Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: NUKE9.13 on April 21, 2022, 03:50:46 am

Title: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: NUKE9.13 on April 21, 2022, 03:50:46 am
Chiaroscuro 2
Angelic Team Thread
Core Thread Link (http://www.bay12forums.com/smf/index.php?topic=179760.0)
Discord Link (https://discord.gg/SAHpB33)

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


In a world filled with suffering, every act of kindness is a miracle. Literally, in fact; every good deed done creates a small amount of Good (the tangible magical element), creating something out of nothing. Ordinarily, Good simply suffuses the world, providing all with a measure of subconscious comfort. At times, however, the swirling currents of Good spiral inwards on one location, forming a cluster. Brought together by the hopes and prayers of mortals, a consciousness emerges, and draws more Good towards itself. A being that radiates harmony and benevolence, the newly formed Angel is charged by her very nature with the mission to destroy Evil, and to rescue sinful mortals from their own wicked ways- by force, if necessary.
Such is the beauty of an Angel, that those who see her fall to their knees in admiration, and readily swear an undying loyalty to her cause. Within weeks, her following has swelled, the area of her birth firmly under her command, and any sinners forced to accept her benevolent (but lethal) touch. Now is the time to strike against her nemesis; the hideous Demon who has taken form in distant lands, whose mere existence is the cause of constant irritation. Her followers are ready, her powers primed; all that remains is to actually develop the means of defeating the dark menace.




Welcome to the Angelic Team Thread. If you are a member of the Demonic 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 Angelic 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 Angel your team controls:

-Name: Angels tend to have smooth, flowing names, yet still with an eldritch touch indicating their otherworldliness. Merely hearing the name pronounced can elicit feelings of euphoria in people, and may also render them insane.   
-Appearance: An Angel's true form is beautiful, but in a way as disconcerting to the human eye as a Demon's, so it fills in an approximation. This can be anything: a glowing mass of tentacles, an amalgamation of crystalline shapes, a golden orb burning with holy fire- go nuts. Note that an Angel can shapeshift fairly freely, this is just her default form.
-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: Angel Team - Chiaroscuro 2
Post by: Kashyyk on April 21, 2022, 06:46:06 am
Alright team! Let's go trash some Demons.

Here's my suggestion for our Angel

Quote
Name: Mwynneslri, Mother of Light
Appearance: A vaguely humanoid form that bends all Light that would pass through it. Someone with strong mental fortitude can gaze upon Her, fight through the ensuing headacheand see the reflections and refractions of everything around Her form coalescing and diverging constantly. Someone of lesser mental fortitude will suffer seizures and retinal bleeding.
Base Location: A quaint village that sits upon a cliff above the coast. A long winding path leads down to the shore, whilst the countryside is broken up by rocky outcrop that make traditional crops suffer in favour of nimble sheep and goats

And let's have two Designs.

Quote from: Eternal Servants
Those who were devout in life, or repentant in death have the opportunity to give one last time in service of [Angel]. Their bodies are suffused with Good and mortal magics to preserve and reanimate them as loyal and tireless workers for Good. The souls are not bound to them, and instead a rudimentary intelligence is created akin to a golem, that is powered by the essence the essence Good itself. Whilst a little clumsy, and not the best conversationalists, Eternal Servants will dutifully till fields, work pumps, carry loads or bear arms in service of [Angel].

Quote from: Gift of the Tullikan
There's a common-told story about a traveller from the Tullikan tribe (considered Outcasts by all) who helped a wounded man when everyone else ignored him. In doing a Good deed, good fortune was bestowed. This is the story told to those who are suffering physical afflictions of their own (be it disease, injury or mental difficulties) whilst they are enchanted with the Gift. Smart ones will quickly learn that for each Good act they perform, their affliction is weakened as the Gift feeds on the resultant energy and cures them in turn. Soon enough, doing Good deeds will have become second nature even after the original affliction has been forgotten.

The Eternal Servants should give us a chaff unit in combat plus maybe some benefit economically as we have more labour to work with. The Gift is primarily a shoe in for Influence, but could be used to heal our troops outside of Combat. A more immediate healing spell can follow up.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 08:50:13 am
Seed of Eden
A magically infused 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, we shall gift them to the local 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 hope, a resonance will occur.

Just as fun, leave this thing here since it was too Good.

That said, my first suggestion is to upgrade our base units.

Quote from: High-Effort Baseline.
Blessing of Insert Angel Name Here upon her Angels [High-Effort]
Through the Light of IANH, do They share their great gifts to Their followers. The Good within swells, great river cleansing the soul and body of Evils, granting them great physical and spiritual status as they are bleached white. Their bodies mutate into perfect forms of humanity, untouched by sin. The new Angels of IANH' will not tire, and be resistant to the Fel magics of Evil. Those who practice magic will find their Good spells far easier to cast, as their channels are pure, and even those without training will be able to cast the most basic of magic to defend others from harm, the Magic Ward. Of course, such does come with some who reject this gift, but such were never meant for this world anyway. Our Angels perfect forms shall lead others to the Light.


And yes, this is blatant copyright. But being able to just put up an entire wall of cycling magic shields is useful, and later we can improve our selection of spells. A strong base for further projects. (And yes, URUKs were high efforts. Not sure where this design falls.)

Spoiler (click to show/hide)

Quote from: TricMagic on Discord
My proposal can hopefully be boiled down to a few things.
Physical Reshaping. Basically muscles and no real fat. Hair is bleached though.(and maybe other indicators like skin or nails or eyes.)
Flush: Removing all the Evil from people, leaving only good. Definitely the mental aspect. This is also why the mages get the boost, since there is only Good energy running through their clean magic channels. (or something.) And why even non-mages can form a novice ward to protect others, such is Good and they are Good down to the soul.
Not Tiring: Most a combination of the above. Passive good within has a general homeostasis heal to keep their bodies from degrading. Doesn't offer true regen, just protects them from stamina issues.
... I also like the idea of all our cultists being pale and ethereal models of humans without flaws.
physically I mean, there is definitely something about everyone being perfectly shaped down to the Soul that is eerie and unsettling.
Quick breakdown of what the above design means. Hence why I used the word "Status" there.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Kashyyk on April 21, 2022, 11:27:18 am
As I said in discord, I'd rather not just copy the Uruks of Chiaroacuro 1. However, I do like the idea of Refined and Perfected converts, so I have an alternative suggestion.

Quote from: Hashmal, the Angelic Host of <Angel>
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that <Angel> leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to dermine of the may best serve as labourers warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.

These Aspirants are pit through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. The lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine, where they bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.

Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged on impure thought even as the Good applied to them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from <Angel> in the Holy waters.

Whislt reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, easily the match of a dozen mortals. With great wings that sprout from their backs, they move with grace and poise, speak with clarity and purpose, cast with precision and focus, and fight with resolution and justice. They are the elite of our Cult under <angel> and act as her eyes, ears, mouth and fist.


This is obviously a Rare/Unique unit. Reminiscent of Uruks, but definitely their own thing.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 12:06:51 pm
Quote from: Bathbox
Hashmal, the Angelic Host of <Angel>: (1) TricMagic
Eternal Servants: (0)
Gift of the Tullikan: (0)

I quite like this. Not too sold on the Angel proposal though.

Forge of Cleansing
A special spring blessed by our goddess. it's waters purify and imbue materials, allowing one to shape ore and bone as if clay. Working the forge, here our gear is created. It is not a difficult task, as the very properties of the forge allow ease of use so long as one does not do something stupid like dip the hands in directly or keep their protective gloves in the water too long.
The process mostly involves submerging the materials being used, then using long tools like tongs and scoops to lift them out, followed by hammers and gloves to shape, fold, and compress the items into shape. They are submerged repeatedly during the process the earth scraped away from the ore during preparation.
While the Forge of Cleansing does not imbue magic into the finished products naturally, it can be used to do so. It's main enchantment is imbuing the materials submerged to ease the work of combining and working them, which could prove useful for other projects down the line. Upgrading our equipment is useful in the here and now however.
Of note, the Forge of Cleansing is quite large, allowing multiple people to work on making gear. The first set is comprised of iron speartips, daggers, and coated shields, with a bone/wood being used as the base of the shield and shaft/handles. With the Forge it all forms into a single smooth piece of gear for our soldiers. It will likely take more work for a working bow design however. While the standardized bone/wood mix is effect at resisting damage, such standardization may not take well to the creation of a bow.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Failbird105 on April 21, 2022, 01:11:35 pm
Quote from: Muu, The Twisting Heaven
Name: Muu
Appearance: Muu's large form is that of an interwoven mass of flesh, stretched over thinly by an almost elastic, pale blue and red skin. Her body shape gives off the illusion of a 'shapely' figure, thinner at the midsection but widening out at the "chest" and "hips". She possesses one pair of arms that splits at the elbow into two or more forearms depending on the task at hand, and where legs should be is an interlocking mass of tentacles that, when she remains upon the ground, support her body in such a way they almost give the impression of a large ballgown.

Her head is the most distinct part of her, a mask of featureless bone that stretches all across its front and sides, concealing whatever features may have been there completely, with a pair of bone plates that stretch out from the sides and curl forward to form a crest that gives the appearance of tusks or horns. Long tentacles writhe out from the open back of the skull in a way that would imply long, flowing hair, which can split open at the tips to reveal small maws containing yet smaller tendrils, which lash about erratically and dangerously whenever exposed.

Base Location: A quaint fishing and farming village that sits upon a cliff above the coast. A long winding sheltered path provides the most direct route of safe passage down to the shore, whilst the countryside is broken up by rocky outcrop that make traditional crops suffer in favour of nimble sheep and goats. The sky above remains stirred into a constant overcast from some action of gods or other beings in ages past, plentiful rain making sunshine rare and warm clothes a necessity. It is here that Muu emerged from the watery depths below.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 01:42:14 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (1) TricMagic


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (0)

All aboard the Muu-tide. Keep your tentacles within the currents at all times.
I really do like this theme though.  :D
Title: Re: Angel Team - Chiaroscuro 2
Post by: Failbird105 on April 21, 2022, 02:48:41 pm
Goats of Golgotha
Cavalry is a massive boon to any army. Yet it has its... problems. For one, cavalry is simply expensive. Horses are very costly to acquire, and take time to breed. Combine with feeding them and such a small scale early cult as ours simply cannot afford having a sizable cavalry regiment. Or we couldn't, without help from our Angel. By taking the goats we utilize as livestock, and infusing them with pure Good, they have grown greatly in size, now large enough for our forces to ride upon the backs of.

Their great horns make them all the more potent and deadly in a charging attack. Additionally, one particular attribute of the goats, their ability to jump and climb, has largely been retained despite their new bodies. A Goat of Golgotha may not be able to climb the side of an almost sheer cliff face with their size and weight, but more ordinary rough terrain offers little impediment at all.

There are some... issues, with the goats however. For one, they have far greater diets. They cost more to feed than a normal goat, so while still less expensive than horses it is not simple as being as cheap as a goat. For two, well the infusion of Good has had some... side effects. Much like the infusion of any direct magical element would of course. Their body has... okay lets just say it they have eyes and tentacles inside of their body. These tentacles tend to come out from their mouth when they let out their bleats that... sound distressingly like human screams... then again they always sounded like that. For the most part, this just means that despite their increased size, the Goats of Golgotha offer little more the way of edible meat, perhaps even less than they originally did, thus meaning that there is no gain if we were to need more meat than we could obtain from our untransformed goats.

Still, despite all this, the Goats of Golgotha present a potent addition to our forces, presenting a powerful elite unit for us to field.


Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (2) TricMagic, Failbird


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (1) Failbird

Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 02:59:12 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (2) TricMagic, Failbird


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic


Baaaaaaahhh!~ Or however a screaming goat sounds.
I'm perfectly willing to have goats phase 1.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Kashyyk on April 21, 2022, 03:03:04 pm

Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk


Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic

Not sure what to put my second vote on yet.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 03:27:31 pm
The Sea Servants
Those who were devout in life, or repentant in death have the opportunity join Muu forevermore. Their bodies receive a fragment of her, their souls are bound to the flesh, and they are given a sea burial. The fragment slowly twists the body with her Good will, as their minds are bound to the Twisting Heaven's. And after 24 hours they emerge changed, forever warped as part of the hivemind. Whilst a little clumsy due to mainly using tentacles, and not the best conversationalists due to a lack of human vocal chords, the Sea Servants will dutifully till fields, work pumps, carry loads or bear arms in service of Muu. (Quite literally as they crush the evil out of their foes.)

For the thematic version of Eternal Servants.

Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk


Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (0)
Sea's Servants: (1) TricMagic

Title: Re: Angel Team - Chiaroscuro 2
Post by: NUKE9.13 on April 21, 2022, 03:49:23 pm
What time is it? Difficulty check time!

Quote from: Eternal Servants
Those who were devout in life, or repentant in death have the opportunity to give one last time in service of [Angel]. Their bodies are suffused with Good and mortal magics to preserve and reanimate them as loyal and tireless workers for Good. The souls are not bound to them, and instead a rudimentary intelligence is created akin to a golem, that is powered by the essence the essence Good itself. Whilst a little clumsy, and not the best conversationalists, Eternal Servants will dutifully till fields, work pumps, carry loads or bear arms in service of [Angel].
A basic zombie is not an especially complicated project. With no added bells/whistles, this would be a Normal design. Seeking an economic benefit as well requires imparting a bit more skill than the average zombie would possess, making this a Hard design. The end result would be Common, with a large unit size (rarity is (generally) not randomised).

Quote from: Gift of the Tullikan
There's a common-told story about a traveller from the Tullikan tribe (considered Outcasts by all) who helped a wounded man when everyone else ignored him. In doing a Good deed, good fortune was bestowed. This is the story told to those who are suffering physical afflictions of their own (be it disease, injury or mental difficulties) whilst they are enchanted with the Gift. Smart ones will quickly learn that for each Good act they perform, their affliction is weakened as the Gift feeds on the resultant energy and cures them in turn. Soon enough, doing Good deeds will have become second nature even after the original affliction has been forgotten.
Basic healing would not be a significant challenge. The slow-acting nature compensates for the self-powered nature, and the psychological effect as described is not actually part of the spell, but just a natural consequence (that might not happen in all cases). This would be Easy. That being said, it's quite similar to Heliel's Love, so it might be more interesting to do something else.

Seed of Eden
A magically infused 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, we shall gift them to the local 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 hope, a resonance will occur.
Infinite, low-cost, rapid growth food supplies... do not come easy. Magical apple tree that grows faster than normal: Easy. Apples take a day to regrow: brings it up to Hard. Apples are the perfect food source: pushes it to Very Hard. The end result would be Rare as well.

Quote from: High-Effort Baseline.
Blessing of Insert Angel Name Here upon her Angels [High-Effort]
Through the Light of IANH, do They share their great gifts to Their followers. The Good within swells, great river cleansing the soul and body of Evils, granting them great physical and spiritual status as they are bleached white. Their bodies mutate into perfect forms of humanity, untouched by sin. The new Angels of IANH' will not tire, and be resistant to the Fel magics of Evil. Those who practice magic will find their Good spells far easier to cast, as their channels are pure, and even those without training will be able to cast the most basic of magic to defend others from harm, the Magic Ward. Of course, such does come with some who reject this gift, but such were never meant for this world anyway. Our Angels perfect forms shall lead others to the Light.
Mutate some soldiers into stronger versions with greater stamina: Normal
Mutate all soldiers into untiring Evil-resisting supersoldiers: Ludicrous
They're also better at magic: Impossible
Literally All Our Perfect Soldiers Can Use Magic: Impossible+3. As a High-Effort: Impossible+2

Quote from: Hashmal, the Angelic Host of <Angel>
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that <Angel> leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to dermine of the may best serve as labourers warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.

These Aspirants are pit through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. The lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine, where they bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.

Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged on impure thought even as the Good applied to them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from <Angel> in the Holy waters.

Whislt reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, easily the match of a dozen mortals. With great wings that sprout from their backs, they move with grace and poise, speak with clarity and purpose, cast with precision and focus, and fight with resolution and justice. They are the elite of our Cult under <angel> and act as her eyes, ears, mouth and fist.
Rarity is a good way of lowering difficulty. Even so, these are very advanced mutants- you're starting from scratch here.
Rare supersoldiers: Normal
They can fly: Hard
They can use magic: Very Hard

Forge of Cleansing
A magical upgrade to your forging facilities, and a modest improvement of equipment: Normal.
It also lays the groundwork for future enchantment work: Hard.

Goats of Golgotha
Giant goats: Normal
Goat cavalry: Hard
Goat cavalry, avec mountain-climbing ability: Very Hard
Included drawbacks: Back down to Hard. End result would be Uncommon, medium unit size.

The Sea Servants
Close enough to a reskin of the Eternal Servants that the difficulty is the same.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Failbird105 on April 21, 2022, 04:01:22 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk


Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic
Sea Servants: (1) Failbird
Hmmm... sure, if we're good to do themed stuff already I'll grab the Servants first.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 04:08:06 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk


Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (0)
Sea Servants: (2) TricMagic, Failbird
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on April 21, 2022, 04:19:03 pm
Sea Bone Charms
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
The simple charms can be made with fishbone, and are only about as powerful as our novice ward, but they can be churned out in remarkable quantities, and one can wear multiple of them if need be.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Kashyyk on April 21, 2022, 05:01:10 pm
We spoke about a Crab unit in discord, so here is my offering. I'd want to do these, or something like it as practice for the Hashmal.

Quote from: Rock-Crusher Crabs
In a previous age, the coast that is now Muu's home was claimed by another Avatar. In their bid for victory, they had polluted the waters near the coast and caused all manner of mutations to occur. Most quickly died out, but one that survived to some extent were a species of Crab that quickly lost its ungainly size whilst retaining that ancestral memory.

When Muu called to the Ocean for aid, the children of these Crabs answered. Of bestial intelligence, they still understood, instinctively, that they must once more fight in the name of Good. They marched out of the waters and with Muu's blessing and a pulse of Good, they regained their great (but variable) size. At their smallest they are the size of a hunting dog, whilst others could match a cart horse, their shells are as hard as iron, and their pincers once more faithful to the name of Rock-Crusher Crabs.

And have some votes.
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1)  Kashyyk
Sea Servants: (3) TricMagic, Failbird, Kashyyk
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 05:45:59 pm
Revision(hoping for difficulty check)
Ironscale Cloth Armor

Using the Forge of Cleansing, we take a bit of iron, and dip it in. Once softened, we used a knife and small hammer to cut/press it, and slowly carve it out into a shaped scale. Once hardened, we then take iron we've prepared, dip it in the lake and pound it into the resulting mold,. Done many times, we gather many Ironscales, submerge them for but a small while, and then sew them into woolen cloth, creating a length of scale cloth armor which we can use for our forces. This particular practice is slow but allows us to equip our forces with scale mail. An interesting note is that we can make many molds, and since the metal isn't hot it conforms to the mold itself. Once hardened back to iron-consistency, it can be removed with ease. While dipping the scales beforehand and removing before they fully soften allows one to use an iron sewing needle to poke holes in said scales. It's a process pretty much anyone can do once molds are made, the only thing needed is time and iron.


tldr. Make molds, Pound iron into mold. Sew into cloth. More likely to go on specific forces. Like Goat-Cav and Archers. And maybe mages, though it's a bit too heavy for our acolytes to move quickly. As a revision it's may only end up on units we specifically designate get it Nuke? So goat-cav if we make it after this. Might be better for a full design just to get everyone it, but that's also a bit too expensive and not actually optimal?
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on April 21, 2022, 06:24:21 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895


Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (0)
Sea Servants: (3) TricMagic, Failbird, m1895
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 06:36:54 pm
Fixes again.
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (1) Kashyyk
Sea Servants: (3) TricMagic, Failbird, m1895
Title: Re: Angel Team - Chiaroscuro 2
Post by: Failbird105 on April 21, 2022, 06:39:55 pm
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (1) Kashyyk
Sea Servants: (4) TricMagic, Failbird, Kashyyk, m1895
Fixed the fixes
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 21, 2022, 07:19:58 pm
Loaves of Love
A special recipe made with water blessed with the Goodwill of Muu, the dough is baked into bread with bits of succulent fish for protein, and then have our cultists hand them out to the poor and hungry. The bread is filled with Goodwill, filling their hungry stomachs and suffusing them with Good feelings, and the thought that they should help others out too. So that when we go asking, they answer the nice bread people, and we can get them to spread the Goodwill along. And the bread. Everyone benefits, and we have some new converts who are addicted to the feeling of Goodwill. Helping people feels good after all. One good turn deserves another.


As an example influence design. May cause slight mutations to the brain.  Or dopamine, one or the other. Or both.
Fail, you want to write the egg/tentacle example?
Title: Re: Angel Team - Chiaroscuro 2
Post by: Failbird105 on April 21, 2022, 07:30:18 pm
Design Proposal:
Worms of Muu- subtle version
Muu knows that in order to grow and spread her Heaven throughout the world, she must first spread the word and love of her cult. To that end, she has chosen to take a subtle but direct approach. A small worm, so small its eggs aren't even visible. The worms eggs hatch in the body after being ingested, and from there the worm will take root, burrowing into the body.

From here, they simply live. As the host goes about their lives, little will change. The worm will get hungry, and mess with the Hosts mind, they'll start to feel subtly worse. Like they woke up just a little off today. The effect will grow gradually, until the worm simply starves. Unless, the host does a sufficient act of Good. Small acts of charity, holding open doors for others, taking care of their environment, etc. You see, the worm feeds on Good, and when the host is good, the worm, no longer hungry, stops messing with the hosts body, instead producing subtle positive feelings.

The hosts start to feel better the more Good they do. Pushing them to be more charitable, more helpful, and more friendly towards others. It is from there that the cultists of Muu, who were previously subtly seeding these eggs in water supplies and food donations, reach out to them and ask if they want to be part of a Greater Good, thus bringing them into the fold.

The worms do of course have weaknesses. As we've already mentioned they can starve if not fed for over a week, but more noticeably is that those who are already infused with the touch of Evil, or bathed in its power regularly, will rapidly purge such worms from their body before they can fill more than slightly ill.


Worms of Muu- more overt version
Muu knows that in order to grow and spread her Heaven throughout the world, she must first spread the word and love of her cult. To that end, she has chosen to take a more direct approach aimed at the wealthier and nobler. A small worm, with small, black, delicious eggs. The eggs are sold as a form of caviar, a delicacy, to those who are extravagant and wealthy. The eggs hatch in the body after being ingested, and from there the worm will take root, burrowing into the body.

From here, they simply live. As the host goes about their lives, little will change. The worm will get hungry, and mess with the Hosts mind, they'll start to feel subtly worse. Like they woke up just a little off today. The effect will grow gradually, until the worm simply starves. Unless, the host does a sufficient act of Good. Small acts of charity, holding open doors for others, taking care of their environment, etc. You see, the worm feeds on Good, and when the host is good, the worm, no longer hungry, stops messing with the hosts body, instead producing subtle positive feelings.

The hosts start to feel better the more Good they do. Pushing them to be more charitable, more helpful, and more friendly towards others. It is from there that the cultists of Muu, who had previously sold said eggs, reach out to them and ask if they want to be part of a Greater Good, thus bringing them into the fold.

The worms do of course have weaknesses. As we've already mentioned they can starve if not fed for over a week, but more noticeably is that those who are already infused with the touch of Evil, or bathed in its power regularly, will rapidly purge such worms from their body before they can fill more than slightly ill.
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on April 21, 2022, 09:37:54 pm
Legacy of The Norfolk
The Norfolk were sea raiders that regularly attacked along the coast long before Muu awoke. While they have not come to these shores in many years, their presence has left its mark, and not just with the cultural acceptance of tattooing and regular baths.
Some of our older cultists were trained to fend off the raiders, and while our current militia fights in the style more traditional of inlanders, the old coastal militias fought with axe and shield, counter-charging the raiders while they were still dismounting from their boats and forcing them back into the sea. Muu has decided soldiers trained in this style would fit quite well with her doctrine, so training of the next generation has begun.
The fierceness required to see the charge through naturally means more cultists washout from training, so a unit of axemen is noticeably smaller than the current militia.
For dress, the only real piece of uniform kit the have is a set of dyed blue puttees, to be wrapped herringbone style with leather low boots. The rest of their clothing varies based on the local clime. For instance, wearing a heavy coat in mayfolk to keep off the cold and damp is a necessity, but would be absurd to wear in a desert.
Title: Re: Angel Team - Chiaroscuro 2
Post by: NUKE9.13 on April 22, 2022, 04:41:34 am
Sea Bone Charms
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
The simple charms can be made with fishbone, and are only about as powerful as our novice ward, but they can be churned out in remarkable quantities, and one can wear multiple of them if need be.
The difficulty here depends on whether the charms are intended to be consumable or reusable.
Consumable: Easy, Uncommon (about 1/5th of your forces would have access to them). It's an existing spell, put into a different format.
Reusable: Hard, Uncommon. Though it's a simple spell, there's additional work needed to make the charm capable of recharging/resetting.

Quote from: Rock-Crusher Crabs
In a previous age, the coast that is now Muu's home was claimed by another Avatar. In their bid for victory, they had polluted the waters near the coast and caused all manner of mutations to occur. Most quickly died out, but one that survived to some extent were a species of Crab that quickly lost its ungainly size whilst retaining that ancestral memory.

When Muu called to the Ocean for aid, the children of these Crabs answered. Of bestial intelligence, they still understood, instinctively, that they must once more fight in the name of Good. They marched out of the waters and with Muu's blessing and a pulse of Good, they regained their great (but variable) size. At their smallest they are the size of a hunting dog, whilst others could match a cart horse, their shells are as hard as iron, and their pincers once more faithful to the name of Rock-Crusher Crabs.
Large crabs: Normal
Large heavily armoured crabs: Hard
Large heavily armoured armour-crushing crabs: Very Hard. Uncommon, medium unit size. Also likely to have unexpected mutations at lower rolls.

Revision(hoping for difficulty check)
Ironscale Cloth Armor
Not doing revision difficulty checks yet, since those would obviously be conditional on what you do in the design phase.

Loaves of Love
Easy, Common.

Worms of Muu- subtle version
Delightful. The same basic idea as the Loaves, but a more elaborate process that clearly leaves the door open for more advanced applications. Normal, Uncommon.

Quote
Worms of Muu- more overt version
Same as the subtle version.

Legacy of The Norfolk
Basic training and a very modest equipment upgrade, combined with decreased unit size- Easy, Common, ~40 unit size.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Kashyyk on April 22, 2022, 05:26:48 am
I've been thinking about influence options. This one has a bit of a Chridtmas Carol vibe, but I thought it would be a fun Uncommon/Rare way to turn nobility to our side.

Quote from: Spirits of Misdeed
The Mistress/Servant relationship is a two way bond, and one Muu and her followers understand and respect. Most of the mortal kingdoms are inflicted with an imbalance that goes against this natural Order, with the Servant bearing the brunt of the cost, and seeing little of the benefit.

In their journeys, our missionaries will no doubt hear of these grievances, and have been taught a ritual to right this wrong and summon back the spirits of those who have been mistreated. These Spirits will be charged with following the Master who has wronged them, whispering in their ear and guiding them to the Right and Good path.

Naturally, the type who will allow these misdeeds to happen are not likely to listen to strange words, but when multiple Spirits come together they will be able to exert greater pressure. Moving objects, lengthening the shadows, creating apparitions, and twisting dreams to nightmares. Those who still resist the attentions of the Spirits will slowly be driven mad as they are haunted by their own Misdeeds.
Title: Re: Angel Team - Chiaroscuro 2
Post by: EuchreJack on April 22, 2022, 10:26:59 am
Vote: Forge of Cleansing & Loaves of Love
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 22, 2022, 10:32:41 am
Quote from: Godbox
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895


Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (4) Failbird, TricMagic, m1895, EuchreJack
Goats of Golgotha: (1) Kashyyk
Sea Servants: (4) TricMagic, Failbird, Kashyyk, m1895
Subtle Worms: (1) EuchreJack

Of note Jack, Loaves likely won't get voted since worms are normal. Thanks for the support though. (want to vote Muu too?)
Sea Servants are basically support in combat and at home.
Title: Re: Angel Team - Chiaroscuro 2
Post by: EuchreJack on April 22, 2022, 10:43:04 am
Eh, sure
Change vote from Loaves to Worms (subtle)
Title: Re: Angel Team - Chiaroscuro 2
Post by: Happerry on April 22, 2022, 03:46:58 pm
Here's something for the future.

Liquid Light Elemental
By way of trapping an expansive amount of blessed water between a large array of silver mirrors that concentrate and refract the light of the sun, moon, and stars through the water it is possible to infuse water with the very nature of light. This does, of course, result in most of the water 'boiling off' during the process, which takes a considerable amount of time to undergo and therefor has a limited production rate. But the resulting 'Liquidized Light' can then be put to use, when gathered in sufficient amounts (multiple production runs are generally needed) to create the mystical creation known as a Liquid Light Elemental.

By inserting a central core of crystalized goodness into said sufficient amount of liquid light and infusing it with the desire to serve our most holy angel we can create what amounts to a floating shroud of semi-solid light capable of sublimating things it makes physical contact with (if at a somewhat slow rate) into non-liquid normal light, as well as being able to make the normal crushing, battering, and lashing strikes a normal water elemental is known to make.
Title: Re: Angel Team - Chiaroscuro 2
Post by: EuchreJack on April 22, 2022, 03:50:00 pm
Here's something for the future.

Liquid Light Elemental
By way of trapping an expansive amount of blessed water between a large array of silver mirrors that concentrate and refract the light of the sun, moon, and stars through the water it is possible to infuse water with the very nature of light. This does, of course, result in most of the water 'boiling off' during the process, which takes a considerable amount of time to undergo and therefor has a limited production rate. But the resulting 'Liquidized Light' can then be put to use, when gathered in sufficient amounts (multiple production runs are generally needed) to create the mystical creation known as a Liquid Light Elemental.

By inserting a central core of crystalized goodness into said sufficient amount of liquid light and infusing it with the desire to serve our most holy angel we can create what amounts to a floating shroud of semi-solid light capable of sublimating things it makes physical contact with (if at a somewhat slow rate) into non-liquid normal light, as well as being able to make the normal crushing, battering, and lashing strikes a normal water elemental is known to make.
Could we combine this with the Forge somehow?
EDIT: Nevermind, they probably work better as separate components that can be used together.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 22, 2022, 04:07:02 pm
Here's something for the future.

Liquid Light Elemental
By way of trapping an expansive amount of blessed water between a large array of silver mirrors that concentrate and refract the light of the sun, moon, and stars through the water it is possible to infuse water with the very nature of light. This does, of course, result in most of the water 'boiling off' during the process, which takes a considerable amount of time to undergo and therefor has a limited production rate. But the resulting 'Liquidized Light' can then be put to use, when gathered in sufficient amounts (multiple production runs are generally needed) to create the mystical creation known as a Liquid Light Elemental.

By inserting a central core of crystalized goodness into said sufficient amount of liquid light and infusing it with the desire to serve our most holy angel we can create what amounts to a floating shroud of semi-solid light capable of sublimating things it makes physical contact with (if at a somewhat slow rate) into non-liquid normal light, as well as being able to make the normal crushing, battering, and lashing strikes a normal water elemental is known to make.
Could we combine this with the Forge somehow?
Undoubtedly if Muu does it. Though at that point it's the Hero unit, Slime-chan!
That said, if not then the Silver Mirrors would be produced at the forge and enchanted so light can pass through water unhindered. And we'd most likely do so underwater. Down in the depths there is no light, so Muu's presence can infuse the waters, while light from above is beamed through the water by the enchanted mirrors to it's final point at multiple angles. (The core in this case is actually formed of crystalized light.) While they would be quite rare they'd also be quite powerful. As water is boiled off from the centerpoint, new water surges in, which pressures the light and keeps it from escaping, allowing the crystallization to happen. Eventually the area is such a mix of water and light the elemental forms, and since it's formed from Muu's presence is naturally loyal. Oh, it also eats light, which helps when it dissolves things into photons.

Least that's my idea of things. Hmm, might want to look into that.

Mirror of Light
The mirror of light is comprised of a concave shield made of solid bone, the runes carved into the face. We then press light-imbued silver into it and polish to a mirror gleam. The result is an item which can concentrate the beams from above into a beam of light which burns the target it touches. Such is the heat that anything flammable will alight, and even that which isn't will heat to horrible temperatures. A cloth covering stitched with stars over a sea is included to prevent it's use when not needed. To turn it off one needs cover the light from above with the cloth, before covering it fully.
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on April 23, 2022, 12:19:32 am
Turtleshell Armor
While skeptical at first, Muu was quite surprised by the fourth hand suits of turtleshell armor that had been purchased for a few wheels of goat cheese decades ago.
The armor is notably, not actually made from turtle shells. Apparently in the land it originated from, they have these strange land-turtles with hexagonal patterns on their shells, and the hexagonal scales of iron and hardened leather sown into cloth apparently bear a striking resemblance to them.
To supplement the iron and hardened leather, our suits make use of fused bone, the mold leaving a hardened outer plate with a softer inner plate, ultimately comparable to iron, and fused scales, comparable to the leather, if harder and more brittle.
The average soldier in turtleshell armor will most assuredly have a helmet, of fused bone or iron, with padding continuing from inside the helmet to around the neck, with a bit of luck he may have leather and scale plates sewn into it. His chest piece will have a mixture of fused bone and iron plates,  the bone plates are notably thicker (though the bone is less dense) and bonewhite, so soldiers typically request a pattern, perhaps he requested tentacles reaching skyward, or a gaping shark's maw. His pauldrons will likely be a mixture of all four types of plate, to get a good mix of protective qualities and cost. He will at least have a vambrace on his weapon arm, made of a mixture scale and leather designed to ensure any blow hits both substances, and he'll have a demigaunt made from a few metal plates with it. His cuisse will likely make do with the same mixture as the vambrace, and if he's very lucky he'll have greaves as well.
For the archer well, she'll definitely get the helmet, probably the chestpiece too, but everything else is a bit out there.
Initiates tend to refuse wearing helmets, so we'll put a bit more effort in to ensure they get chestpieces at least.

this is well, hopefully a revision

Power Through Faith, Peace Through Power
The dedication our cultists show is remarkable by itself, but it can be refined, sharpened to a razor's edge.
The simplest of these refinements is communal rites, as an example, the Rite of Clean Waters, where cultists rinse off their face with, well, clean water and sing a hymn.
More complex are the various catechisms. These require a degree of thought to maintain internal consistency, but give structure and support to the cultists' dedication.
The final piece, somewhere between the other two in complexity, is a handful of creeds, these can be recited, out loud or in the cultist's head, to provide some measure of stability to the cultist in the heat of battle or any other deeply stressful time.
Quote from: one of the crudest creeds
Then I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand



This was actually the first design/revision I started on, I completed the others first because they were built after Muu had come into existence, and thus were more on theme with our base location. I've finished this up primarily for completions sake.
Title: Re: Angel Team - Chiaroscuro 2
Post by: NUKE9.13 on April 24, 2022, 01:43:31 am
Angel Team: Design Phase T0
TURNTURNTURN
Forge of Cleansing
A special spring blessed by our goddess. it's waters purify and imbue materials, allowing one to shape ore and bone as if clay. Working the forge, here our gear is created. It is not a difficult task, as the very properties of the forge allow ease of use so long as one does not do something stupid like dip the hands in directly or keep their protective gloves in the water too long.
The process mostly involves submerging the materials being used, then using long tools like tongs and scoops to lift them out, followed by hammers and gloves to shape, fold, and compress the items into shape. They are submerged repeatedly during the process the earth scraped away from the ore during preparation.
While the Forge of Cleansing does not imbue magic into the finished products naturally, it can be used to do so. It's main enchantment is imbuing the materials submerged to ease the work of combining and working them, which could prove useful for other projects down the line. Upgrading our equipment is useful in the here and now however.
Of note, the Forge of Cleansing is quite large, allowing multiple people to work on making gear. The first set is comprised of iron speartips, daggers, and coated shields, with a bone/wood being used as the base of the shield and shaft/handles. With the Forge it all forms into a single smooth piece of gear for our soldiers. It will likely take more work for a working bow design however. While the standardized bone/wood mix is effect at resisting damage, such standardization may not take well to the creation of a bow.
Forge of Cleansing: Hard: (3+2)-1=4: Below Average
Ordinarily, forging would be associated with Fire. But an Angel is not ordinary.

The Forge of Cleansing is built by a tidal pool that has long been regarded as holy. Holy or not, the location is a wellspring of Good, which is used to power the enchantment of the Forge. The blessed waters work as envisioned, softening materials both metallic and organic (though not living) into a malleable state. It flows through stone channels to several forging stations, where a shallow pool replaces the traditional furnace in an otherwise conventional setup. Presently the Forge is modest in scale, but it will be expanded as the cult grows.
The only lacking element is the human workers; it seems your smiths have a hard time wrapping their heads around the concept of bone-forging, meaning that while they have been able to produce the requested metal equipment- which is certainly of a higher quality than the makeshift gear previously employed-, the bone-wood amalgam is not quite up to scratch, and is in some cases no better than the shoddy woodwork used before (meaning spear shafts and shields may crack during regular combat, though not quite as often as before).

The potential to use the Forge for enchantment work is there- when submerged in the cleansing water, the materials are more permeable to magical effects, making enchantments of all sorts easier to apply.

All in all, the Forge of Cleansing is an effective upgrade to your production capabilities, increasing the ability to work metals, and opening the door to the use of more exotic materials (eg bone). The improved equipment of the Cultist Spears will make them more effective, without increasing their cost. The Forge is Infrastructure



The Sea Servants
Those who were devout in life, or repentant in death have the opportunity join Muu forevermore. Their bodies receive a fragment of her, their souls are bound to the flesh, and they are given a sea burial. The fragment slowly twists the body with her Good will, as their minds are bound to the Twisting Heaven's. And after 24 hours they emerge changed, forever warped as part of the hivemind. Whilst a little clumsy due to mainly using tentacles, and not the best conversationalists due to a lack of human vocal chords, the Sea Servants will dutifully till fields, work pumps, carry loads or bear arms in service of Muu. (Quite literally as they crush the evil out of their foes.)
The Sea Servants: Hard: (3+4)-1=6: Above Average
Mortals fear death. It's kinda in the name. Absolving them of this fear, by granting existence beyond it, is a kind and generous act.

Through a simple ritual anointment of blessed fish oil, the recently deceased may be bound to you forevermore, if willing. Some may opt out, and those who do not recognise you as their master are unlikely to accede, but most of your followers will gladly give themselves over to you. Once so bound, the corpse is to be submerged in water at the earliest opportunity. As water permeates the body, the soul is consumed merged into the undying hivemind (not a lossless or reversible process, but conveniently the excess energy powers the rest of the transformation). The physical transformation varies- the more damaged the corpse is, the more will be replaced by tentacles-, but in all cases the blood is replaced with brine, and the body is brought back to animation with strength to spare.
The resultant Sea Servant is controlled by the hivemind, which in turn takes orders from you. Distance is an obstacle, meaning generally Sea Servants will stick together, and clusters far removed from your presence will be less intelligent (though these isolated hiveminds can take orders from those you grant the authority, this is less effective than a direct mental connection).
The Servant is somewhat stronger than the average human, and although this strength is coupled with a decrease in precision (especially in those with a higher proportion of tentacles), it is good enough for a lot of manual labour. Already the extra workforce has been put to good use, providing the cult with a modest amount of spare resources (+1 Wealth Token).
Their strength may also be employed in brute-force melee combat. Clubs will be provided to Servants sent to war, with which they can batter the enemy into submission, heedless of losses. Said losses are somewhat easier to inflict due to the Servant's poor blocking ability. In terms of sheer resilience, they are more vulnerable than humans- the brine in their veins will drain from their body faster than blood, and the curious organs that replace their human ones are slightly more fragile. However, as they do not feel pain, they will fight on despite injuries that might cause a human soldier to retreat.
A 'dead' Sea Servant that is returned to the water in time may regenerate, provided the damage is not too severe. This process takes anywhere from a few days to several weeks.

Sea Servants provide a plentiful, strong, clumsy workforce, as well as cheap fodder in battle. Unit Size: ~100 Common



It is now the Revision Phase. You have two revisions. Note that you will also have two revisions next turn as well, but from Turn 2 onwards you will only receive one.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 24, 2022, 02:01:33 am
Bonesmiths
Given the circumstances with the forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Kashyyk on April 24, 2022, 02:24:16 am
Quote from: Armour Upgrade
Our Cultists are still mortal, and our Sea Servants have weakpoints. Time to put sheets of metal in the way. Thanks to our new Forge, we should be able to produce enough iron cuirrasses and helmets to protect all our warriors.

That one might require a Wealth Token, as the challenge is more about volume than anything else.

Quote from: Seneschals of the Sea
Eternal life after death is a fair reward for our followers dedication, but some of our devout have gone above and beyond in service. When these honoured Servants take their place amongst the hivemind, they are given additional care in preservation, aSea Bone charm to focus their soul and any wounds are repaired with driftwood and seaweed. 
In so doing, they keep a passable han form, retain almost all of their personality and self in their new life, and can use their connection to telepathically command and guide the Sea Servants they are assigned in labour and war.

This gives our Sea Servants a command unit that should hopefully negate the strain on Ourselves and the latency of commanding Servants far away.

Edited to add: Now we don't have much yet to help us in the Influence lanes so I'm not sure if we can only anythingfor that this Revision phase, but I had an idea to help whichever political faction we back in Thpenos.

