attempts to finalise said takeover. In order to reach 5/5 you will have to provide a plan describing how this is to be achieved (eg, will you attempt to replace the faction leader, or convert them? How blatant are you willing to be? What methods are to be employed?).

-No plan survives contact with the enemy- meaning both your rival, and mortal actors. Your infiltrators will do their best, but won't blindly follow your plan if things go wrong- don't worry about them acting stupidly.
-Plans are likely to be more effective with a Champion (or Heliel/Magoc) in the area to coordinate efforts.

-Feel free to ask me whether a plan is valid or not. I will also feel free to tell you if a proposed plan is not valid.



Spoiler: Equipment (click to show/hide)

Spoiler: Undeployed Stuff (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Kashyyk on October 09, 2021, 04:12:45 am
That didn't go well. No bother though, we should be able to tide things over with the Night Beast.

Have a plan!

Quote
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: TricMagic on October 09, 2021, 08:31:26 am
Yeah, not well at all.

Quote from: Influenced Approach/Fan the Rebellion
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.



At the current point we're really not matched up to them. This turn has turned out a bit of a disaster. And the only approach is defense. That and the fact they will just swoop over the bridge we took. Though if Mole-Rats could lead them out under their noses it could serve as a Counterpush, split the army at the Crossings with a surprise attack force. we only have the chance to break even though. I don't see a situation we can turn the tables when we were already losing.

Control of the Capital however should swell our forces some. Influence local policy. And force the angels on the defensive in the influence lane, forcing them to divert designs to counter us there so we can start beating them back in combat.

Quote from: Magocbox
IA/Fan the Rebellion (1): TricMagic


The main issue with trying to fight them at all is that we are at a sever disadvantage, and the only thing that has changed greatly is the fact we have a hero unit. Ironically, it will do best in holding the angels off in the jungle. But right now all they need is for Helial to show up in the north to win that front. Our situation hasn't changed enough to be anything else. And with the south they just need a small force to finish off that area and clear us out, and their hero. Or it could end up reversed. An annoying situation all round. Our influence game is far better than our combat one. But that can change next turn.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Kashyyk on October 09, 2021, 03:37:33 pm
I dont like letting the Combat Lanes slip, but it is true that they are tugs-of-war, so we don't lose so long as we keep them this side of the line.

If y'all really want to use the Night Beast for Influence work (it is primarily a combat resource) I would suggest using it in the Wartorn Wastes. We're at 4/5 there, and have high "Influence Pressure" from our capital, so if we get to 5/5 that will then trickle to the next city in line.

The Night Beast would work well there to agitate, attacking patrols and remote villagers and generally coming a lot of havoc to harm negotiations and saber rattle with. Then have Magoc to influence and corrupt using the Night Beast's attacks as evidence it should be a very strong argument. I'd want to cap it off with a permanent Influence Champion, but that can wait.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: ConscriptFive on October 09, 2021, 10:46:04 pm
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 Dolgoth
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: NUKE9.13 on October 10, 2021, 08:31:08 am
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 Dolgoth
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.

Let me clear up a misunderstanding here: the current king is of the Foreign Dynasty. The Local Dynasty are the ones trying to reclaim their country.
Quote from: Map Description (see Core Thread OP)
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Kashyyk on October 10, 2021, 11:18:50 am
I've been wanting to suggest this kind of Champion for the Ostentatious Capital next turn, once we have Wastelands controlled (as sequentially is easier, although not necessary). Will offer it up for review now though.

Quote from: The Most Loyal Chancellor (Influence Champion)
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.
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: ConscriptFive on October 10, 2021, 06:18:15 pm
So I misunderstood the situation in the Capital abit.  Here's a more fitting narrative.

Quote from: Plan: The Victorious Foreigners of Dolgoth
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?
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Rockeater on October 11, 2021, 03:14:13 am
Infiltration plan: setting up the forces
Quote
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


Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: ConscriptFive on October 21, 2021, 11:28:38 pm
Well I guess we sat on this vote long enough now?  Having written a diabolical master plan, I believe there's are no other explicit choices to make this turn except where to send the three Champions?  All three were used in my Infilitration Plan, so I just rewrote it as a general plan.

As a refresher, we're going to trust that the enemy's heavy cav are going have to climb up mountains only to sink in the muddied waters of the rice paddies up north.  We'll almost certainly lose the river crossing in the center, but then they hit the jungle.  Can't wait until they find out the trees speak Soulfang Jaguar, and their solar-powered champion struggles to find extended direct sunlight under a triple canopy.

Meanwhile, we're going hard on the Dolgoth influence lane before they catch on.  In theory we can win the game in two turns in Dolgoth, but my plan sets up a more safe three turn setup.  The Wartorn Wastes is a gimme, but the Capital may be dodgy.  If you're worried about getting pushed on the battlefield, the +1 bonus for "aggressive" designs sure sounds pretty useful, huh? (see spoiler).  We can take our beating at the River Crossing this turn, and hit back next turn.

Spoiler: Influence Lane Bonuses (click to show/hide)

Quote from: Strategy Votebox
(1) The Victorious Foreigners of Dolgoth: ConscriptFive
(1) Fan the Rebellion: TricMagic
(0) Setting Up the Forces:
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Rockeater on October 21, 2021, 11:45:44 pm
Quote from: Strategy Votebox
(1) The Victorious Foreigners of Dolgoth: ConscriptFive
(1) Fan the Rebellion: TricMagic
(1) Setting Up the Forces: Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: Kashyyk on October 22, 2021, 02:39:45 am

I could quibble over details, but they probably won't survive contact with reality anyway, so I shall just vote.

Quote from: Strategy Votebox
(2) The Victorious Foreigners of Dolgoth: ConscriptFive, Kashyyk
(1) Fan the Rebellion: TricMagic
(1) Setting Up the Forces: Rockeater
Title: Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10
Post by: TricMagic on October 22, 2021, 07:51:52 am

Quote from: Strategy Votebox
(2) The Victorious Foreigners of Dolgoth: ConscriptFive, Kashyyk
(0) Fan the Rebellion:
(2) Setting Up the Forces: Rockeater, TricMagic