Quote from: Arcane Ward
A variant of the Novice Ward, this one has no ability to stop physical objects and energies from passing through, instead being optimised for blocking arcane and incorporeal effects. This has the obvious benefit of being more durable against Magic Missile, but also passage from spirits and shades, and magical sensors cast by nosy mages.
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on April 24, 2022, 09:36:39 am
Turtleshell Armor
While skeptical at first, Muu was quite surprised by the fourth hand suits of turtleshell armor that had been purchased for a few wheels of goat cheese decades ago.
The armor is notably, not actually made from turtle shells. Apparently in the land it originated from, they have these strange land-turtles with hexagonal patterns on their shells, and the hexagonal scales of iron and hardened leather sown into cloth apparently bear a striking resemblance to them.
To supplement the iron and hardened leather, our suits make use of fused bone, the mold leaving a hardened outer plate with a softer inner plate, ultimately comparable to iron, and fused scales, comparable to the leather, if harder and more brittle.
The average soldier in turtleshell armor will most assuredly have a helmet, of fused bone or iron, with padding continuing from inside the helmet to around the neck, with a bit of luck he may have leather and scale plates sewn into it. His chest piece will have a mixture of fused bone and iron plates,  the bone plates are notably thicker (though the bone is less dense) and bonewhite, so soldiers typically request a pattern, perhaps he requested tentacles reaching skyward, or a gaping shark's maw. His pauldrons will likely be a mixture of all four types of plate, to get a good mix of protective qualities and cost. He will at least have a vambrace on his weapon arm, made of a mixture scale and leather designed to ensure any blow hits both substances, and he'll have a demigaunt made from a few metal plates with it. His cuisse will likely make do with the same mixture as the vambrace, and if he's very lucky he'll have greaves as well.
For the archer well, she'll definitely get the helmet, probably the chestpiece too, but everything else is a bit out there.
Initiates tend to refuse wearing helmets, so we'll put a bit more effort in to ensure they get chestpieces at least.

this is well, hopefully a revision

Power Through Faith, Peace Through Power
The dedication our cultists show is remarkable by itself, but it can be refined, sharpened to a razor's edge.
The simplest of these refinements is communal rites, as an example, the Rite of Clean Waters, where cultists rinse off their face with, well, clean water and sing a hymn.
More complex are the various catechisms. These require a degree of thought to maintain internal consistency, but give structure and support to the cultists' dedication.
The final piece, somewhere between the other two in complexity, is a handful of creeds, these can be recited, out loud or in the cultist's head, to provide some measure of stability to the cultist in the heat of battle or any other deeply stressful time.
Quote from: one of the crudest creeds
Then I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand



This was actually the first design/revision I started on, I completed the others first because they were built after Muu had come into existence, and thus were more on theme with our base location. I've finished this up primarily for completions sake.
Quoting this to make sure the diff check includes it
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 24, 2022, 10:05:04 am
Revision(hoping for difficulty check)
Ironscale Cloth Armor

Using the Forge of Cleansing, we take a bit of iron, and dip it in. Once softened, we used a knife and small hammer to cut/press it, and slowly carve it out into a shaped scale. Once hardened, we then take iron we've prepared, dip it in the lake and pound it into the resulting mold,. Done many times, we gather many Ironscales, submerge them for but a small while, and then sew them into woolen cloth, creating a length of scale cloth armor which we can use for our forces. This particular practice is slow but allows us to equip our forces with scale mail. An interesting note is that we can make many molds, and since the metal isn't hot it conforms to the mold itself. Once hardened back to iron-consistency, it can be removed with ease. While dipping the scales beforehand and removing before they fully soften allows one to use an iron sewing needle to poke holes in said scales. It's a process pretty much anyone can do once molds are made, the only thing needed is time and iron.


tldr. Make molds, Pound iron into mold. Sew into cloth. More likely to go on specific forces. Like Goat-Cav and Archers. And maybe mages, though it's a bit too heavy for our acolytes to move quickly. As a revision it's may only end up on units we specifically designate get it Nuke? So goat-cav if we make it after this. Might be better for a full design just to get everyone it, but that's also a bit too expensive and not actually optimal?
Likewise here, but it's probobly simular to Turtleshell armor given it's metal sewn into cloth, though mine is more poking a hole in said metal and sewing them together to cloth more akin to Scale Armor (https://en.wikipedia.org/wiki/Scale_armour).
That said, there is probably something to be said for larger plates in lamellar armor, though scale doesn't have any gaps in protection.
Granted, mine is more written as prep for Goat-cav, since we can armor them in it to boost their survival. So maybe not the best idea. (There is a modern version of scale called Dragonskin, but where would we find dragons[or hydra].)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 24, 2022, 10:18:34 am
hmm..

Dragons-Ceramic Armor
Taken from the scales shed by Muu and mixed with fire-forged ceramic made with ash and clay within the Forge of Cleansing, these hexagonal scales offer superb protection from piercing and blunt attacks. Sewn within cloth armor  in an overlapping pattern, the torso and legs are protected by the cloth. As well, there are also armguards and helmets made to less protective certifications, though they make use of leather backing and iron within their construction to better deflect slashing blows and reduce blunt ones. It's an elite armor in made in small production that will protect our more valuable troops from harm, and the inherent Good within the material will warp mind-altering effects and reinforce the user's will with the certainty that Muu is with them. (As well as make them more willing to fight harder in their service. Use causes scales to appear from and replace the skin.)

As a design, rather than a revision. More useful one we have elite units.

The below is a revision/thing/maybe

Boats!
While the current fishing boats your cultists use are fine for their previous fishing and travel between islands, they are not for larger scale deployments, yet. This can be fixed. Making use of the Forge of Cleansing to fuse gathered wood together, larger boats can be carved, capable of carrying more people longer distances. Combined with sails made from sheepwool and wooden oars, your cultists will be able to travel more quickly in greater numbers, and bring along some of your more landbound creations when you make them. The benefits to influence could also be useful, if you had anything to trade at the moment.

Imagine a Viking ship. While not useful beyond our own borders, it does give us faster travel to locations along the shore.
Design is obviously better in every way though. Just an idea I had.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 24, 2022, 02:53:58 pm
Muu's Mercy
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on April 24, 2022, 04:08:54 pm
Bonesmiths
Given the circumstances with forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
A simple fix- improving a specific aspect of a thing to bring it up to spec. It is a somewhat exotic skill, but still, this would be Easy.

Quote from: Armour Upgrade
Our Cultists are still mortal, and our Sea Servants have weakpoints. Time to put sheets of metal in the way. Thanks to our new Forge, we should be able to produce enough iron cuirrasses and helmets to protect all our warriors.
Putting metal armour on all your soldiers at this point in time would be an incredible feat. Cultists' lives are cheap- equipment is not. The Forge provides a plausible mechanism for creating the equipment, but not for financing the materials and labour required (and even then, it would be pushing the Forge's capacity). Also, it's only a revision. This is actually just not possible (not Impossible difficulty, but literally not an action you can attempt). You'd be looking at several Wealth Tokens to bring it into the realm of plausibility, and it would still be incredibly difficult.
Edit: I should maybe clarify: I don’t want to see well-armoured chaff, because then cool monsters and stuff don’t have hordes of weaklings to scythe through to show off their strength.
So while there are reasons why it would be very difficult, it’s also kinda like doing guns: just not what I want to see.

Quote from: Seneschals of the Sea
Eternal life after death is a fair reward for our followers dedication, but some of our devout have gone above and beyond in service. When these honoured Servants take their place amongst the hivemind, they are given additional care in preservation, aSea Bone charm to focus their soul and any wounds are repaired with driftwood and seaweed. 
In so doing, they keep a passable han form, retain almost all of their personality and self in their new life, and can use their connection to telepathically command and guide the Sea Servants they are assigned in labour and war.
The changes proposed are mitigated handily by the fact that this would only serve as a command unit. It would be a Normal revision.

Quote from: Arcane Ward
A variant of the Novice Ward, this one has no ability to stop physical objects and energies from passing through, instead being optimised for blocking arcane and incorporeal effects. This has the obvious benefit of being more durable against Magic Missile, but also passage from spirits and shades, and magical sensors cast by nosy mages.
Simply changing the wavelength of Novice Ward without increasing strength would be Trivial.

Turtleshell Armor
As above, literally not possible. As more advanced armour, it would be even harder if it was possible.

Quote
Power Through Faith, Peace Through Power
The dedication our cultists show is remarkable by itself, but it can be refined, sharpened to a razor's edge.
The simplest of these refinements is communal rites, as an example, the Rite of Clean Waters, where cultists rinse off their face with, well, clean water and sing a hymn.
More complex are the various catechisms. These require a degree of thought to maintain internal consistency, but give structure and support to the cultists' dedication.
The final piece, somewhere between the other two in complexity, is a handful of creeds, these can be recited, out loud or in the cultist's head, to provide some measure of stability to the cultist in the heat of battle or any other deeply stressful time.
Quote from: one of the crudest creeds
Then I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand
Kinda what Cultists already do. But increasing their mental resilience further is possible, and would be Normal.

Revision(hoping for difficulty check)
Ironscale Cloth Armor
Again, no. But let's say that this was only intended for special heavy units, since there are three armour-revision proposals, so you clearly want to know the difficulty.
Producing metal armour is possible, but it requires effort. Using the Forge to make the process easier is valid, but it still requires skills your craftsmen do not currently have- there isn't much call for armoursmiths out in the backwoods (note that your starting location is always backwoods, so it's not like choosing a different location would make this easier). Limiting the deployment to specialised units reduces the strain on your resources, although it would still be a costly project made easier by the application of a Wealth Token or two. This is also a revision that isn't revising a thing you have, which makes it even harder. This would be Very Hard, bordering Ludicrous, and the Heavy Cultist Spears would be Uncommon, unit size ~50.

Quote
Boats!
While the current fishing boats your cultists use are fine for their previous fishing and travel between islands, they are not for larger scale deployments, yet. This can be fixed. Making use of the Forge of Cleansing to fuse gathered wood together, larger boats can be carved, capable of carrying more people longer distances. Combined with sails made from sheepwool and wooden oars, your cultists will be able to travel more quickly in greater numbers, and bring along some of your more landbound creations when you make them. The benefits to influence could also be useful, if you had anything to trade at the moment.
You don't need this. You get "free" boats for transport between your base and the mainland, as well as for crossing the fjords. The boats described would not be an upgrade over said free boats.

Muu's Mercy
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
While derived from the Sea Servant ritual, this is radically different- unwilling participant, much faster and water-free transformation, animation of individual bodyparts. This would be Very Hard.
I will say, having it be an aura effect for Muu is possible, and does not make it much harder.



I may do a few more difficulty checks (in the next turn or two) for things that are radically different from prior proposals. And you can always ask me for an estimate, even if I won't answer in many cases.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 24, 2022, 04:48:48 pm
Ward Bubble
By using Good-infused conches to shape the magic, mages can create a ward bubble around a target. This is self-sustaining once cast, though it pops after a few weak hits, or one strong one. Needless to say, it depends on which Ward is used as the base as to it's final effect. Novice Wards pop in a single hit of Evil intent. Though as the Shell redistributes the force around it, this can block any ranged attack once so long as it's not over a certain level of power, and even then it may blunt some of the blow. The Shells themselves have the look of a bubble's film, which may effect accuracy. Note that the casting requires the mage to be right next to the target at the moment and is a rather involved process, precluding using it in the heat of combat. Though Muu can coat many around her in the film herself during combat, and most mages could cast it on themselves, since a good portion of the bubble is tying off the magic to be self-sufficient in a closed system.

Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Failbird105 on April 24, 2022, 05:10:18 pm
Sea Servants- New Flesh
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.

This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 24, 2022, 05:32:36 pm
Emergency Fixes: Force Ward and Arcane Ward
While not an emergency, one could say specialization is an inherent advantage. There isn't really any reason not to work out two different parts of the Novice Ward, figure out how it ticks and then enhance the part that does what it does.

Force Ward: A variant of the Novice Ward, this one has no ability to stop magical objects and energies from passing through, instead being optimised for blocking physical and elemental attacks. This has the obvious benefit of being more durable against arrows, but also slowing passage from flesh and outright stopping smaller creatures, while also serving as a way to keep mosquitos, rats, crows, and other vermin away..
Arcane Ward: A variant of the Novice Ward, this one has no ability to stop physical objects and energies from passing through, instead being optimised for blocking arcane and incorporeal effects. This has the obvious benefit of being more durable against Magic Missile, but also passage from spirits and shades, and magical sensors cast by nosy mages.



Ward Frequency Shifting: Ýmis Ward
While the Ward protects from physical and magical attack, what exactly causes that? By studying the mechanisms behind the spell, it may be possible to make a new variant, one that can shift magical protection down in exchange for more physical protection, or the other way around. A high arcane ward frequency could stop spirits, shades, and magical sensors. While a high force ward frequency could result in reducing physical attacks even more, and perhaps stopping small vermin like rats, crows, and insects from bothering you, anything without enough strength and mass to break through. If you can create the, let's call it a Ýmis Ward, it would be a huge boon for you and your cultists against the Demons, letting your mages working together overlap both types for maximum protection.

As a combined proposal of the Emergency Fixes. Name pending.
Spoiler: Ward names (click to show/hide)


Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (1) TricMagic
Ýmis Ward: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 24, 2022, 06:11:12 pm
Abyssal Missile
The Abyssal Missile is simply a variant of the magic missile that uses elemental shadow that sublimates its target. Unlike raw mana, elemental shadow coheres quite well and doesn't burn off into the air, making the Abyssal Missile more efficient and longer ranged.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 24, 2022, 09:35:05 pm
Servant Motor Skills
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should normally have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 25, 2022, 12:47:15 am
Gadflies
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Kashyyk on April 25, 2022, 06:44:22 am
I think we've got enough options to start voting. I'm on my phone, do I'm only gonna put my own in here.

Quote from: Votebox
(1) Consumable Sea-Bone Charms (http://www.bay12forums.com/smf/index.php?topic=179761.msg8369023#msg8369023) : Kashyyk
(1) Seneschals of the Sea (http://www.bay12forums.com/smf/index.php?topic=179761.msg8369638#msg8369638) : Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 25, 2022, 08:38:12 am
I think we've got enough options to start voting. I'm on my phone, do I'm only gonna put my own in here.

.... Why? Why do votes get ignored? Also this is revision phase. Sea Bones were designs.
... This isn't even in the same formatting at that.
Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (1) TricMagic
Ýmis Ward: (1) TricMagic
Senschals of the Sea: (1) Kasyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kasykk


As for arguments. Bonesmiths fix our gear's one issue and open up the use of exotic materials such as bone.
Ymis Ward alters our base spell and gives valuable knowledge for further improvement. As well as allowing us to apply such to every ward upgrade going forward.
Senschals give our chaff a better command structure. Which isn't sorely needed at the moment. We don't fight until next turn.
Sea-Bone Charms were reviewed as a design.
Next turn will likely be Worms and 1 other design.

The Ymis Ward, when layered properly, gives our forces a boost in survival, since we can reduce physical and magical attacks at range. Bonesmiths fix the forge's one issue and help out with the use of bone later down the line, or other tricks. Like, we can engineer wood, among other products like ivory. That's probably a wealth project all it's own, given compressed wood is a lot stronger and can be made from sawdust and wood chippings, or branches and deadwood/driftwood.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: EuchreJack on April 25, 2022, 12:23:17 pm
Sea Servants- New Flesh
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.

This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
I really like this.
+1
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 25, 2022, 12:41:46 pm
Honestly not my fare.

Sea Servants - Hiverbody
Sea Servants tend to take injures and 'die'. While they can be retrieved with enough time to be healed, there is still plenty of flesh leftover right there, and given it's a hivemind there isn't any reason why another can't use it. So by taking advantage of their makeup, a Sea Servant can take up the body of another, combining their forms into an ever more frightening creature to evil and patching up any damage the initiator has taken in the process. This also allows them to exhibit greater strength and skill than before, since the have more tentacle brain power. And after the battle is done and the Sea Servants return, they can split back apart, sinking underneath the waves to regenerate as normal.

Of note, still want Ymir this turn. Good is better at defensive stuff, even if they can do stuff demons can do.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on April 25, 2022, 01:00:55 pm
Ward Frequency Shifting: Ýmis Ward
A difficulty check was requested for this, and I guess there's some merit to answering.
This is essentially two very closely related Trivial revisions combined. It is Easy. To be clear, this doesn't mean that you can combine any two Trivial revisions and have them be Easy- being closely related is key. It makes sense that one could make changes in both directions in the same project.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on April 25, 2022, 01:06:07 pm
Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic,  m1895
Senschals of the Sea: (1) Kashyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kashykk
Might as well, it shows our hand less than the alternatives
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Kashyyk on April 25, 2022, 01:40:32 pm
Sea Servants - Rehydration Solutions
In the alchemical theory of Four Elements, it is generally accepted that humans are three parts water out of every four. Brine is also primarily water. The tentacle suckers of our Sea Servants are enhanced so that with a good grip on an unyielding "donor" they can extract the required fluids to revitalise the Servant. This is not fast enough to occur mid-combat, and is inferior to the rejuvenating caress of the Sea, but it will allow all but the most severe damage to be recovered in the field., and leave curiously dessicated corpses with many circular wounds.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 25, 2022, 02:51:50 pm
18.75% for 8+s
18.75% for 7s
25% are 6s
18.75$ are 5s
12.5% are 4s
6.25% are 3s

Broken down, we have an 81.25% chance of success on Easy rolls. 37.5% is Superior+ with 25% being above average, and 18.75 as Average. And a 18.75 percent of below that. (6.25 for buggy mess). Just to give a breakdown on what Easy Roles are.

Trivial gets 62.5% of Superior Craftsmanship+. Though as they are trivial that isn't the best use of designs at times. And Below Average chance is just 6.25%.

So yeah, Ýmis Ward has a high chance of success at worst. Same with Bonesmiths. While the Ýmis Ward won't change the course of battle, it does offer a path forward where we don't have to sacrifice one thing or the other when making magical wards, we can adjust things. Or we could go the other way, and use our knowledge to reinforce an aspect by building upon the basic principle behind that part of the Ýmis Ward.
Meanwhile Bonesmiths gives us pretty solid gear.

Just figured I'd post this. High-efforts that get turned down to Easy have a 55.86% chance of an 8+, by the way. 79.69 for a 7+, 92.19% for a 6+, and 98.05% for a average 5+. So 2 percent chance of failure. In comparison, Hard design brought to normal have a 7.86 chance of failing.(though in reality, it's 1.95% of a 3 or below) Nuke did link an AnyDice (https://anydice.com/program/285f4) in the 2d4 section of the rules.

This has been Math Magiic, brought to you by Nuke feat.TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Kashyyk on April 25, 2022, 04:35:42 pm
Still think we should push the boat out on the Charms, and I want more mutation experience.

Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic,  m1895
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on April 25, 2022, 04:42:57 pm
Still think that Charm was reviewed as a design, and we have no enchanting experience.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Iris on April 25, 2022, 05:02:23 pm
Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (3) TricMagic, m1895, Iris
Ýmis Ward: (3) TricMagic,  m1895, Iris
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Failbird105 on April 25, 2022, 09:29:11 pm
Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (4) TricMagic, m1895, Iris, Failbird
Ýmis Ward: (4) TricMagic,  m1895, Iris, Failbird
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on April 26, 2022, 05:00:30 am
Angel Team: Revision Phase T0
TURNTURNTURN
Bonesmiths
Given the circumstances with the forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Bonesmiths: Easy: (1+2)+1=4: Below Average
It'll do. A proper training regime has brought your smiths up to scratch with regards to working bone and other exotic materials in the Cleansing Forge. They still lack finesse, but at least the basic equipment is now of a reliable quality, and any future bone-working projects should not confound their abilities (so long as you don't try anything too advanced).

Bonesmiths bring the Cleansing Forge up to spec, and offer a tentative inroad into more exotic equipment.



Ward Frequency Shifting: Ýmis Ward
While the Ward protects from physical and magical attack, what exactly causes that? By studying the mechanisms behind the spell, it may be possible to make a new variant, one that can shift magical protection down in exchange for more physical protection, or the other way around. A high arcane ward frequency could stop spirits, shades, and magical sensors. While a high force ward frequency could result in reducing physical attacks even more, and perhaps stopping small vermin like rats, crows, and insects from bothering you, anything without enough strength and mass to break through. If you can create the, let's call it a Ýmis Ward, it would be a huge boon for you and your cultists against the Demons, letting your mages working together overlap both types for maximum protection.
Ward Frequency Shifting: Ymis Ward: Easy: (2+1)+1=4: Below Average
Okay so let's start by saying that if you think I'm going to add that accent-mark to the Y in Ymis every time you got another thing coming.

This wasn't especially complicated, and the results are more or less what you expected. Ymis Ward can be cast in three different modes; physical, mixed, and arcane. The mixed version is essentially the same as Novice Ward. Physical is forms an almost solid shield that stops most physical attacks (or objects in general) from passing through it. The arcane version is completely permeable to physical objects, but stops magical attacks and magical effects with far greater efficiency. Physical objects with a magical component, or magical effects with a physical component, are affected less proportionally (eg a monster which is 90% physical and 10% magical will be only 90% affected by the physical ward).
There's one main flaw, which is that the physical and arcane forms are incompatible with each other. Not just in the sense that they can't be layered, but in the sense that using one within a dozen meters of the other will cause both to fail, causing magical feedback that will give the casters a painful shock.

Ymis Ward replaces Novice Ward, offering the possibility for more specialised defence. It may even have applications off the battlefield, depending on what sort of things we run into.



A month has passed since your birth. We are almost ready to begin the war against Nar-Carok and his followers.
Scouts have been sent forth, finding the borders of Chegitha and the Western Protectorate all-but undefended, and have plotted a path through the Sheltered Fjords and the Windcarved Mesas that our armies could follow without opposition. However, the Thpenian and Xyranian borders were far more secure- the western seas are carefully patrolled by the formidable Thpenian navy, while pirates asea and armies ashore would slaughter our forces if we tried to invade Xyrania.
Missionaries have also been sent out. We found willing converts in the downtrodden workers of the Bountiful Quarries, while the inhabitants of the Pirate Haven have no doubt that the government does not care about them- nor has the faith kept pirates at bay. The few people we encountered in Chegitha, however, were highly suspicious of strangers, and defiantly proclaimed their loyalty to the regent, while the tribes in the Windcarved Mesas barely understood our language, and seemed perfectly content as Imperial citizens.

Rumours from the south indicate that the demonic forces are also on the move- the time of conflict is fast approaching. We had best be prepared.

It is now the Design Phase. You have two designs. After the coming Revision Phase will be the first Strategy Phase.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Iris on April 26, 2022, 05:13:18 am
If you're still doing difficulty checks, could I get a check on this one? Confirmed on the discord that checks are not being done, disregard.

Quote from: War Lobsters
What was once a common lobster, of the kind found swimming or walking on the seafloor close to the shores of the Twisting Isles, has been, using the application of Good energy, turned into a beast the size of a warhorse. Its gills can breathe air as well as water, making it fully amphibious; while its land speed suffers greatly compared to a warhorse, they are capable of devastating bursts of movement - both forwards and backwards. In the water, they are capable of much the same, yet magnified, and their sustained speed is much higher. Their carapace is capable of deflecting most low-quality weapons, and the pinch of their claws is enough to sever limbs, yet their beady eyes do not see the best above water.

Their intelligence is dim, and they are best used directed by a beastmaster - or used as a mount, both in and out of water. When carrying a rider, they will swim on the surface. While they are not very intensive to create, their training for use as a war mount is intensive, thanks to their low intelligence. They are vaguely capable of telling Good-aligned from Evil-aligned creatures and cultists, and will try to attack the latter and defend the former - yet their beast brain is not suited for tactics.

As a side effect of the application of Good energy, the insides of the War Lobster are a little...stringy.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: NUKE9.13 on April 26, 2022, 05:15:32 am
I will do difficulty checks only if a proposal is radically different from previously checked proposals- if it is not feasible for you to make an educated guess as to the difficulty. That is not the case for your War Lobsters.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Kashyyk on April 26, 2022, 07:14:30 am
We've had a few Influence Designs proposed, such as the Gift of the Tullikan, Spirits of Misdeed, and the Worms. Here's a couple more.

Quote from: Lawkeeper's Medallion
In their natural form, these medallions are small bronze discs on a deachable leather cord, embossed with images of Muu. However this is only visible if something has gone wrong, for they are enchanted with a strong illusion spell. This causes the viewer to see them as any of a number of regional identification tokens used by law enforcement, crime syndicates and guilds (as chosen by the bearer of the Medallion when it is presented). It may thus take the form of a badge, signet ring, legal papers or the like.

Quote from: Weight of the Hivemind
In a contest of mental strength, being able to gang up on your opponent is a valuable asset. Once a target has been identified, the lead will start assaulting their mind fortress, and by synchronising their thoughts through identical verbal and somatic action, additional members can join the siege. This way mentally powerful learners can be dominated and controlled, allowing for either an unnoticed entry, a lapse in memory, or enslaving the unfortunate to the Hive mind.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on April 26, 2022, 07:50:32 am
Goats of Golgotha


Design Proposal:
Worms of Muu- subtle version


Quote from: Worms in the Box
Subtle Worms of Muu: (1) TricMagic
Goats of Golgotha: (1) TricMagic
Cause Goats. They will be pretty good in the Mesas, Hills, and Urbs, along with decent routes in the Steppes. Goats, after all, can eat anything.(including humans.)
We can likely take advantage of the Fjords with aquatic cav, if their riders can survive underwater. Honestly that Gillyreef idea to give our forces a way to survive without breathing is decent-ish, and would also help in the marshes.(as would said aquatic cav)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on April 26, 2022, 12:57:07 pm
Gadflies
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
Check was requested, and this is sufficiently exotic to warrant one.
This boils down to a ritual with a lot of prepwork, with a human life as extra fuel. A willing sacrifice can provide a fair chunk of energy. The ultimate effect is not especially complex or earth-shattering; influences the thoughts and feelings of large but not huge group of people. I'd call it a Normal design, with the end result being Rare, unit size 1 (partly due to the effort required, partly because it would lose poignancy if repeated too often).

Quote from: Weight of the Hivemind
In a contest of mental strength, being able to gang up on your opponent is a valuable asset. Once a target has been identified, the lead will start assaulting their mind fortress, and by synchronising their thoughts through identical verbal and somatic action, additional members can join the siege. This way mentally powerful learners can be dominated and controlled, allowing for either an unnoticed entry, a lapse in memory, or enslaving the unfortunate to the Hive mind.
A difficulty check was requested for this as well (and the medallion, but I won't do that one). For this design, I first have a question: what hivemind? The Sea Servants one, or a new one made for this design? If the former, that would be quite tricky, since it would mean changing the nature of the Sea Servant hivemind quite a lot. If the latter... it would also be tricky, and I'd want more details on what kind of hivemind this would be.
As for the rest of the design, a basic single-target indefinite-mind-control spell would be Hard and Uncommon (and obviously the spell working would depend on the magical/mental defences of the target). Making it a multi-caster ritual can reduce the rarity to Common, but wouldn't make it any easier in this case- while it allows for a simpler brute-force approach, it also requires developing the necessary framework to let multiple casters cooperate.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Kashyyk on April 26, 2022, 01:16:01 pm
The spell is supposed to allow one or more casters to work together and thus form a temporary "hivemind" to make one high mind-strength assault on a target, rather than a team making multiple low-strength assaults in concert.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: TricMagic on April 26, 2022, 01:44:14 pm
Lesser Charm of Sharing
A piece of ivory carved with half-forgotten runes Muu thought up, made in the Forge of Cleansing into an amulet. Through sympathetic magic, it attunes to the wearer, which can then reach out to nearby Charms and form a telepathic link. This allows the sharing of emotions, words, senses, and memories between people, though each successive stage is harder to learn, with only mages capable of sharing and receiving memories. It's a rudimentary form of a hivemind with a limited range of effect, that actually needs to be activated by the owner's "will to connect with others". However these charms will prove useful both in combat as unit squads can learn to work more closely together in training, and among initiates we collect in influence lanes as a hidden messaging system, as well as a way to foster community trust and goodwill. So many people are alone in their head, and being able to connect with others will be a great asset in paving the way forward towards a world free of sorrow, where all understand one another.
... Sadly, this Charm does have it's drawbacks. Sufficient losses could shatter the morale of troops who have trained together. Thankfully the Sea Servants offer a way forward for these lost souls, though further refinement would be needed, as right now the Sea Servants' own Hivemind overwhelms someone using the Charm. Further research is required to make this dream a true reality. (Use of the Lesser Charm of Sharing causes mental bleeding between participants, enhancing it's positive effects on the mind. It's not enough to really do anything to someone who isn't interested in joining the cult, and the charm doesn't work at all when one side of the link is hostile or mentally abusive.)

[The Charm of Sharing is currently only used during training to improve cooperation and coordination between cultists, though will be deployed to influence lanes more normally as a symbol of trust and/or initiation to foster Community between people.]


Ninja. Anyway, have a charm. Sharing is Caring, and all that jazz.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: m1895 on April 26, 2022, 11:37:59 pm
Thneskites
Known in mainland Thpenos as Thneskites, or roughly "people of dying", and frankly that's way more pronouncable than the island names so we'll go with it. Back when Chegitha was merely declining instead of declined, They sent hosts northward, extracting tributes of fish, mutton, and cheese to alleviate some famine. The tactics used to extract tribute were remarkably brutal, and resentment was building to a breaking point.
A cutler walks out of their shop, their latest work kept under their coat. The Chegithan commander notices the flash of the blade and buries his sword in The Cutler's gut, but the first knife had pierced his liver. Soon after, the second slashed his throat.
This inspired other assassinations throughout the island, each one adding its own improvements as the Chegithans created defenses. Ritual bindings to limit bloodloss from fighting with bodyguards, greatly improved bladework, and once these early Thneskites started actually surviving these attacks, a set of taboos to bind them. The most important of these being to never hurt a child.
Now that Muu has taken them under her care, she has given them a gift in the form of a minor mutation that slows their perception of time for a few seconds at will. This hasn't seemed to have affected their personalities much, but they tend to be cold and curt anyway, partly because of what they do, partly because their taboos restrict speaking unnecessarily.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Kashyyk on April 27, 2022, 03:38:54 am
I want influence designs this turn, as we did nothing but combat last turn. Gadflies are cool, and I don't think anyone's done anything like it before so I want to see how Nuke plays it. And I also want experience in mind control and mind merging, as that plays into our theme.

Cavalry can wait, but I agree it's something we should do. The Worms are another variation of "thing that makes you wanna do Good". Useful, but I'd like to sound out how we're doing on the lanes first

Quote from: Design a thing!
Subtle Worms of Muu: (1) TricMagic
Goats of Golgotha: (1) TricMagic
Gadflies: (1) Kashyyk
Weight of the Hivemind: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: TricMagic on April 27, 2022, 07:37:54 am
... I do think nothing stops the demons from just killing the ones performing the mind control. Also it's not exactly good is it? We should instead lure them into our grasp. As is, this spell does allow mind control, but uh.. It's not really adding them to the hivemind is it, it's just domination and subjugation, which weakens it overall since we have to keep it up.

Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Kashyyk on April 27, 2022, 08:22:18 am
The spell is intend to control neutral actors in Influence lanes, not be used mid-combat (although maybe the Cultists will find a use), and from other games in this series, it is possible to straight up enslave someone by breaking their will. This will let us force people with authority to do what we want, which will give us influence, and by working together we can punch above our weight to dominate high mind-strength people who will likely be in key positions. It's also our first foray into mond-control, and mind-merging.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: TricMagic on April 27, 2022, 08:38:27 am
If one is going to control someone, you might as well just break them of any will to resist.

Muu's Will
A spell that taps into the Good given to cultists by Muu and amplifies it until it is strong enough to sear the soul. Touching another with this abyssal darkness can allow one to break the target of any will to resist the caster and Muu herself, leaving an obedient slave. Against evil-aligned beings, it will instead cause great damage to the soul of the target, potentially burning weaker ones away.

Kashkk, pretty sure this does the same exact thing as yours. Which is kinda why I don't like it. A slave has no ability to adapt to situations. So we either end up with something very obvious, or have to constantly apply it which has it's own type of problems. This isn't mind-merging, it mind-breaking. While there may be similarities, it's a bit too evil for my taste.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: m1895 on April 27, 2022, 11:05:36 am
Splitting the difference here, as I can understand wanting to shore up influence, but also the whole "mindbreaking Neutral Actors" thing skeeves me out a bit.
'Sides, food often would get served at public executions, gives some synergy with the eggs.
Quote from: Design a thing!
Subtle Worms of Muu: (2) TricMagic, m1895
Goats of Golgotha: (1) TricMagic
Gadflies: (2) Kashyyk, m1895
Weight of the Hivemind: (1) Kashyyk

Sæhrímnir
The Sea-Boars rise to your call, Mistress! The great, black-scaled beasts appear again the morning after they are slain! That sounds very useful for combat? W-well uh, about that.
Sæhrímnir are immortal yes, but that immortality is under geas, they may never willfully kill anyone, even in self-defense. The primary purpose of their immortality is well, to serve as an eternal supply of food. Their meat provides a good source of protein that is hard to source inland, aside from being fresh, and that always improves people's moods.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: Failbird105 on April 27, 2022, 06:21:39 pm
Quote from: Barricade Coral
Design: Barricade Coral
So, here's something we learned from Muu: Coral, those colorful branching sea-rocks? They're alive! And what's more than that, they aren't even plants, they're animals! Fun-facts out of the way, Muu has delivered an ingenious way to make use of these fascinating creatures. The Barricade Coral comes in the form of small "Polyps", which can take root under the water. These polyps feed on Good, when Good is actively fed to them(generally only possible with direct infusion from our spellcasters and Muu) they will begin to grow their coral shell rapidly, forming a smooth wall on the outward facing side, which slopes downwards and grows craggier toward the 'inward' side, meaning the side it was fed from.

This, in essence, allows us to create walls rapidly in preparation for battle, which we can then climb over with comparative ease while our opponents will be forced to break through or go around entirely. And without being regularly maintained with further Good, these walls will starve and crumble, which does distract our spellcasters somewhat, but also means our enemies will not be able to take these fortifications for themselves.

Quote from: Trapper Worms
Design: Trapper Worm
When Muu showed us the ten foot long, burrowing, chitinous death-worm with razor jaws capable of biting smaller creatures clean in half and with a venom that causes the location of the bite to be numb for the rest of your life, we were impressed. When she informed us they were naturally occurring, we were terrified.

The Trapper Worm mutation actually makes very little change to the... horrifying, abominable creature that we have discovered. The four core differences are thus: 1. They are now able to survive and function just as well on land, 2. They are far bulkier, making them substantially harder to kill, though still quite easy compared to something like a person, 3. Their jaws now bite far harder, upgraded from dicing small fish to chopping human bone, and 4. even if their body is bisected along its width, they will be able to live on and regrow, albeit slowly...

Wait what do you mean they already could do that last one?... Sweet Muu...

Ahem, so! The way these worms are used is fairly simple really. Holes are dug around our fortifications, and the worms are placed inside. From there as enemies pass by the Worms lash out and begin attacking, providing a brief but deadly surprise to our foes. With this, they act as living traps, deadly defenses give our enemies pause that we can then capitalize on.

The primary weakness of these creatures however, is rarity. While it takes little effort to change the original worms into Trappers, it takes far more effort to find the creatures, limiting the number of them we can deploy.

Quote from: Mindlink Star
Design: Mindlink Star
Here's an interesting fact, did you know that if you cut the limbs off of some kinds of starfish, those limbs will grow into new starfish? We didn't before, but now we do. Combine this with the work we have done in interconnected minds via the Sea Servants and you have the project we now present; the Mindlink Star.

The Mindlink Star is a mutated form of Starfish. Its limbs are easy to pluck directly off, and will regrow into entire new starfish, albeit lesser ones. These lesser stars do not possess the ability to grow new starfish from their limbs, but will quickly regrow the limbs that they lose instead. The Core Star however, will never regrow its lost limbs.

This is merely the cost to the ability that makes the Mindlink Star a project worth investing in: The five sub-stars grown from the Core Star's limbs have a direct mental connection to each-other, and the Core Star possesses a dominant mental connection to the sub-stars. Of course if this was the entirety of it, then it wouldn't be worth the effort we're putting in. The big thing is that, when a Core or Sub star is stuck to the body somewhere along the skull or spine, it connects that mind into the link as well.

In essence, this means that we can link six-man squads of soldiers together, where they can directly share thoughts and communicate at the speed of thought. This allows vastly heightened degrees of coordination between small groups, provided the clash of personalities isn't too bad. The Core Star in specific meanwhile, essentially designates a "squad leader", as the member with the Core Star is capable of exerting a more direct influence on the other members when needed, carrying a greater mental weight.

It is, as many things are, not perfect of course. While there is no direct sub-conscious memory leakage, stray thoughts can occasionally lead to slight identity confusion off the battlefield. Not only that but, as we mentioned, clashing personalities is a notable issue. While it's something we will work to mitigate by aiming to pick Star Squads based on compatibility, it can cause the direct opposite of the intended coordination effects if these clashes do occur. Thirdly, the Sub-stars can only be so far from the Core before they lose the connection, about a couple dozen meters. And finally, which isn't so much an issue with the Stars as it is the rest of our forces, we have no real leaders who can properly make full use of the Core Stars, limiting their effectiveness.



The next designs lore doesn't quite work yet, it's meant to be something we work on a bit later, but it felt poignant to know how hard it would be to try while we still have the chance to learn such a thing. But first, a story:

A little girl holds tight to her father's arm, tears streaming down her face. "Please don't go daddy!"

The man kneels, placing a hand upon her head. "I have to, little star." He responds. "They need me out there."

This man was a soldier. Once a militiaman for the village after a pirate raid, now one for the cult of Muu. He remembered the monsters who took the life of his wife, his darling little Cassandra's mother. He didn't want to see anyone suffer like that again, and yet now there was an army raising in the south, an army of monsters in human skin lead by a devil. If they reached their home...

"B-but I don't want to be alone!" Cassandra sobbed. And he held her close.

"You won't be. You'll be here with friends. Curt and Merry, they'll watch out for you, and you'll be able to play with your friend Mikey whenever you want. Isn't that nice?"

"But why do you have to go? Why can't you stay?"

"They're hurting people out there. The bad guys. I won't let them reach us, I won't let them hurt you too."

The girls grip loosened, she sniffles. "P-promise you'll come back. Promise you won't let them hurt you!" She cried out.

The man's breath hitched. He hesitated... then nodded. "Okay, I won't let them. And I'll always come back to you. Now go on, I have to get going."

Slowly, steadily, the girl let go, and she ran over to the two waiting a short distance away.

"I'll come back." The man muttered to himself, as he turned away, to step onto the ship.
Some time later
It was raining. It often rained, but today it felt all the heavier. Cassandra sprinted through the rain, her body soaking wet, down to the shore. She had to see the ships, she had to see her dad.

She watched as they pulled in to dock. Soldiers and Servants alike streamed out. She waited, she waited. She didn't see his face. They started wheeling out the bodies. He was just one of the people moving the carts right? That's why he was behind the others right?

... but it was only Sea Servants pulling the carts.

The Sea Servant ritual
The bodies were arrayed along the shore, Muu presiding over the ritual. These souls had offered their very bodies and minds for the service of the village. She bent down towards the final body, a gruff man, his heart had been pierced clean through. She prepared the flesh...

And a voice interrupted. Not in words, but wails. The cries of a child, running out onto the beach. The girl dropped to her knees, in front of the body. She grip its hand, and cried.

"You said they wouldn't hurt you! You said you'd come back!"

The crowd looked on in shock. None wanted to doubt the benevolence of their Angel, but none knew how she would react. As Muu paused, several closed their eyes. She reached towards the girl, took her in her hands... and cradled her close. Muu finished the ritual with her remaining arm and, as the bodies were sent out to their burial at sea, Muu sunk into the water as well, the girl held close. Those present waited for some time, but when neither surfaced, they gradually moved on.

Muu would not surface for some time, indeed, there were those who had worried they'd offended their Angel in some way, that she had left them. But then, as the new Sea Servants emerged, so too did Muu, and she was not alone. Behind her the sea swelled, as a massive shape pushed up from the water, like an enormous sea rock uprooted from its resting place below. And from a large opening on the stone-like object, a figure emerged...

Quote from: The Abyssal Witch, Chasm
Champion Design: Children of Muu- The Abyssal Witch, Chasm
Chasm, or some say Cas, is the first of what would come to be known as the Children of Muu. Those selected by Muu directly, raised up and remade by her very own hands into something greater than what they once were. Chasm is a massive humanoid snail, rivaling Muu in size even excluding her enormous shell. Her body is soft, smooth, and with shapes lacking in definition from additional layers of blubbery flesh, her 'hair' being a similar, off-color substance. A coating of rock and various corals covers her shell that covers most of her lower half, with vents and gaps across its surface that aid in her methods.

As her title states, Chasm is a witch, but she is not just any ordinary witch. Indeed she knows all the(very few) spells we have access to and we doubt she will have any difficulty mastering those we teach in the future, but that is not what makes her the Abyssal Witch. Chasm can control sea creatures. Or, more accurately, those which lack internal bones. Indeed, large, vicious worms dwell within the vents upon her carapace ready to lash out. Barnacles that can fire jets of forceful but otherwise harmless water launch sharp urchins at great distances. Diligent, armored isopods reposition to block incoming attacks. And atop her large stone staff sits a crown of toxic, stinging anemones that cause great pain with a brush.

In a way, Chasm has become a living siege weapon, mobile artillery that defends itself from close range assault just as well. Yet she does have her weaknesses. As would be expected, Chasm is slow. While she can keep pace with our soldiers at a brisk walk, proper marching speeds rapidly outpace her. Her reflexes are dulled, not through idiocy, but through the clouds of arcane and aquatic knowledge fogging her mind. And her body outside of the shell is fragile. The isopods do what they can, but they are limited in number and their claws can dig into the vulnerable flesh they protect when under stress.

Any army that would fight alongside Chasm will need to either slow their pace to match hers or hold out until her arrival, as no cart we could make is large or sturdy enough to carry her to battle. If caught within the enemy army, she must shelter down within her shell, relying on her deadly accompaniment of creatures to fend off foes while our army makes a return push. All that said, she is a beloved and important part of our family under Muu.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: m1895 on April 27, 2022, 11:34:43 pm
Coral Limbs
Loss of limb is an unfortunate fact of life, doubly so for cultists, but such matters need not limit our children.
Coral buds are taken from one of the reefs that dot our islands (it's not like the reefs are going anywhere). The buds are placed in a tidepool of good and their rapid growth is and shaped under an acolytes care. Once finished, these coral limbs look and behave more or less like their fleshy counterparts once attached on the stub and fine tuned. A bit crude looking in some cases, but functional. Certain limbs however, will display qualities that set them apart, graceful features, a beautiful color, and unique pattern that allow them to fetch a high price wherever beauty is valued.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on April 28, 2022, 06:40:46 am
Quote from: Barricade Coral
Design: Barricade Coral
A nautical twist on a basic terrain-shaping spell. Walls are specified to be temporary and not incredibly strong, so not very ambitious. Normal, and for gameplay purposes considered a Common spell.

Quote from: Trapper Worms
Design: Trapper Worm
((For reference, I checked to make sure these things actually exist IRL, and uh, they sure do. (https://www.youtube.com/watch?v=K_7ByiYbCYM)))
So, the main mutations being applied here are increased size and the ability to survive out of water. Just the former would be Normal, and the latter doesn't bump it up to Hard. The end result would be considered Rare equipment (not a unit), as no attempt is made to artificially increase supply.

Quote from: The Abyssal Witch, Chasm
Champion Design: Children of Muu- The Abyssal Witch, Chasm
Champions are easier to do than regular designs with the same elements, and are liable to turn out stronger even with an equivalent result (at the cost of being Unique, of course). To break it down, Chasm is:
-An expert spellcaster (I'm assuming intended to be capable of casting Rare spells), something which at this stage would be Impossible for a regular (Rare) unit, merely Hard for a Champion.
-Armed and armoured. Hard for regular design, would be Easy for a Champion.
-Has long-range missile attacks. Normal for a regular design, Trivial for a Champion.
-Very slow, both tactically and strategically. Definitely makes things easier.
Combined, I'd call this a Very Hard proposal.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Kashyyk on April 28, 2022, 10:32:28 am
Just gonna throw another idea out whilst I think of it.

Quote from: Oceanic Archons
The elemental planes are well known for their inhospitable environments and inhabitants, but in certain places the veil between planes thins and one can pull a portion of the planes together.

The Oceanic Archons are the results of one such union. For an untold amount of time they have existed beneath the waves,  doing whatever sentient clouds of sea water do. Dredged up from the depths, they hold an amorphous shape until bound into enchanted plate armour, which gives them a roughly humanoid shape that "stands" head and shoulders above the average cultist.

The armour is enchanted for durability and to aid the archon in holding its form. Important as the Archon itself is mostly immune to mundane weaponry (and weaker to magical assaults), but once bereft of its armour, it will tend to lose all interest in the current fight and flow towards the nearest body of water. The Archons are naturally equipped with a large trident to be used as a polearm.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Failbird105 on April 28, 2022, 10:36:05 am
Quote from: Design a thing!
Subtle Worms of Muu: (2) TricMagic, Failbird
Goats of Golgotha: (2) TricMagic, Failbird
Gadflies: (1) Kashyyk
Weight of the Hivemind: (1) Kashyyk
Frankly, I just like the worms more in concept, meanwhile the Goats are our first step into bigger, more Monstrous units.

That being said, I could absolutely be convinced to vote for a Normal difficulty combat thing, such as the Trappers or Coral
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: m1895 on April 28, 2022, 10:42:15 am
Quote from: Design a thing!
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (2) TricMagic, Failbird
Gadflies: (2) Kashyyk, m1895
Weight of the Hivemind: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: TricMagic on April 28, 2022, 03:39:18 pm
K, so I'll bring out a  couple of arguments against doing the Gadfly this turn. First, it's Rare with a unit size of 1. It's very much in line to get ganked, either by corruption, or just straight murder by the demon side. This mostly matters because it's something that can have a very big impact if done right. Doing it when Influence gets a bit harder each step up is playing our card early.

 Next turn is probably a better timing for it, as right now we don't have anything to gank, so with hope they won't immediately go that route. (Small as it is, but MoP is rather vocal and thinks murder is boring. They were more of a corruption type of guy last game, and while that might change, I don't think their first step before we even meet will be murder.) Doing it at Influence 1 should easily boost us to INF 2 in places, and get us the foot in the door in other areas that didn't go up the first phase. Main weakness of the Gadfly is they kinda have to be seen, so once we use it, we can probably expect counters in some form.

Of note, we can just skip INF 1 and go straight to INF 2.(Nuke answered that in discord.) Difficult, but doable. So there is definite argument for Gadflies(inspires others to do good) and worms. (makes you feel good doing good, and bad when you're not.) So yeah.


Think I've already made an argument for Goats in discord. But it's mostly that they do well in Rolling Hills, the Windcarved Mesa(For defense), and Deserted Urbs.(if we push that far.)
Of interest, last game Demons kinda kept the Jungle as their safe haven. Goat Cav's mostly only have the advantage of being able to eat anything in their wastelands. Along with being good cav for the Steppe and other such situations. (And mutation experience, for what that helps.) It's having a strong start in combat, and potentially moving 2 to get a Wealth Token, or the potential to go straight to INF 2 and be one away from a faction bonus with a pretty strong start in the areas.

That, and we do still have revisions. And Goat Cav+ Sea Servants and the better gear from the Forge of Cleansing does give us a good combat start. An we have revisions to increase that, and the Ymis Ward.



Hmm..

The Scent of Good
It's well known that mutations come from an excess of Good or Evil energy. It just happens. So, what if the worms, once planted and fed, producing those happy content feelings, also used the good it gains to subtly mutate those infected. It adds a pheromone to the Infected, a gentle scent unique to each that the infected has also been mutated to notice. A better sense of smell, the brain being rewired to find that scent comforting. The more Good someone is, the greater the pheromones released by an individual. Now not only does Good feel good, but the scent of others reinforces it, leading them to gather with like-minded Infected and foster Community service between them, creating their own social group that could transcend social strata. Naturally our own cultists also have this scent they give off, but regularly being in the presence of Muu's Goodness marks them as some of the truly great to the other Infected.

Warriors of Muu
Like the Gadfly, there are any number of individuals willing to give their life for our cause. So why not train some of our warriors in the ways of inspiration and defamation, seeking to weaken the resolve of the damned who face us. Even those evil can repent in our Mercy. These warriors will have a similar magic cast on them, serving as the frontline who charges in, burning away their very lifeforce. The very limit of humans broken down to make them inspiring warriors. They will undoubtedly die, but they shall become our Sea Servants after they are recovered, and their death will serve to weaken the morale of evil and inspire our allies.
(Like the Gadfly though, they are Rare. Too many of our forces burning so quickly would proved detrimental to our plans.)


The latter is effectively not caring and removing the limits humans have so their body doesn't break down. If you don't care about your muscles shredding, bones breaking, heart giving out, lungs dying. If even having 50 arrows in your chest doesn't stop you. An inspiration of heroism that will tear into enemy lines before dying and the effect going off.

Quote from: Design a thing!
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (1) Failbird
Gadflies: (3) Kashyyk, m1895 TricMagic
Weight of the Hivemind: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: Failbird105 on April 28, 2022, 06:29:55 pm
Quote from: Design a thing!
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (0)
Gadflies: (4) Kashyyk, m1895 TricMagic, Failbird
Weight of the Hivemind: (1) Kashyyk

Honestly, those two revisions are basically perfect. That's settled it. Last turn we went hard on combat, this turn we go roughly as hard on influence.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T1
Post by: NUKE9.13 on April 29, 2022, 01:21:02 am
Angel Team: Design Phase T1
TURNTURNTURN
Design Proposal:
Worms of Muu- subtle version
Muu knows that in order to grow and spread her Heaven throughout the world, she must first spread the word and love of her cult. To that end, she has chosen to take a subtle but direct approach. A small worm, so small its eggs aren't even visible. The worms eggs hatch in the body after being ingested, and from there the worm will take root, burrowing into the body.

From here, they simply live. As the host goes about their lives, little will change. The worm will get hungry, and mess with the Hosts mind, they'll start to feel subtly worse. Like they woke up just a little off today. The effect will grow gradually, until the worm simply starves. Unless, the host does a sufficient act of Good. Small acts of charity, holding open doors for others, taking care of their environment, etc. You see, the worm feeds on Good, and when the host is good, the worm, no longer hungry, stops messing with the hosts body, instead producing subtle positive feelings.

The hosts start to feel better the more Good they do. Pushing them to be more charitable, more helpful, and more friendly towards others. It is from there that the cultists of Muu, who were previously subtly seeding these eggs in water supplies and food donations, reach out to them and ask if they want to be part of a Greater Good, thus bringing them into the fold.

The worms do of course have weaknesses. As we've already mentioned they can starve if not fed for over a week, but more noticeably is that those who are already infused with the touch of Evil, or bathed in its power regularly, will rapidly purge such worms from their body before they can fill more than slightly ill.
Worms of Muu- subtle version: Normal: (2+4)=6: Above Average
Nobody claims that humans are inherently Good. It takes effort for them to overcome their flawed natures and embrace a just cause. You're just lending a hand tentacle.

A human lucky enough to become a host to a Worm of Muu will find themselves not only mentally rewarded for acts of kindness, but will have opportunities to do so highlighted. Failure to follow up on these opportunities results in a worsening feeling of malaise, culminating in the symptoms of a serious disease after a week of callous behaviour, after which the symptoms slowly lessen (the Worm having died). Despite the significant effect, hosts are unlikely to be conscious of them, as the Worm also induces a mild case of amnesia- causing the host to 'consciously' forget what made their symptoms lessen, even as their subconscious remembers.
Individuals who are strongly affected by a Worm of Muu make for easy converts, and even those who are not brought into the cult will still help to spread a general atmosphere of Good that will weaken demonic efforts to convert people.
Evil-aligned people will be largely unaffected.

Unfortunately, Worms of Muu cannot breed independently. Fortunately, they can easily be produced in large batches by you in Tendril Village, and shipped out in innocuous containers. Worm production is insufficient to target entire nations at once, so cultists will focus on individual towns or districts. While cultists have to be a little careful to avoid questions re:pouring strange bags of powder into wells and such, distribution in targeted areas should not prove overly challenging, and by moving operations around regularly, excessive suspicion can be avoided.

Worms of Muu will aid recruitment (and to a lesser degree hinder demonic recruitment). Uncommon



Gadflies
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
Gadflies: Normal: (1+3)=4: Below Average
Martyrdom is a powerful force. Someone who goes to their deaths willingly to prove a point, who has prepared for the inevitable for some time, presents both a potent symbol and a considerable source of energy.

Gadflies are prepared both mentally and magically for their fate. Their mental training consists of a prepared speech, instilled determination, and a bit of theatrics. Their magical preparation involves infusing their body and soul with simple emotion-amplifying hexes- set to trigger on death, channeling the power of martyrdom. Combined, this gives the Gadfly's final speech great weight to those who bear witness, hopefully causing considerable inspiration slash guilt- in turn driving people to serve the Good cause or reject the Evil one, respectively. Unfortunately, this is not always successful, as the speech may not resonate with all witnesses- the most heartless and disinterested won't care, while others may simply not be convinced by the Gadfly's plight.

Finding a suitable candidate (with the situation, motivation, and charisma) takes time and effort, as does training and enhexing them. Fortunately, their sacrifice would lose value if repeated too often anyway, so the low numbers are not a significant drawback. They are somewhat vulnerable to being assassinated or executed out of the public eye- while the hexes will still trigger, the effect will be reduced without the preceding speech, and fewer people would be affected regardless.

Gadflies have the potential to strongly affect large crowds (once). They are Rare, unit size 1.



It is now the Revision Phase. You have two revisions. Reminder that from next turn onwards, you will only receive one revision, though you can split a revision into two Emergency Fixes (see Design & Revision Phases spoiler in core thread).

Speaking of Emergency Fixes, I would also like to mention that if a revision is only attempting to fix bugs, then it will never backfire. It can still fail if you get a 2 or lower, but even a Buggy Mess will result in some improvement. This is intended to allow for Emergency Fixes to be a viable means of patching up the most critical bugs in a design, while retaining the likelihood of imperfect things being deployed.
If a revision is attempting to fix bugs and add features, it will be treated as a normal revision (ie, a Buggy Mess probably won't fix the bug, or will replace the old bug with a different one)(even in this case, a revision can't make a thing objectively worse- you won't forget how to make the original version if it is better). Creative bugfixes are fine- I also would rather not see "Just Fix Problem" as revisions. If you are unsure whether a creative bugfix crosses the line into new feature, ask me.

(Also note that the 2 designs 1 revision format is somewhat experimental, and I may revert to 2-2 if it doesn't work out the way I hope)



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: TricMagic on April 29, 2022, 07:37:24 am
Not ideal..

The Scent of Good
It's well known that mutations come from an excess of Good or Evil energy. It just happens. So, what if the worms, once planted and fed, producing those happy content feelings, also used the good it gains to subtly mutate those infected. It adds a pheromone to the Infected, a gentle scent unique to each that the infected has also been mutated to notice. A better sense of smell, the brain being rewired to find that scent comforting. The more Good someone is, the greater the pheromones released by an individual. Now not only does Good feel good, but the scent of others reinforces it, leading them to gather with like-minded Infected and foster Community service between them, creating their own social group that could transcend social strata. Naturally our own cultists also have this scent they give off, but regularly being in the presence of Muu's Goodness marks them as some of the truly great to the other Infected.

Mayflies
Like the Gadfly, there are any number of individuals willing to give their life for our cause. So why not train some of our warriors in the ways of inspiration and defamation, seeking to weaken the resolve of the damned who face us. Even those evil can repent in our Mercy. These warriors will have a similar magic cast on them, serving as the frontline who charges in, burning away their very lifeforce. The very limit of humans broken down to make them inspiring warriors. They will undoubtedly die, but they shall become our Sea Servants after they are recovered, and their death will serve to weaken the morale of evil and inspire our allies.
(Like the Gadfly though, they are Rare. Too many of our forces burning so quickly would proved detrimental to our plans.)

Like Eggs in the Soul
The Gadflies, at the moment, have some slight issues in their effectiveness. One solution to this is to make use of soul magic to amplify the natural good in peoples hearts, allowing them to affect those who see them die more strongly. This egg of sorts will niggle at a person's consciousness, and eventually move them to act. It will have no 'apparent' effect in evil, uncaring beings, smothering the egg of Good before it can hatch. In cases where they are killed out of sight, the prepared spiritual eggs within the Gadfliy will jump to the nearest souls instead, which can overwhelm an evil heart with sadness, melancholy, regret, and eventually suicide.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: Kashyyk on April 29, 2022, 09:04:07 am
Quote from: The Stench of Evil
Everyone carries Good and Evil in themselves, but those who carry Worms long-term tend to be suffused with Good. When a worm is thus presented with a source of ambient Evil, it naturally rebels against the harmful energies, causing the host to feel suspicion and disgust. Thus not only will they be rewarded for doing Good things, they are punished for allowing Evil to occur in their presence. In most cases, this will just cause people to avoid Demonic efforts, but the more righteous individuals may seek to remove the source of Evil itself.

Quote from: Song of the Wormlings
Worms produce a recognisable form of Good energy, like a specific chord. When gathered together, one who can detect these energies will see a chorus of Good energy within the crowd, and suspiciously empty spots where inhospitable hosts stand. Using an enchanted crystal eyepiece, a trusted acolyte can perceive this energy, allowing us to focus our spread f the Worms and identify stubborn nests of Evil.

If we get a deep enough penetration of a settlement, literally the only people not carrying a Worm will be Demonic agents and their sympathisers. At minimum, they should be avoided, but ideally, eradicated.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: m1895 on April 30, 2022, 12:09:08 am
Gadfly Hex Genericization [EF]
The hexes used on Gadflies are well made yes, but they tend to be too specific to properly affect people out of the narrow band of uh, normal duties, they have. By modifying the hexes for general usage, any sufficiently shocking or tragic death should be deeply affecting to onlookers, and, well, public assassinations are still fairly shocking, even with the state of things. People so affected require a different tack to deal with than those who witnessed the execution of a Gadfly, but it's within our ability to handle.

Empathy Hexes [EF]
How does one draw a tear to the eye of a man with a heart hardened as stone? Simple, you unharden it.
By weaving a second layer of "empathy-amplifying" hexes, they act as a ploughshare, breaking up the hardened earth and leaving fertile ground in its wake. While the empathy-amplification is quite temporary, ask any hardened soul of what they lost before they had turned into the embittered soul before you; you'll see the hardening doesn't remove scars, it preserves them.
Yeah so here's some emergency fixes in case we wanna stress test that system.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: TricMagic on April 30, 2022, 11:13:37 am
Quote from: Muu's Good Votebox
The Scent of Good: (1) TricMagiv
[EF] Gadfly Hex Genericization + Empathy Hexes: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: m1895 on April 30, 2022, 12:23:08 pm
Quote from: Muu's Good Votebox
The Scent of Good: (2) TricMagiv, m1895
[EF] Gadfly Hex Genericization + Empathy Hexes: (2) TricMagic, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: Failbird105 on April 30, 2022, 02:14:24 pm
Quote from: Muu's Good Votebox
The Scent of Good: (3) TricMagiv, m1895, Failbird
[EF] Gadfly Hex Genericization + Empathy Hexes: (3) TricMagic, m1895, Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: Kashyyk on May 01, 2022, 03:10:34 am
Sure, why not. Our stuff went well enough imo, so there's nothing obviously in need of fixing.

Quote from: Muu's Good Votebox
The Scent of Good: (4) TricMagiv, m1895, Failbird, Kashyyk
[EF] Gadfly Hex Genericization + Empathy Hexes: (4) TricMagic, m1895, Failbird, Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T1
Post by: NUKE9.13 on May 01, 2022, 06:57:11 am
Angel Team: Revision Phase T1
TURNTURNTURN
The Scent of Good
It's well known that mutations come from an excess of Good or Evil energy. It just happens. So, what if the worms, once planted and fed, producing those happy content feelings, also used the good it gains to subtly mutate those infected. It adds a pheromone to the Infected, a gentle scent unique to each that the infected has also been mutated to notice. A better sense of smell, the brain being rewired to find that scent comforting. The more Good someone is, the greater the pheromones released by an individual. Now not only does Good feel good, but the scent of others reinforces it, leading them to gather with like-minded Infected and foster Community service between them, creating their own social group that could transcend social strata. Naturally our own cultists also have this scent they give off, but regularly being in the presence of Muu's Goodness marks them as some of the truly great to the other Infected.
The Scent of Good: Easy: (4+2)+1=7: Superior Craftsmanship
You believe that Good cannot exist alone; Good is kindness, sharing, helping. Only through community can true Goodness be expressed.

The Scent of Good has turned out very effective. Affected individuals can detect each other at considerable distances, and are strongly drawn to come together and build a community. Though they are not conscious of why, they have no complaints, and will gladly cooperate with each other and your cultists. While it is still possible for there to be people with irrevocable differences which the effect cannot overcome, in many cases even rivals will make up and become friends under the influence of the Scent. Especially strong-willed and/or influential people may be less affected, though not unaffected.
These strongly-bonded communities can easily be coopted into your cult, providing an excellent source of recruits as well as a support network for other infiltration efforts. It will also be extremely hard for demonic influence to infiltrate them, as anyone who starts to stray will quickly be pulled back to the Good path by their close friends.

The Scent of Good will enable your influence to grow extremely rapidly in the early stages, while providing a solid foundation for more complex efforts.



Gadfly Hex Genericization [EF]
The hexes used on Gadflies are well made yes, but they tend to be too specific to properly affect people out of the narrow band of uh, normal duties, they have. By modifying the hexes for general usage, any sufficiently shocking or tragic death should be deeply affecting to onlookers, and, well, public assassinations are still fairly shocking, even with the state of things. People so affected require a different tack to deal with than those who witnessed the execution of a Gadfly, but it's within our ability to handle.
Gadfly Hex Genericization [EF]: Easy Normal: (2+4+2)=4: Below Average
[Fix] By reconfiguring the hexes used to bolster sympathy regardless of circumstance, Gadflies are now more likely to affect people even outside of dramatic executions. While it still requires people to witness the death to be affected, this should mean that so long as Gadflies stick to public spaces (and violently resist attempts to take them away), they should always have a noticeable effect.



Quote from: ibid
Empathy Hexes [EF]
How does one draw a tear to the eye of a man with a heart hardened as stone? Simple, you unharden it.
By weaving a second layer of "empathy-amplifying" hexes, they act as a ploughshare, breaking up the hardened earth and leaving fertile ground in its wake. While the empathy-amplification is quite temporary, ask any hardened soul of what they lost before they had turned into the embittered soul before you; you'll see the hardening doesn't remove scars, it preserves them.
Empathy Hexes [EF]: Trivial Easy: (4+1+2)+1=4: Below Average
[Fix] No human is born heartless, and no amount of callousness can destroy their innocent past. The secondary layer of hexes temporarily restores a measure of this childhood innocence to viewers of a Gadfly's death, just long enough for them to be shaken to the core by the primary hexes.



While our forces were plotting a route between abandoned hilltop villages, scouts spotted another armed group doing the same thing- the army of Nar-Carok. No doubt their own scouts have spotted us as well- battle is inevitable. Whether it be in the valleys or on the hills, we cannot advance without defeating our rivals in battle, lest our supply lines be severed.
A similar story occurred in the Vast Steppe. Even in that boundless plain, we spotted Nar-Carok's forces, as it seems we both sought out the corridor unpatrolled by the Viceroy's horsemen. A battle in the open field will take place in the near future.

Our missionaries have continued their infiltration of Thpenos and Xyrania, crossing the length of both kingdoms in search of converts. Demonic agents are undoubtedly engaged in the same activity- here too, conflict of some sort is bound to occur.

There is no turning back now. The only question is- where will you, beloved Muu, grace with your benevolent presence?



It is now the Strategy Phase. The only decision to be made this phase is where Muu herself will go (the choices are the two Combat lanes and six Influence provinces). 

Spoiler: Strategy Primer (click to show/hide)



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: TricMagic on May 01, 2022, 10:10:19 am
Quote from: Muu's Willbox
Muu to Raider's Roost: (1) TricMagic

The argument is rather simple. The worms, as they are now, have trouble spreading in areas with high demonic presence, but greatly improve early efforts. By having Muu personally see to their spread, and a strategic use of the Gadfly, we can get a foot in the door on the demons side, allowing us to pressure the Capital. Ideally, we'd also do a design next turn to make the spread of worms airborne. Along with the usual benefits of hindering demonic actions. The Roost also serves as a source of manpower, which if we can take control of might just allow us to hire auxiliaries to our forces while denying the demons full access to them.

Of course, the biggest thing is the worms offer an early game advantage while suffering in demonic areas. The center will likely progress fine, while a personal touch will let us ensure the back is in Good shape. That and it being funny of course, just starting right in the demon's frontyard.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: m1895 on May 01, 2022, 11:14:55 am
Quote from: Muu's Willbox
Muu to Raider's Roost: (2) TricMagic, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: EuchreJack on May 01, 2022, 11:20:16 am
Quote from: Muu's Willbox
Muu to Raider's Roost: (3) TricMagic, m1895, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: Kashyyk on May 01, 2022, 01:11:59 pm
I disagree with this argument.

Our Worms are explicitly called out as being excellent at starting a base of operations, and having a broad spread across the lower classes. The higher Influence levels do not equal massive direct control of the commonfolk, so we will not be prevented from deploying deploying our Worms if the Demons do amazingly at their neighbour influence nodes. Having our Angel at a far node will be a temporary patch on the distance from our 5/5 home node.

Conversely, a combat deployment will cover for any potential lacking in our forces. We are very vulnerable to a heavy/shock troop desihnfrom the Demons, which Muu can counteract. If we can deny a Qealth Token to the Demons, or flip a minor win into a Wealth Token of our own, then all the better. These are tangible, immediate benefits, as opposed to a slight advance on an already disadvantaged node.


Quote from: Muu's Willbox
Muu to Raider's Roost: (3) TricMagic, m1895, EuchreJack
Muu to Rolling Hills: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: TricMagic on May 01, 2022, 01:21:05 pm
A fair argument.I do point out 1 flaw in it, in which we did not actually go heavy in combat, we went heavy in INF. Adding Muu to the equation would insure we won in that lane, unless we face their demon. Howver, pushing for 2 is, I believe, more difficult without an overwhelming advantage. At the moment we have a forward troop and decent gear, plus some defense against either magic or arrows.

Getting the in on their side can help in the middle, which should have no trouble spreading. Alternatively, we can send Muu to the center to advance our agenda and hope for 2, but I believe getting a foot in the door is more valuable, if more difficult.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: Kashyyk on May 01, 2022, 01:42:17 pm
Not going heavy in the Combat designs is an even better reason to deploy Muu there. Now that Combat is more than just a tug-of-war, we can't afford to let the Dmeons make too many fast gains early game, as they can reinvest the Wealth Tokens into keeping up the pressure or taking back Influence.

We do not need to immediately push for 2 INF, let alone in the far nodes, where they already have an advantage. If you really want to put up an Influence wall, claiming one of the Capitals is a better choice. Our Servants are a chaff unit, backed by another well armed chaff unit. Any kind of moderately common heavy troop will paste them and send us reeling. We need Muu to counter that.

I doubt we will be able to raise a Node from 0 to 2 INF, when not only is it two nodes away from our nearest point of Influence, but you are proposing we raise it above that. We will also be contending with a stronger local Demonic presence. This is a waste of Muu's action, especially compared to denying/securing ownership of a Wealth Token, which has immediate value to make our next designs easier and thus secure INF 2 in multiple nodes at once.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: TricMagic on May 01, 2022, 02:09:26 pm
Design Proposal: The Air of Goodness
One particular issue with the Worms is thus, how does one expand the Community beyond the initial infection? The answer is to modify the Worms themselves to produce an airborne pathogen. Spreading much like the common cold, these viruses enter the body and lay dormant. As acts of Good are done, they grow, using that energy to mutate the cells, and eventually produce a new Infected. Our cultists can then give the new initiate the original worm egg, and the process continues. However these pathogens, while spreading on their own, only including the feeling of good that such acts cause, they do not punish bad or evil behavior, and the body will kill them off in two to three days if they are not fed. Likewise, they are completely incapable of infecting evil, as they burn it off almost immediately. However, this should allow it to spread among family and friends, as the Community's actions bring more into the fold naturally.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: Failbird105 on May 01, 2022, 04:57:23 pm
Quote from: Muu's Willbox
Muu to Raider's Roost: (3) TricMagic, m1895, EuchreJack
Muu to Rolling Hills: (2) Kashyyk, Failbird
Honestly, I agree with all of that sentiment.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: Madman198237 on May 01, 2022, 07:50:52 pm
Quote from: Muu's Willbox
Muu to Raider's Roost: (4) TricMagic, m1895, EuchreJack, Madman
Muu to Rolling Hills: (2) Kashyyk, Failbird

We are here to have fun and this might potentially be hilarious.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: EuchreJack on May 02, 2022, 04:50:49 am
Eh, we'll get around to Combat Lanes next turn... ::)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T1
Post by: NUKE9.13 on May 02, 2022, 01:15:25 pm
Angel Team: Battle Phase T1
TURNTURNTURN
(BR is in the core thread)



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



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 02, 2022, 01:51:25 pm
Waterbenders and the Lunar Gate(Wealth Token)

A magical effort which allows one to summon and direct waters, to either freeze(condense) or melt(expand). Muu has taken to training physically inclined acolytes in the art of waterbending, a fluid style that excels in trapping and redirecting force, and has a spiritual component which allows them to move the waters themselves, forming tendrils, walls, and waves in a fluid dance. Of course, while it may be possible to teach them to truely be one with the waters, Muu has commissioned ice from the polar reaches, silver, and a meteorite for a project to help this. Using this, she has personally enchanted with the Forge of Cleansing into the Lunar Gate, that which allows the summoning of good-infused water to be brought to the battlefield for use. Acolytes are expected to meditate under it's waters to help connect with the element.
The Lunar Gate itself is a strange, mysterious thing, using memories long forgotten. Muu seems to have gone into a trance when creating it. The training of Waterbenders seems to lock their own chakra, forcing all their magical energy to form water. This mostly means their wards take shape from the water they bend, and their missiles watery.(Though this does not have any mechanical benefit at the moment.) It's assumed they will be unable to ever use spells that are not common, unless they are of the element they are linked to. (At the moment this isn't actually a problem.)


Holy Water of Muu
Despite the name, it's more a spell Muu knows that acts very weirdly. Cold blue flames burning with intensity, that don't go out on water. If anything, water causes it to spread! Teaching it to our accoyles is rather difficult since a water that burns like fire is odd, but the end result is that our acolytes can now toss forth balls of liquid flame. Other than the obvious of burning those struck, it will also splash and spread, sticking to stuff as the fires spread to other targets. And on water it spreads very very well.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on May 02, 2022, 02:03:24 pm
Muu's Mercy
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Reposting this
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 02, 2022, 02:25:29 pm
Okay, let's start with the good stuff.
- The Worms were regularly called out for slowing Demonic recruitment
- The Gadflies and Worms netted us +1 INF everywhere, whilst the Demons didn't progress everywhere
- The Sea Servants successfully tarpitted the demonic army
- We had a better showing magically. Better wards (expected) more acolytes (somehow??)
- We have noticeably better foot soldiers, thanks to gear

Now for the bad.
- The Demons got to 3 INF thanks to avatar interference and magic
- Their chaff unit (Rats) beats our chaff unit (Sea Servants)
- They have a heavy Infantry unit that beats our cultists and is just crying out for a gear upgrade to ruin our day
- Explodo Skeletons that trash morale and cohesion
- Skirmish hero makes his front a nightmare pre-battle
- Muu's deployment did nothing
- We got driven back the maximum amount in the Rolling Hills
- The Demons earned 2 Wealth Tokens
- The DM himself thinks we need a loan to cover our losses

We seem to be doing okay for now in the INF lanes, although we will need something to entice the higher ranks at a later point. For now we need combat designs. The options I see are:
- Something big and scary to rout the Rats quickly. Big monsters, Explosives, supernaturally scary masks?
- Heavy Cav that can blitz through the enemy skelebobs that are definitely going to armoured up this turn
- Skirmishers to deal our own pre-combat kills and get some scouting done
- something to mitigate the murder vampire. Night vision, bottled sunlight, Holy water, garlic, a big pile of spilt rice?
- Our own heavy Infantry unit to stalemate theirs

I have ideas for these, and some have been suggested. Would appreciate your input on things too
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on May 02, 2022, 02:43:21 pm
Sea Bone Charms
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
Using the knowledge gained from the Ymis charm's development, these charms are truly capable of a great many things. They can protect against magic, weather, and force. However, they can only protect against a single type. Charms for the weather protect against rain, drowning, and trauma. (Being based on the normal Novice frequency) Charms focused against force do so very well, useful for warriors and those in dangerous workplace environments. And for those of Magic, well.. They are extremely useful for preventing outside manipulation, which many politicians, priests, and nobles would appreciate. (In addition to being quite the look.)
Of course... While we have much bone, and the forge can help mold it. What we don't have is enough workers. Using some of our wealth, we can setup an arrangement with nearby villages for more workers and most importantly, all the bone we need to see this treasure spread far and wide.

Sea-Bone Charms will be sold in three configurations, decorative necklaces meant for magical protection, a sturdy bracer for physical protection, and a whalebone charm for the mixed protection. Our Wealth has been used to increase production, allowing more to be sold/gifted in INF lanes, and in combat lanes allowing us to outfit a good number of warriors with physical protection. These charms crack as they are used before shattering softly into dust and fragments, but their numbers should ensure widespread distribution.
Most of the enchantment work is pretty much the same, just differing frequencies in one part of the enchantment. How hard a charm is used determines how long it lasts. Magic ones last a long while until they need to protect from magic. Physical ones drain quite quickly when defending from blows. While the Mixed version offers constant low-level protection from the elements and world, not being suitable for combat. It should be noted that like the Ymis Ward they are based on, a person can not make use of multiple charms on their person, as their conflicting frequencies cause an explosive burst. Thankfully this only occurs if multiple link to a person, and charms of the same type seem to do fine together.(Though offer no tangible benefits due to both draining to do exactly the same thing. It doesn't stack)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Madman198237 on May 02, 2022, 03:37:22 pm
Pretty much spot-on, Kashyyk.

Anyway here's a quick solution to the problem of rats.
Quote
Incendiary Wave
Fire is a great weapon against things with fur, and our enemy's greatest asset...is rats. How fitting. So we're going to purge them in holy fire, destroy them with the cleansing flame, etc. etc., you know the drill. Well, not a drill, more of a torch. Same difference. Anyway, this spell creates a low-intensity but fairly large and more or less rectangular "wave" of flame in the direction the caster is pointing, lasting for a few seconds and travelling slowly away from the caster. The flame is not very strong and unlikely to, say, set fire to hardwood except with repeat castings at the same target, but it is perfectly capable of setting fire to, say, fur, and will cause skin burns and the like, at least to anything with skin. The only interesting bit of the flame is that it is subtly touched with Muu's power, and the Good thus released in the fire is unpleasant for anything Evil to feel.


Now I don't know how difficult these things would be, but we can try. I think they'll be great if we can make them work.

Quote
The Shipwrecked
Beneath the oceans lie many wrecks, most still with members of their crew trapped inside. Not alive inside, no, very much dead...but still trapped. Sometimes souls just don't manage to leave quickly enough, before the Ocean claims them. And sometimes, something might just convince these souls to do something about their predicament...

The Shipwrecked are monstrous abominations of bone and wood, built out of the fused souls and rearranged pieces of a shipwreck. They're not natural, instead parts of the formerly trapped (and willing) souls are consumed as they and their ships are fused together by our magic so that the souls can escape their watery graves. These no-longer-trapped souls are of course grateful enough to fight for us, and the fact that Muu reshaped their souls and now literally owns them body and soul definitely helps. We have only very few, deployed in sparing handfuls here and there.

As a twelve-foot-tall irregular abomination of old bone, waterlogged wood, and seafloor detritus, the Shipwrecked are definitely tough combatants in a melee, and their every move is devastatingly strong with a reach appropriate to their size. You haven't lived until you've seen a foot-thick solid oak timber soak up a hit from a flaming ballista bolt without being destroyed, using its arm as a mace tipped with a bronze ship's bell the size of a soldier's head. Their ponderous movements and incredible toughness leave them as the heaviest of heavy infantry.

They are very similar to the Sea Servants in their nature, that being a fused set of souls made to animate a body, but they are not tied into any sort of hivemind and can't be given complex orders. Save with Muu herself present there is little that can be done to direct them save to point them at a concentration of Evil and let the inevitable happen. Shipwrecked lack most normal senses and while they can vaguely perceive simple spoken orders they cannot feel pain or detect contact (such as an enemy swinging a weapon into them), cannot smell, barely hear, and can't speak. They cannot even technically see, since they have no eyes, but instead generally perceive Good (as something to avoid stepping on) and Evil (as something to intentionally step on). Shipwrecked navigate regular terrain without issue, uncannily knowing where natural obstacles like walls, trees, rocks, and so on are, but are much more challenged by, say, lines of mortals or groups of animals without clear Good/Evil allegiance, which they will not perceive at all, and thus might inadvertently crush.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on May 02, 2022, 08:07:50 pm
Servant Motor Skills
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should normally have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Reposting this because the clumsiness has become a serious problem
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 02, 2022, 08:59:33 pm
Initiates of The Second Rank: Shoregazers
Some of our Acolytes show great promise and have been given further tutelage. Much of this is the standard studying, experimenting, and practicing common to traditional wizard schools, but the majority of their time is spent meditating along the shore, watching the waves ebb and flow. While at a passing glance this seems unproductive, any Initiate will swear it is the most vital part of their training. A closer look would show ethereal scales growing over their neck while they are in the meditative trance, and disappearing as soon as they finish.
Regardless, Initiates are capable of handling substantially more complex spells than mere acolytes, and have a much larger pool of good to draw on. More interestingly they can form a communion with another Initiate in their group, creating an ephemeral connection to pool their mental might.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: EuchreJack on May 02, 2022, 09:54:07 pm
Initiates of The Second Rank: Shoregazers
Some of our Acolytes show great promise and have been given further tutelage. Much of this is the standard studying, experimenting, and practicing common to traditional wizard schools, but the majority of their time is spent meditating along the shore, watching the waves ebb and flow. While at a passing glance this seems unproductive, any Initiate will swear it is the most vital part of their training. A closer look would show ethereal scales growing over their neck while they are in the meditative trance, and disappearing as soon as they finish.
Regardless, Initiates are capable of handling substantially more complex spells than mere acolytes, and have a much larger pool of good to draw on. More interestingly they can form a communion with another Initiate in their group, creating an ephemeral connection to pool their mental might.

I like this, as we need more mid-high range combat troops.  But they're useless without a new spell.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Failbird105 on May 02, 2022, 10:24:02 pm
I like this, as we need more mid-high range combat troops.  But they're useless without a new spell.
Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: EuchreJack on May 02, 2022, 10:27:28 pm
I like this, as we need more mid-high range combat troops.  But they're useless without a new spell.
Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
My point was that we need both, probably now.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 03, 2022, 07:21:54 am
I like this, as we need more mid-high range combat troops.  But they're useless without a new spell.
Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
While that is true, demons also went that route. If we want to cause major trouble, Muu's Mercy would be effective.
I would also spend some coin on a focus, though the only place we'll likely to get that is Raider's Roost.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 03, 2022, 07:58:57 am
So, here's a fun idea I had. Combination morale booster, light source, heal and undead-counter. Probably Uncommon at least, but sounds like the kind of thing we can throw Wealth Tokens at.

Quote from: Bottled Sunlight
The age old association of "Good equals Light", has a basis in fact. The forces of Good have always been at their strongest under the midday Sun, whilst the Servants of Evil skulk in the Darkness. It is only now that the connection has been made so explicit.

Within each glass bottle is a yellow-white liquid, that emits light like a torch when disturbed. This Light is soothing to Good-aligned individuals, as it is indeed true Sunlight, captured using a silvered mirror array, infused with Good and stored in the liquid. These effects are muted however, until the bottle is opened.

On contact with air the liquid Light shines even brighter, imitating daylight in the local area. All that the Light touches feel the warm embrace of Good, great for our cultists who can enjoy the morale benefits, whislt the Servants of Evil cower away from the Holy Light.

If the liquid is to touch an individual, they will receive an extra strong dose of this Good energy, quickly healing wounds (and potentially gaining minor mutations). The effects are more devastating on our undead opposition however. To facilitate this, each bottle comes with a sturdy string, that can be used to attach the bottle to a pole or backpack for ease of carrying, or it can be loosened and hurled for extra range.

Edit: Had an idea for a Cavalry unit as an alternative to Goats. Even fits the Ocean theme! It's a light cav unit that should be scary for rats and Missile troops, and give us crucial scouting and skirmishing ability.

Quote from: Drakegulls
Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...

The drakegull is a mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach.

It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: EuchreJack on May 03, 2022, 12:16:11 pm
I sort of like the idea of the Drakegull. I think someone is obsessed with large creatures that eat garbage, however.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 03, 2022, 01:04:51 pm
Gives em a taste for Demon cultists
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Happerry on May 03, 2022, 07:16:41 pm
Personally I'd still like to do my Liquid Light Elementals.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 04, 2022, 01:53:55 am
The Bottled Sunlight covers a lot of bases, and I believe its a good stepping stone design for Happery's Liquid Light Elementals, and also suggested as ammunition for the Shipwrecked. Also, killer sea gulls.

Quote from: Dope Box
Bottled Sunlight: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk

Quote from: Bottled Sunlight Wealth Token
The process of trapping and stabilising the Sunlight requires a complex arrangement of Mirrors and that need to be regularly adjusted to maintain the right levels of focus and brightness in our stormy weather. Additional funding will allow for back up mirrors, more complex machinery to control them, and will free up extra cultists to attend the apparatus.

Quote from: Drakegull Wealth Token
Only a small subset of wild Sea Gulls are viable for the mutation process, as one iof any nunber of factors regarding size, temperament, genetic stability, etc can disqualify a specimen. With additional funding, we can rear our own Sea Gulls, and breed them for the required traits, ensuring the specially bred Gulls are more receptive to the heavy mutation they must endure, allowing us to focus on the results over the survivability of the procedure.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 04, 2022, 11:50:05 am
Quote
The Shipwrecked vTM
Beneath the oceans lie many wrecks, most still with members of their crew trapped inside. Not alive inside, no, very much dead...but still trapped. Sometimes souls just don't manage to leave quickly enough, before the Ocean claims them. And sometimes, something might just convince these souls to do something about their predicament...

The Shipwrecked are monstrous abominations of bone and wood, built out of the fused souls and rearranged pieces of a shipwreck. They're not natural, instead parts of the formerly trapped (and willing) souls are consumed as they and their ships are fused together by our magic so that the souls can escape their watery graves. These no-longer-trapped souls are of course grateful enough to fight for us, and the fact that Muu reshaped their souls and now literally owns them body and soul definitely helps. We have only very few, deployed in sparing handfuls here and there.

As a twelve-foot-tall irregular abomination of old bone, waterlogged wood, and seafloor detritus, the Shipwrecked are definitely tough combatants in a melee, and their every move is devastatingly strong with a reach appropriate to their size. You haven't lived until you've seen a foot-thick solid oak timber soak up a hit from a flaming ballista bolt without being destroyed, using its arm as a mace tipped with a bronze ship's bell the size of a soldier's head. Their ponderous movements and incredible toughness leave them as the heaviest of heavy infantry.

They are very similar to the Sea Servants in their nature, that being a fused set of souls made to animate a body, but they are not tied into others and can't be given complex orders. Save with Muu herself present there is little that can be done to direct them save to point them at a concentration of Evil and let the inevitable happen. Shipwrecked lack most normal senses and while they can vaguely perceive simple spoken orders through their intent they cannot feel pain or detect contact (such as an enemy swinging a weapon into them), cannot smell, barely hear, and can't speak. They cannot even technically see, since they have no eyes. Instead they use ghostly flames to detect the area around them, the many sparks ranging out around it as parts generated by the fused soul. These flames do not burn the Good, but can be directed by the fused soul to attack Evil. It's a type of location which sends out pulses of spiritual energy, allowing them to navigate as if in a fog. This mostly means they can detect things around them, but are completely blind to farther areas. In combat these flames are used burn enemies, sending them into a panic as it strikes foes down en masse.

Wealth Token:
Plots and Courses: There are many shipwrecks in the sea, but Muu alone would have trouble finding them for the depths are vast. Not to mention she herself needs to spend time fusing the souls. By using our wealth, we can outreach to those harbor masters and pirates for stories and routes, and determine where such shipwrecks sunk. A far smaller search area, allowing more time for Muu to ply her craft. And having narrowed it down, finding the trapped souls should only be a matter of listening.

Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on May 04, 2022, 12:58:11 pm
Quote
Sea Bone Charms [m]
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
The simple charms can be made with fishbone, and are only about as powerful as our ymis ward, but they can be churned out in remarkable quantities, and one can wear multiple of them if need be.
Quote from: Sea Bone Charms Wealth Token
The fishbones used in crafting charms may not be particularly expensive, but better tooling and training costs add up.
Quote from: Dope Box
Bottled Sunlight: (2) Kashyyk, m1895
- Use Wealth Token: (2) Kashyyk, m1895
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
Kash added the string, all is well there. However, the drakegulls are of limited use, and Muu's Mercy will, aside from terror tactics and more chaff, serve as a distraction from mitigating their skellies natural weakness to bottled sunlight.
Title: Re: Angel Team - Chiaroscuro 2
Post by: TricMagic on May 04, 2022, 01:35:12 pm

Quote from: Dope Box
Bottled Sunlight: (2) Kashyyk, m1895
- Use Wealth Token: (2) Kashyyk, m1895
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
A strong heavy hitter than can burn things and cause panic. With a very high chance of success. While it does mean giving up a design, the chances of failure are very low given it not only reduces difficulty, but also takes the highest of 2 of 4 rolls. They should be able to deal with most forces the demons field. Cept the vamp of course, but we can probobly have them stand guard with their flames given they are undead. No sleep needed, and having it keep them around camp means they can't sneak in so easily.
Title: Re: Angel Team - Chiaroscuro 2
Post by: Happerry on May 04, 2022, 05:07:23 pm
Quote from: Dope Box
Bottled Sunlight: (3) Kashyyk, m1895, Happerry
- Use Wealth Token: (3) Kashyyk, m1895, Happerry
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: (1) Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Failbird105 on May 04, 2022, 07:08:34 pm
Quote from: Dope Box
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (2) m1895, Failbird
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: (1) Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Happerry on May 04, 2022, 07:28:35 pm

Quote from: Dope Box
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (2) Kashyyk, Happerry
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (2) m1895, Failbird
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: ()
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 04, 2022, 07:47:38 pm

Quote from: Dope Box
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (2) Kashyyk, Happerry
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagic
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Happerry on May 04, 2022, 07:49:43 pm
Breath of Muu
A spell based upon the mystical mercy of Muu, whom gives unto the needy what they truly need even if they do not know they need it. Of course, what people truly need is the presence of Good in their life, and this spell arranges for that to happen. By transmuting raw elemental Goodness into water vapor the caster of the Breath of Muu can appear to exhale a vast (or not so vast depending on the caster) cloud of fog which is highly charged with the Goodness that was used to create it. This of course has certain effects, the most noticeable is that of how the overwhelming atmospheric field of goodness has a tendency to 'mute out' or otherwise block the senses of those poor souls infected with evil whom stray within the mists, leaving them bereft of the support and companionship of their fellows. Not that evil ever gives much of that anyway, but the feeling of being truly alone in the world can still give such souls a nasty shock. Of course the elemental goodness in the air can have other effects when exposed to evil, and is expected to be particularly useful against the undead.

Of course verses those with good in their soul the goodness in the vapor proves little barrier to their senses, and indeed it is instead reported that being within the Breath of Muu for folk of Good nature is akin to having a supportive hand upon one's shoulder, giving them the sense that a friend is with them, the knowledge that they are not alone.


Here's a new spell written up in response to discussion in the discord on how we need more stuff for our currently ample acolytes to be casting.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on May 04, 2022, 08:01:54 pm
Muu's Mercy(Staff Aid)
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.


Muu's Mercy(Ritual Aid)
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Ritual Details: Using the bones and flesh of sea creatures, shells, and coral molded in the forge of creation, a staff is made to help direct the energies of Muu's Mercy. Acolytes work the ritual and then send the resulting mass of mutative energy lobbing forward into enemy lines. Impact has a high chance of mutation, while those around can resist the spell, though the weaker the target, the less they resist.(As known by how magic missile works.) Of course... We don't really know how rituals work, so we'll spend our Wealth(Token) to get some details on them.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Happerry on May 04, 2022, 08:05:56 pm
Quote from: Dope Box
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagic
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 05, 2022, 01:11:28 am
I'll be honest I'm not a fan of Muu's Mercy. Name is too much like Heliel's stuff, and it mutates enemies much like Mutagen, something Tric is constantly claiming Bottled Sunlight is too much like, just cos its in a bottle.

Anyway. I figured that us growing Sea Gulls up to size of a horse with Good would be mutated enough, but I've had critique. Here's a version that is pretty much the same except more explicitly freaky.

Quote from: Drakegulls (Majorly Monstrous)
Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...

The drakegull is a heavily mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach. Being mutated from excessive Good-energy, few candidates survive the procedure and their new forms can be a little off-putting. The beak now splits in three places, with serrated edges and a prehensile tentacle tongue. Mismatched eyes adorn the head, and in places across the body it's feathers feathers either fused into scales or become small writhing tentacles. The tips of the wings and the webbed feet now have wicked talons to help it move quickly over broken terrain. Despite all this a Drakegull is calm unless agitated, and will bond with its rider, sharing an inseperable understanding.

It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.

Quote from: Dope Box
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagic
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: evilcherry on May 05, 2022, 02:06:43 am
Grenades! Grenades!

Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
Drakegulls (Majorly Monstrous): (2) Kashyyk, evilcherry
- Use Wealth Token: (2) Kashyyk, evilcherry
Muu's Mercy: (3) m1895, Failbird, TricMagic
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 05, 2022, 02:09:38 am
I'll be honest I'm not a fan of Muu's Mercy. Name is too much like Heliel's stuff, and it mutates enemies much like Mutagen, something Tric is constantly claiming Bottled Sunlight is too much like, just cos its in a bottle.
For the first point, please look up what a narrative parrallel is, and comparing the mutamist to Muu's Mercy is fundamentally idiotic. They completely differ in mechanism and purpose.
 That out of the way, Muu's Mercy as Nuke understood it is not actually at all relevant to the current situation. Breath of Muu as written *is* relevant and accomplishes a "Silent Hill" feel, doing both quite well.
Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (2) Kashyyk, evilcherry
- Use Wealth Token: (2) Kashyyk, evilcherry
Muu's Mercy: (2) Failbird, TricMagic
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (2) Happerry, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 05, 2022, 02:26:06 am
Mutamist was an alchemical weapon that sought to mutate the enemy in the field and make them fight each other. Muu's Mercy is a magical spell that seeks to mutate the enemy in the field and make them fight each other. Yes, the mechanism and delivery are different. But I believe the end result is similar.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Secretdorf on May 05, 2022, 02:26:37 am
Drakegulls sound great units for combat but breath of muu solves the problem more (the skeletons should explode in it probably if it was cast in the enemy lines though doing that is difficult). But if breath is designed then bottle becomes less necessary right? So maybe we could use the other design on the gulls?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 05, 2022, 02:33:23 am
Mutamist was an alchemical weapon that sought to mutate the enemy in the field and make them fight each other. Muu's Mercy is a magical spell that seeks to mutate the enemy in the field and make them fight each other. Yes, the mechanism and delivery are different. But I believe the end result is similar.
That may be applicable— if it actually worked on the field of battle, but as read it's a post-battle "win harder" mechanic. (This is of course a problem when we are not winning)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 05, 2022, 02:42:30 am
@Secretdorf: We can do two Designs each turn, and currently the Bottled Sunlight will provide a solution there, as dumping large volumes of Good into the enemy Skeletons will pre-detonate the suicidal ones, and I believe it'll screw the regular ones as well.

@M: That would be a failure in your writing and/or my reading skill then. I didn't realise it was intended as a post-battle thing. In which case we want the ability to win skirmishes so as to gain material for this prior to the main clash, so may I point out the Drakegulls?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 05, 2022, 02:46:30 am
@M: That would be a failure in your writing and/or my reading skill then.
Lemme specify, as read by Nuke.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on May 05, 2022, 03:24:10 am
Muu's Mercy(Staff Aid)
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.
As I apparently misunderstood the intent of Muu's Mercy when I originally reviewed it (as a revision, but I also mentioned the design difficulty on Discord), I will now re-review this version to give a better idea of what a battlefield-use version would take.
The version of this that is a ritual used on corpses, lasting a few hours, would be Normal and Common.
To make it a spell that takes effect in a few minutes at close range would be Hard and Uncommon. The effect being sought is rather extreme. Body parts, as a general rule, do not function independently. To get them to rapidly transform into such independent entities requires control and power beyond what an Acolyte can wield- at least without the aid of considerable preparation and a lengthy process. Muu is obviously not on remotely the same level as an Acolyte, so her being able to do something instantly on the battlefield is not a clear indication that an Acolyte can do the same.
To make the spell capable of being fired over longer distances into enemy formations adds to the complexity, ramping it up to VH (still Uncommon).
Using a fancy staff to channel the spell makes things slightly easier to do, but not enough to bump it back down to Hard. The majority of difficulty comes from developing the spell in the first place- a Tome Token would be a better fit for making this easier.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: evilcherry on May 05, 2022, 03:54:39 am
Muu's Mercy(Staff Aid)
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.
As I apparently misunderstood the intent of Muu's Mercy when I originally reviewed it (as a revision, but I also mentioned the design difficulty on Discord), I will now re-review this version to give a better idea of what a battlefield-use version would take.
The version of this that is a ritual used on corpses, lasting a few hours, would be Normal and Common.
To make it a spell that takes effect in a few minutes at close range would be Hard and Uncommon. The effect being sought is rather extreme. Body parts, as a general rule, do not function independently. To get them to rapidly transform into such independent entities requires control and power beyond what an Acolyte can wield- at least without the aid of considerable preparation and a lengthy process. Muu is obviously not on remotely the same level as an Acolyte, so her being able to do something instantly on the battlefield is not a clear indication that an Acolyte can do the same.
To make the spell capable of being fired over longer distances into enemy formations adds to the complexity, ramping it up to VH (still Uncommon).
Using a fancy staff to channel the spell makes things slightly easier to do, but not enough to bump it back down to Hard. The majority of difficulty comes from developing the spell in the first place- a Tome Token would be a better fit for making this easier.
I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: NUKE9.13 on May 05, 2022, 04:54:07 am
I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?
Uh. Not sure what you're asking here. No version of Muu's Mercy resembles a turn-undead spell. It deals with regular corpses, purifies and burns the soul for power, and converts the body parts into autonomous undead murder machines. The question is how quickly it does so.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 07:47:44 am

Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (3) Kashyyk, evilcherry TricMagic
- Use Wealth Token: (3) Kashyyk, evilcherry, TricMagic
Muu's Mercy: (2) Failbird,
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895, TricMagic
[/quote]
In light of this information, switching over.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Secretdorf on May 05, 2022, 08:01:07 am
So both sunlight bottles and breath do (sort of?) the same thing. Still bottles will be useable by anyone who posseses them, while breath is a spell (and we do need to progress our spellcasting but...) breath can be countered by a wind and bottle also counters the vampire guy better and can also lead to more light-y designs. So I'll just go for the bottles.
As for the second design, while I would like goats mowing through rats and crushing skellies, drakegulls will (hopefully) do good too in assaulting their weak points (spellcasters/archers/other loww hp guys) and also in scouting and the like so I am voting drakegulls.

... I might be making assumptions by myself though.

Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895 , Tricmagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 08:11:59 am
So both sunlight bottles and breath do (sort of?) the same thing. Still bottles will be useable by anyone who posseses them, while breath is a spell (and we do need to progress our spellcasting but...) breath can be countered by a wind and bottle also counters the vampire guy better and can also lead to more light-y designs. So I'll just go for the bottles.
As for the second design, while I would like goats mowing through rats and crushing skellies, drakegulls will (hopefully) do good too in assaulting their weak points (spellcasters/archers/other loww hp guys) and also in scouting and the like so I am voting drakegulls.

... I might be making assumptions by myself though.

Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf,
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf,
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Tricmagic
Barricade Coral: (1) TricMagic
Of note Secretdorf (and others), Muu is going into the fray this month, so having a spell which isn't magic missile would be very effective in pushing back.


Another option is thus, one of failbird's designs. a common spell that can give us the fortifications needed to defend. This also gives us a bit more height for the Bottled Sunlight, which should also help repair the walls while hurting our enemies. Plus something that isn't an open field. It's also something for Muu to use, and is a Normal Common Spell.
Also, fortifications were never something that got used in the last game, so it's a new wrinkle.

Quote from: Barricade Coral
Design: Barricade Coral
So, here's something we learned from Muu: Coral, those colorful branching sea-rocks? They're alive! And what's more than that, they aren't even plants, they're animals! Fun-facts out of the way, Muu has delivered an ingenious way to make use of these fascinating creatures. The Barricade Coral comes in the form of small "Polyps", which can take root under the water. These polyps feed on Good, when Good is actively fed to them(generally only possible with direct infusion from our spellcasters and Muu) they will begin to grow their coral shell rapidly, forming a smooth wall on the outward facing side, which slopes downwards and grows craggier toward the 'inward' side, meaning the side it was fed from.

This, in essence, allows us to create walls rapidly in preparation for battle, which we can then climb over with comparative ease while our opponents will be forced to break through or go around entirely. And without being regularly maintained with further Good, these walls will starve and crumble, which does distract our spellcasters somewhat, but also means our enemies will not be able to take these fortifications for themselves.
A nautical twist on a basic terrain-shaping spell. Walls are specified to be temporary and not incredibly strong, so not very ambitious. Normal, and for gameplay purposes considered a Common spell.


Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Secretdorf on May 05, 2022, 09:52:48 am

Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Madman198237 on May 05, 2022, 09:59:36 am
Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
- Use Wealth Token: (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf

I would prefer Shipwrecked over the Drakegulls as a monstrous unit to deploy right now, but Drakegulls are probably good enough, even if they definitely aren't a logical or intelligent choice of cavalry mount, being, y'know, based on a bird, with all of a bird's problems.

But what's logic when you have enough magic, right?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 10:16:47 am
.... Why are the angels plagued by dropped votes?

Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (1) Failbird
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic

Barricades means better defenses at night. So no vamp just tearing into our forces so easily. With proper lighting, we can see them coming, hopefully.
That said, Breath of Muu/Sunlight is fine...(Still lame, but eh. Least Muu has a spell she can use.)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 05, 2022, 10:21:34 am
Discussion in discord made me realise that we have everything we need to build basic fortified camps in the field. Thus.

Quote from: Revision: Ditches and Palisades
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 05, 2022, 10:25:20 am
Of note, Breath of Muu and Bottled Sunlight are not targeted at the same thing. Bottled sunlight is primarily meant as a healing, morale-boosting fuck you to their skellies and possibly the Vamp. Breath of Muu is built to isolate and fuck up their living troops morale in general and the little rat bastards especially. Sure, the Bottled Sunlight *may* hurt the rat morale, and Breath of Muu *may* prematurely detonate the explodoskellies,  but I wouldn't count either as a given.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 10:36:34 am
Discussion in discord made me realise that we have everything we need to build basic fortified camps in the field. Thus.

Quote from: Revision: Ditches and Palisades

Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and saws to fell and work lumber, and are strong and tireless enough to carry them great distances. With some basic direction and planning, our Sea Servants can erect basic fortifications for each camp, digging a trench, moving the earth into a berm and building a wooden wall along it all around the camp. A simple measure, yet it will slow intruders and allow us to a degree of terrain advantage on the defense.
True. And with the forge we shouldn't have too much problem producing the gear since there isn't anything really special about it.
Of note, the steppes restrict us to earthworks, so pits and trenches, and whatever wood we can carry. So having the coral barricade behind them would make using bottled sunlight fairly easy, and any that break through has to deal with the ones inside through a limited opening.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Failbird105 on May 05, 2022, 11:50:55 am
Arms of the Deep
Muu's connection to the depths of the ocean are as hard to miss as the oceans themselves are. However, there is more there than simple appearance. Muu knows the depths, what lies deeper than any man can witness, and she would teach one how to wield them. Arms of the Deep is the first step in this process.

Simply put, the spell opens a small gateway, a portal, and through it emerges the tentacle of some unknown abyssal creature. These tentacles are large, upwards of ten feet long and six at the shortest. With their gripping suckers and muscular mass the tentacles lash around wildly, grabbing and slamming foes, crushing limbs, and all around disrupting formations rapidly. While it cannot be aimed far enough back to easily bring down likely key figures of the enemy forces, it can go past the enemies front line without putting our Acolytes directly into range of the enemies assault.

The spell does have its vulnerabilities however. For one, the arms are not proper summoned minions, or even extensions of our Acolytes will, they are literally the limbs of a deadly sea creature. As such, they direct their attacks at anything nearby, not specifically the Demonic army. Two, the spell can only last for about a minute when used by an average mortal caster, which is still potent but certainly not a long lasting obstruction. Three, the spell must be maintained, the primary reason for the minute long limit, the caster must remain in range, focusing constantly on the portal and keeping the gate open despite the great distance. And finally four, the gate must be "anchored" on a sufficiently solid surface, a portal cannot be made to appear in the air, and even a shield would just move around far too much to be properly focused on, it must be cast on the ground, a wall, or a similar stable base.

Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic
Arms of the Deep: (1) Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 01:14:09 pm


Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
[/quote]
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Madman198237 on May 05, 2022, 01:35:51 pm
Quote
The Horrors Below
Muu is a creature of the sea, as much as any Angel is particularly attached to any part of a physical realm. And she knows that deep beneath the sea there are things best left undisturbed. Being an Angel, though, she's not particularly concerned about leaving such things undisturbed, and made friends with one or two beasts that are very large, very covered in octopus tentacles, very hungry, and very indiscriminate about what they eat.

The result is a personal garbage disposal system for anything that annoys the angel too much, like uppity friendly cultists, uppity enemy cultists, uppity unaligned cultists, and that one raccoon that kept getting into the camp garbage can a couple weeks ago. Thanks to the power of magic, this wondrous creature can be accessed from any point on the planet, through a four-foot-wide portal summonable by Muu (naturally) or any of her Acolytes, the weaker ones working in a group and using a ritual formula devised by Muu herself to allow a sufficient number of even the weakest of Acolytes to perform it.

The ritual opens a portal to the lair of the terrible sea beast, who will throw its arms through the portal, seeking to grab whatever is closest for a snack. Tentacle arm after arm will lash out of the portal and grab whatever it can find, dragging it back into the depths to be consumed. The portal doesn't allow water to pass through (that would be....problematic) and can only allow a few arms to pass through and back before it is overwhelmed and collapses, hopefully with nothing important caught between the two points it has connected. The beast will generally only grab the closest target, preferring one sure snack to three or four potential missed chances, and so this spell must be aimed at individual targets. It always appears at the same spot in the beast's lair, but the beast is intelligent enough (and lazy enough) to almost always be at the right spot to see the portal appear. After all, free food is free food.


Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
The Horrors Below: (1) Madman

I know, I know, not helping the voting situation. Oh well.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 05, 2022, 03:19:02 pm
Sea Servants Part 2: Mental Boogaloo

Our Sea Servants were a first step into immortality, but their minds are not particularly well preserved nor used to wielding their new limbs. A solution is to better preserve the mental structure by removing the brain and placing it within each of the converted limbs, chest, and leave the part responsible for locomotion within the head. This allows them to more fully mutate into the 8-limbed creatures with better control over their movements, and most importantly their souls can be pressed to connect to each piece and segmented into a working mind, fully capable of connecting with others or working apart.
Wealth Token: We originally used them in their new life as laborers, but there is more that can be done. With enough resources we can create a number of stakes, axes and hammers, shovels and picks,  for them to use in creating fortifications in the field. Be it building a wall, cutting down trees, placing down spikes to interrupt charges, or digging out pits and trenches, their ability to work together makes them well suited to the proccess, and the better mind behind it should insure you can put the basics of the planning and execution of the work into their head(s). And the use of the Forge of Cleansing will hopefully allow us to turn the wood and bone into fairly sturdy examples that won't break under their strength.
Their old clubs have been pressed into use as material for the above, and they now carry the gear instead, depending on what they need for the area. There is also talk of sleds or wagons to pull stakes along in when needed, though such would likely need to be bought or 'donated'. It's expected for most Sea Servants to get at least 1 tool made of our wood/bone mix with iron heads, though in the case of hammers and stakes being made of wood or wood/bone mix, as those don't need iron to do their job. As well, the number of stakes means those without proper tools can use those in combat either to stab or bash.

Quote from: Original revision idea
Our Sea Servants are not natural-born warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, haer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.


So, Better Mind/Control, and Gear/Ability. The ability is something they already do some of, just that with better mind and control of their body, should be easy? Mind, not so much, but since there is already something there. And an improved mind should confer improved control.
Overall, I'd say Normal Difficulty, with the Wealth Token mainly being towards making sure we can arm them all with at least 1 tool for combat/building, if not 2 to take advantage of the segmented mind. (Plus, well, they can still crush things in their grip.)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: NUKE9.13 on May 06, 2022, 06:24:22 am
I would like to encourage you to move towards a consensus. I'd ideally like to be able to update tomorrow (European time), though I won't resort to a coinflip until the day after that.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 06, 2022, 10:07:02 am
Solar Prism
Light bends. Upon entering the water, it is refracted, and hitting the air it diffuses. Eclipses are known, and do occur. So by taking the light which hits the world and condensing it through a summoning medium, we can create a wall of light infused with good. By using forge water and sand to create icy glass crystals(around 1 inch in diameter), these can then by spread  the spell cast on them, summoning a gentle aurora of colors which beams upward into the skies above. While it loses it's potency around 12 feet up, and can't stop projectiles or magic, it will infuse all who pass it with sunlight, a torch within the dark, a candle in the storm. It should be noted, these crystals do need replenishing as they slowly melt, but they can be created in sufficient numbers. The spell itself is a basic summoning spell cast through water and the sky, or in this case it's frozen form of ice, with glass for durability so it doesn't melt immediately. As the it weakens, the light dims, but so long as it's replenished regularly it should make for a safe base camp. And it's light soothes the minds of our cultists, though evil beings feel something is wrong with it due to it's nature. This is purely psychological rather than magical, it's very pretty and literally radiates good.


Summoning sunlight through crystals made of glass/ice. It's very obvious, but also very direct. And sand and water is very cheap.
Meanwhile Muu just radiates auroras everywhere as a beacon of hope and fear to our enemies, since the summon medium is water. Though she can literally just make the gate herself, the medium is mostly for our cultists.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 06, 2022, 10:21:42 am
So, let's try and resolve this tie. My opinions on each of the leading proposals:

Bottled Sunlight and Breath of Muu both give us morale boosts. However, Sunlight also offers heals and anti-undead whilst Breath gives morale damage and some tactical bonus (from vision control), most useful against the Rats.

Drakegulls open up new avenues as Light Cav: Scouting, Skirmishing and Cavalry Charges. The power of skirmishing has been demonstrated, and Scouting will let us make better strategic decisions, and Cavalry Charges are a scary prospect unless you're a heavy infantryman in a pike phalanx.

So, I like the synergy of Bottled Sunlight and Drakegulls, as it gives us a lot of general boosts in different ways and weakens their undead units, which I think are bigger threats than the rats. Breath of Muu is good, and I wouldn't be upset if we did it, but I think it overlaps in places with Bottled Sunlight and Drakegulls.

Special mention goes to Arms of the Deep, a wonderful "Screw those guys" spell, which should be hella scary (although I've already expressed my thoughts on Rats vs Skeletons), and the various Fortification/Servant upgrade bits that are also useful, but require other designs to see their best. Defences do not help us if we have to abandon our walls to attack lest we get skirmishes to death by the Vampire. We need either our own skirmishers to force them to attack us, or a way to nullify their own Night Raids.

I like Breath of Muu and Arms of the Deep, but I think we have more pressing issues.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 06, 2022, 10:45:38 am
Breath of Muu is a long range spell we can deploy long before they reach us, being sight denial to evil/morale damage. Bottles are a lot closer in, and does anti-undead, healing, morale boost/debuff.

From a number of things, BoM both gives Muu a spell and does a bit less. Even if bottles rely on natural good mutation.

Drakegulls are daylight raiders, perfectly visible on the steppe. They don't have night vision either. The Steppe does not have any cover. See a fundamental issue?

Sea Servants does multiple things, using the forge/wealth token for equipment, and fixing their minds so they are far less clumsy and slow, and can work on their own as a result. So we get fortifications which can stop/reduce night raiding, help us prepare the field, and make it easier to flatten those dam rats without losing all our chaff to death by a hundred cuts. If we also revise them to give them some regen so they don't bleed out from such cuts, we'd have a very strong combat unit that will serve us all the way into the lategame. Fortifications are huge, as seen in the castles of the previous game they can stop pushes. But we never actually experimented in their use on the field of battle. A lot of sea servants working in harmony can quickly dig up a trench at the very least. And from those defenses we can attack or support them with Ymis.

Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on May 06, 2022, 11:42:01 am
I'm not sure how long range Breath of Muu would be, as it is literally described as making fog from the casters breath, I would hesitate to suggest that it's further than one can yeet a bottle-on-a-string.

Muu herself would absolutely do well with it, but we don't have to design a non-Common spell for her as Magic Missile scales on Caster Strength.

Drakegulls are not necessarily limited to daylight raiding, even if Sea Gulls have terrible night vision, due to their larger eyes. Even if they are, the added height will allow riders to see the Demon army before their foot troops see ours. Also, if they see our Drakegulls approaching, are they going to immediately drop everything and go into battle positions every time? Then we just repeatedly fake them out to slow them down. If they send a group to fight us, we can kite them then crush them piecemeal. The speed advantage lets us control the engagement.

All the things the Sea Servant design offers are good, but are handicapped unless we can control the engagement. We need a way to force them to assault our walls, which we currently don't have.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 06, 2022, 12:00:35 pm
One thing to note. The Sea Servant Design is a combination piece of two revisions scaled up. The Mind/reflexes, and the tools/fortifications. While we may have no way to force them to assault us on the steppe, the Fjords are a bit different. And for all that we have no way to force them, walls and trenches give us cover on the empty steppe. Perhaps most important though? Being able to set up a safe camp at night. That's all part of the revision idea for fortifications, the idea to improve the sea servant's motor skills was another's.

... Honestly, the design would go well with any of them. Better defense is simple, yet effective. I should also note, in the other game you could not send your forces past a castle, so if we set up in a place they have to pass... Well, that's what makes it useful in the Fjords. I kinda want to improve their combat ability, which happens to build in well with their original intent as laborers. Combine that with the tools for fortification work, and that can be leveraged for defense as well as better offense.

Another design option would be a new Ymis shield type that solves the issues of that revision. Though such would also likely need better casters. The main concern of spells right now is if they will end up Uncommon.

I won't deny the usefulness of raiding. But I also don't think it will be anywhere near as effective as what this vampire does to us in night raids.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: EuchreJack on May 06, 2022, 12:03:58 pm
Vote Drakegulls
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: NUKE9.13 on May 06, 2022, 12:09:42 pm
Vote Drakegulls
Drakegulls have been lynched. It is now the night phase. Wait, wrong genre.

(PS, you get two votes)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: TricMagic on May 06, 2022, 12:13:52 pm


Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman,
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Secretdorf
Barricade Coral: (1)
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
[/quote]

Might as well call it I guess. Send in your PM votes.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: NUKE9.13 on May 06, 2022, 12:29:41 pm
Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (5) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Secretdorf
Barricade Coral: ()
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Added in Jack's vote (while editing the votebox yourself is preferred, if you're on your phone it's okay to vote that way). Also fixed the Coral's total.

I will still give folks more time to debate- but if there's no movement in the next 13 hours or so I'll update. (I could also update earlier if there's a shift towards the leading options, but don't feel pressured to move your vote just to move things along)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 06, 2022, 01:49:21 pm
Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (6) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack, m1895
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (2) Happerry, Secretdorf
Barricade Coral: ()
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Fiiiiiiiiine
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Failbird105 on May 06, 2022, 01:54:11 pm
Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (7) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack, m1895, Failbird
- Use Wealth Token: (5) Kashyyk, evilcherry, Secretdorf, Madman, Failbird
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (2) Happerry, Secretdorf
Barricade Coral: ()
Arms of the Deep: ()
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic

If it helps, I'm not really into it either, but it seems like there's not going to be any turning the tide.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: NUKE9.13 on May 06, 2022, 03:41:07 pm
Angel Team: Design Phase T2
TURNTURNTURN
Quote from: Bottled Sunlight
The age old association of "Good equals Light", has a basis in fact. The forces of Good have always been at their strongest under the midday Sun, whilst the Servants of Evil skulk in the Darkness. It is only now that the connection has been made so explicit.

Within each glass bottle is a yellow-white liquid, that emits light like a torch when disturbed. This Light is soothing to Good-aligned individuals, as it is indeed true Sunlight, captured using a silvered mirror array, infused with Good and stored in the liquid. These effects are muted however, until the bottle is opened.

On contact with air the liquid Light shines even brighter, imitating daylight in the local area. All that the Light touches feel the warm embrace of Good, great for our cultists who can enjoy the morale benefits, whislt the Servants of Evil cower away from the Holy Light.

If the liquid is to touch an individual, they will receive an extra strong dose of this Good energy, quickly healing wounds (and potentially gaining minor mutations). The effects are more devastating on our undead opposition however. To facilitate this, each bottle comes with a sturdy string, that can be used to attach the bottle to a pole or backpack for ease of carrying, or it can be loosened and hurled for extra range.
Quote from: Bottled Sunlight Wealth Token
The process of trapping and stabilising the Sunlight requires a complex arrangement of Mirrors and that need to be regularly adjusted to maintain the right levels of focus and brightness in our stormy weather. Additional funding will allow for back up mirrors, more complex machinery to control them, and will free up extra cultists to attend the apparatus.
Bottled Sunlight: Normal: (3+3)=6: Above Average
When your rival styles himself the Death of Suns, and consorts with beasts that skulk in the dark, perhaps the sun really is your ally.

Bottling sunlight is not as difficult as it sounds- especially not when using the right gear. While Tendril Village itself is a... sub-optimal place for harvesting it, there are other islands which receive more (that is, any) sunlight that you have access to, so production is secured.
There are many ways of using the end product. A sealed bottle has some utility as a light source, though it is not really any better than torches. Opening the bottle to the air magnifies the effect considerably, all-but turning night into day in the immediate surroundings, though the effects do not last incredibly long- the liquid sunlight boils away within five minutes. A canny cultist made a device to split the difference; a diffuser that mimics a very bright lantern in intensity, reducing the rate of consumption such that one bottle lasts about an hour. This will allow a number to be used to light camps, without burning through supplies too quickly.
Direct application of liquid light heals your cultists, but also produces mild pain- the intensity of Good corrodes their mortal flesh slightly, though it heals it at the same time. A dash on a small cut will heal it up quickly and without a mess, but treating bigger injuries will frequently leave behind scales, rubbery blue flesh, or even small wriggly tentacles. Severe, life-threatening injuries cannot always be treated using Bottled Sunlight, and even when they can be, they leave the patient severely deformed in mind and body.
For those not attuned to Good like your cultists, the healing effect is either minor or non-existent (while mutations may still occur). For those attuned to Evil, the pain of contact is much worse, leaving burn-like injuries where the liquid made contact (though no mutations take place). For beings who are reliant on Evil to function, the effects are likely to be destructive- the bones of Nar-Carok's skeletal minions will dissolve into ash on contact, and Nar-Carok himself would definitely not enjoy the experience.
As for the most complex part of the project... after extensive R&D, you managed to tie a string to the bottle. Good job. It allows the bottle to be hurled a little further, though not Magic Missile range.

Bottled Sunlight will improve camp security, provide battlefield healing of a sort, and serve as a more effective weapon against Evil beings than a spear. It is Uncommon equipment, meaning approximately 1/5th of your forces have access to them.



Quote from: Drakegulls (Majorly Monstrous)
Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...

The drakegull is a heavily mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach. Being mutated from excessive Good-energy, few candidates survive the procedure and their new forms can be a little off-putting. The beak now splits in three places, with serrated edges and a prehensile tentacle tongue. Mismatched eyes adorn the head, and in places across the body it's feathers feathers either fused into scales or become small writhing tentacles. The tips of the wings and the webbed feet now have wicked talons to help it move quickly over broken terrain. Despite all this a Drakegull is calm unless agitated, and will bond with its rider, sharing an inseperable understanding.

It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.
Quote from: Drakegull Wealth Token
Only a small subset of wild Sea Gulls are viable for the mutation process, as one iof any nunber of factors regarding size, temperament, genetic stability, etc can disqualify a specimen. With additional funding, we can rear our own Sea Gulls, and breed them for the required traits, ensuring the specially bred Gulls are more receptive to the heavy mutation they must endure, allowing us to focus on the results over the survivability of the procedure.
Drakegulls (Majorly Monstrous): Hard: (3+2)-1=4: Below Average
Mine.

Take a gull, fill it with Good, watch it swell and warp into a fearsome monstrosity. While the methodology leans more on brute force than intricacy, the use of carefully bred gulls allows for a reasonable success rate. The end result is bigger than a horse, though not as heavy or sturdy. Though it is by no means slow, it will be outpaced by a fast horse, though most horses can't glide as well as a Drakegull.
A Drakegull will bond with a cultist, allowing them to ride the beasts into battle. The rider's use of a spear is somewhat redundant given the natural weapons of the Drakegull, but a riderless Drakegull is liable to wander off looking for food, so they certainly serve a purpose.

One minor issue with the Drakegull is its appetite. Maintaining their heavily mutated form takes many calories, which results in two drawbacks: firstly, it slows their progress over long distances, as they must either carry packs of food (weighing them down) or spend considerable periods foraging; secondly, it means that a Drakegull will sometimes stop to feast on a slain enemy, rather than continue to attack.

Drakegulls provide a unique light-cavalry option, with increased mobility in areas with vertical manoeuvring. They are Uncommon, unit size ~20.



It is now the Revision Phase. You have ONE revision, that may be split into two Emergency Fixes.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on May 06, 2022, 03:55:42 pm
Servant Motor Skills
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 06, 2022, 03:57:05 pm
Sunlight Bolt
Bottled Sunlight provides a readymade catalyst, just channel mana through it, and the resultant magic missile is much faster. Some might say the speed of light, but it's more a bolt that has all the same properties. Of course use of this spell will use up bits of the stored sunlight, but one can get many such bolts out of one bottle.

The required magic missile revision.

Gadfly's Teachings
The Gadfly is given a crash course in speech by our god, so why not spread the word? Through a variant of the empathy hexes we worked on, our cultists can open up the hearts of those who listen, and if they have a bit of good inside, they will ponder on their words for a long time. Combined with proper oratory training, our polytheizing should see an increase in effectiveness. With hope, they will spread the Good word of Muu and good in general, that helping one another is it's own reward.


There's the motor skill revision. I might suggest waiting for the fortification design we'd hopefully do next turn, since that does have some synergy. Maybe regen to heal cuts?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Happerry on May 06, 2022, 04:00:02 pm
Conversion Club
By taking the cultists that are best at spreading the word of Muu and giving them proper training in debate, discussion, and the occult arts of 'being very convincing' we are able to turn them into proper Preachers of Muu. Said Preachers of Muu will be, by dint of said proper training and applied practice, more capable of convincing the average or less average person of the benefits of goodness in general and the goodness of Muu in specific, allowing them to have an increased effect at converting their fellow humans, or any other people they encounter, into followers of Muu.

Here's an influence revision for Proselytise.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: EuchreJack on May 06, 2022, 05:04:03 pm
Wait a second: What about Drakegulls that Drop Bottled Sunlight? Does that require a revision, or can we just do it?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 06, 2022, 05:06:20 pm
Quote from: Votebox
Servant Motor Skills
Sunlight Bolt
Gadfly's Teachings
Conversion Club


Unique Materials
The Ent Branch:
The Liquid Quicksilver:
The Broken Shackle: (1) TricMagic

Uncommon equipment, uncommon mounts. I'd assume it happens sometimes, and is a bit better than spears.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: m1895 on May 06, 2022, 05:13:17 pm
Quote from: Votebox
Servant Motor Skills: (1) m1895
Sunlight Bolt
Gadfly's Teachings
Conversion Club


Unique Materials
The Ent Branch:
Truesilver Extract: (1) m1895
The Broken Shackle: (1) TricMagic
Q-quicksilver is liquid.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Failbird105 on May 06, 2022, 05:57:18 pm
Quote from: Votebox
Servant Motor Skills: (2) m1895, Failbird
Sunlight Bolt
Gadfly's Teachings
Conversion Club


Unique Materials
The Ent Branch:
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird
Way I see it, this has the biggest chance of making an Infuence disrupting design, which is something we can't really afford the Demons getting their hands on, especially not this early.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Happerry on May 06, 2022, 07:15:32 pm
Quote from: Votebox
Servant Motor Skills: (3) m1895, Failbird, Happerry
Sunlight Bolt
Gadfly's Teachings
Conversion Club


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 06, 2022, 07:19:29 pm
Quote from: Votebox
Servant Motor Skills: (3) m1895, Failbird, Happerry
Sunlight Bolt
Gadfly's Teachings: (1) TricMagic
Conversion Club


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird

Main thing is hoping to get a push to 3 in our areas. A lot of good to be done, little time. And in this manner we have one development of each rarity. The Worms' Communities(With Added Scent of Good), the Gadflies(1 time bomb to break even the most hardened hearts), and now new things for our common unit of ten, the trivial if time-consuming Empathy Hex with added oration training ala the gadflies. It should hopefully be enough if things go well. Accoyltes can put the Hex on them. (As it's not part of the primary hexes, just a supporting piece to the magic)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Madman198237 on May 06, 2022, 09:12:38 pm
Quote from: Votebox
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings: (1) TricMagic
Conversion Club


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: m1895 on May 07, 2022, 12:31:14 am
Veteran Cultist Spears
The veterans of our campaigns tend to end up somewhat, uh, distorted looking, but we've managed to work this to our favor.
In a relatively simple ritual, the veteran has their various... blessings shaped into more useful forms; scale hardens enough to turn a blade, rubbery flesh becomes tough enough to withstand clubbing, and well, the tentacles can probably be made useful for something. While normally this may be expected to warp their minds, the war has already done enough of that, and for better or worse has subdued further change.
After this they receive their new equipment, armor made from hexagonal plates of toughened bone with a padded steel cap, a spike or hook set just underneath the spearhead to well, hook enemies and their weapons, and finally a cheap Messer as a very long knife (some may say shortsword, but it's made by knifemakers and is legally a single-edged knife, so there) to provide a better close quarters option.

Drill Squares
It's a simple fact that if you want to effectively train for close-order fighting, you need a drill square.
The drilling improves a soldier's ability work with their comrades more than their personal skill at arms, and also noticeably improves endurance. a small section is set aside for simple "acrobatics" training, and while the average soldier obviously isn't going to put that into practice directly in the field, it should provide a modest improvement in agility and flexibility, or at least limit the instances of "Jim tripped and the entire column humorously tripped over him."

Drakegull Leg Strengthening
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running and quick. It also allows the Drakegull to have a mean sprint when it needs to, outrunning a galloping horse over short distances, though the horse would win a marathon.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 07, 2022, 01:51:35 pm
Quote from: Original maker M1
Drakegull Leg Strengthening v2
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running, allowing them to cross long distances easily. This allows them to continually build speed until they are simply hopping to maintain momentum. The Drakegull, while it has lost it's flight, still retains an innate knowledge of gliding, though as their momentum increases, their turning angle decreases while in "jump-glide", and the highest speed needs time to slow to running speed. A rider needs to keep an eye on things to determine when to slow or turn.
 It's strengthened legs allow it to match a galloping horse for a small amount of time, and for longer distances it's "jump-glide" allows it to outlast a horse. Where a horse would fall over and die from the effort, the Drakegull can keep going. This makes it ideal in a scouting role, capable of ranging ahead of the rest of the army. Or for guerrilla tactics, they use the bursts of speed to dart in and out while the rider can throw a spear or bottled sunlight while the Drakegull savages, and perhaps grab an arm for the road.

Additions. Strengthened legs do allow them to match a galloping horse, though the main point is the jump-gliding, hopping off the ground while their wings catch the air underneath them. The faster you go, the better the distance, long-jumps combined with the wings.

...I can attest that hopping is a lot less intensive then running once you've got the proper momentum. That said, tress can mean needing to slow down, given that type of jump glide can be hard to control. (I can only do that hopping run in a straight line, though their wings probably mean they have some shallow turn capabilities.)
Main upgrade here is the legs, the rest is just descriptions on what those give us. (Also the bottle tactic)

Quote from: Votebox
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings: 
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: (1) Tricmagic



Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird

That said, still wouldn't mind the inf, but eh. That ship seems to have sailed, so have to hope what we got is enough for INF 3.


this may be premature given we don't have the item, but eh. Had the idea.

Revel the Revolution

A broken shackle touched by a god, holding it's whimsy. It no longer closes, it's chain broken. It can't be forged, nor changed. However, that does not mean it cannot hold an idea, a piece of Me.

Through the use of Heartsrings taken from Muu, She forges them into a core, and slowly but surely carves runes into the shattered chain beneath the waves of the Forge, the shackle broken. Though it flakes and chips, She perseveres, imbuing it's flows with memories lost, of her birth over the ages, acting on instincts known by every angel and devil, unique to each. To be born.

Through the Forge of Cleansing, I bind these, Myself and Yourself. Be born of Chaos, be born of Good, be born of Freedom of your Father above and Mother below. Guide the lost in harmony and resolution. Muu floods the item with Her power, her flesh not breaking under the assault. But under the waters of Cleansing it adheres closely to the chain, enveloping it in it's grasp. Until suddenly, the chain shatters, as the new core glows a flaming blue.

So, my creation completes. Show me your- The flame blinks out, transporting themselves far away. What is later heard is testimony from other cultists.

Revel the Revolution. (https://i.pinimg.com/originals/2c/43/02/2c4302e437e87f8a6258821513638f4b.jpg) Noted by many to be a pale black-haired girl with blue eyes. Her speech inflames the populace, driving them to rebel against all sorts of oppressions. From what our cultists have gathered, she seems to be using some sort of soul magic to emphasize with others and draw them together, creating a core of supporters she uses to enact her ideas, before moving on. The chaos she spreads simply be existing cannot be overlooked, but the zeal she inspires is one we ourselves can make use of to improve our own influence in the area.

Revel is a skilled swordsman capable of cutting down most enemies with ease. Her ability to emphasize and bring souls together allows her to inflame them with a fiery zeal not unlike religious fervor, who she then forms a core with and directs on a number of operations to improve their lot in life. These seem fundamentally good, but as she forms them around her own personality the number of direct converts we gain from this is small. It should be noted that binding magics and their like are likely to be completely ineffective against her. Her body is formed of water made solid, bending light and cycling to give the appearance of a human, though this is of course false. Her true form is that of her eye, and the only way to actually harm her. Otherwise she'll shrug off attacks and keeping going, her "blood" clotting until her body can no longer keep up, then retreat. A light comes from it when she uses her powers, and her followers describe it as if looking into the eye of a god. She can be expected to act as a Wandering Hero, hampering recruitment efforts for the demons while boosting our ability to grow our influence in her wake, and occasionally ending up on the battlefield to fight evil. Her core is that of good, but let's not forget it is also one of freedom.
Of note, Muu is able to talk to her as part of her hivemind if they are close enough, though Reval doesn't really hold any loyalty to Muu beyond the fact she's Good and the one who created her. Convincing her to do anything is likely to be difficult if they ever meet in the same area, though we can hope they won't work at cross-purposes.
 
 Reval's shown ability to simply vanish is more an application of her power to be anywhere but here. In other words, freedom from dealing with mom. Not even a teenager and already rebellious. She pretty much leaves everything else behind when she does it though, so will be out of commission for a bit while she liberates new clothes and a sword. And let's not forget the chaos aspect, she's perfectly willing to interrupt operations that impinge on the people. So no mind controlling and enslaving. Given that we are Good and care more about happiness of people, this shouldn't prove an issue.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: m1895 on May 07, 2022, 07:21:15 pm
Firebrands
While the Gadflies are good at their jobs, it takes a different kind of skill to play the line between riling up a crowd and being hung.
Firebrands are missionaries trained in that art. They're job is to play with peoples' emotions, in a crowd or an individual session, while never quite crossing the line where they become odious to the powers that be, or at least not odious enough to require a response. Firebrands in training who show they can't keep on the right side of that line, but otherwise have charisma, will be sent as Attaches to our officers in the field, as a consolation they will of course receive a cool hat.

Worm Vats
The Worms have proven quite useful in disrupting demonic influence and boosting ours, but production, while great, is still limited.
The Worm Vats are large, barrel-shaped constructs made of enchanted wood able to generate vast quantities of worm eggs, though they must be overseen by a magically inclined individual to make sure they are in working order. They admittedly, must sacrifice a portion of Worm Eggs they could potentially generate to harden the eggs against Evil machinations.
Quote from: Worm Vats Wealth Token
It turns out you can just build more Worm Vats. It's not like the Acolyte in charge needs to keep a constant eye on them, more just general maintenance, making sure the vats don't produce defective eggs.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 08, 2022, 10:18:26 am
Back and forth since I only have the one vote.
Quote from: Votebox
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: 


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird

Also, how do we have 3 speech things?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: EuchreJack on May 08, 2022, 02:36:49 pm
What is these unique materials?
Edit: Nevermind, they're the unique items from the Merchant.

Quote from: Votebox
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: 


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Kashyyk on May 08, 2022, 03:11:47 pm
Sure, let's improve the Servants some.

I know people want to pick the Shackle to deny the Demons it, but even if they do get it, the result will be Unique, so even if they design a perfect counter to all our INF stuff (unlikely), they can only deploy it to one of the Six INF nodes each turn. I'd rather choose something that we can deploy in a Combat lane where it will contribute to 50% of Combat progress, instead of 16% of INF progress.

Quote from: Votebox
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: 


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (3) m1895, Madman, Kashyyk
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: EuchreJack on May 08, 2022, 03:37:20 pm
Actually, I would like to see the Shackle repaired to further enforce Goodness.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 08, 2022, 03:49:35 pm
Actually, I would like to see the Shackle repaired to further enforce Goodness.
Tyranny shall be denied, embrace freedom from sadness!

Sea Servants- New Flesh
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.

This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
I really like this.
+1

Quote from: Votebox
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk
Sunlight Bolt
Gadfly's Teachings:
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: 
New Flesh: (1) TricMagic


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (3) m1895, Madman, Kashyyk
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack

Also, not really feeling the truesilver extract. Do you want to make an anti=vamp here? Runs the issue of being reactive, and they'd need to be in that lane.
Granted, this is just me really wanting the shackle to mess with the demons. Nar-Carok shall be brought low, his slavery over others broken.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: NUKE9.13 on May 08, 2022, 04:01:30 pm
Actually, I would like to see the Shackle repaired to further enforce Goodness.
The Broken Shackle’s power is that of the God of Chaos & Freedom. It would be very difficult to use it for inverted purposes. It’d be like trying to start a fire with the essence of an Ice Elemental.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 08, 2022, 04:29:29 pm
Pretty much every INF area has discontent over the 'ruling' party. Such could be turned to revolution easily enough. My idea of a Wandering Hero is one that will hopefully offer enough of a drawback to reduce the difficulty of Swordsman plus The soul empathy and drawing souls together in that. Along with the whole water falsebody that only really has a single weak-point other than the fact said hero does clot as usual, just odder.
Also the bit about being immune to binding magic, which is a part of the god in question. One made of freedom, chains broken, can just cut through bindings, which also makes getting her under direct control impossible and cementing her Wandering Hero status. (Her being able to near instantly retreat if sufficiently injured is fluffy since it also means she's pretty much out of the running if she's in combat lanes.) While she won't be a direct addition strategically, that randomness also affects the demons, since they can't actually plan for her unless they specifically work to draw her into a trap. She only has a 1/4 chance of ending up in the battle lanes.

That and I find the idea rather cool.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: EuchreJack on May 08, 2022, 05:06:37 pm
I very much like the idea of a hero we can't control what lane they go into. Very Adventurous
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Secretdorf on May 08, 2022, 08:21:43 pm
Quote from: Votebox
Servant Motor Skills: (6) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk, Secretdorf
Sunlight Bolt
Gadfly's Teachings:
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: 
New Flesh: (1) TricMagic


Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: NUKE9.13 on May 09, 2022, 06:50:26 am
Angel Team: Revision Phase T2
TURNTURNTURN
Servant Motor Skills
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Servant Motor Skills: Normal: (4+2)=6: Above Average
Tentacles are just a different kind of limb. There's no reason they can't be used just as effectively as their more terrestrial counterparts.

Though there is a limit to how much can be done with the simple process that is creating a Sea Servant, it is nevertheless possible to make improvements. Finer motor control, better situational awareness, and an increase in the intellect of the Sea Servant hivemind render the undead shamblers noticeably less shambly, and capable of performing moderately complex tasks. This allows them to serve in a wider variety of industrial roles, further bolstering their economic impact (+1 Wealth Token)(note that further improvement seems unlikely).
In combat, they will move faster and strike with more skill, bringing them close to the level of Cultist Spears in that regard (though their vulnerability to blee- brining out remains, and their tactical reactiveness is still slow without Muu present). At the very least, they will have a much better chance of hitting the shifty demonic Ratmen, and will be more effective versus against other foes as well.

In your direct presence, not only is the Hivemind able to directly take orders from you, but you can use their bodies as if they were your own limbs. Not every Sea Servant on the field at once- even you would be overwhelmed-, but one or two small clusters can fight with your own skill, in perfect harmony. These lucky few would easily be able to overwhelm an equal number of Cultist Spears, even when taking their inferior equipment and resilience into account. 

This upgrade provides a welcome economic boost and a marked improvement in combat ability. It does not affect the unit size or rarity of Sea Servants.



It is now the Strategy Phase. Decide where to send Muu. Also choose which of the Merchant's items you would like. 



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: Failbird105 on May 09, 2022, 06:56:22 am
Quote from: Battlebox
Muu Deployment
Sheltered Fjords: (1) Failbird

Purchase
The Ent Branch:
Truesilver Extract:
The Broken Shackle: (1) Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Madman198237 on May 09, 2022, 07:00:52 am
Quote from: Votebox
Sheltered Fjords: (2) Failbird, Madman

Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Kashyyk on May 09, 2022, 07:13:37 am
At least there's not much to debate for deployment.

Quote from: Votebox
Muu to...
Sheltered Fjords: (3) Failbird, Madman, Kashyyk

Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 09, 2022, 08:05:38 am
Quote from: Votebox
Muu to...
Sheltered Fjords: (4) Failbird, Madman, Kashyyk, TricMagic

Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
I kinda still want the Shackles. And do we really think the demons aren't going to try and get the silver on their side?
Anyway, full speed under the ocean.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: Madman198237 on May 09, 2022, 08:07:29 am
If the demons do get the Quicksilver we've got a 50% chance of getting the Shackle anyway. And yes I do think the demons might be motivated by something other than trying really hard to counter us and I want quicksilver because I like its fluff and uses, NOT because I want to try and just directly counter the vampire.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: TricMagic on May 09, 2022, 08:08:52 am
If the demons do get the Quicksilver we've got a 50% chance of getting the Shackle anyway. And yes I do think the demons might be motivated by something other than trying really hard to counter us and I want quicksilver because I like its fluff and uses, NOT because I want to try and just directly counter the vampire.
Looking forward to what you come up with then.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: evilcherry on May 09, 2022, 08:56:28 am
Think its a waste not to get druidic help.

Quote from: Votebox
Muu to...
Sheltered Fjords: (4) Failbird, Madman, Kashyyk, evilcherry

Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Secretdorf on May 09, 2022, 09:31:00 am
Quote from: Votebox
Muu to...
Sheltered Fjords: (5) Failbird, Madman, Kashyyk, evilcherry, Secretdorf

Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: m1895 on May 09, 2022, 10:02:12 am

Quote from: Votebox
Muu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895

Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: Failbird105 on May 09, 2022, 10:11:45 am
Personally, I'm not voting for the shackle because I particularly want it. I'm voting the shackle because I think the Demons would use it to break our influence and I refuse to let them have it.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Secretdorf on May 09, 2022, 10:13:44 am
I'll let someone else decide...
Quote from: Votebox
Muu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895

Unique Materials
The Ent Branch: (3) Happerry, evilcherry, Secretdorf
Truesilver Extract: (3) m1895, Madman, Kashyyk,
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: Madman198237 on May 09, 2022, 12:47:18 pm
Personally, I'm not voting for the shackle because I particularly want it. I'm voting the shackle because I think the Demons would use it to break our influence and I refuse to let them have it.

And I recommend that you don't vote like that, for two reasons:

1. Voting to counter the enemy's Unique item instead of thinking about what Unique thing we could do is counter to the very point of an Arms Race. We want to worry about the cool things WE can do and not what horrible things the enemy *might* do.
2. Kashyyk first pointed this out, but a Unique Influence product is...not the greatest compared to the potential of Unique items in combat lanes or as Infrastructure. It can only be in 1/6th of the Influence locations at once. It might certainly be powerful but worrying about that somehow ending our Influence potential everywhere is silly and unrealistic.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: TricMagic on May 09, 2022, 01:09:11 pm
I mostly want to do the shackles for a primary INF hero. Since the Wandering Hero status I decided to use for diff-drop means they will end up there most of the time.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: EuchreJack on May 09, 2022, 01:26:04 pm
I'll let someone else decide...
Quote from: Votebox
Muu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895

Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (3) m1895, Madman, Kashyyk,
The Broken Shackle: (2) TricMagic, Failbird

Good, because I secretly coveted the Ent Branch all along, and now it will be MINE...er, I mean OURS.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: TricMagic on May 09, 2022, 01:34:05 pm
I'll let someone else decide...
Quote from: Votebox
Muu to...
Sheltered Fjords: (7) Failbird, Madman, Kashyyk, TricMagic, evilcherry, Secretdorf, m1895

Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (4) m1895, Madman, Kashyyk, TricMagic
The Broken Shackle: (1) Failbird

Good, because I secretly coveted the Ent Branch all along, and now it will be MINE...er, I mean OURS.
The Silver, it calls to me. (And mm's design idea.)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: Failbird105 on May 09, 2022, 01:58:54 pm
Quote from: Votebox
Muu to...
Sheltered Fjords: (7) Failbird, Madman, Kashyyk, TricMagic, evilcherry, Secretdorf, m1895

Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (5) m1895, Madman, Kashyyk, TricMagic, Failbird
The Broken Shackle: ()
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: TricMagic on May 09, 2022, 04:14:48 pm
For Future Refence if we get the Silver.

Vampire Squidgirl Seer Hero (The girl with Truesilver Eyes)
+Can Seer Seconds to up to an Hour into the future. Takes time to ramp up and down. What she can observe is dependent on where she would go/hear/what she does, and can be adjusted for varying paths. (This sight is not hindered by light nor darkness)
-Can't see the present. Actions can cause the future to change from what is seen, leading to 'potential' mistakes in combat. Adjustment to see the varying paths can take anywhere from a few seconds to a full hour.
=Uses a Blessed Silver Staff for combat to interrupt, bash, and down foes. While not a complicated style, it is fairly effective when you can see where your opponent is going to do and Hero-tier stats.
+Has a 'dress' like a Vampire Squid, capable of lashing over downed foes and dragging them into her maw beneath it. Said maw can extend the length of the 'dress' to snap down on heads and bodies, leaving a trail of broken corpses in her wake.
+Can emit light bright enough to blind and disorient foes. These gems are located right above her hips. The strobing light can make seeing her very difficult. As well as aiding a retreat like vampire squids do. (Use the principles behind gathered sunlight to allow her to upgrade?)
=No mental adjustments beyond what is needed to process information gleamed from her Sight. She's no genius capable of Xanatos Speed Chess but the info she gleams can be passed along. (Has a link to Muu's mind like the sea servants before her.)




Idea.

Coisrigeadh an Tiomnaidh
A fairly simple ritual overseen by acolytes, saltwater mixed with a bit of Muu's 'blood' in a bowl is poured into cups and given to the participants. They drink as the acolytes bleed the participants and imbue magic into their blood. The gathered blood is mixed into the remainder of the drinkbowl and a prayer to Muu is said.

"As we drink of you, may you drink of us. Our minds and will are one, and together we shall live on."

The rest of the drink evaporates and enters into their heads, most vanishing as an offering to Muu. This creates a hivemind on the same level as the Sea Servants between the participants. In this manner each unit becomes as one force. Due to each person retaining their individuality(for now), it's limited to words, feelings, and actions. Senses are not shared, though we should see the combat effectiveness of our human troops improved, as they can now work together far more efficiently.
Note that as the link is disrupted when one of them gathers their mental focus for magic, it's not viable for magic users. Additionally, one must be capable of prayer to partake in this communion between people.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T2
Post by: NUKE9.13 on May 13, 2022, 11:49:59 am
Angel Team: Battle Phase T2
TURNTURNTURN
Battle Report in core thread.



It is now the Design Phase. You have two designs, and one mythic design using the Truesilver Extract. You will receive a second revision this turn, in light of the extra design.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 13, 2022, 01:03:06 pm
Spirit of Rebellion
The gadfly dies, their souls burnt out. But the spirits behind them don't. So long as their cause exists, so too do they live on.
Muu took the words "alive so long as you are remembered: very literally.

The Spirit of Rebellion is comprised of all those who have died to the unjust systems they fought against, a ritual pulling all that is good and basing them around the Gadflies themselves. In this manner they spread along the memories to fight against the tyranny, the natural good they are made up of mutating those affected, making their brains hardened against evil. This manifests as a single-minded devotion to seeing that the Gadfly's cause is carried out. And all this power also manifests to give a Gadfly the ability to fight beyond death.

The Spirit of Rebellion modifies the Gadfly, appearing when they die. Naturally they are Rare.


Space-Time Environment Espy System
The STEER is created through forging Truesilver into runes of sight, observation, and various world runes along with time and others, carefully molded into a number of stone pillars and an altar. Through placing a number of lodestones throughout the areas, it is possible for Muu to use the STEER to observe the movements and concentrations of evil across the lands. This can be used to determine movement patterns ahead of time, and even use that info to deploy Unique units in opposition to others. Nur-Carok stands out as a beacon of darkness, though other unique units are generalized. The STEER is capable of counting how many of such signals exist within a given time, giving an indication of any new units that are created. Due to the observation/effect clause, this can only be noticed after they are created, rather than before. Sadly as infrastructure, it can only be used at home, so any changes that occur during the battle or in cities will be unknown. Though having a proper overview of what will happen gives you the ability to change it.

tl:dr: Allows us to count the number of Heroes the opposing side has, as well as see where they will be deployed. This can be used to assign a hero to counter another hero (semi-randomly). Nar-Carok is Evil enough that we always know where he is, so can assign units directly to them. In addition, it gives our forces an advantage of info on what the opposing side will do in general, granting an advantage due to foresight. It is not self-updating(since only Muu can use it at home base), so it's information will degrade quickly when we go against what is seen. (Does not actually give us a look into the demon's thread for the first part) Is mind-breaking enough that no mortal can use it.


Blessed Sea Salt
Saltwater is dumped into a pool within the Forge of Cleansing and left to sit. Solids fall to the bottom while water rises to the top. The result is a lot of high-quality sea salt.(and other things which get picked out of the final product) Due to being within the forge it also absorbs trace amounts of good, which acts as a slight counteragent to evil. Useful for everything salt is useful for, including keeping out evil spirits and preserving the dead.


Community Services - Remembrance Ceremony
These "Masters" turn what should be a time of mourning into a time of wrath. Funerals should be times to remember someone, not be twisted into a mockery of who they were for some nebulous purpose. Enter the Community Services, an Outreach program to help others less fortunate. The communities take on the burden of funerals, gathering many people and using their wealth to ensure that the dead will be remembered for who they were. A number of speakers are chosen and imbued with a spell-work to pass on this thought, that those that die are not truly gone so long as we remember them in our hearts and souls, and through doing so bring peace to the bereaved. These funerals also include some simple food and drink laced with the worms of Muu. The good imbued in the funerals will keep them fed for a week or two before they die out, giving them time to mutate others to the Community's service. And perhaps most importantly, helping the bereaved is a profoundly good act which raises up those who perform these Remembrance Ceremonies, instilling in them the noble good that marks them as pillars of the community and a voice to rely on in times of doubt. (Uses Wealth Token to help the bereaved families in their time of loss. While the Remembrance Ceremonies are simple, the coin helps the families who have lost one of their own, and encourages friends to also help them.)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: TricMagic on May 13, 2022, 01:43:37 pm
The next designs lore doesn't quite work yet, it's meant to be something we work on a bit later, but it felt poignant to know how hard it would be to try while we still have the chance to learn such a thing. But first, a story:

A little girl holds tight to her father's arm, tears streaming down her face. "Please don't go daddy!"

The man kneels, placing a hand upon her head. "I have to, little star." He responds. "They need me out there."

This man was a soldier. Once a militiaman for the village after a pirate raid, now one for the cult of Muu. He remembered the monsters who took the life of his wife, his darling little Cassandra's mother. He didn't want to see anyone suffer like that again, and yet now there was an army raising in the south, an army of monsters in human skin lead by a devil. If they reached their home...

"B-but I don't want to be alone!" Cassandra sobbed. And he held her close.

"You won't be. You'll be here with friends. Curt and Merry, they'll watch out for you, and you'll be able to play with your friend Mikey whenever you want. Isn't that nice?"

"But why do you have to go? Why can't you stay?"

"They're hurting people out there. The bad guys. I won't let them reach us, I won't let them hurt you too."

The girls grip loosened, she sniffles. "P-promise you'll come back. Promise you won't let them hurt you!" She cried out.

The man's breath hitched. He hesitated... then nodded. "Okay, I won't let them. And I'll always come back to you. Now go on, I have to get going."

Slowly, steadily, the girl let go, and she ran over to the two waiting a short distance away.

"I'll come back." The man muttered to himself, as he turned away, to step onto the ship.
Some time later
It was raining. It often rained, but today it felt all the heavier. Cassandra sprinted through the rain, her body soaking wet, down to the shore. She had to see the ships, she had to see her dad.

She watched as they pulled in to dock. Soldiers and Servants alike streamed out. She waited, she waited. She didn't see his face. They started wheeling out the bodies. He was just one of the people moving the carts right? That's why he was behind the others right?

... but it was only Sea Servants pulling the carts.

The Sea Servant ritual
The bodies were arrayed along the shore, Muu presiding over the ritual. These souls had offered their very bodies and minds for the service of the village. She bent down towards the final body, a gruff man, his heart had been pierced clean through. She prepared the flesh...

And a voice interrupted. Not in words, but wails. The cries of a child, running out onto the beach. The girl dropped to her knees, in front of the body. She grip its hand, and cried.

"You said they wouldn't hurt you! You said you'd come back!"
Quote from: TricMagic Edit to Story
The crowd looked on in shock. None wanted to doubt the benevolence of their Angel, but none knew how she would react. As Muu paused, several closed their eyes. She reached towards the girl, took her in her hands... and cradled her close. Muu finished the ritual with her remaining arm and, as the bodies were sent out to their burial at sea, Muu sunk into the water as well, the girl held close. Those present waited for some time, but when neither surfaced, they gradually moved on.

Muu would not surface for some time, indeed, there were those who had worried they'd offended their Angel in some way, that she had left them. The new Sea Servants emerged, but Muu did not. She had gone deep beneath into a nearby chasm with the child, slowly soothing with a song. Deeper they went to a place no light existed, but one. And Muu gathered up a squid, and gently linked the mind or the child with her own as a light of Good bloomed in the darkest abyss.

The next day Muu returned with a new hero in tow, someone who would do her best to never let kind words become lies.

Quote from: TricMagic's Version: The Abyssal Seer, Eitama
Champion Design: Kin of Muu- The Abyssal Seer, Eitama
Eitama is the first of what would come to be known as the Kin of Muu. Those selected by Muu directly, raised up and remade by her very own hands into something greater than what they once were. Chasm is a fusion, a Vampire Squid (https://en.wikipedia.org/wiki/Vampire_squid) was selected as the base, giving her the appearance of wearing a dress. The many tentacles that make up this skirt can grasp foes nearby and drag them under, where a mutated mouth snaps down the skirt around the heads, or in small cases eating prey whole. Above her hips lie a bioluminescent organ which she can use to blind and dazzle foes with strobe-flashes of concentrated light, useful for both retreat and combat.

Her shining eyes are the real treasure though. Enchanted Truesilver Eyes gives her sight beyond, letting her see her future. She can scale this between a few seconds and up to an hour, though time is needed to scale up and down. Light and darkness does not hinder this, her eyes having seen the wonders of the deep sea world alongside Muu. What she sees is entirely depend on where she goes in the future. While it takes time to adjust to a new path depending on how far she is seeing, this allows her to see what will occur in her future in time to change it. This is a rather awe-inspiring power, though it comes at a price. Never being able to see the present, only able to act on her future.

Eitama's combat style primary revolves around the use of a Muu-Blessed Silver Staff to interrupt, bash, and down foes. While not a complicated style, it is fairly effective when you can see where your opponent is going to do and Hero-tier stats. Her main goal is to down opponents for her "dress" to finish off, leaving a trail of dead behind her. Her ability to see what a foe will do gives her an advantage in this, while she isn't really an expert, you don't need to be to whack people down. Of course, as she is acting according to a shifting future, some enemies might be fast enough to react, but that's what her light is for, giving her enough space to work with.

In Influence, her goal is pretty simple. Act as a central authority, having info brought in for her to go over, allowing forces in the area an hour advance notice. Eitama has a link to Muu, letting them talk and connect, though this link only really applies when they are in the same area. Eitama's main weakness both on the battlefield and off is rather simple, she can only be in one place at one time. Given she can be in quite a few of those, it's fine, but her own self is limited to her present location, so scouting isn't really her current role, it's determining what a foe might do. Eitama doesn't have any mental enhancements beyond what is needed to process the info, and her mind is rather childlike, if determined to keep as many of hers alive as possible. And well, demons aren't people, big sis Muu said so.

(https://media.discordapp.net/attachments/966433936400085052/974226953781538816/unknown.jpeg?width=427&height=427)
Honestly a nice image.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 13, 2022, 04:02:18 pm
Here's a couple of designs I pitched in Discord. I'm firmly of the opinion we need an Influence design this turn to go with the Liquid Light Elementals and the probably-Combat Champion.

Quote from: Corals of Community
The rich and powerful are always looking for curiosities amd artworks to show off their wealth, taste and culture. The latest is an offering from the far north, transported at great expense and requiring constant care and attention. These items are carefully cultured pieces of coral, still alive and mutated to regularly change its shape and colour in appealing ways. Whilst this is not obvious when watching, each day will have a new and tasteful form.

When placed in a salt water aquarium and accompanied by schools of fish, the latent enchantments activate. The aquarium and its inhabitants form a perfect, beautiful community that blessez any who observe it with a growing desire to form a Good, loving community of their own. One the disciples of Muu are so very happy to provide.

Quote from: The Holy Chorus
Nobility and High Culture go hand in hand. And what is more cultured than the Opera?

The Holy Chorus is a name shared by several musical ensembles that tour the mortal Kingdoms, performing one of several Operas. Written and composed with the same care that goes into a Gadfly's empassioned speech, each piece is a moralistic masterpiece, carefully nuanced to remain appealing whilst plying its message of community, love and Good. The performers are enchanted with emotional hexes, reminding the audience of the plight of the commoners,  their duty to their fellow man, and their responsibly for those beneath them. Whilst there is no death to power your spell, the prolonged exposure should have a comparable effect.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: m1895 on May 13, 2022, 04:38:51 pm
Hydrometallon Mine
While it may look like just two runecarved pipes, The Hydrometallon is a fully functioning if relatively slow mine. The first tube causes any water pumped through it to leach out a valuable metal from ore, and the second pipe sucks the metal from the water and deposits it in whatever container it is connected to. The benefits over standard mines are threefold, first it can be used on veins largely inaccessible by current mining techniques. Secondly, it has much lower running costs than a standard mine, particularly important with the most dangerous, and therefore the most expensive to run, and thirdly extracting out just the metal skips the smelting stage entirely. The only real problem is uh, they can only extract one metal per pair, meaning a mine with notable ore veins of several different metals would require several pairs of Hydrometallon to work at peak efficiency.
While we, of course, will retain a decent number of these for our own purposes, the Hydrometallon is intended as an export.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 13, 2022, 09:44:24 pm
Liquid Light Elementals- Redux
The Bottled Sunlight has proven itself. It is a masterful work of craftsmanship and magic. It only makes sense to expand our work with the substance. This is done with the creation of a type of angelic being known as a Cherub, which appears as a small, translucent, gelatinous creature with a shining bright heart at its center and a visible brain (https://www.montereybayaquarium.org/globalassets/mba/images/animals/deep-sea/mba/sea-angels-tr20-0137-composite.jpg?format=webp&quality=70). When these Cherubs are inserted into the substance they essentially become a solid Core that can control a substantial amount of the Liquid Light to form a body larger than that of a man. In these new bodies the Cherubs form a sort of 'golem' of Liquid Light. The Liquid Light Elementals tend to take on a sort of standard form that they keep their shape to. Trending towards simple shapes with six to eight similarly simple limbs, the standard forms the Liquid Light Elementals take are often reminiscent of various sorts of crustacean and cephalopod in their broad structure, though outliers exist.

Being made of Bottled Sunlight, the Liquid Light Elementals carry many of its properties. However, the Cherub stabilizes the body, preventing it from evaporating, which also reduces the effectiveness of their abilities. A Liquid Light Elemental can heal, but not as quickly as Bottled Sunlight. It can melt away Evil based beings with its touch, but not to the same potency. Even the amount of light they give off is closer to the fully bottled form of Bottled Sunlight than the released form. And yet regardless, they are still a living mass of the closest thing yet achieved to solid Good. Their bodies are able to shift are rearrange to allow strikes at greater distances than their form would otherwise allow.

They do have two core drawbacks however. First is that their core is the key. Should the Core be destroyed their bodies will merely fall apart into a mass of Bottled Sunlight. Similarly, parts cut off of their bodies will lose the stability provided by the Cherubic core and begin to evaporate as normal, meaning they cannot fully restore themselves from injury without Bottled Sunlight from another source. Secondly, is that they are simply very costly to make, in that they either require time taken away from producing bottles of Bottled Sunlight, or the expenditure of said bottles themselves, making their numbers inversely proportional to the amount of Bottled Sunlight we field.

Wealth Token: Yet it doesn't have to be this way. If we were to invest some of the resources we've acquired over the course of the war so far, we could create a second facility for Bottled Sunlight production. We could then dedicate this entire facility solely to the production of additional Liquid Light Elementals, thus mitigating their low numbers to an extent.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 14, 2022, 12:24:15 am
Quote from: Votebox
Liquid Light Elementals - EuchreJack
Corals of Community - EuchreJack

Champion Design: Kin of Muu- The Abyssal Seer, Eitama - EuchreJack

...I can't resist the Magic Fishtank of Conversion aka Corals of Community
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 14, 2022, 08:00:16 am
Quote from: Votebox
Liquid Light Elementals - Redux: (2) EuchreJack, TricMagic
Wealth Token-Second Facility: (1) Tricmagic
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (0)
Corals of Community: (2) EuchreJack, TricMagic

Champion Design: Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
...I can't resist the Magic Fishtank of Conversion aka Corals of Community
All I can say is give into the hypnotic patterns of harmony.
Also go Light!

Compressed Sunlight Core
While their potency is generally weaker, it is possible to put sunlight through a high-pressure environment in the form of deep waters. The water refracts the light onto a new path. Enter the creation of a jar made of solid crystal, filled with water from the forge of cleansing. Light enters through the crystal jar, evaporating the waters. However this causes the crystal-sealed jar to expand, light crystalizing into a shell over time to fill the cracks. And as it does this the nature of the crystal changes, letting light in but trapping it inside the steam, purifying it until it reduces into a solid crystal gleaming with light. If one were to place this cherub within the water before this process, the core created would let the liquid sunlight used in an elemental have it's full potency, as well as significantly increasing the cherub's resilience to damage. While bashing and magic can damage the cherub within, slashing and piercing wouldn't work that well at all. Though an attack with enough sharpness behind it could kill the cherub inside, most such attacks will just deflect off as the core moves from the force. (Meanwhile the two things that can harm it have to make it through the liquid good sunlight. While enough scratch damage can cause issues until it is healed, it doesn't kill the one inside) This does of course mean the core is a larger target however, and a bit slower to move within the liquid. As well, the cherub can only see well-lit areas. Shadows blind it as much as anyone, restricting it's vision in darkness to what light it casts off.
This effectively reduces the number of units we can field. A dedicated processing facility will fix this. Which we are doing.

Alternatively, keep this as a revision or full design with other uses. A crystal lamp is very pretty after all, charging off of sunlight.



Design Idea

Asura Crab
A spider crab is quite terrifying. Starting from the size of plankton, they grow during their life cycle into terrifying specimens. Their legs and arms can grow to be over12 feet long. Not only that, they live over a century and can regrow their legs, being perfectly fine if they lose 3 of them. And perhaps most terrifying, they're omnivores perfectly capable of eating humans. Despite this, the samples Muu brought ashore are as gentle as a goat.(in that they can get ornery if you bother them, but perfectly content to be lead around.)

Muu's started a breeding project, infusing children birthed from these crabs with mutative good energy. This causes a pretty serious mutation in the resulting growth cycle, however their ability to regrow to correct results in Asura Crabs. These things have many many legs and arms and their center torso being a lot larger. They also have a terrifying tendency to gather up local objects and dust and blend in almost perfectly with the environment. And being infused with good all their life, they literally drip it from their claws and legs, being very sharp at the tips. Evil irritates them, and they are perfectly willing to hunt it down no matter the terrain. Truly natural ambush and stealth predators. We can release smaller ones into cities easily enough, while in the field their camouflages serves them well as surprises the enemy won't spot before being mauled by the poisonous good. And those claws look awfully big...
It should be noted while we can keep them calm, we can't control their instincts to kill evil.(Mostly cause what passes as a brain in crabs is completely comprised of Good, the entire thing is very poisonous and mutative) And it really doesn't matter how many legs or arms you tear off of an Asura crab, there always seems to be one more waiting in the shells. Only way to deal with it is bash it's center open and take a stab at it, which is a might bit difficult with all the arms poking and snapping at you. So many is a bit unwieldy, but they use them well.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 15, 2022, 05:03:36 am
We really do need crabs at some point, and the longer we wait, the more likely the Demons will weaponize crabs instead of us.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: evilcherry on May 15, 2022, 10:21:24 pm
As I argued on discord, unless we make really monstrous crabs, they have very little advantage over regular infantry except with a [fear] tag.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 16, 2022, 09:05:43 am
I can wait on the crabs, especially since there are so many crab options.
I'll wait till other people start voting to change my vote around.  :P
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 16, 2022, 10:43:49 am
I'm gonna propose an alternative Champion. By the by, I would prefer if we continue the tradition of Champions being known by their title, with only the Avatar on each side being known by their name. I can't explain why, it just gives the right game-feel.

Quote from: Votebox
Liquid Light Elementals - Redux: (3) EuchreJack, TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (3) EuchreJack, TricMagic, Kashyyk

Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (1) Kashyyk


Quote from: The Reclusive Shaman
On a small spit of land in the Twisting Isles stands a shack. No one can really agree where this small island is, as the mists and winding reefs ensure people regularly get sidetracked, however those who are in desperate do sometimes alight on its rickety pier.

No matter which way the newcomer goes on the island, they will pass the same set of ominous totems and strange sigils before finally seeing a glowing light through the mist. This turns into the open window of the Shaman's hovel and having come this far, they will inevitably enter.

---

The Shaman is well-renowned and capable healer, using a mixture of mundane medicine, druidism and bound spirits to mend wounds, cure sickness and dispell curses. They do not always help, for reasons kept to themselves, and when they do they demand esoteric and non-standard payments, for they always seem well stocked in food, drink and small comforts.

Whilst few understand the importance of an Albino Seabass, Two Stones Split by a River, or a Pearl That Has Never Seen the Sun, occasionally one of these demands is the more straightforward "A Year and a Day" of service. Invariably, this involves a lot of menial labour, yet the lucky few are able to glean a few morsels of knowledge and the talented are offered a more official apprenticeship.

Thus when Muu came seeking fealty, the Reclusive Shaman saw fit to claim the True Silver as payment alongside service of a select few capable Acolytes. When deployed to an Influence node, the Shaman and their apprentices will offer unique and valuable healing to the desperate amd deserving, whilst in a Combat lane they will be able to save even the most mortally wounded of cultists, assuming they can get to them in time. Whilst it is not obvious what happened the Quick Silver vial, the speed with their patients are returned to full health suggests it has been incorporated into the Shaman's healing practices.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Secretdorf on May 16, 2022, 11:14:34 am
Holding one of my votes for later use

Quote from: Votebox
Liquid Light Elementals - Redux: (3) EuchreJack, TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf

Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 16, 2022, 11:40:33 am
Honestly that's more the branch than the Truesilver. Using it as payment is very weak for such an item. I believe it would more fit a regular design with a wealth token to hire his services.

That, and healer.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 16, 2022, 11:46:51 am
Truesilver is explicitly called out as having Medicinal properties. Just because we're using it as payment rather than a crafting material doesn't mean it's a waste, its just a different way to fluff spending the resource. If we just used a Wealth Token, the design would have to change to fit.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 16, 2022, 11:51:53 am
I would be fine doing it as a wealth design. While Truesilver does have medicinal properties, that's a bit tame compared to the potential of seer applications. Medicine aids the fight after battles rather than during, and we already have bottled sunlight.

... Idea again.

Solar Well
By making use of the Truesilver's magical properties, it's possible to collect sunlight from a far larger area than traditional methods allow. The Solar Well is an artificial lake covered be a layer of Truesilver along the bottom.. It's fed by the Forge of Cleansing, and the Truesilver catches the light that enters the pool, allowing none of it to escape, much like a magical magnet. This forces it to condense as more water is pours in, until the entire lake is one shining example of liquid sunlight. However this isn't quite the end, as it still gathers yet more light as the waters pool in, the attraction causing the liquid sunlight to condense into chunks of crystalline ice within the lake.
Other than effectively making our collection of liquid sunlight greatly increase, these Solar Well can be used to give everything we make an enhancement. All one needs to do is submerge the finished products within the pool, and if they don't have any enchantment on them already it will take.
Wealth Token: Of course, all of this is a very expensive process. Other than digging a small lake near the Forge of Cleansing, we also need tons of quicksilver and regular silver to meld with the Truesilver Extract within the Forge. Followed by applying the coating and directing the wateflow into the lake. The Sea servants thankfully mean the manual labor won't cost much, but all those materials and the time it takes to mix them, followed by placing it while it's still malleable is going to take time and money. The end result though should speak for itself as a brilliant attraction for new converts and a healing(if mutative) pool.


Solarmancers
Solarmancers do the unthinkable. Submerge themselves in liquid sunlight under the guidance of Muu. While this leads to heavy mutations that vary greatly, it also leads to enlightenment, what it is to be a creature of Good. Meditation within the pool starts by dipping your toes in, metaphorically speaking, though as the mental training progresses Solarmancers gain great control over themselves even as their minds and bodies are warped. This has a number of effects, from magical potency to being able to breath underwater. The true test for Solarmancers is to be able to control their mutations and come out the other side with their soul laid bare to the world, their new form the purest expression of self possible. And under Muu's guidance, they also gain the ability to touch the minds of others much like Her, as well as cast uncommon spells. It's a long process, but it's also a fairly stable one thanks to the liquid sunlight's healing properties, so long as one doesn't actually submerge themselves without the intervening steps anyway.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 17, 2022, 12:05:46 am
So, I very much want Solarmancers, as it has been pointed out to me on discord that we desperately need better spellcasters (and we can't fix it in the revision stage), but I'm unsure what to replace.  Eh, we need an influence design, so I'll keep the Magic Fishtank.


Quote from: Votebox
Liquid Light Elementals - Redux: (2) TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (1): EuchreJack

Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf

@Kashykk: I can't vote for your champion, because Tric's champion has the cute squidgirl picture.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 17, 2022, 12:06:21 am
@Nuke: Can we get difficulties?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Secretdorf on May 17, 2022, 08:18:16 am
Quote from: Votebox
Liquid Light Elementals - Redux: (2) TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (2): EuchreJack, Secretdorf

Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: NUKE9.13 on May 17, 2022, 01:01:37 pm
@Nuke: Can we get difficulties?
Only as regards the Solarmancers. For those, I will say that an advanced spellcaster (which can use Uncommon spells) with no bells/whistles would be Very Hard. The Solarmancers have some bells, but many of their bells are related to things you've already developed, and also they have the drawback of being intensely mutated (ie, unable to operate in Influence (without a very good disguise), and liable to be mentally eccentric at best)- balancing out, keeping them VH.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 17, 2022, 02:02:44 pm
...now, could somebody else explain what that means?  :P
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 17, 2022, 04:24:30 pm
...now, could somebody else explain what that means?  :P
Demons did a high-effort last turn to get their mage out. If we are doing without such focus, Solarmancers are a roll of the die that is weighted against us. And it's not something we can really use a wealth token for in this case.

The Full Light Elementals with all the bells and whistles are likely to be more likely to roll well, and the facilities could be used to make Solarmancers a bit easier, mostly through having a focus of solid crystalized light. Having a Tome Token would help as well.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 17, 2022, 04:57:06 pm
Right, switching to Light Elementals then.  Maybe Light Elementals can give us the groundwork towards lowering the difficulty of the Solarmancers?unlikely
Adding my vote to Compressed Sunlight Core as research that would more likely lower the difficulty of Solarmancers.
Either of our uniques could also probably help train the initial batch of Solarmancers.

Quote from: Votebox
Liquid Light Elementals - Redux: (3) TricMagic, Kashyyk, EuchreJack
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic, EuchreJack
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (1): Secretdorf

Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 17, 2022, 06:27:12 pm
The Blessed Bureau - A Champion idea so bad its proposer isn't even voting on it
(https://media.discordapp.net/attachments/639846828292046879/976254173005885471/unknown.png?width=615&height=600)
It was originally just an ordinary cabinet.  Then it was treated for 6 days and 6 nights with Truesilver Extract.  The Truesilver Extract was lovingly applied to grease the hinges and polish the wood by supple virgins.  On the seventh day, the cabinet grew to 10x its original size!
And then it spoke. 
Everything begins and ends with Muu!
It has two arms.  It typically banishes a sword in one hand and a shield in the other, but will start long range engagements with its mighty bow & arrow.
It carries a bunch of archers and mages inside it's many drawers.
It slowly advances into battle upon its 4 stubby cabinet legs.
Underneath it's shadowed bottom, there appear to be tentacles that lead to nowhere. And eyes, many many eyes.
(I may be misusing the world "cabinet")
It is....The Blessed Bureau. Now you will know why you fear the night The Day!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 17, 2022, 11:28:25 pm
I dislike using Truesilver for the Shaman because A. The idea of using mercenary type services at all is just something actively unappealing to me considering literally our entire theme. Let alone making our first ever champion one of those.
And B. Irregardless of it being a purely flavor choice i just fucking hate the idea of literally handing an exotic assets we have access to literally only one of and are completely unable to acquire any more of out as fucking payment. Even if it does get directly used, it's practically offensive to my sensibilities.

I also refuse to vote for the seer however, mostly just for using my own champions backstory thus making my own concept unusable, and not even bothering to do something as little as change the name.

If a day or so passes without the votes moving I'll probably vote for the seer simply because I just hate the Shaman more, but I honestly hope to see alternatives proposed.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 18, 2022, 11:09:51 am
People have complained about how we actually acquire the Reclusive Shaman, so have an alternative. The only change is in the final paragraph being expanded  and split in two.

Quote from: The Reclusive Shaman (Assimilation Mode)
On a small spit of land in the Twisting Isles stands a shack. No one can really agree where this small island is, as the mists and winding reefs ensure people regularly get sidetracked, however those who are in desperate do sometimes alight on its rickety pier.

No matter which way the newcomer goes on the island, they will pass the same set of ominous totems and strange sigils before finally seeing a glowing light through the mist. This turns into the open window of the Shaman's hovel and having come this far, they will inevitably enter.

---

The Shaman is well-renowned and capable healer, using a mixture of mundane medicine, druidism and bound spirits to mend wounds, cure sickness and dispell curses. They do not always help, for reasons kept to themselves, and when they do they demand esoteric and non-standard payments, for they always seem well stocked in food, drink and small comforts.

Whilst few understand the importance of an Albino Seabass, Two Stones Split by a River, or a Pearl That Has Never Seen the Sun, occasionally one of these demands is the more straightforward "A Year and a Day" of service. Invariably, this involves a lot of menial labour, yet the lucky few are able to glean a few morsels of knowledge and the talented are offered a more official apprenticeship.

Thus when Muu came seeking fealty, the Reclusive Shaman saw fit to claim the True Silver as payment alongside service of a select few capable Acolytes. This did not fit Muu's plan however, and a battle of wills commenced. Struck from many directions by the weight of the Hive Mind, the Shaman could not hold out forever, and amidst the shattered remains of their home they knelt before Muu as a silvery glow took over their irises. With the Shaman's knowledge the True Silver incorporated into their pharmacy of tinctures and cures.

When deployed to an Influence node, the Shaman and their apprentices will offer unique and valuable healing to the desperate amd deserving, whilst in a Combat lane they will be able to save even the most mortally wounded of cultists, assuming they can get to them in time.


And now for something completely different.

Quote from: Deadeye Spear
True Silver has a number of properties, the most immediately relevant being its powers of Monster Slaying. Harking back to our village's legacy of fishermen, the True Silver has been incorporated into a hunting spear, throwable by any trained warrior (although obviously only the very best is allowed to use it). Two main enchantments accompany the True Silver's monster slaying abilities.

The first gives the weapon its name, as a sure strike blessing ensures it always flies straight and true, ignoring any magical or mundane interference to always strike the target the worker aims for.

The second enchantment is what justifies using such a rare resource on a thrown weapon. A spell of retrieval is woven through it, and thus when the anointed wielder gives a command word, the spear materialises in their outstretched hand, ready to be cast again.

With the proper blessing from Muu (A simple but honoured ritual) the most skilled spear hunter can world the Deadeye Spear. Alternatively,  Muu could use it herself.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 18, 2022, 01:48:39 pm
Solar Archers
We've already upgraded our normal melee forces, but our archers have gone without for a while. This will be rectified. They shall receive Bonewood Longbows, with strings made out of wool fused with iron in the FoC and pulled for great tensile strength. With training they shall become the premier marksmen of our forces, able to put a shot into a bonehead's socket. Perhaps most important though is their ammo. Through the use of Sunny Crystals, we can craft arrowheads containing the properties to slay evil in the Forge of Cleansing, made by fusing iron with crystal and hammering out the impurities until the crystal becomes a shifting prismatic hue in the light of the sun. When an arrow hits an evil target, the contained light bursts out, burning the forces with all the compressed power of liquid sunlight, leaving a dull grey shell behind. These prismatic arrows are capable of piercing armor, though if one were to pick up the arrows after they are used, they are no better than iron. Note, Prismatic Arrows are concentrated Goodness, they do not heal people shot with them, just mutate them with all the power of overdosing on liquid sunlight. Training is conducted with the dull ironcrystal arrows used to determine if each batch of Prismatics were made to standard.
Wealth: As always, more production. A dedicated production facility for these Sunny Crystal Geodes will see that we have all the materials we need, and some of the crystal geodes will be traded at high price to crafters for the iron part of production, as well as to expand the facility further. No archer will go without, and while the unit numbers will decrease, the new training and gear should allow us to field them as if they were Common.


As an example of a design next turn. Upgrade our archers with death to undead.

Sunbone Charms: Exactly what it says on the tin, the sunny crystals are full of crystalized goodness that can be used for either healing, or enchanting. The result is something that's fairly easy to carve runes into with a core of crystal serving as the magical reservoir. Using them for healing is pretty easy, you just need to modulate the power contained within, which would be easiest to do with a wand or staff in a mage's hand, though crushable charms could be used to apply HoT effects we could sell to adventurers, nobles, and guards/warriors.
So yeah, Sunny Crystals being the base of an enchanting material, given the good stored within them. The same thing that makes them good core materials for the Liquid Light Elemental makes them good for fueling or influencing magical energy.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 18, 2022, 06:04:03 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic, EuchreJack
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (1) Failbird
I refuse to spend two Tokens on one design(unless it's something like our Unique design this turn where the first Token is just to make the design possible) without it being High Effort. Meanwhile I also refuse to make a High Effort design this turn.

As for my vote on the unique design itself, I don't particularly like any of the options available, but there's an option I really like that would be best made next turn.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 18, 2022, 06:53:25 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: (1) TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (1) Failbird

I'm moving my vote to the Reclusive Shaman, with a backstory revision that the Truesilver Extract is used upon the Shaman to boost his powers rather than being in payment for his services.  Maybe just a backstory revision in my mind though, we stand for Good not Truth.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 18, 2022, 07:11:57 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (2) Failbird, TricMagic

Still don't like the whole thing. It doesn't actually do anything major with the truesilver, and I really liked the idea of having a seer. Had revision designs and everything. (Making a number of familiars she can see through to greatly expand her Seer range.) Most of all, it's kind of boring? It's just an old medicine man, shaman or no. He'd fit the branch far better than the Truesilver Extract...
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 18, 2022, 07:38:38 pm
I seriously just can't stand the option that's winning right now, but I just can't think of anything to write up that might get more attention, not at this point. If it was tomorrow or something I'd probably have enough time and energy to figure out a new idea but as it is I'm just stumped and running on fumes
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 18, 2022, 08:26:50 pm
Quote from: A guy that isn't being paid by anything other than a kind gift, shocker!
The Old Man of the Mountain, Kalju
Located within a cliff-filled mountainous section among the Twisting Isles, Kalju lives upon a cliff-peak often graced with mist and what light comes down, tending to his garden. He once lived on the main continent, though left the gridlocked polis with his then wife for a simpler lifestyle away from the "democracy" which would force sides to be chosen. While they never had any children, his studies into medicine within the capital allowed him to make a living tending to the many people within the Twisting Isles, offering advice and health care and earning the gratitude of many. He eventually managed to make a home for himself and his life in a place ideal for the growing of food, and gained the aid of villagers and some miners from the Quarries to make a fine if rustic home.

 There isn't much else to say, to all accounts he and his wife have been known as a good spirit throughout most of the inner Isles. And when outsiders from the Polis came knocking, looking for "doctor", they kept mum. However, they were never blessed with a child, though lived their lives happily enough. A year ago though, his wife died. Gone to heaven, the good soul she was, and Kalju became rather reclusive.
Muu, having heard of these stories from villagers, came looking, a young man looking to see for "himself" the truth of these words, and this man's merits. She discovered him to be all that and more, a noble of an old family, the last heir who ran away with his true love. Someone who used his skills for others for money, yes, but also because he truly believed in helping people. Under his "Caretakers", he would have just become another cog in the games, but his will and selfishness led him to escaping that. While this would at first seem to be a negative trait, Muu understands that people are selfish. And this man is definitely the definition of selfish in wanting his wife to be happy. But with her gone, his purpose in life is also, and he has become so old that he can no longer make use of what he has learned in his life, only healing those who come to him as he waits to die.

"What would you do if you had more time, a new chance to heal the wounds in this world?" Muu asked. In which he replied with a sad smile: "If such came to pass, I would have liked to help those one the continents. While I was truly happy here, there was always that question in my head, of what if I could help the people in my country more."  Having made her decision on this man's character, Muu left, and returned with a gift the next day. The Truesilver Extract, along with bottles of liquid sunlight and water from the forge of cleansing. As she presented these things, she shed her disguise and spoke thus: "You are a good and selfish man Kalju. Even now as you wait for death, you still want to help people. That is something this world can dearly use more of. I gift these to you, the rare Truesilver extract, waters made by mine own hand, and sunlight shining with my People's goodwill. I give you the tools to save yourself, I only ask that in turn, you dedicate yourself to saving others. There is much sadness in the world, and for such a spark of good to pass would be a sad day indeed."

Being in the presence of an angel come down to speak with him, he was speechless. However, his actions in the following days would answer for him as Muu worked alongside Kalju's immense expertise.



Kalju is a renowned healer among the Tendril Isles, and a noble who renounced his birthname to be with the one he loved. His time among these Isles has altered him, leaving him with a deep connection to the spirits of the land, which he has sub-consciously used in his medical brews and tinctures. With Muu's help, he created a medicine that would shatter the world forever. Liquid Light and Truesilver Extract melded with many herbs, toxins, and spirits, and infused into his heartblood. Now his heart beats, and so long as it does the blood of life flows through his veins, revitalizing him. And though it's effect is weaker outside, he can use his blood to enhance his creations to create near supernatural medicine. And it's magical properties did not go unnoticed, for now he recognizes his connection to the spirits of the land, and the one that has formed between him and Muu.

He can listen to the spirits of the land, and it is theorized he will be able to direct them as elementals in time, using the Good he has accumulated during his long life and that generated within his altered blood. His ability to calm the dead and direct his allies souls to Muu down this new connection between them is also a surprising contribution that has emerged. And it is also expected he can remove magical maladies with time and his own medicine supported by the spirits that he once used innately, along with his obvious medical expertise. These just expectations though, from limited experimentation. The only thing that has truly been tested is his blood-medicine, and soul guidance on Sea Servants. Time and experience will tell the final result of this.
There is also the case that he has his families distinctive yellow hair again. Maybe even brighter than before, like looking at the sun. This could cause troubles, or opportunity, as he's young-looking enough now he can pass as his own grandson. The only thing that puts him apart from them is his honey-gold eyes and sun-tanned skin, so we shouldn't have to deal with that until we choose to, hopefully, maybe.

Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: () Failbird
The "Old" Man of the Mountain, Kalju: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 18, 2022, 09:16:36 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (2) TricMagic, Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 18, 2022, 09:23:05 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Madman198237 on May 18, 2022, 10:24:20 pm
I don't love any of the Unique design picks so here have some alternatives from my rather tired brain.

Quote
Pool of the Depths
Hidden within Muu's own sanctum beneath the waves, near Tendril Village, there is a small basin, made of marble. Inlaid gemstones catch the light of glimmering runes and throw the flashes of magic across the dim cave. Into this basin, Muu herself has poured the vial of Truesilver, and worked into it the power of foresight.

The runes are runes of power, the gems blood-red, and the Truesilver attuned to the fates of soldiers and the truth of the edge of the blade. The Pool is used by Muu or her most trusted disciples to read the course of a battle before it can even be fought. Knowing where the edge lies, we can give our soldiers the edge in battle beyond mere strength of arms. We can learn where an enemy will be, and move to counter them. Obviously the enemy might react to changes in our plans, but that's what the messenger pigeons are for. If the enemy does something unexpected, we simply predict them again, and again, and again, until the battle arrives and we are in the most advantageous position possible within our limits.

Quote
Spirit of the Hunt
The enemy stalks the night, sending beasts and monsters raised from the dead to torment our loyal and Good followers. We, however, have an answer.

An insubstantial-looking silver wolf, barely more than mist, composed of heavily enchanted Truesilver and animated with the combined souls of a highly skilled hunter and the massive wolf that brought him down. Intelligence, ferocity, and the magical powers of Truesilver are forged into something that is little more than an intelligent weapon. Any beast that faces the barely-visible claws of the Spirit of the Hunt will find itself rent apart in short order, with the power of the Truesilver guaranteeing that no natural healing or mortal aid can possibly close those wounds.

The Spirit specializes in slaying unnatural, cursed, or beastly things. It has unsurpassed senses, inhuman strength, incredible speed, and, being powered by soul magic and hatred righteous determination, it doesn't really sleep, though in daylight it is both more visible and less powerful. In the dark, the Spirit is hard to see and absolutely deadly. Without any real skill in leadership or tactics, however, it is restricted to being an individual combatant. It can communicate reasonably well, but is no longer human and does not really brandish much intelligence at all outside of the fields of tracking, hunting, and killing.

And there you go, I have successfully not at all helped the unique design vote situation, you're...welcome?


Quote from: Votebox
Liquid Light Elementals - Redux: (5) TricMagic, Kashyyk, EuchreJack, Failbird, Madman
Wealth Token-Second Facility: (4) Tricmagic, Kashyyk, Failbird, Madman
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (1) Madman
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: m1895 on May 19, 2022, 01:25:26 am
The Good Doctor
After The Merchant handed the Truesilver Extract over to us, Muu spent much time mulling over how to use it; that is, until a cane rapped on the Town Hall door. The Mayor opened the door to see a Wasteland Doctor huddling under the awning. Ushered in, the doctor hangs up their heavy coat, and puts their doctor's mask aside. The older woman and her partner were working late one night when some thing appeared out of the shadows. Her partner stabbed it with a silvered scalpel and distracted it so she could escape. Shaken by the experience, she had spent the past few months engrossed in bestiaries searching for what attacked her. She managed to narrow it down to a vampiric thrall, but she couldn't piece together a why or how. That is, until a nice man in a completely nonsuspect robe came and had a chat with her. Finishing her story, The Good Doctor pledged her service to Muu and offered to apply the alchemical knowledge, that working around the wastes requires, on working with the Truesilver Extract.
... 1 part ground kolakea leaves, solution turned dark purple. 1 part yiha fish spinal fluid, solution turned gray. 1 drop Truesilver Extract, solution turned silver with a reddish tinge. Left to steep in bottled sunlight for 5 minutes. The only thing left to do was inject the volunteer. First the subject's wrinkles faded (encouraging sign). Then their graying hair turned bone white (not as encouraging). Their skin turned equally stark white (uhhhh). By the time their irises turned red we realized we may have made an error. So here's the good: their strength, agility and speed have been pushed past human limits. Their endurance and durability have also been improved to a lesser extent, though the truesilver in their veins is activated by "seeping animating force," most commonly another's blood. Furthermore, their eye mutation seems to have given them the ability to track evil, their eyes taking on a shadowy glow whenever they use this ability. More neutral aspects include their blood turning a silvery color that glows a pale blue when exposed to air. The inside of their mouth also glows faintly. Now uh, onto the bad. Their memory has been heavily fragmented, and they seem to have lost all of their medical knowledge, save their skill with the scalpel, though she retains a burning hatred of vampires (without quite knowing why) and knowledge of everything that goes bump in the wastes. Her personality has also become much more... mercurial on the whole, though her quietness on the hunt means it's not as noticeable there. Overall, she simply needs armaments to be sent into the field.
Fortunately, we happen to have turned a master swordsmith to our side. Unfortunately, after some incident his conscience is too troubled to allow him to smith. By sending some of our excess wealth to a specific orphanage, we've eased his conscience enough to forge one last blade. He inquires what sort of blade the doctor wants and she requests for a sabre. The swordsmith begins by working the remaining truesilver into the steel. While shaping the blade itself he expertly includes micro-serrations. Their use becomes apparent when he adds the enchantments, the first pulls the "animating force" out of whoever gets struck, and the second is a simple sharpness enchantment, combined this means, for example, that an unfortunate demonic cultist struck by it would become a blood fountain as they are cut down. Against a more mutated opponent,  such as a ratman, the effect is much more dramatic, if unnecessary to kill such a frail creature. Finishing up, he decides a "hand-and-a-half" handle provides the versatility needed in a monster-slaying blade. A couple cultists come to check on him after a few days of silence. They stumble on his corpse clutching the sheathed blade. Strong enchantments require power to make, and the swordsmith had burned away his soul for it. The cutler who had to follow that up decided to ape some of the milder qualities, though his knife had to make do with traditional silvering, and his serrations were much larger, making the blade something of a swordbreaker, and his enchantments, done by an acolyte, were noticeably weaker, it's still a good blade.
The two cultists hand over the blades to The Good Doctor. She pulls the sword from its sheath, and it shines a pale blue in the light. With the swordsmith gone, she names it "Moonlight" in his stead.
The knife does not get a name.
Deciding to stick around and watch her practice forms, they see while she may not be a master sabrist, she is certainly an expert. Looks like all that time (and money) she had to spend with the "high meisters of the noble science of defence" paid off, not that she remembers either. The cultists do note that she seems to think the swordsmith talks to her through the blade, but Muu believes this may be true, and the stable influence he seems to provide means we won't touch it.
Oh right, armor. We didn't make her any. She wears her old wasteland doctor outfit, though we have given her a bandolier of bottled sunlight, likely to prove useful on the battlefield and triage tent.

this was actually the design I had in mind when I first saw the Truesilver Extract.
Yeah...
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Secretdorf on May 19, 2022, 08:43:57 am



A man watches as a battle is raging. A winged creature, made of a strange luminous substance, wielding a long and sharp blade made of a mysterious substance, is assaulted by a swarm of horrific creatures of night. The angel, an extraordinarily impressive fighter, cuts the attackers one after one, yet the dark ones are many in number. After an extended fight, the fangs of the dark creatures eventually find their mark. Soon they overcome the warrior of light and he is knocked down. The shadowy creatures then become uninterested and go away.
   The angel is lying on the ground his wounds leaking a luminous semi solid fluid. As the angel breathes his last, the man, who had been hiding behind a black rock comes out catiously, observing the fallen warrior and the surroundings. He is wearing a strange robe which leaves much of his body exposed. There are strange golden tattoos on his body. His head, bald, has a golden colored circled inscribed onto it. He had been following the angel for quite some time, owing to his unnatural obsession with things related to the sun. Alas the angel was about to die. He would no let such a miraculous creature go waste. As the angel's body begans turning into pure light, the man quickly assumes action, waving his one of his hands around the light in a strange pattern and speaking arcane incantations. Meanwhile, he pulls an amulet out of his robe. Soon the light starts assuming a more compact form and then begins following the man's hand into the amulet and vanishes. The amulet shines very brightly for a brief moment before returning to its original state. The man then puts his amulet back into his robe and goes away.
---
Today, a similar man walks into Tendril Village, near identical robe and tattoos. He is stopped by the guards. He requests to be allowed to speak to their blessed leader. Strange, how does he know? The man is led into Muu's presence.
   The man claims he has been sent by a certain group. They have an offer. In exchange for some sea resources(wealth token), his group is willing to part with something a useless curiosity for them but the angels can make use of it.
   It is the soul of a powerful angel that fell on the battlefield a long long time ago. Not as powerful as Muu but one whose power mortals cannot match. Maybe Muu would not have trusted him normally, but she senses a will of helping in the individual. Perhaps he wants us to defeat our foe. Or their foe maybe. Or both? The soul seems a good bet though.
   A ten feet long cylindrical container will be filled with cans of liquid sunlight. The amulet given to us by the man is submerged in it and let to drown. Then the man will recite the words that will unlock the soul preserved.
    Theoretically, the soul if placed in sufficiently sunny solution will animate the sunlight and morph it into his body. Thus recreating the angel who had fallen.
     The angel cannot fight with ordinary weapons however for they will rust in his hands slowly. Only the purest and best metals will do. That is where the Truesilver comes into use. A great steel sword in our armory, got from spoils of war, but no used by anybody, will be used as a base. It is refined to make sure it fits the bill of being strong deadly and sharp. Then both its hilt and blade will be coated with thin but pue layer of truesilver. That will make it purify damned things demons undead maliciously corrupted evils and such. The more damned the more its aim and power.
     The angel himself: The shape of his body is roughly humanoid made of the sunlight and very luminous. His face only has one feature: a strip of extremely bright magical light where the eyes are. He also has four bigs fiery wings. He is quite taller than even tall men. His body emits magical sunlight to quite some distance.
He is swift as an eagle both in flying and fighting. He is incredibly skilled with the sword but does not have that much of endurance if he is not able to parry an attack. However he is very skilled with blades so he can parry even projectiles be they magical or physical. However he can only parry a few things at a time so he might get ganged up. His blade also has a solution for that though. His strength is superior but not very high.
Drawbacks: He can see only in sunlight. His sight is proportional to amount of sunlight which maybe his aura,  bottled sunlight or ordinary sunlight. Second drawback is that he will not be useful in inflence lanes unless they turn into combat lanes.
   
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Secretdorf on May 19, 2022, 08:46:57 am

Quote from: Votebox
Liquid Light Elementals - Redux: (6) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf
Wealth Token-Second Facility: (5) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
[/quote]
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 19, 2022, 08:57:26 am

Quote from: Votebox
Liquid Light Elementals - Redux: (6) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf
Wealth Token-Second Facility: (5) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
Don't think it's good to vote on multiple things? And what happened to the medicine?
Also, call the spirit Lobo. (Though said spirit is very much a beatstick that doesn't do much with the more special properties of Truesilver Exctract..)

... Thinking on it, the Pool of the Depths is similar to my Stonehenge construction, though going for more power in foresight. It's still infrastructure though, so Muu would have to stay at home and we'd need messenger angels. Unless we're using disciples who would be less accurate.

Space-Time Environment Espy System
The STEER is created through forging Truesilver into runes of sight, observation, and various world runes along with time and others, carefully molded into a number of stone pillars and an altar. Through placing a number of lodestones throughout the areas, it is possible for Muu to use the STEER to observe the movements and concentrations of evil across the lands. This can be used to determine movement patterns ahead of time, and even use that info to deploy Unique units in opposition to others. Nur-Carok stands out as a beacon of darkness, though other unique units are generalized. The STEER is capable of counting how many of such signals exist within a given time, giving an indication of any new units that are created. Due to the observation/effect clause, this can only be noticed after they are created, rather than before. Sadly as infrastructure, it can only be used at home, so any changes that occur during the battle or in cities will be unknown. Though having a proper overview of what will happen gives you the ability to change it.

tl:dr: Allows us to count the number of Heroes the opposing side has, as well as see where they will be deployed. This can be used to assign a hero to counter another hero (semi-randomly). Nar-Carok is Evil enough that we always know where he is, so can assign units directly to them. In addition, it gives our forces an advantage of info on what the opposing side will do in general, granting an advantage due to foresight. It is not self-updating(since only Muu can use it at home base), so it's information will degrade quickly when we go against what is seen. (Does not actually give us a look into the demon's thread for the first part) Is mind-breaking enough that no mortal can use it.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: m1895 on May 19, 2022, 11:33:16 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (1) m1895
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 19, 2022, 12:49:21 pm

Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (2) m1895, Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Secretdorf on May 19, 2022, 02:25:11 pm
Meant to remove the shaman vote but did not for some reason. My bad. Next voter plz mend that for me.

Also tric, 'flying beatstick'. :)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 19, 2022, 04:18:40 pm
Meant to remove the shaman vote but did not for some reason. My bad. Next voter plz mend that for me.

Also tric, 'flying beatstick'. :)
Flight is very much it's own bundle of sticks, given it's likely to add a difficulty level.  :P
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 19, 2022, 09:20:39 pm
I feel like our argument about the Unique unit is less about the unit itself, but rather the flavor text...
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 19, 2022, 11:46:13 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (2) TricMagic, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (3) m1895, Kashyyk, Failbird
After having taken the time to read through the new proposals made since I did my desperation vote on the Old Man, I actually really, really like The Good Doctor.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 12:50:01 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1) TricMagic
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (4) m1895, Kashyyk, Failbird, EuchreJack

After being reminded that The Good Doctor could be a reference to Ventures by Moonlight, I'm all aboard!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 08:14:47 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (3) Madman, secretdorf, TricMagic
The Good Doctor: (4) m1895, Kashyyk, Failbird, EuchreJack
I am not in favor in the ineptitude that results in something with no memories. All that medical knowledge gone for something that sounds more vampiric than anything else. Quite different than the title of The "Good Doctor" would imply.
What properties from the Truesilver are being used here? I'm rather tired, but don't see many, just a killer, nothing special.

Granted, the same could be said for the Spirit of the Hunt, but at least it's a magical creature.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 08:41:47 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (3) Madman, secretdorf, TricMagic
The Good Doctor: (3) m1895, Kashyyk, Failbird

Fine, I'll remove my vote and leave us at a tie with the following message to my fellow Angel Team:
Try Harder
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 09:44:52 am
The Lightning Bolt of Ages, Valk Madu

While her thoughts on the Truesilver eventually drifted, there was an idea she had to bind one of the sea's mighty legends to her service. Nothing less would do but to tame one of those that lived in the depths. Going around gathering together a list of rumors and myths, she tracked down her prey to a stretch of ocean where beneath the sea laid a giant cave. And from that cave emerged a snake many times long enough to crush any boat to smithereens. It instantly attacked the angel, believing it to be a colossal squid it fed on, but Muu turned the trap, revealing her full power and entering a clash with it.  While it was strong, an Angel is not so easily crushed, even if the metaphorical might behind such a creature put it on somewhat even footing. But eventually Muu managed to subdue it, depriving it of oxygen. She then dragged it back the many nautical miles, dodging other sea creatures as she went, though few were dumb enough to attack something that had killed one of the alpha predators' of that region.
Upon beaching it she bound it in magical seals, and began to go to work. Using the purest Tin she could source with her wealth, as well as Silver and Copper, she begin making a skeleton, applying the frozen Mercury to the Tin in particular. As she molded the metals, forging and cleansing them of impurities, the magical energies of the metals began to whip up a storm overhead, an expected outcome. Even as the lightning of the heavens began raining down, she continued, before binding the creature she had captured in it!
(https://thumbs.dreamstime.com/z/aerial-view-giant-ocean-snake-saint-brevin-les-pins-aerial-view-giant-ocean-snake-saint-brevin-loire-104490758.jpg)
And so Muu wove her magic, binding it to the sea serpent. As the lightning grew more and more fierce, a giant bolt struck the snake, awakening it and shattering the seals. It once more lashed out, but Muu was ready, triggering the enchantment she had weaved in an instant. The vast vitality of the snake was instantly sucked into the Tin and Mercury, before Muu sent forth a sliver of power to the heavens above, calling down all the gathered lightning on her new Servant. The copper melted into the scales, the Silver drew on moonlight from the suddenly cleared night sky, even as the Tin and Extract melted and hardened in the same instant, contracting around the body to seal it in frozen liquid. even as the magical properties fully fused into the snake, frying it's mind beyond any capacity to resist. It was there, as the snake was caught between death and life that Muu dove in and bound the snake to her Hivemind, bombarding it with Good. And so the snake died, and in it's place was born the Lightning Bolt of Ages, Valk Madu.

Valk Madu is a truly giant example of it's species, glutted on magic inherent to the area it lived in, regularly preying on whales and squid. It has a very primal mind, but there is a deep animal intelligence within it, honed by the centuries it has survived until now. Though to understand what it is now...
Quote from: info of elements involved
Mercury, has a specific set of magical properties, as well as one mechanical one. It is associated with snakes, and has properties connecting to life forces, death and decomposition, and rebirth. When heated, it expands, when cooled, it contracts, and when frozen, it serves as an excellent conductor. And this is also where Tin comes in. While it has a number of meanings, of interest is it's connection to healing energy and the planet of storms. As well as an interesting tidbit, it doesn't suffer from rust and kills bacteria, making it an ideal alloy material for the death aspect of Quicksilver. Tin is also directly associated with the Sacral Chakra, meaning we can better enforce morality, along with it nurturing creative energies to give Valk Madu more ability to think, if not reason. It nurtures creativity, and is linked to control

As for the other metals used, copper is conductive to heat and electricity, and has magical properties of energy conduction. It's use greatly smooths the flow of the energies involved. And of the magical metals studied, Silver is the most interesting, being connecting to the sixth chakra, relating to the mind. It serves as a psychic shield, yes, but that can also be used to trap such energies. And having personally forged this metal maiden, and the magical metals used, the opening to Muu was fairly easy to bind the new Servant to her. Metaphorically, the Silver also reflects negative energy, which is pleasing to Muu, as well as having a connection to the moon, giving her a very good timeframe to create the ritual with the highest chance of success.

All of this boils down to an extremely powerful ritual. And the result is rather striking. The snake has been turned into an electrical being, being as much magic as flesh. It's capable of sending lightning bolts flashing out with the whip-quick curves of it's body as afterimages. It can also recover and heal quite easily, perfectly capable of sucking the life out out the foes it kills as fuel and food, and breaking down that it swallows as such to heal. The iron maiden which keeps such energies contained can be damaged to cause it to "bleed", but said armor also protects it from mental attacks and has a passive aura which pushes away negative energy. And it should be noted the snake is much tougher at night when the moon shines in the sky. There is a drawback to how this creation was created. While it can still stay underwater, it can't swim... The metal is far too heavy. Likewise, it isn't as protected as the metal makes it appear, the Mercury/Tin being more supercool liquid than solid metal. It's also weak to hot enough heat as that reduces it's conduction, though is not cold-blooded, given it's blood is lightning. It's a bit lethargic during hot sun-filled days as a result, even with the Mercury/Tin keeping it somewhat cool. Other than that Valk Madu fights like a snake, lunging crushing blows, constriction, and crushing, along with eating prey whole and the occasional expenditure of lightning afterimages or shocks. Do not let your size fool you, it can travel very quickly.


Valk Madu uses Wealth token(s) to procure the metal materials for the ritual/forging.

Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (3) m1895, Kashyyk, Failbird
The Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (1) TricMagic
Use Second Wealth Token to ensure Quality of Tin: (1) TricMagic
Just use 1 Wealth Token: (0)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 10:05:29 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (3) m1895, Kashyyk, Failbird
The Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (2) TricMagic, EuchreJack

Break the Votebox!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 10:24:01 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
The Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (2) TricMagic, EuchreJack

Time to pack it up I guess. Waste of an hour, fun as mixing magical properties was. This design can only be used for medicine, scrying fate, or monster slaying. No using the beforehand description instead.

Vote change. Hammer!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 20, 2022, 11:00:07 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (1) Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Kashyyk on May 20, 2022, 11:02:08 am
Yeah, let's get this train into the station.

Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: ()
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 11:05:08 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 11:06:40 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (4) Failbird, Kashyyk, TricMagic, EuchreJack
More More!

Angel Team is BEST Team!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 11:26:25 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Wealth Token-Marketing![Needs 4/6 votes to pass]: (1) TricMagic
No wealth token: (0)
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, EuchreJack
-Don't use a Wealth token: (1) TricMagic

On second thought, let's just bank it for next turn. With enough wealth we can equip gear to everyone. Or whatever else we decide to do.


Coral communities' Wealth Token: Marketing! It's probably very important to study your consumer group and promote your Good. With some resources dedicated to studying who would like to buy these Coral Communities, we can spread them more effectively, picking out folks who can be persuaded and cause the most impact. This of course also means we can make more sales as a result of actually knowing our client base, able to customize them to their preferences to a degree, mostly in what fish and coral colors we use.. For example, one party in the Deadlock might like blue colors to promote his ties to it, while another would never buy such, but would if it incorporated red as the base palette.

On the other hand, spend money to make influence
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 11:29:42 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk
-Don't use a Wealth token: (2) TricMagic, EuchreJack

Sheeping Tric
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 11:35:27 am
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk,
-Don't use a Wealth token: (2) TricMagic, EuchreJack

On second thought, let's just bank it for next turn. With enough wealth we can equip gear to everyone. Or whatever else we decide to do.

On the other hand, spend money to make influence
Update to my last post, given nin-jack.
Meanwhile, our main designs are already locked.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: EuchreJack on May 20, 2022, 12:09:28 pm
Uh, yeah +1 to whatever that is!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: m1895 on May 20, 2022, 12:10:45 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, m1895
-Don't use a Wealth token: (2) TricMagic, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Madman198237 on May 20, 2022, 12:50:46 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, m1895
-Don't use a Wealth token: (3) TricMagic, EuchreJack, Madman

Please don't burn a Wealth Token on a single item that's just kinda wasteful. At least use it on something that is its own design.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 20, 2022, 02:13:03 pm
Quote from: Votebox
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):

Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Kashyyk, m1895
-Don't use a Wealth token: (4) TricMagic, EuchreJack, Madman
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 02:24:56 pm
Always the option to jump ship to the Old Man.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Failbird105 on May 20, 2022, 03:05:29 pm
Nah, I'm good with it now that some tweaks have been made. The only addition that was made is just a bandolier to carry some Bottled Sunlight, which is an incredibly basic addition I couldn't see adding any difficulty or cost.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: TricMagic on May 20, 2022, 03:21:06 pm
Will certainly help if she ever needs a quick heal, just chug it down 🌝
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: NUKE9.13 on May 25, 2022, 11:48:54 am
Angel Team: Design Phase T3
TURNTURNTURN
Liquid Light Elementals- Redux
The Bottled Sunlight has proven itself. It is a masterful work of craftsmanship and magic. It only makes sense to expand our work with the substance. This is done with the creation of a type of angelic being known as a Cherub, which appears as a small, translucent, gelatinous creature with a shining bright heart at its center and a visible brain (https://www.montereybayaquarium.org/globalassets/mba/images/animals/deep-sea/mba/sea-angels-tr20-0137-composite.jpg?format=webp&quality=70). When these Cherubs are inserted into the substance they essentially become a solid Core that can control a substantial amount of the Liquid Light to form a body larger than that of a man. In these new bodies the Cherubs form a sort of 'golem' of Liquid Light. The Liquid Light Elementals tend to take on a sort of standard form that they keep their shape to. Trending towards simple shapes with six to eight similarly simple limbs, the standard forms the Liquid Light Elementals take are often reminiscent of various sorts of crustacean and cephalopod in their broad structure, though outliers exist.

Being made of Bottled Sunlight, the Liquid Light Elementals carry many of its properties. However, the Cherub stabilizes the body, preventing it from evaporating, which also reduces the effectiveness of their abilities. A Liquid Light Elemental can heal, but not as quickly as Bottled Sunlight. It can melt away Evil based beings with its touch, but not to the same potency. Even the amount of light they give off is closer to the fully bottled form of Bottled Sunlight than the released form. And yet regardless, they are still a living mass of the closest thing yet achieved to solid Good. Their bodies are able to shift are rearrange to allow strikes at greater distances than their form would otherwise allow.

They do have two core drawbacks however. First is that their core is the key. Should the Core be destroyed their bodies will merely fall apart into a mass of Bottled Sunlight. Similarly, parts cut off of their bodies will lose the stability provided by the Cherubic core and begin to evaporate as normal, meaning they cannot fully restore themselves from injury without Bottled Sunlight from another source. Secondly, is that they are simply very costly to make, in that they either require time taken away from producing bottles of Bottled Sunlight, or the expenditure of said bottles themselves, making their numbers inversely proportional to the amount of Bottled Sunlight we field.

Wealth Token: Yet it doesn't have to be this way. If we were to invest some of the resources we've acquired over the course of the war so far, we could create a second facility for Bottled Sunlight production. We could then dedicate this entire facility solely to the production of additional Liquid Light Elementals, thus mitigating their low numbers to an extent.
Liquid Light Elementals- Redux (uses Wealth Token): Normal: (2+1)=3: Buggy Mess
Arrogance and pride are, if not outright Evil, certainly feelings that can draw one towards it. However, righteousness and self-confidence are totally on the level.

So, yes. You stick a Cherub in a vat of Liquid Sunlight, it can form a sort of Liquid Light Elemental; an autonomous body of the Good-infused substance, capable of causing serious damage to Evil-aligned beings (and anything in their vicinity). Moving and fighting does burn through the Liquid Light, but just moving from place to place doesn't need to consume a prohibitive amount. Doesn't need to. However... the Cherubs you have created for the purpose... do not believe in being subdued. For them, it is their duty to bring the light of Good to the whole world, not just a single battlefield. They do not exactly refuse to dim their light- rather, they seem incapable of understanding the request. Why would you want them to withhold the glory of Good from the world?
Thus, the only economical way to deploy Liquid Light Elementals is to transport the Cherubs in a 'hibernating' state, and drop them into a barrel of Liquid Sunlight shortly before battle begins. Of course, this has several significant drawbacks. First, the process (inserting the Cherub into the barrel through a one-way lock, waiting for it to wake up and assimilate the liquid, then opening the barrel to let it out) takes about twenty minutes- not a very long time, but it means they are not able to help fight off ambushes, and somewhat extends how long it takes to set up for a pitched battle. Second, transporting the large barrels of Liquid Sunlight is a challenge, requiring dedicated carts (pulled by donkeys) that move slower than your regular forces, and can't as easily traverse rough terrain. Third, the Cherubs refuse to get back into the barrel, so they can only be deployed once before needing to be resupplied (eventually the Cherub will burn off all the liquid, whereupon it will enter stasis and can be collected for transport). Fortunately, the Elementals last almost 12 hours, so there's no worries of them burning out during a battle.

The end result is at least decent. Much stronger than a human, with a greater reach, a single sweep of a tendril will leave several enemy Cultists with broken bones. They move at a moderate speed, slightly slower than a Cultist, but can build up quite a lot of momentum, giving them a decent charge impact. They are awful at dodging, but hitting their Core is tricky due to the size of their 'body' relative to the Core, and cutting off a 'limb' results in it quickly burning up in a burst of light that will likely leave the attacker dazed.

Using extra resources, a dedicated facility for producing the Liquid Sunlight used by the Elementals was established, so their numbers are decent.


Liquid Light Elementals are logistically problematic, but decent combatants. Unit Size: ~15 Uncommon



Quote from: Corals of Community
The rich and powerful are always looking for curiosities amd artworks to show off their wealth, taste and culture. The latest is an offering from the far north, transported at great expense and requiring constant care and attention. These items are carefully cultured pieces of coral, still alive and mutated to regularly change its shape and colour in appealing ways. Whilst this is not obvious when watching, each day will have a new and tasteful form.

When placed in a salt water aquarium and accompanied by schools of fish, the latent enchantments activate. The aquarium and its inhabitants form a perfect, beautiful community that blessez any who observe it with a growing desire to form a Good, loving community of their own. One the disciples of Muu are so very happy to provide.
Corals of Community: Trivial: (4+3)+2=9: Unexpected Boon
What even is coral? Is it a rock? A plant? A rock-plant? A plant-rock? I mean, obviously it isn't an animal. Well, you'll find out whilst mutating it.
[...]
Turns out it's an animal.

Suffice to say, this went quite well. Rather than mutate bits of coral individually, you were able to create self-propagating Community Coral, which thrives in the waters around Tendril Village (further afield, the ambient Good is not as high, and the Coral will not grow as quickly). The Coral can be easily harvested in large quantities, and transported with surprising ease- it can survive for a week in a sealed barrel of seawater, quickly refreshing when exposed to sunlight again. If you wanted to, you could sell it for a pittance, and still break even. However, this would ironically reduce the efficacy, as it being too common would make it less appealing to the upper classes. So the price is inflated and the supply constrained, making it just about affordable for middle-class folk, and an appealing novelty for the wealthy. This also means it is a nice source of income for your cult. ((+1 Wealth Token))
The effect is mesmerising, in a literal sense. Being around the Coral not only inspires the customer to do Good and seek Community, it directly renders them susceptible to suggestions by your agents. While not able to make people act in direct opposition to their own desires, it can be used to convince them to do things they are unsure or ambivalent about, or at least buy time for missionaries to give their pitch.

There's another thing- all this extra Coral. As production far outstrips sales, you had to find something else to use it for. For example, the Forge of Cleansing. Dry (dead) Community Coral, as it turns out, is quite suitable for processing in the Forge; easily worked, with the end result being harder (but less flexible) than bone-wood-amalgam. It has the ability to absorb Good better than regular materials, making it an ideal candidate for enchanting.


Corals of Community provides an excellent inroad into converting the upper classes throughout Thpenos and Xyrania. To enhance the appeal to the wealthy, it has been made Uncommon.


The Good Doctor
After The Merchant handed the Truesilver Extract over to us, Muu spent much time mulling over how to use it; that is, until a cane rapped on the Town Hall door. The Mayor opened the door to see a Wasteland Doctor huddling under the awning. Ushered in, the doctor hangs up their heavy coat, and puts their doctor's mask aside. The older woman and her partner were working late one night when some thing appeared out of the shadows. Her partner stabbed it with a silvered scalpel and distracted it so she could escape. Shaken by the experience, she had spent the past few months engrossed in bestiaries searching for what attacked her. She managed to narrow it down to a vampiric thrall, but she couldn't piece together a why or how. That is, until a nice man in a completely nonsuspect robe came and had a chat with her. Finishing her story, The Good Doctor pledged her service to Muu and offered to apply the alchemical knowledge, that working around the wastes requires, on working with the Truesilver Extract.
... 1 part ground kolakea leaves, solution turned dark purple. 1 part yiha fish spinal fluid, solution turned gray. 1 drop Truesilver Extract, solution turned silver with a reddish tinge. Left to steep in bottled sunlight for 5 minutes. The only thing left to do was inject the volunteer. First the subject's wrinkles faded (encouraging sign). Then their graying hair turned bone white (not as encouraging). Their skin turned equally stark white (uhhhh). By the time their irises turned red we realized we may have made an error. So here's the good: their strength, agility and speed have been pushed past human limits. Their endurance and durability have also been improved to a lesser extent, though the truesilver in their veins is activated by "seeping animating force," most commonly another's blood. Furthermore, their eye mutation seems to have given them the ability to track evil, their eyes taking on a shadowy glow whenever they use this ability. More neutral aspects include their blood turning a silvery color that glows a pale blue when exposed to air. The inside of their mouth also glows faintly. Now uh, onto the bad. Their memory has been heavily fragmented, and they seem to have lost all of their medical knowledge, save their skill with the scalpel, though she retains a burning hatred of vampires (without quite knowing why) and knowledge of everything that goes bump in the wastes. Her personality has also become much more... mercurial on the whole, though her quietness on the hunt means it's not as noticeable there. Overall, she simply needs armaments to be sent into the field.
Fortunately, we happen to have turned a master swordsmith to our side. Unfortunately, after some incident his conscience is too troubled to allow him to smith. By sending some of our excess wealth to a specific orphanage, we've eased his conscience enough to forge one last blade. He inquires what sort of blade the doctor wants and she requests for a sabre. The swordsmith begins by working the remaining truesilver into the steel. While shaping the blade itself he expertly includes micro-serrations. Their use becomes apparent when he adds the enchantments, the first pulls the "animating force" out of whoever gets struck, and the second is a simple sharpness enchantment, combined this means, for example, that an unfortunate demonic cultist struck by it would become a blood fountain as they are cut down. Against a more mutated opponent,  such as a ratman, the effect is much more dramatic, if unnecessary to kill such a frail creature. Finishing up, he decides a "hand-and-a-half" handle provides the versatility needed in a monster-slaying blade. A couple cultists come to check on him after a few days of silence. They stumble on his corpse clutching the sheathed blade. Strong enchantments require power to make, and the swordsmith had burned away his soul for it. The cutler who had to follow that up decided to ape some of the milder qualities, though his knife had to make do with traditional silvering, and his serrations were much larger, making the blade something of a swordbreaker, and his enchantments, done by an acolyte, were noticeably weaker, it's still a good blade.
The two cultists hand over the blades to The Good Doctor. She pulls the sword from its sheath, and it shines a pale blue in the light. With the swordsmith gone, she names it "Moonlight" in his stead.
The knife does not get a name.
Deciding to stick around and watch her practice forms, they see while she may not be a master sabrist, she is certainly an expert. Looks like all that time (and money) she had to spend with the "high meisters of the noble science of defence" paid off, not that she remembers either. The cultists do note that she seems to think the swordsmith talks to her through the blade, but Muu believes this may be true, and the stable influence he seems to provide means we won't touch it.
Oh right, armor. We didn't make her any. She wears her old wasteland doctor outfit, though we have given her a bandolier of bottled sunlight, likely to prove useful on the battlefield and triage tent.
The Good Doctor (uses Truesilver Extract): Normal: (3+4)=7: Superior Craftsmanship
Anyway, that's how I lost my medical license.
   -A completely unrelated doctor.

While her origins are somewhat suspect, and none of your cultists have seen her before (and so have no idea who might've sent her your way), the Good Doctor's skill and knowledge were unquestionable. Unlike certain people, you are not one to look a gift horse in the mouth. Her proposed use of the Truesilver Extract sounded promising, so the appropriate resources were provided. The subsequent transformation... well, she never actually described the intended results in great detail, so maybe it was supposed to happen?

The Good Doctor is strong, fast, and agile, for sure. She has the strength to punch through two shields at a time, before getting to her weaponry. She can keep pace with a galloping horse (although not a literal galloping horse, as she has developed a slight fear of horses, and so would not want to run alongside one). She can dodge the attacks of four Cultist Spears striking simultaneously from different angles, and while more skilled foes may be able to touch her, it is unlikely they will manage more than glancing blows. Her stamina and durability, while less dramatic, are also beyond the norm- and she can absorb blood or similar vital substances to reinvigorate herself and heal injuries. She's definitely not a vampire though. Definitely.
While the formulation of salves and tonics seems to have left her, her skill at surgery remains top-tier, allowing her to perform life-saving operations at an incredible speed. More importantly, she fights with surgical precision- every strike is perfectly aimed, with exactly the right amount of strength, in order to either one-hit-kill or deal maximum damage. This is aided by her instinctive ability to detect weaknesses, even on foes she has never seen before. Through a sort of specialised telepathic link, she shares this knowledge with allies around her, causing the 'weak spot' on enemies to (appear to) glow.
Her sword Moonlight, though sadly the product of a now departed genius (who didn't leave many notes behind), is inhumanly sharp and aids in her blood-absorbing ability. Against non-human foes (eg mutants, undead, etc), it will drain their vitality with even greater efficiency. Her unnamed knife provides a curious form of protection, capable of blocking strikes by a variety of weapons- long enough for the Good Doctor to either get out of the way, or strike back with Moonlight.
She also has an upgraded version of Bottled Sunlight. The contents are the same, but instead of string, the bottles are secured by a leather bandolier. Wow!

The Good Doctor is an adept tracker (both in a mundane sense, and in her ability to detect supernatural beings instinctively), and is well suited for locating and eliminating demonic units moving apart from the main host (such as vampires). In open combat, she is best suited for fighting more powerful foes (ideally non-human), as her strength is somewhat wasted against chaff. Thanks to her ability to absorb the vitality of slain foes, she has considerable staying power as well. Following a battle, she can provide surgery to a small number of injured soldiers, potentially restoring them to combat-readiness.
While less useful in Influence contexts, she can serve to seek and eliminate demonic agents, disrupting Nar-Carok's operations in an area.

Incidentally, she is somewhat nervous about literal moonlight, and refuses to go outside when both moons are full- fortunately a rather rare event, unlikely to present a major issue.


The Good Doctor is a very powerful fighter, especially lethal versus powerful non-human foes. She is obviously Unique.



It is now the Revision Phase. You have TWO revisions, in light of the extra design.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 12:07:51 pm
Abyssal Core
The Abyssal Core is made up of water drawn from where light does not reach and kept sealed within barrels. By freezing the cherub within it, we get a core that can reduce the light they spend. Once cracked, the elemental's true fury is unleashed upon the battlefield, but until then they are subdued and sleeping, following simple orders. Sending them out as the frontline, they fight until this core is cracked, quickly letting light in to dispel the darkness. While the core cracking results in being able to harm them, while it is sealed they are somewhat protected.

Ymis Ward Tuning Wand
The Ymis Ward is one of our strongest defenses, but at the moment they explode when touching the opposite frequency. By introducing a two-pronged fork made with old wood and silver within the forges, mages can settle the differences between the frequency. When a ward of one meets the other, the fork vibrates, creating an oscillation in the frequency to the barriers where they meet, smoothing the edges as it were. Due to this they no longer explode when meeting their opposite.


Greater Ward
The Greater Ward is a more complex piece of magic, making use of our knowledge of frequencies to build a sturdy barrier that blocks both physical and magical attacks. This is mostly done by making use of the effect when the two variants meet, which can use the energy produced to reduce the cost, or in this case to actually strengthen the barrier. However, it's an Uncommon spell, as building the spell matrix takes more control than most of our casters have, and building it incorrectly causes an explosion. While somewhat short-lived, it's very effective at protecting.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: m1895 on May 25, 2022, 12:21:45 pm
Gadfly Funeral Expenses
We probably should have done this earlier.
By actually paying for a Gadfly's funeral, not only do we prevent "Shitty Feather" incidents, we also provide a centralized location to apply relevant infiltration techniques. To ensure this, we've instructed our Gadflies to include a request for our services (as opposed to the Masters of Rites) in their will.

Cherub Secondary Persona
By creating a secondary persona that doesn't constantly blow away it's incredible power and giving it the ability to unleash or leash the other at will, we can keep Liquid Light Elementals out of stasis without burning through copious amounts of liquid light. Now, marching and toggling the other elemental is about all this one is good for, but this does substantially reduce its complexity.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Kashyyk on May 25, 2022, 12:38:06 pm
Quote from: Leashing the Legion of Liquid Light
With the Coral-stone that we can now fashion in the Forge of Cleansing, we have begun creation of a hardened Cuirrass and Helm for each Cherub to wear. Whilst the armour will be little more than an ablative layer to protect their cores, the true value is in the magics of Loyalty, Community and Obedience we have woven in the material.

Whilst so equipped, the enchantments upon the armour will ensure they heed the orders of their Commander, a trusted cultist (or Muu, if she's present on the field). Whilst they may firmly desire to spread the Light of Good, they will heed the command to remain subdued, for they trust their commander even if they do not understand the reason behind the instructions. It is not their place to have such high level thoughts, when they could focus on the most efficient way to Light up the Dark in the world.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 12:38:51 pm
Aru Mote

The Aru Mote is a spiritual creature which can be implanted within the minds of our cultists. It boosts reasoning, wits, intellect, understanding. And it also protects the ideas of the host. Well, to be fair, it does all of these things, but in a very specific direction. It can be considered to ensure hardheadedness and triple-think, and is capable of leading thought streams and eating others which would be unproductive before they enter long-term memory.
Why is this so easy? Well, it's mostly the fact the initial host of Aru Motes is very short lived, the host implanted with such dies within the month. But on death of the host, they spread mentally to everyone witnessing it. Most psyches will just have the seeds of these motes bounce off, but the Gadflies? Well, their deal is to open up the hearts and minds of people on the topic they promote, which also sets the topic the children of the mother Aru Mote will protect and guide. These smaller Aru Motes can't spread, but it does ensure the ideas of the Gadflies will persist long after their death, and aid those infected in convincing others with their logic. Those infected also don't dream, as that's the Aru Motes' main form of sustenance.


Effectively an upgrade to the Gadflies to fix the Feather. Those infected can't really be convinced and Aru Motes will work in the background to promote understanding of the topic. Which lets hem break apart the feather arguments.


Quote from: Persona Box
Cherub Secondary Persona: (1) TricMagic
Aru Mote: (1) TricMagic

Coral Troopers
By making use of iron and liquid sunlight to revitalize, merge, and enchant the dead coral to assist the wearer's movements, we can forge a suit of armor that can greatly increase a person's strength and agility, as well as being quite sturdy. Able to bound across the battlefield at the speed of a horse, the Coral Troopers serve as potent shock cavalry without the horses. The Coral Troopers carry three items, a mace of good solid ironcoral with a bone/wood handle, a short lance of solid pressurized coral surrounding a bonewood core, and a bow of revitalized coral and iron/wool string that fires deadcoral arrows. They are ideal at charging from any angle, using the lance to bowl foes over and the mace to smash foes from in close, while their archery skills are used after retreats or to pick off mages and more troublesome targets. Of course, their training and the time and cost of their armor and gear renders them Rare..

Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: m1895 on May 25, 2022, 01:45:32 pm
Quote from: Persona Box
Cherub Secondary Persona: (2) TricMagic, m1895
Aru Mote: (1) TricMagic
Gadfly Funeral Expenses: (1) m1895
I'm uh, not entirely sure if the Aru Mote are revision grade, and would rather not risk it.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 02:03:52 pm
Revision: Barrier Coral
We have a lot of coral. Like seriously a lot. From Muu, we've learned it's an animal that feeds off light, somehow. But this also means it can be fed liquid sunlight for a very quick growth cycle. By harvesting a large number of "Polyps" from the community coral, they can be transported in sealed barrels and brought out and planted in the ground, before liquid sunlight is applied to them to quickly grow into strong and sturdy walls. Very odd walls that die within 12 hours and crumble, but the liquid sunlight is a much more concentrated food source. The walls are shaped using Physical Ymis Wards to control where it can grow, which prevents it from spreading out. The result has the outward face being rather rough on the ground, but as they grow higher it smooths out into the shape the wards force it into. The walls themselves have the strength of good stone, and a basic 3H by 2W meter wall can be erected in about 15-30 minutes depending on how many polyps are used for the base.
Wealth: Of course, to use these we need liquid sunlight. So yeah, we need another facility to produce the barrels full of the stuff. And good sealed barrels in general.




The Aru Motes are memetic creatures. In that they reside entirely within the mind. It's the equivalent of empowering the effects of the gadfly with a self-reinforcement effect on that particular idea espoused by them. But you know, mental horror of your mind not being your own to decide. We'll do the deciding for you, what to keep and what to throw away(eat).  :P

Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: EuchreJack on May 25, 2022, 02:09:58 pm
Quote from: Persona Box
Cherub Secondary Persona: (2) TricMagic, m1895
Aru Mote: (1) TricMagic
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (1) EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 02:14:22 pm
Quote from: Persona Box
Cherub Secondary Persona: (2) TricMagic, m1895
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 02:33:02 pm
Quote from: Persona Box
Cherub Secondary Persona: (1) m1895
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: (1) TricMagic


Gadfly Funeral Expenses
We probably should have done this earlier.
By actually paying for a Gadfly's funeral, not only do we prevent "Shitty Feather" incidents, we also provide a centralized location to apply relevant infiltration techniques.

Cremation and Rebirth.
While there is some merit to the old style of funeral, that isn't the only type. There is something to be said for leaving behind more than just another gravestone, if that for some people. Our cultists will offer something different, using pure water from the FoC to "bless" the body and mix it with dead coral behind closed doors, as well as a single seed of a tree of your choice, before energizing it with liquid sunlight and closing a large urn. Planting it, it grows into a sapling, and swiftly into a beautiful tree. Even in death, you can be remembered. And being a tree is a far better fate than whatever necromancers could get up to with your dead body. Remember, Cremation and Rebirth over being dead and raised.
The actual process behind this is the coral is used to provide ease of growth, with the seed using it and the body as nutrients for the initial growth spurt, with liquid sunlight serving as food for it. Not particularly magical other than the ingredients used.


Coral Cherubs
One particular issue of the cherubs is they want to spread the good, and so burn themselves out. However, dead community coral is extremely useful for enchanting, and it is an animal... Instead of controlling a blob of liquid light, what if we infuse dead community coral with it, building a monstrous body of tentacles and dripping corrosive light by fusing the two together and letting the cherub control the reanimated body?
The result is a monster of regeneration, the coral shifting almost like a limb to travel overland and smash foes, burning them with it's light. This almost crystal-like coral retains the energy of the elemental, and can use it to regrow parts that have broken off with the use of polyps around it's body. While their forms are just as strange and fluid as ever, the revitalized coral serves to allow the cherub sustainability. It does of course mean that smashing a limb no longer causes a burst of light, but the corrosive shrapnel is almost as bad and sticks to you as it attempts to regrow. And it can drink the liquid sunlight of it's lesser brethren. Cause yes, actually making one of these is a good deal more work, leaving these Coral Cherubs as Rare versions.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: m1895 on May 25, 2022, 07:26:58 pm
Initiates of The First Rank: Acolytes
Given the need to set up a solid base for greater spellcasters to be drawn from, we have formalized the schooling of our basic acolytes.
Aside from the obvious benefits of making future uncommon spellcasters easier, it also bears improvements on our acolytes themselves. Acolytes trained under a veteran human teacher tend to receive a more... comprehensible education in the magical arts. This not only provides a modest improvement in spellcraft quality and power, but it also means they have a better understanding of when and where to use spells. Furthermore, more teachers means more acolytes can be trained, giving a substantial boost to the amount of acolytes that can be deployed in a unit.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 25, 2022, 07:49:03 pm
Initiates of The First Rank: Acolytes
Given the need to set up a solid base for greater spellcasters to be drawn from, we have formalized the schooling of our basic acolytes.
Aside from the obvious benefits of making future uncommon spellcasters easier, it also bears improvements on our acolytes themselves. Acolytes trained under a veteran human teacher tend to receive a more... comprehensible education in the magical arts. This not only provides a modest improvement in spellcraft quality and power, but it also means they have a better understanding of when and where to use spells. Furthermore, more teachers means more acolytes can be trained, giving a substantial boost to the amount of acolytes that can be deployed in a unit.
My main issue with this over a spellcaster design is pretty simple. We already deploy a lot of them. We'd be better with either a new elemental bolt, or fixing the Ymis Ward's shortcomings. Heck, if we wanted we could do two EFs, but those are almost always low quality. More acolytes per unit means less focus on better spellcasters.

Instead.

Coral Wand
The dead community coral serves as a great base upon which to apply magic. Script is carved into coral that has been rolled, filled with nacre, and then has the magic of the user run through it. This allows for better magical flow, easing the mental burden of casting spells, to the point that acolytes have a much easier time. It allows greater control in spell work, allowing the Ymis Ward to be deployed in the two opposing configurations next to each other, so long as those clashing wards have around 1 to 2 meters of space from each other. They Wards will start to spark and bleed power when they get too close, which mages can notice and move them so it stops. Of course, failure to heed this causes the wards and wands to explode due to a cascade failure of the magical frequencies. This particular trick works by constraining the magical energy to only the ward in question, so the frequency does not leak to others. Which is what causes the failure in the first place. Less waste energy, less exploding.

Tools to aid in casting magic, helping with control. With the control helping to lower waste energy and shore up the Ymis Ward.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: EuchreJack on May 25, 2022, 09:41:51 pm
Quote from: Persona Box
Cherub Secondary Persona: (1) m1895
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: (1) TricMagic
Leashing the Legion of Liquid Light: (1) EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 26, 2022, 07:59:32 am
Quote from: Persona Box
Cherub Secondary Persona: (2) m1895, TricMagic
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (1) EuchreJack
[/quote]
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Kashyyk on May 26, 2022, 08:44:38 am
I could accept the Secondary Persona, but I'm concerned about just throwing Bottled Sunlight at Coral. I would prefer a more thought out approach than just spending Wealth Tokens to get around creating an entirely new Equipment. I'd much prefer this be done as a design.

I would also like better casters, and the Initiates seem like a good way to reduce the difficulty there slightly.

Quote from: Persona Box
Cherub Secondary Persona: (2) m1895, TricMagic
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
-- Use Wealth Token: (1) TricMagic
-- Don't: (1) Kashyyk
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Failbird105 on May 26, 2022, 09:41:45 am
Quote from: Ymis Frequency Stabilization
The Ymis Ward's issue with destabilizing when both frequencies are used in close proximity to one another has consistently caused problems on every front it is deployed, and it is only a matter of time before our enemies make either bows or spells that are deadlier than they are now and the utter inability to block one, even for a short time, leads to devastating consequences. As such, we've decided to deal with this issue.

With time, effort, and experimentation we've managed to essentially 'focus' these frequencies. Or in less vague terms, we've made them no longer extend beyond the ward itself such that it can clash against and disrupt other wards. This means that, should our Acolytes set up a shield against arrows, they no longer have to panic and scramble to simultaneously bring it down and replace it should they find our forces needing a shield against spells.

Quote from: Persona Box
Cherub Secondary Persona: (2) m1895, TricMagic
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, Failbird
Barrier Coral: (2) EuchreJack, TricMagic
-- Use Wealth Token: (1) TricMagic
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (1) Failbird
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 26, 2022, 10:11:41 am

Quote from: Persona Box
Cherub Secondary Persona: (1) m1895
Aru Mote: ()
Gadfly Funeral Expenses: (3) m1895, Failbird, TricMagic
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (2) Failbird, TricMagic
Simple and Clean. Should see a good increase in survival now at least. And it buffs Muu since now she can use both types at once.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: m1895 on May 26, 2022, 10:32:34 am
Quote from: Persona Box
Cherub Secondary Persona: ()
Aru Mote: ()
Gadfly Funeral Expenses: (3) m1895, Failbird, TricMagic
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (3) Failbird, TricMagic, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Secretdorf on May 26, 2022, 10:35:19 am
Quote from: Persona Box
Cherub Secondary Persona: ()
Aru Mote: ()
Gadfly Funeral Expenses: (4) m1895, Failbird, TricMagic, Secretdorf
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (4) Failbird, TricMagic, m1895, Secretdorf
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: EuchreJack on May 26, 2022, 10:44:42 am
How many wealth tokens do we have?

Protip: You should start just throwing money at your problems.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 26, 2022, 11:19:14 am
How many wealth tokens do we have?

Protip: You should start just throwing money at your problems.
The answer to this is 'a lot'. If we were to win both lanes we'd have 5 tokens. More likely 4 of them with the loan probably being paid.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Kashyyk on May 26, 2022, 02:10:05 pm
I would much prefer to spend tokens on designs than revisions, regardless of how many we have.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 26, 2022, 03:05:23 pm
So long as people aren't wary of spending more than 1, then yes. As is, throwing money at a supply problem is a perfectly valid method of use.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Failbird105 on May 26, 2022, 05:10:31 pm
Hmmm... make Shipwrecked and spend two wealth tokens to reinforce them and haul up more?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: TricMagic on May 26, 2022, 05:14:15 pm
Should we just go for a high effort enchanted gear design?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: Kashyyk on May 28, 2022, 01:08:14 pm
This is a totally serious design that we absolutely should do next turn. No joeks.

Quote from: The Mother's Dolls
The life of a young Thpenite/Xyranian can be hard. Long, gruelling hours working in the field or workshop. High rent forcing thrm to love in small coffin sized apartments. No time to meet others, nor energy to make friends. These poor souls return to their little slice of solitude for sleep, before trudging out in the morn once more. Surely there is more to life? Surely there is somewhere they can find love?

Muu sees her lost lambs, and offers a small part of Herself to help ease their pain. A droplet of Her essence is bound into a small doll made of goat wool and fashioned in her likeness. They exude an aura of calm and contentment, and entices the viewer to take the doll home and keep it close.

At first, little seems to happen. The salary worker goes about their day, feeling a little lighter knowing they they someone waiting at home, even if its just a doll. But then they might notice small conveniences. The bed was made even though they were in a rush this morning. They apparently left their work clothes pressed and folded, even though they only had the time to discard th before sleep. The doll has a distinct face now, one of almost maternal love.

Some might talk to their doll, others just hold them close at night. But they all let the doll into their hearts and feel the need to find the real mother who cares for them just as deeply. None of them ever notice the small circular marks on their skin, or recognise the occasional light headedness of blood loss. Why would they, when their Mother is looking after them?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
Post by: NUKE9.13 on May 30, 2022, 02:36:47 pm
Angel Team: Revision Phase T3
TURNTURNTURN
Gadfly Funeral Expenses
We probably should have done this earlier.
By actually paying for a Gadfly's funeral, not only do we prevent "Shitty Feather" incidents, we also provide a centralized location to apply relevant infiltration techniques. To ensure this, we've instructed our Gadflies to include a request for our services (as opposed to the Masters of Rites) in their will.
Gadfly Funeral Expenses: Trivial: (2+4)+2=8: Unexpected Boon
"I, being of sound mind and body (well, relatively speaking), want my funeral to be arranged by my weird new friends."

While the Masters of Rites offer a very tempting service, few people will disregard explicit instructions in someone's will for how their funeral should be arranged. Especially if the specified funeral provider will do so for free as well. Mind you, it is still possible for the relatives of a Gadfly to disregard their choice, but very unlikely. The Masters will still cause trouble, of course- there are many other funerals attended by those whose minds you have inclined towards Good-, but the especially egregious effect of them performing a Gadfly's funeral will mostly be avoided.
Gadflies aren't very numerous, so it is chump change to organise decent funerals for them. By making a big event of it, even people who would not ordinarily attend the funeral can be drawn in, creating a large community gathering ripe for manipulation by your agents. There is a bonus attendee as well: the Gadfly's lingering spirit, deliberately refusing to pass on until their funeral is over. The presence of this spirit provides reinforcement for the mental effects of witnessing the Gadfly's death, and will even apply a weaker version to those who did not witness it at all.


Gadfly Funeral Expenses will reduce the severity of Shitty Feather incidents, provides a key opportunity to integrate into a community, and reinforces the Gadfly's effects. It technically costs more, but not a significant amount (rarity is unchanged).


Quote from: Ymis Frequency Stabilization
The Ymis Ward's issue with destabilizing when both frequencies are used in close proximity to one another has consistently caused problems on every front it is deployed, and it is only a matter of time before our enemies make either bows or spells that are deadlier than they are now and the utter inability to block one, even for a short time, leads to devastating consequences. As such, we've decided to deal with this issue.

With time, effort, and experimentation we've managed to essentially 'focus' these frequencies. Or in less vague terms, we've made them no longer extend beyond the ward itself such that it can clash against and disrupt other wards. This means that, should our Acolytes set up a shield against arrows, they no longer have to panic and scramble to simultaneously bring it down and replace it should they find our forces needing a shield against spells.
Ymis Frequency Stabilization: Trivial: (1+1)+2=4: Below Average
[Fix] The modifications to Ymis Ward do their job: the 'interference range' is sharply reduced to less than a foot. This allows them to be layered (with a small gap between them), protecting the same entity or group. There may still be times when using the mixed ward is a better choice (eg if protecting a large crowd), but for protecting high-value targets (or switching from one ward to another) it is more effective than having two mixed wards.
 



It is now the Strategy Phase. Choose where to deploy Muu and The Good Doctor.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: Kashyyk on May 30, 2022, 02:45:24 pm
Okay. I didn't vote for them cos they felt lacking, but they came out solid so I won't complain.

I would like to send the Good Doctor to the Rolling Hills, so we can close that gap and stop the Demon's from playing Neener Neener. Muu I think we can send to an Influence node, as I think the Doctor can hold her own against either of the enemy Champions we've seen.

Quote from: Doctor's Orders
Muu goes to...
(1) Pirate Haven: Kashyyk

The Good Doctor goes to...
(1) Rolling Hills : Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: m1895 on May 30, 2022, 03:04:11 pm
Quote from: Doctor's Orders
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895

The Good Doctor goes to...
(2) Rolling Hills : Kashyyk, m1895
Two three reasons for this:
1. We haven't really developed anything Muu synergizes well with in influence.
2. They did just make a new a new unique design.
3. Fuck Chegitha
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: Madman198237 on May 30, 2022, 03:07:28 pm
Quote from: Doctor's Orders
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(1) Vast Steppe: Madman

The Good Doctor goes to...
(3) Rolling Hills : Kashyyk, m1895, Madman

Progress in both combat lanes is superior to progress in one, I would say.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: TricMagic on May 30, 2022, 04:39:05 pm
Quote from: Doctor's Orders
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(2) Vast Steppe: Madman, TricMagic

The Good Doctor goes to...
(4) Rolling Hills : Kashyyk, m1895, Madman, TricMagic

CursedYmis.jpeg
Granted, it's a revision of a revision, but at least it works now. Muu will be pleased.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: Kashyyk on June 01, 2022, 04:44:06 pm
This is the return of my special supersoldier proposal, redone to fit Muu. I would like to do the Shipwrecked first, to get some extra mutation experience under our belt.

Quote from: Hashmal, the Angelic Host of Muu
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that Muu leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to determine if the may best serve as labourers, warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.

These Aspirants are put through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. With the lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine on a lone island. Here exists a Holy pool, that Muu has further blessed and enchanted with properties like the Forge of Cleansing, except focused on modifying the living instead on inanimate material. The Aspirants then bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.

Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged of impure thought even as the Good coursing through them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from Muu in the Holy waters, as her Sons and Daughters.

Whilst reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, and easily the match of a dozen mortals at any task. Each group of Hashmal that pilgrimage together are bonded in th Soul, sharing a mind-link much like the Sea Servants, whilst preserving their independent thought. Each team thus works in seamless purpose, and this bond even allows the Hashmal to be saved from the destruction of their mortal body. A traumatic experience to be sure, and one that slowly chips away at the Hashmal's humanity and individuality, but after a period of devotion and prayer by their Soul-bonded Siblings they are reborn from the Holy Waters.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: Failbird105 on June 02, 2022, 05:36:48 pm
Quote from: Doctor's Orders
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(3) Vast Steppe: Madman, TricMagic, Failbird

The Good Doctor goes to...
(5) Rolling Hills : Kashyyk, m1895, Madman, TricMagic, Failbird
As much as I'd love to reinforce our influence, I will admit we really don't have much Muu can that allows her to put her abilities to use in the Influence zones. Best we've got is running the funerals for the Gadflies to help magnify their effects even further which... honestly wouldn't be a bad use really. She could also probably output enough ambient Good to befriend the worm hosts.

In the meantime, designs!
Quote from: Design: Sea Shamblers
The Gathered worshipers of Muu looked on at the man stood before them. Just beyond him sat one of the tidepools of the Forge of Cleansing, and all present could just barely make out the unsettling mass submerged within. The man turned, a mad grin across his face. He raised his arms and spread them wide, shouting into the sky.

"Forefathers, one and all... BEAR WITNESS"

And the mass shuddered. Once, twice, and then, it emerged. Rising from the pool was a figure of flesh both human and other several times greater in stature than any man. Tentacles and arms alike locked together in unnatural ways to form three trunk-like arms, and it stood tall upon what should have been many legs, but was melded together into two of great size. And from the front of the lumpy, misshapen torso, gazed a barely human head with too many eyes.

  We... live
"We... live" It spoke in multiple voices, echoing and rumbling together.
  We... live

"Uh, in this context it's pronounced lih-v, not lie-v" Responded a man who really just looked incredibly punchable, earning himself tired stares from most of the gather crowd.

  ... Oh
"... Oh"
  ... Oh


The Sea Servants represent a key part of our forces, yet also a vast well of untapped potential. Indeed while they are a great asset in battle, we have only barely truly invested in them. Understandable given how brief our time in this war has been thus far, but still. The Sea Shamblers are a continuation and evolution of our efforts. A group of five Sea Servants are submerged into a pool of blessed brine within the Forge of Cleansing, there, their bodies are worked and molded like clay, the efforts of our ritual acolytes and the Servants own mutations reforming their bodies, flesh growing, twisting, and melting together until a single coherent mass is formed.

A Sea Shambler possesses less arms over all than a group of five Sea Servants, but the three it does have are far larger and stronger than the 10 possessed by the original group. Each arm is equipped with its own weapon. A sword in the hand on the right, a spear on the left, and a large, reinforced club wielded by the third arm that emerges from the top of the shoulder on the right side. Furthermore, the bones of the Servants used are melded together to form individual stronger bone structures around their central body and core organs, making them all the harder to damage.

And finally, while the far greater strength and durability are valuable, the Sea Shamblers possess a far more important trait. Their brains have similarly been melded together, this actually renders them of functionally human intelligence, though not particularly smart. This, plus the combined mental weight of having five souls and minds melded in one body, allows them to function as basic leaders for the other Servants, allowing greater tactical flexibility in combat, even if those tactics are rather simple.

This is not to make them sound like a flat improvement though. For one, they still suffer from the risk of "brining out", even if it takes longer due to the greater amount. Most distinctly though is just how few of them we can manage to create. As stated before every Shambler takes 5 Servants, but that's not all, first we must ensure that their minds and souls are compatible. If they aren't, the souls will fight over the body at best, or violently reject each other at worst. This means that while it's five Servants to make a Shambler, we can only make enough to have a handful of Shamblers for each horde of Servants.

Quote from: Design: Hivebearers
Connected minds are something Muu has always been quite invested in. Indeed, these hiveminds seem to be a passion for her, perhaps even something greater. So it seemed like a natural step to invest further into this path of research. And what better way to make a hivemind, than taking inspiration from what they were named for. Enter the Hivebearers.

A human host, mutated into a living hive for a swarm of mutated insects. Their midsection is distended to make room for the swarm to live, and the area around it numbed to dull the sensations of the insects within. The insects are not especially potent on their own. They possess a venom, but it requires truly great doses to be more than simply debilitating. What is most special however, is how these insects are managed. Taking some hints from the Sea Servants, the human mind and soul of the Hivebearer is linked to those of the swarm inhabiting their body.

Due to how small and weak insect minds and souls are, they exert relatively little influence over their host. A love of floral scents and newfound sweet-tooth often being the most major of it. The host, meanwhile, gains the ability to command the swarm in its entirety, as vaguely or as specifically as their own mind can manage, and across significant distances. This means that while relatively harmless, the swarm makes for effective scouts and are very capable at harassing and distracting enemies.

Given the nature of this creation in regards to Muu's own interests, it didn't take long after the project began work that she began to make use of it herself. While she cannot directly hijack the control of the swarms like she can Sea Servants, she has instead elected to alter her body to contain some hives of substantial size. This gives her a vastly greater swarm than any mortal Hivebearer can manage.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: NUKE9.13 on August 15, 2022, 02:18:51 pm
Angel Team: Battle Phase T3
TURNTURNTURN
Battle Report in core thread.



Infiltration Report: Thpenos
Our new converts in the Bountiful Quarries make it clear that the current situation is not to their liking- the senseless exploitation of the workers, the relentless corruption of the overseers, the deterioration of productivity... all bad stuff. The only thing that is preventing them from fixing the situation is that there are two opposing camps for how to fix it, and they spend more time fighting each other than fighting the system. Angelic help would be just the thing to tip the scales, allowing one faction to finally get round to actually fixing the province. There is truly no hope of compromise between the two factions, but then we could only ever support the righteous
   Communalists: "Who better to protect the workers than the workers? The government is democratic, so why not industry?" While the solution they propose is radical, and might cause some short-term disruption, the Communalists believe that their new economic worldview will eventually dominate all of Thpenos, and are willing to take drastic steps to achieve this. They seek assistance in encouraging workers to unite, and preventing reactionary elements from disrupting the revolution.
   Meritocrats: "The problem with the current management is not that they stand apart from the workers, but that they are incompetent and self-serving." The Meritocrats do not seek to tear down the system, as they believe this would risk collateral damage- instead, they seek to root out the corrupt and incompetent elements, replacing them with carefully selected trustworthy and skilled individuals. They seek assistance in uncovering evidence of corrupt overseers, and ensuring their chosen candidates replace them.

((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.
Also, since the demon side had trouble intuiting what the factions wanted, I've added brief descriptions of the assistance they seek. As for what the already identified factions seek:))

The Assimilators would appreciate our assistance with educating the local population in the Restless Satrapy as to the virtues of Thpenian culture, and in preventing conflict that could deepen the rift between the two cultures.
The Federalists are benefiting from Demonic assistance in stirring up the local population and weakening the influence of the central government.



Infiltration Report: Xyrania
Pirates! Are of course the main concern in the region. While interacting with the pirates themselves is important, they ultimately do not control the actual mechanisms of government in the region, as the Xyranian army is too powerful for the corsairs to make inland inroads. So, to make progress, we need to join forces with terrestrial authorities. But our recent converts reveal there are two schools of thought at play regarding the pirate problem, and an increasingly bitter feud between proponents of the two options. While neither option sounds appealing on paper, the underlying morals mean we can only support the
   Privateers: "Piracy is endemic. The sooner we accept that, the sooner we can get them to work with the system instead of against it." By granting pardons and letters of marque, they hope to end the scourge on friendly shipping and coasts, and take a cut of the loot to boot. A military solution would be too costly and destructive, in their view. They seek assistance in convincing the pirates and local magistrates to cooperate, creating opportunities for ceasefires and opening backdoor communications.
   Blockaders: "The reason pirates are able to operate freely is that the Xyranian navy is a joke." Rather than piecemeal efforts to root them out on land, the Blockaders want to rebuild the navy and defeat the pirates at sea. It's a more appealing proposal to the conservative elements of Xyranian society, and they have connections to official sources of funding. There are some minor concerns of collateral damage, but it's better than negotiating with terrorists. They seek assistance in bolstering naval strength (through military/magical advances), and ensuring the population is resolved to the pursuit of victory.




It is now the Design Phase. You have two designs. You will receive only one revision this turn.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T3
Post by: m1895 on August 15, 2022, 03:53:25 pm
Coral Ensign
With all this coral lying around, it would be wasteful not to use it.
A Coral Ensign is a beautifully crafted standard, usually in the image of a deadly sea creature or goat, enchanted to create a supernatural sense of community and camaraderie, far beyond what can form by mundane means. Furthermore, it magically inspires the troops to do Good and smite Evil, always a plus. These factors combined mean, should the standard fall, the troops will fight harder than the Chegithans to recover it, recouping any deficits of skill with fervor. Now, you may have noticed that an ensign has similar properties to the living version of the coral it's made out of, that's because Working (mostly) within the confines of what the coral is built to do makes our job much easier.
Since we've discussed the effects of the ensign within a unit, now we move on to the effects outside the unit. The sense of community, obviously, does not spread outside of the unit, but the sense of a community is palpable. To a neutral observer this doesn't mean much, aside from "damn those guys are unified," but to an ally, it is a comfort. To an enemy however, facing such a unified force is quite disconcerting, and while it won't give a fanatic much pause, someone of more craven nature will be more deeply affected.
Finally of course, the coral ensign provides all the benefits of a mundane standard: providing a rally point, keeping both the battleline and war camp organized, and allowing just a bit more finesse in maneuvering. Plus they look cool.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 15, 2022, 04:04:51 pm
Light of the Soul
All is connected. In this case our acolytes perform a mesmerizing chant to link the will of an army together, bringing the power of the soul to the surface to protect from magical attacks. It's mostly used before combat as it requires a large number of souls to truly start up, but can allow others to bolster the weaker-willed among them. It notably does not protect from physical attacks, as the tune is in line with the Ymis ward's frequency. Sounds very disturbing to normal people. (https://youtu.be/r5mek2kcorg) Note that this shield is eventually beaten back on an 'individual' basis rather than a communal one, and can't be refreshed until the soul recovers somewhat. The light of the soul comes in many colors, so it's quite pretty, and the soul of a Good person radiates outward to others.

And yes, I've watched Rwby. Kinda need some magic resistance yeah?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: m1895 on August 15, 2022, 04:50:51 pm
Hydrometallon Mine
While it may look like just two runecarved pipes, The Hydrometallon is a fully functioning if relatively slow mine. The first tube causes any water pumped through it to leach out a valuable metal from ore, and the second pipe sucks the metal from the water and deposits it in whatever container it is connected to. The benefits over standard mines are threefold, first it can be used on veins largely inaccessible by current mining techniques. Secondly, it has much lower running costs than a standard mine, particularly important with the most dangerous, and therefore the most expensive to run, and thirdly extracting out just the metal skips the smelting stage entirely. The only real problem is uh, they can only extract one metal per pair, meaning a mine with notable ore veins of several different metals would require several pairs of Hydrometallon to work at peak efficiency.
While we, of course, will retain a decent number of these for our own purposes, the Hydrometallon is intended as an export to our allies to boost their metal production. This has particular import to the Quarry, where superior production rates can prove the superiority of one ideology or another.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: EuchreJack on August 15, 2022, 04:57:28 pm
The Good Earth
A Common Spell that terraforms the Earth.  This could be Soil, Rocks, Trees, Roots, and Vines.  This spell can both clear out a path for our forces to advance, or put various obstacles in the way of an opposing force.  Instant Fortifications! Also good for turning water/swamps/etc. into land, or visa-versa.

Explanation: It has become clear that in our Battle Zones, we trade one advance for one withdrawal.  This spell capitalizes on that by helping our advancing forces take more territory while helping our retreating forces lose less territory.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 16, 2022, 02:13:08 am
Okay, reading most of the battle reports I see two factors play a big role:

1. Exploding skeletons. The ones that explode prematurely caused a lot of damage on the Demon side, but the ones that suicided in our midst caused terrible damage on the Angelic side.
2. Gulls. They made a huge difference in battles.

So here are a few ideas.

1. Improve bottled sunlight with an additional spell or alchemy to make suicide skeletons in range explode instantly.
2. Improve magic missile, such that it deals additional damage on undead and makes them explode prematurely, maybe even in a chain reaction.
3. Improve the seagulls to make them fully capable of flight and maybe better in control of their primitive urge to feed on corpses during the battle. The riders could drop bottled sunlight from above.
4. Improve the saddles of seagulls so that they can carry two people, and train our spellcasters to cast "from the backseat".

@Nuke: could you please comment on the viability of these ideas? I'm not sure yet what does or doesn't work in this universe. ;)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: NUKE9.13 on August 16, 2022, 03:40:39 am
@Nuke: could you please comment on the viability of these ideas? I'm not sure yet what does or doesn't work in this universe. ;)
Sure can.

Quote
1. Improve bottled sunlight with an additional spell or alchemy to make suicide skeletons in range explode instantly.
2. Improve magic missile, such that it deals additional damage on undead and makes them explode prematurely, maybe even in a chain reaction.
Bottled Sunlight already deals more damage to undead. While you could further refine it to specifically target the Recallers, I would discourage you from doing so- hard counters are not possible, so even in the best case scenario you'd have spent an action to not fully negate an enemy action.
Similarly, Magic Missile could certainly be improved to be extra effective against the undead- but causing a chain reaction amongst the Recallers is basically not possible, as they are generally spread out within a unit of Rememberers (who are not explosive- blame the demons for the confusingly similar names), precisely so that they can't set each other off.

In general, I'd suggest avoiding overly specific counters. More flexible solutions that solve multiple problems at once (and ideally create new problems for the demons) are both more entertaining, and more effective.

Quote
3. Improve the seagulls to make them fully capable of flight and maybe better in control of their primitive urge to feed on corpses during the battle. The riders could drop bottled sunlight from above.
4. Improve the saddles of seagulls so that they can carry two people, and train our spellcasters to cast "from the backseat".
Both of these options are viable, though the improved version would likely have a higher cost (that is, a smaller unit size or higher rarity)(you'd still have access to the original, and your forces would likely deploy a mix of old and new).
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 16, 2022, 06:18:41 am
OK. I think it would be cool to have an elite unit of gulls that can actually fly and bombard the enemy with droppings sunlight, but does anyone else actually like the idea?

Light of the soul sounds interesting, are you sure you only want it to be a morale boost for the Angel side? It sounds like something that would also lower the morale of the enemy, or at least confuse them or something?

Good Earth - sounds powerfull, are you sure this is a common spell? Terraforming sounds more like uncommon or rare? Does have a lot of uses and I love the idea of transforming a plain of ashes into a lush paradise with happy rabbits and whatnot. Could also be used to win over some people for our cause if we can use it to refertilize terrain and solve hunger..
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 07:36:44 am
For LotS it's specifically resistance to magic, giving all our ensouled army a boost before combat. Not magical morale, though standard morale from having a song would be nice..

Right no that spell shreds our sea servants. A bit of extra help against that would be useful, and magic resistance is just a generally good thing to have in combat, even if it's infeasible out of major combat for most. Which should hopefully reduce difficulty.

Radiates outward can have many different effects though.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 11:38:53 am
What I was thinking of in the Discord was a mounted unit using spears enchanted with Bottled Sunlight to deal greatly increased damage against Evil, but I wasn't 100% confident in the concept.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 16, 2022, 12:27:30 pm
Sounds good! The gulls are a weird sort of cavalry, riders with lances are classic shock troopers.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 12:32:23 pm
I have written this so far. Feedback would be appreciated - it's not great so far, and the unit still needs a name because I am not terribly good at naming things. I was also thinking that plain cultists were a bit too vanilla, and was contemplating some form of summoned or mutated humanoid.

Quote
The [Mounted Spearthrowers] are designed as mounted cavalry capable of throwing the new Spears of Light (see further below). While Drakegulls are currently the only mounts that the forces of Muu have access to, the [Mounted Spearthrowers] are trained with the possibility of other mounts in future. They consist of cultists who have been given special training in using the Spears of Light as a lance and a thrown weapon.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead that is of roughly pyramidal shape, and they have been weighted to allow them to pierce modest armour. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 02:22:04 pm
Coral Turtles

An interesting adaptation that has come to lie in the surrounding waters are the coral turtles. Our mutated coral has in some cases ended up migrating to the shells of babies and replacing them, intertwining with their system. Amusingly, this variant has no trouble surviving, as it can not only eat the coral around it and on it's back but absorb the passive good to help with it's growth. Possessing a long serpentine neck and limbs it can retract, along with a frankly insane coral regeneration/growth speed to anything that tries to eat it, Muu's become rather found of the ten-foot coral turtles. Picking up a few and training them, along with enchanting the coral shells with the corrosiveness of liquid sunlight should see them as an extremely effective wall of troops. One thing to note is that while they can dim the coral to preserve energy, they aren't that fast. A smooth undershell provides a method for them to push themselves along at walking speed on land, though it's also a weak point if anything manages to flip them and their cornucopia of coral somehow.

TL:DR Turtles with a coral shell tend feet long and with a pretty strong bite and growing corrosive coral. Glides along land at walking/running speed, and has a tough enough accumulation of magical coral to brush off anything but concentrated efforts. Coral Regen keeps it tanky and pulls in anything dumb enough to get close to feed the coral turtle. Kinda the definition of HP Sponge.



Also to Hydrometallon, spend some coin? Increasing their quality could prove useful for a bonus to the roll.


Coral Archers
Give them the means so they may hunt the dark.
One issue we are facing is their own specialist mages. The longer the battle goes on for, the stronger they get. So, why not do something about our archers equipment. By giving them enchanted deadcoral arrows, we can enchant them with a number of effects. The common one is the Magic Arrow, which grants a shot near unlimited range so long as magic is infused into it at launch. The enchantment focuses it's ability to accept magical energy to improve the natural qualities of an arrow. The other is the Breaker Arrow, which an enchant that makes use of Ymis research designed to cause interference once it lands, often explosively. Both can be charged over longer periods of time to increase the effects, up to 30 seconds. We've also designed a Coralbow made of wood, coral, and crystals sources from our friends in the mines  as a combination focus and being a very strong bow in it's own right, Those who barely make the cut as acolytes can be focused on developing their magic pool purely to empower their shots, and their archery to make full use of the Coralbow. The unit itself is rare though given that the bows are quality and the training harsh. All Coral Archers also receive protective equipment for their hands and arms, bowstrings are dangerous under normal conditions, let alone when they are coralcrystal strings.

Wealth Token: Crystals~ High quality in both clarity and strength, melded through the forge as the end tips to help channel charge down the coralcrystal string to the arrow. Melded seamlessly into the wood/coral bow, they're as much works of organic art as weapons. One might think buying crystals is rather expensive, but the raw forms of them are actually preferred, since they can be washed and melded without introducing the cracks cutting them could cause. They're still expensive, but not to the level a processed one might be.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 02:48:09 pm
Hussars of Muu now have a name!

Quote from: Hussars of Muu
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink - the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). While Drakegulls are currently the only mounts that the forces of Muu have access to, the Hussars are trained with the possibility of other mounts in future. After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead composed of iron that is of roughly pyramidal shape, and they have been weighted to allow them to pierce modest armour when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen - yet the use of Bottled Light in their manufacture, combined with the intensive training of the Hussars, create a bottleneck on the Hussar's numbers. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).

The Hussars of Muu are reasonably armed with an iron sabre along with their Spears as well as protected by a simple leather vest and a teardrop bonewood shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.

Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to hire trainers, obtain additional mirrors for dedicated Bottled Sunlight production, and breed the Drakegulls needed.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Kashyyk on August 16, 2022, 03:09:24 pm
I've been talking about it for a little while, so have an Influence design.

Quote from: The Dawn Order: College of Midwives
Muu, the Mother of All and Queen of the Sun, cares for even the weakest of Humanity, for they carry our future. So, she has gathered the most nurturing of our Cult to care for Humanity in the dawn of their lives.

They will be given medical and emotional training that allows them to offer excellent care to both Mother and Baby before, during and after delivery. In addition,  they will lbe made aware of any religious and cultural rituals appropriate during gestation and birth to ensure they are welcomed into any community.

Whilst they do not directly recruit their patients, they encourage a general attitude of camaraderie with other new families, as well as support groups operated by our Cult.

To further encourage their adoption by the locals a Wealth Token is spent to ensure our services are provided for free, and to pay for any permits or other Obstacles to our action.


We've got a number of options available now, so I'm making a Votebox.

Quote from: Votebox
(1) Hussars of Muu: Kashyyk
(1) The Dawn Order: Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 03:16:12 pm
I think I will put off the Valkyrie of the Deep until we have the Hussars to support her, so I suppose this is acceptable?


Quote from: Votebox
(2) Hussars of Muu: Kashyyk, Iris
(2) The Dawn Order: Kashyyk, Iris
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 04:15:02 pm
Are we spending our wealth though? Pay to win. We have 3. We could do  high-effort, high-cost snek.

The Lightning Bolt of Ages, Valk Madu

Muu has an idea she had to bind one of the sea's mighty legends to her service. Nothing less would do but to tame one of those that lived in the depths. Going around gathering together a list of rumors and myths, she tracked down her prey to a stretch of ocean where beneath the sea laid a giant cave. And from that cave emerged a snake many times long enough to crush any boat to smithereens. It instantly attacked the angel, believing it to be a colossal squid it fed on, but Muu turned the trap, revealing her full power and entering a clash with it.  While it was strong, an Angel is not so easily crushed, even if the metaphorical might behind such a creature put it on somewhat even footing. But eventually Muu managed to subdue it, depriving it of oxygen. She then dragged it back the many nautical miles, dodging other sea creatures as she went, though few were dumb enough to attack something that had killed one of the alpha predators' of that region.
Upon beaching it she bound it in magical seals, and began to go to work. Using the purest Tin she could source with her wealth, as well as Silver and Copper, she begin making a skeleton, applying frozen liquid Mercury to the Tin As she molded the metals, forging and cleansing them of impurities, the magical energies infusing metals began to whip up a storm overhead, an expected outcome. Even as the lightning of the heavens began raining down, she continued, before binding the creature she had captured in it!
(https://thumbs.dreamstime.com/z/aerial-view-giant-ocean-snake-saint-brevin-les-pins-aerial-view-giant-ocean-snake-saint-brevin-loire-104490758.jpg)
And so Muu wove her magic, binding it to the sea serpent. As the lightning grew more and more fierce, a giant bolt struck the snake, awakening it and shattering the seals. It once more lashed out, but Muu was ready, triggering the enchantment she had weaved in an instant. The vast vitality of the snake was instantly sucked into the Tin and Mercury, before Muu sent forth a sliver of power to the heavens above, calling down all the gathered lightning on her new Servant. The copper melted into the scales, the Silver drew on moonlight from the suddenly cleared night sky, even as the Tin and Silver melted and hardened in the same instant, contracting around the body to seal it in frozen liquid. even as the magical properties fully fused into the snake, frying it's mind beyond any capacity to resist. It was there, as the snake was caught between death and life that Muu dove in and bound the snake to her Hivemind, bombarding it with Good. And so the snake died, and in it's place was born the Lightning Bolt of Ages, Valk Madu.

Valk Madu is a truly giant example of it's species, glutted on magic inherent to the area it lived in, regularly preying on whales and squid. It has a very primal mind, but there is a deep animal intelligence within it, honed by the centuries it has survived until now.

All of this boils down to an extremely powerful ritual. And the result is rather striking. The snake has been turned into an electrical being, being as much magic as flesh. It's capable of sending lightning bolts flashing out with the whip-quick curves of it's body as afterimages. It can also recover and heal quite easily, perfectly capable of sucking the life out out the foes it kills as fuel and food, and breaking down that it swallows as such to heal. The iron maiden which keeps such energies contained can be damaged to cause it to "bleed", but said armor also protects it from mental attacks and has a passive aura which pushes away negative energy. There is a drawback to how this creation was created. While it can still stay underwater, it can't swim... The metal is far too heavy. Likewise, it isn't as protected as the metal makes it appear, the Mercury/Tin being more supercool liquid than solid metal. It's also weak to hot enough heat as that reduces it's conduction, though is not cold-blooded, given it's blood is lightning. It's a bit lethargic during hot sun-filled days as a result, even with the Mercury/Tin keeping it somewhat cool. Other than that Valk Madu fights like a snake, lunging crushing blows, constriction, and crushing, along with eating prey whole and the occasional expenditure of lightning afterimages or shocks. Do not let your size fool you, it can travel very quickly.


Valk Madu uses 3 Wealth token(s) to procure the metal materials for the ritual/forging. All the Metal!



Edits made to the original. Lightning Snek. Giant Snek. All to Snek.

More seriously, we should be spending, unless someone has a very good idea on what to spend all the wealth on.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Kashyyk on August 16, 2022, 04:54:26 pm
Both of the designs Iris and I have voted on have a Wealth Token baked in Tric.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 05:30:56 pm
Both of the designs Iris and I have voted on have a Wealth Token baked in Tric.
Quote from: Votebox
(3) Hussars of Muu: Kashyyk, Iris, TricMagic
(3) The Dawn Order: Kashyyk, Iris, TricMagic

Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: EuchreJack on August 16, 2022, 05:33:17 pm
Quote from: Votebox
(3) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, TricMagic, EuchreJack

Is this HAMMER yet?
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 06:05:31 pm
Quote from: Votebox
(3) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack

Is this HAMMER yet?

Thinking on it, not a fan of the whole sun iconography.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 16, 2022, 06:13:36 pm
Longinus' Lance of Light
The Lance of Light is the brainchild of one of our brighter acolytes.
Using an entire Bottle of Sunlight as material to ease the burden on our spellcasters, the spell creates a shaft of light in the user's hand, which is then thrown like a javelin, but with far greater speed (and as a corollary, range). The Lance of Light's shape also provides modest penetration of magical barriers, though as a side effect it tends to overpenetrate mundanes (and ratmen), requiring center mass hits to deal mortal wounds. The Lance also has very slight course correction, a mere few degrees, but enough to make a near miss a hit, a trick we learned is probably useful at such distances. Though of course, as each Lance requires an entire bottle (unless you're Muu) their use must be weighed against other potential uses of the bottled sunlight.
Quote from: Wealth Token
Or we could create a third production facility,  hand out bandoliers to the Acolytes
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 06:25:30 pm

Quote from: Votebox
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack

Fixed the votebox count since it was bothering me.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: EuchreJack on August 16, 2022, 06:50:21 pm

Quote from: Votebox
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack

Fixed the votebox count since it was bothering me.

I guess that is accurate, although technically Tric didn't Unvote and might like The Dawn Order under the newly-propsed name of The Tidepool.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 16, 2022, 07:02:37 pm
Tidal Tridents
The Tidal Tridents are forged from our corals and enchanted to glide like the sunbeams, and return if possible after being thrown. Made in bulk, the heads are soaked in liquid sunlight after spending a day cooling in ocean's tide. As the tide flows in, they are filled with the ocean's might. As it flows out, that power flows out, leaving the mystical channels the liquid sunlight will fill with it's might. It serves as an uncommon addition to the loadout of spearmen and drakegull riders. The power stored within is finite, but it will be injected into those injured by it, causing blood to vaporize. If the trident doesn't kill, you can expect the vaporization to do so shortly after.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 07:55:55 pm
Hussars have gotten some rewrites!

Quote from: Hussars of Muu, version 2
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as elite light cavalry. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task. With their specially-bred drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).

The Hussars of Muu are reasonably armed with a steel sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.

The use of Bottled Light in the manufacture of the Spears of Light, as well as the intensive training of the Hussars (each squad, due to their alien-bodied nature, must be trained by Muu herself), combine to make the Hussars a rather rare sight on the battlefield. Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to obtain additional mirrors for dedicated Bottled Sunlight production and to breed the Drakegulls needed.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 16, 2022, 08:01:44 pm
Quote from: Votebox
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack
(1) Longinus' Lance of Light
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 16, 2022, 08:36:07 pm
Kash, I hope you don't mind if I rewrite your Dawn Order to be more Muu-themed?

Quote from: Order of the Tidepool
Motherhood is a dangerous and vulnerable time for prince and pauper alike. Muu, in her infinite benevolence as the Twisting Heaven, has come up with a solution for this.

Muu has set up the Order of the Tidepool, planning to take control of midwifery by offering a free and soothing experience for both mother and child. The expert midwives (having received excellent training in the care of both mother and child, as well as intimate knowledge of all rituals and superstitions of the cultures of this land around pregnancy and childbirth) of the Order of the Tidepool will guide the mother through this delicate time by instilling values of community, family, and togetherness - both with other families-to-be and "support groups" that are operated by the Cult of Muu.

The Order gains its name from the use of natural, blessed birthing pools to ease the pain during the most difficult points of a mother's pregnancy. This, combined with the (almost supernatural) atmosphere of their centres combine to give a predisposition towards Good in those who witness or receive their care.

To smoothen out the process of establishing the Order, as well as grease the palms that must be greased, we are spending a Wealth Token.

Quote
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: Iris
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 16, 2022, 09:10:26 pm
Quote
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: Iris, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Failbird105 on August 16, 2022, 11:13:35 pm
Quote
(5) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird

I like the Lance. A lot. Hell "spear of Good/Light magic that uses a Sunlight Bottle as fuel" was literally my idea, but the flavor and fluff potential of the Hussars is just... chefs kiss
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 17, 2022, 02:56:01 am
Some moral support for terraforming, I hope we can do something with that later.
Quote
(6) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird, Quarque
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Kashyyk on August 17, 2022, 03:54:38 am
Quote from: The Order of the Spring Tide: College of Midwives
Muu, the Mother of All, Queen of the Sun and Sea, cares for even the weakest of Humanity, for they carry our future. So, she has gathered the most nurturing of our Cult to care for the very youngest.

They will be given medical and emotional training that allows them to offer excellent care to both Mother and Baby before, during and after delivery. Whilst their exact practices will be modified by local custom and ritual, they will encourage their patients to use the healing power of water to ease the process. Warm baths sooth the aches of a changing body, the comforting pressure of running water relaxes the mind and baby's transition to the world is more gradual. Where possible, a Spring Tide Midwife will use tinctures and potions to emphasise these benefits and ensure a safe and healthy event for all.

Whilst they do not directly recruit their patients, they encourage a general attitude of camaraderie with other new families, as well as support groups operated by our Cult.

To further encourage their adoption by the locals a Wealth Token is spent to ensure our services are provided for free, and to pay for any permits or other obstacles to our action.

People were concerned about a lack of Water-based motifs. So have an alternative description.


Quote
(6) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird, Quarque
(1) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
(1) Order of the Spring Tide: Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 17, 2022, 07:29:04 am
Quote
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(2) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird, TricMagic
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk

I feel like going for equipment. An maybe giving some out to the riders to give them a simple ranged option ahead of the charge.

Noted it as uncommon equipment, so 20 per unit if it goes well. Which is more than enough in most cases and fits the Drakegull's number.


Also another thing.

Lífsgaldur Barrier-Reefs
Self-sacrifice is intrinsic to most Good people. Protecting one's allies at the cost of your life is a noble deed. The Lifsgaldur Barrier takes this to it's logical conclusion, using life and soul of the user to cast a large barrier against magic. Any magic that hits it will be redirected and channeled directly to the caster, if blunted by the nature of the barrier. While this eventually kills them, their remains of their soul passes on to Muu, filled with the energy of Good. (And to eventually be used to make more.) While a spell in the traditional sense, the caster is implanted within enchanted coral and mutates into a bit of a monstrosity in order to channel such energies successfully. In other words, offering their life to this noble work. The sacrifice inherent in this renders this rare unit to inspire others around them. Even if they themselves have no words to speak with.




Revision: Weeping Criers
Our Gadfly can open hearts and change minds, but the messages are being twisted by demonic efforts. By giving some of our cultists with a lesser version of the speaking ability and putting them there at the time of a Gadfly's death, the magic is preserved and can spread from our new Weeping Criers, who spread the message further and renew it in those who have lost the way. This works by setting them up as carriers of the hex and the magic amplifying it within their hearts. A side effect of this is crying and sadness as the message takes them over.
Should they themselves then be executed, they can give a speech of their own, using their own life as fuel to spread it as far as possible, though it's less effective than the original due to a lack of the rest of the magic which makes the Gadfly so effective. Through our version of town criers we should see the message travel farther than it would have otherwise.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 17, 2022, 03:19:09 pm
Octodads Octopodal Infiltrators
With the need to disrupt Demonic operations a more pressing concern, Muu looks to the mimic octopus.
The Octopodal Infiltrators have been gifted the increased size necessary to properly disguise as human, as well as boosting their natural color-changing and shapechanging abilities to supernatural levels, allowing them to get through fairly intense scrutiny without their cover being blown.
They will typically be sent on shallow cover operations for short periods of time, using their position to disrupt enemy logistics, have valuables sent where we can grab them easily, and promote internal strife before escaping. Even if the Infiltrator is found out their bodies ability to contort in all sorts of novel ways gives them a remarkable ability to escape even when seemingly backed into a corner. Now for public-facing operations, (such as NARC) the Infiltrators job is instead to damage their credibility, either by taking a frontal position and being an asshole to the customers or by being a paper pusher and making sure documentation is misplaced. Finally we must mention assassination, while their tentacles are certainly capable of strangling a man, we view assassinations as more of a last resort, so it's not going to be a main part of their toolkit.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 17, 2022, 04:58:13 pm
Quote
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(2) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk
(1) Octodads: TricMagic

I feel like going for equipment. An maybe giving some out to the riders to give them a simple ranged option ahead of the charge.

Noted it as uncommon equipment, so 20 per unit if it goes well. Which is more than enough in most cases and fits the Drakegull's number.


Also another thing.

Lífsgaldur Barrier-Reefs
Self-sacrifice is intrinsic to most Good people. Protecting one's allies at the cost of your life is a noble deed. The Lifsgaldur Barrier takes this to it's logical conclusion, using life and soul of the user to cast a large barrier against magic. Any magic that hits it will be redirected and channeled directly to the caster, if blunted by the nature of the barrier. While this eventually kills them, their remains of their soul passes on to Muu, filled with the energy of Good. (And to eventually be used to make more.) While a spell in the traditional sense, the caster is implanted within enchanted coral and mutates into a bit of a monstrosity in order to channel such energies successfully. In other words, offering their life to this noble work. The sacrifice inherent in this renders this rare unit to inspire others around them. Even if they themselves have no words to speak with.




Revision: Weeping Criers
Our Gadfly can open hearts and change minds, but the messages are being twisted by demonic efforts. By giving some of our cultists with a lesser version of the speaking ability and putting them there at the time of a Gadfly's death, the magic is preserved and can spread from our new Weeping Criers, who spread the message further and renew it in those who have lost the way. This works by setting them up as carriers of the hex and the magic amplifying it within their hearts. A side effect of this is crying and sadness as the message takes them over.
Should they themselves then be executed, they can give a speech of their own, using their own life as fuel to spread it as far as possible, though it's less effective than the original due to a lack of the rest of the magic which makes the Gadfly so effective. Through our version of town criers we should see the message travel farther than it would have otherwise.
[/quote]
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: EuchreJack on August 17, 2022, 06:20:40 pm
Quote
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk
(1) Octodads: TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 18, 2022, 01:00:58 pm
Ocean's Wrath

The Spell known as Ocean's Wrath is a conjugation in which 5 casters create a magical ball of sulfuric acid. This is done by combining 6 parts air to 1 part sulfur. Alternatively, water sources can be used to greatly improve the speed of formation. The radius of the ball varies depending on distance between the casters and time spent, but lower averages 6 feet radii when using air. Once formed, the casters lob it at the foe in an arc, and once it hits the ground it bursts apart, melting anything caught by it's viscous nature, often sticking to people and eating into them. While fairly slow moving and taking time to form, it's nature makes it hard to disrupt, The result is soluble allowing larger amounts to be scaled upward easily in water-rich areas if you don't mind diluting the power for more liquid.
More specifically for the formation, it's 4 parts Oxygen, 2 parts Hydrogen, 1 part Sulfur. We use magically infused sulfur crystals made in the forge of cleansing(themselves made sulfur bought on the market using 1 Wealth Token) as the catalyst, with them having a small part of the forge's magic within them. Tiny grains which can be used to draw out the nessaceery parts of air during condensation. Or at least that's what Muu tries to explain, the specifics can be iffy in Angel to Mortal translations. Water already has the nessaceery parts in it, meaning combining the sulfur crystals in is far easier.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 18, 2022, 01:04:07 pm
Alternate design for the Hussars based on Quarque's suggestions. Changes are that the Drakegulls can fly for brief periods and it is now a High-Effort action.

Quote from: Flying Hussars of Muu
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as elite light cavalry. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task. With their specially-bred drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).

The Hussars of Muu are reasonably armed with a steel sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.

Perhaps the most striking difference is their drakegulls. These have been specially bred and mutated to be lean enough to fly fully (although for short periods) and strong enough to carry a rider while doing so. With this, it is hoped that they will be able to rain hell from above with their Spears of Light.

The use of Bottled Light in the manufacture of the Spears of Light, as well as the intensive training of the Hussars (each squad, due to their alien-bodied nature, must be trained by Muu herself), combine to make the Hussars a rather rare sight on the battlefield. Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to obtain additional mirrors for dedicated Bottled Sunlight production and to breed the Drakegulls needed. In addition, this will be a High Effort action.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 18, 2022, 01:31:45 pm
Quote
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(1) Good Earth: Quarque
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(1) Flying Hussars of Muu[HE]: TricMagic

Death from above!
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 18, 2022, 02:40:50 pm
Making them fly would be a great combo with ranged weapons. I love this option.

High effort would be a costly thing, but payoff massively on a design that is inherently OP. You get a garantueed highroll on top of lowered difficulty. Make no mistake, this would be a monster that would give the demons a real headache.

Remember the Uruks? Time for payback!

Quote
(4) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 18, 2022, 08:42:47 pm
Finally, we appeared to have reached a consensus on the Hussar issue!

Quote from:  Hussars of Muu v3
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as light cavalry - replacing humans in this role. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. With their drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).

The Hussars of Muu are reasonably armed with an iron sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.

We intend to use some of our extra Wealth to aid in allowing their numbers to equal our numbers of Gulls, both by allowing the capturing or breeding of greater numbers of cuttlefish and by funding the production of extra Bottled Sunlight to create enough spears for each. In addition, we are using a High-Effort Action. This should be sufficient to allow Hussars to replace human cultists riding Drakegulls on a one-to-one basis.

Quote
(3) Hussars of Muu: Kashyyk, EuchreJack, Failbird
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: m1895, Failbird, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(1) Hussars of Muu v3 [HE]: Iris
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Failbird105 on August 18, 2022, 08:45:25 pm
Quote
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(2) Order of the Tidepool: m1895, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(2) Hussars of Muu v3 [HE]: Iris, Failbird
It's exactly what I'd wanted them to be the whole time.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 18, 2022, 09:22:36 pm
Quote
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(3) Hussars of Muu v3 [HE]: Iris, Failbird, m1895
I'd say it builds off our work so far quite well, and no I cannot be bothered remove the vote from Longinus' Lance of Light
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 18, 2022, 09:50:36 pm
Quote
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(1) Flying Hussars of Muu[HE]: , Quarque
(4) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Kashyyk on August 19, 2022, 01:51:01 am
Wait, hang on.

The original Hussars design attempts to create 1) a new monster, and 2) a new enchanted weapon for them to use. Already that's kinda stretching it, but we've done monster creation before, are spending a wealth token and its Rare, so the penalties are mitigated somewhat.

This one you're all piling onto instead makes it Uncommon in exchange for being High-Effort. That'll cause both the monster creation and the enchanted weapon to be five times more difficult, in exchange for two or three times the effort involved.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on August 19, 2022, 03:43:04 am
I refuse to acknowledge "we put the bottled sunlight in the spear" as an enchanted weapon
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: NUKE9.13 on August 19, 2022, 04:33:13 am
This one you're all piling onto instead makes it Uncommon in exchange for being High-Effort. That'll cause both the monster creation and the enchanted weapon to be five times more difficult, in exchange for two or three times the effort involved.
For reference, the difficulty-rarity relation is not a simple linear one. Some aspects of a design, like the underlying techniques involved, are barely effected; if you figure out how to put an ice enchantment on one sword, you don't need to relearn it from scratch for the next four. Even production quantity doesn't affect difficult linearly; efficiency of scale applies to some extent, so forging ten swords might only be five times harder than forging one sword (as it were, numbers for example only).
For that matter, difficulty itself doesn't exactly have a linear scale.

(Also, just to be clear, while you can aim for a certain rarity, you don't have to)

E: Cropped the quoted message to make it clearer what part I'm responding to.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 19, 2022, 05:10:34 am
Really excited to go for a high effort design and I don't think this one has anything that's super unreasonable for an uncommon unit.. big balls play for the win. :-)

Quote
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(0) Flying Hussars of Muu[HE]:
(5) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Failbird105 on August 19, 2022, 05:35:19 am
Snip
For reference, the difficulty-rarity relation is not a simple linear one. Some aspects of a design, like the underlying techniques involved, are barely effected; if you figure out how to put an ice enchantment on one sword, you don't need to relearn it from scratch for the next four. Even production quantity doesn't affect difficult linearly; efficiency of scale applies to some extent, so forging ten swords might only be five times harder than forging one sword (as it were, numbers for example only).
For that matter, difficulty itself doesn't exactly have a linear scale.

(Also, just to be clear, while you can aim for a certain rarity, you don't have to)

To add to this Kashyyk, I'm thinking that while it wasn't really named or intended as such, the Bottled Sunlight most likely itself counts as an "enchanted item", so this is us essentially just putting the enchantment on something else. We don't need to re-learn how to imbue something with an Evil-burning Light of Good that burns itself out over time, because we've already made an even more advanced version of it in the past.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 19, 2022, 07:35:17 am
That and the Forge aiding enchantment along with the coral being receptive to enchantment.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: EuchreJack on August 19, 2022, 11:51:29 am
Quote
(1) Hussars of Muu: Kashyyk
(1) Longinus' Lance of Light: m1895
(0) Order of the Tidepool:
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(0) Flying Hussars of Muu[HE]:
(6) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic, Quarque, EuchreJack
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Iris on August 20, 2022, 08:24:12 am
Two versions of the same design for the next turn if all goes well.

Quote from: The Siren Enchantress
There are many things that lurk in the deep, far from where humans can see. One of them is a humanoid race known as the Sirens. The result of an Angel that was later deposed, they fled underwater to protect against the crusades against them. With their three pairs of iridescent wings (that look suspiciously like a ballgown when folded) and sparkling fish's tail peaking out, they have a striking (and ethereally beautiful) appearance abovewater. The Sirens have long been known for their captivating voices.

One particular Siren, whose name has been lost to the Cult of Muu, washed up on the shores of Tendril Village - half dead, a wreck. While she was unable to communicate with Muu's cultists at first, the Twisting Heaven saw a potential use for her and instructed her cultists to give her care.

Over time, a story emerged: The Siren that would later be known as the Enchantress was the daughter of a minor noble of her Siren kingdom. Her upbringing had given her a very good understanding of the intricacies of high-society intrigue, yet she never had any chances to practice them in the strictly regimented and class-conscious society of the Sirens. She had a keen interest in the human world, yet it was verboten to interact with them in the ways she ached to do so. She snuck off on her own, trying to grab a glimpse of the world above, yet she was the victim of a run of bad luck: storms, hostile wildlife, and finally a pair of fishermen who kept her as a curiosity and later a slave.

She eventually escaped, yet she was badly wounded; she drifted unconscious until she found herself in the arms of Muu.

When the Siren was nursed back to health, she had a burning desire to get revenge on the fishermen who wronged her. Muu and her cultists listened patiently and explained that the fishermen were likely acting on Evil impulses. The Enchantress, being in a very fragile emotional state at the time, hung on their every word.

Muu was looking for a Champion to give her influence among the human kingdoms, and the Siren was a natural. She received training in the ways of human communication, amplifying her natural Siren's abilities to incredible heights. She proved very capable of bending people to her will and seemed to derive a vindictive enjoyment from it. Perhaps her most powerful ability was her Voice - capable of bending even the most strong-willed to her way of thinking. Her wings are also razor-sharp, yet she prefers to use them only in self-defence.

She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. The more targets she dominates at once, however, the shorter it lasts. The effect, when used on a small number of targets (say,  the head of the the table of a banquet) is long-lived enough to turn her victims into her informants.

Quote from: The Siren of the West
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!

...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.

This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.

Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.

This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fish tail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.

Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted on her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. The more targets she dominates at once, however, the shorter it lasts. The effect, when used on a small number of targets (say,  the head of the the table of a banquet) is long-lived enough to turn her victims into her informants.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Quarque on August 20, 2022, 09:39:10 am
The story of Jeriah

Quote
Jeriah is a horse trader from the Schism'd capital. He is to travel through the vast steppe with a large number of the finest horses Xyrania has to offer. Jeriah hates the vast steppe. But his customer is none other than the Viceroy of the Silver palace. You do not disappoint the Viceroy. And the pay is good.
After two weeks of travel his caravan meets up with a band of ruffians - they´re too pathetic to be called an army. Men armed with primitive spears and bows, their faces painted in strange patterns, as if they are following some sort of cult that Jeriah has never seen before in all of his years in the Schism´d capital.
When Jeriah meets them up close, he shudders when he finds out that some of them aren´t human, but some weird zombie/jellyfish crossover. When the apparent cult leader approaches, Jeriah is relieved to find out they do not demand his money. All they want to know is where they can find some "demon army".
"How am I supposed to know?" answers Jeriah irritably. "I don't know what a demon looks like and don't want to learn, either."
The leader solemny nods. "Onwards to the south!" he yells, and the mob starts moving north.
Jeriah stares at them as they disappear in the distance. For some reason they remind him of that idiot who claimed that gods do not care how they are worshipped. Of course the guy was promptly executed.
One week later Jeriah runs into another band of ruffians. They look somewhat similar to the ones he met earlier, but this time they turn out to have actual zombies. And a lot of smelly hairy folks that Jeriah manages to keep a good distance from.
Again, he is approached by some sort of cult leader. This one informs if Jeriah has seen an "angel army".
"Oh, let me guess," says Jeriah. "Are you talking about an army that looks a bit like yours, but with more tentacles?"
"Yes"
With an innocent smile Jeriah says: "You're in luck, I met them a couple of days ago. I'm pretty sure they went in that direction, to the south."
What Jeriah didn't know was that the angel army had been going around in a circle in the meantime and his direction would actually lead the demon army to meet up with the angels.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 21, 2022, 05:50:40 pm
The Catzafish
An idle work of an afternoon, Muu decided to emulate one of the feline pets that dot the world. After all, there is no reason to live if you can't have fun and watch some cats play around.
For whatever reason, she decided to use a giant catfish she found in a pond, and then thought to give it fur and paws by imbuing it with power of the electrical variety. And so the cat died, and lived, and died, and so the fish lived, and died, and lived. Until whether it was alive or dead was in question. It's scaly fur bristles with pleasant static, it's dead eyes shine like a lighthouse upon others, and it's size is. Well, it's the size of a housecat. Nowadays it sits around letting people pet it and feed it fish. Muu's quite pleased, even if she does have to take a smaller form to pet it herself. The mischief it occasionally gets up to is cute. In a paradoxid type of way.
Well, it's mostly morale since it's a cute cat. But it does have some use. It's pleasant static draws small creatures to it, while it's eyes are capable of dazing it's prey. It doesn't actually have claws, just sending a high-volt current through it's paws to kill, stun and paralyze things, whichever it feels like doing. And it's whiskers allow it unheard of ability to sense things around it. It absolutely hates getting wet though, and is a cat. Water and rain short-circuits it. Another thing is, it doesn't actually die, er, live. One or the other. While as easy to kill as a housecat, it comes back. Look away, the body is gone, and the cat is playing with something else. Only way to stop it for a while is to put it's body in a box, and it will come out in Tendril Village again, given Muu has a bunch of boxes for it to sit in for cute cat things. Occasionally it goes in one and comes out another.


Cat! Just a fun time writing meme. Behold the Cute.
(https://willisvet.com/wp-content/uploads/2016/07/StoneRidge_iStock_33759414_MEDIUM-265x300.jpg)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: Failbird105 on August 22, 2022, 12:02:26 pm
Quote from: Surgical Report
10:10:6- Preparations begin. Tools are sharpened and steralized.
I sharpen my scalpel. It cannot be sharpened, it is the sharpest it can ever be. It must be sharper.
10:15:20- Patient is prepared. Operation begins
I stop. I have located the infection. I lift my scalpel, I lift my lancet. I proceed.
10:15:24- The first incision is made. Left forearm.
My scalpel cuts into infected tissue upon the arm. It is not the heart of the infection. I must expunge the infection at its heart.
10:15:30- Locating the source of infection begins
I leave the cadavers as the infection retreats. I must follow the path of the infection to its heart.
10:16:31- 4 samples of infected tissue are extracted.
I find four instances of infected tissue. Incisions are made. Trachea. Cut. Upper spinal column. Cut. Left and Right shoulders. Cut. Aortic arch. Cut.
10:16:42- Blood sample extracted. Operation ends.
I draw a blood sample. I return to preventing further casualty. The infection still remains.
The patient has not been cured.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: TricMagic on August 22, 2022, 06:40:56 pm
Sol Crystals Revision
One interesting interaction occurs upon boiling Forgewater. As it is boiled away it fuses with air to form crystals. Fragile as they may be, they dazzle in the sun. The process occurs due to magical energy being stripped ad releasing it's ability to meld and forge.
.. Liquid Sunlight also burns away, and is rather hot during it's creation. By mixing it directly into Forgewater and enclosing it, the forgewater fuses with the evaporating light, trapping it within. The result is a crystal that shines with inner light, able to store large amounts of sunlight and be recharged outside. These can be fed to liquid light elementals to recharge them, allowing for 24-hour operation, as well as a measure to keep them alive long enough develop their minds, small as they are at 'birth'. Once a Sol Crystal is drained, it can be ejected and recharged. So we should see an increase in smarts from the older ones, like the benefit of low power so you can hunt evil more effectively when battle time comes. Or just drawing on the Sol Crystals for an overcharge explosion at the cost of most of their mass before they slink away to fight another day.
Sol Crystals don't have any healing properties, though they can act as reservoirs for things that use the energy stored in liquid sunlight. They are also fragile, so combat can cause them to break somewhat easily. This doesn't actually destroy their innate traits, but there will be a release of energy that shatters them into shards with far less storage capacity. Larger is better, but also easier to target. Liquid Light Elementals have 1 to 3 depending on their mental ability, with 3 showcasing one that is rather old and developed.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: NUKE9.13 on August 23, 2022, 11:36:52 am
Angel Team: Design Phase T4
TURNTURNTURN
Quote from:  Hussars of Muu v3
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as light cavalry - replacing humans in this role. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. With their drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.

The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).

The Hussars of Muu are reasonably armed with an iron sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.

We intend to use some of our extra Wealth to aid in allowing their numbers to equal our numbers of Gulls, both by allowing the capturing or breeding of greater numbers of cuttlefish and by funding the production of extra Bottled Sunlight to create enough spears for each. In addition, we are using a High-Effort Action. This should be sufficient to allow Hussars to replace human cultists riding Drakegulls on a one-to-one basis.
Hussars of Muu v3 (High Effort)(Uses 1 Wealth token): Very Hard Hard: (1+2+2+4)-1=5: Average
You don't understand why some of your cultists think the Hussars look creepy. They're cuttlefish! That's practically cuddlefish!! How could they possibly be anything but the cutest things ever???

With time, resources, and determination, all things are possible. In specific, this project was possible. It can be broken down into several components:
-Cuttlefishkin: though a challenging mutation, the fact that these are only intended to serve as Hussars meant you didn't need to worry about how to produce them in large numbers. Their ink-cloud spewing ability, though only usable once per battle, is able to obscure a modest but respectable area- large enough for three or four Drakegulls to hide in. Using it on the charge is... problematic, since any cloud emitted would naturally be behind the charging Hussars... but it is still a useful ability- it can cover withdrawals (after which a second charge would benefit from the screen), confuse foes in melee, or be used to shield allies following behind from view.
-Spears of Light: a fairly straightforward piece of equipment, with the coral-bonewood amalgam working out quite well. Absorbs Liquid Sunlight as desired, unleashes the energy into enemies as desired.
-Other equipment: the coral-covered vest and shield, iron sabre, and other bits and pieces. The only issue here was the vest- coral just isn't flexible. Rather than spend significant amounts of effort trying to figure out how to combine coral and leather and end up with a usable product, you opted to scrap the idea and go with regular leather for the vest. The shield wasn't a problem- and the swirls of colour in the smooth coral surface are quite pretty. Likewise, an iron sabre for a unit of this quantity wasn't a challenge- it's not the best sword in the world, but it's good enough.
-Training in throwing javelins from horsegullback, improved mount control and combat skills, while not costing more time/resources than regular Drakegull units: here is where the instinctive combat skills imparted on the Cuttlefishkin are crucial. While humans could've been trained to do the same job, the Cuttlefishkin pick things up much faster. With extra funds set aside for their improved equipment, the target cost was just barely met, allowing Hussars to essentially render Drakegulls obsolete. 

Hussars of Muu have great potential as skirmish cavalry, outclassing Drakegulls significantly. They are well equipped, well trained, and not too expensive to deploy. Unit Size: ~20 Uncommon




It is now the Revision Phase. You have one revision (which may be split into two Emergency Fixes).



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Failbird105 on August 23, 2022, 01:19:18 pm
Quote
Solar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.

The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.

With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Quarque on August 23, 2022, 01:29:53 pm
do we need a votebox?

I'm lazy and on mobile, so I'll just say +1 to the LLE fix.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 23, 2022, 01:44:43 pm
Sol(ar) Crystals

Sol Crystals are made by using freshly produced liquid sunlight to boil forgewater within a closed pot. As the two evaporate, the magic within the forgewater is stripped, forcing the bonds between the two liquids to crystalize together into dim and fragile yellow crystals. This results in most of the energy being lost, but the crystals can be recharged by simply leaving them in the sun, and the amount the larger crystals can store is rather great. As they don't lose power over time(other than amounts lost over the course of a week in the dark), they can be used to feed the liquid light elementals and train them. Conserving energy is rewarded, and being able to keep them alive long enough to teach results in wiser cherubs, especially with lessons from Muu on the value of patience. Conserving energy for the fight means you survive to defeat even more evil, and the value of retreating to fight another day when their mass grows too small to continue effectively. Liquid Light Elementals receive up to 3 Sol Crystals  which they can draw on to maintain their form and be drawn upon during combat in place of their mass. While easy to shatter and weaken the elemental, they give them far better longevity. The Sol Crystals and this rewarding lesson should allow them to operate for longer, and the crystals are much easier to transport and use than barrels of liquid light. Though to restore loss mass to elementals, these are still needed.
A Wealth Token is used to ensure ample production of Sol Crystals. While they do need to be cut so they can be distributed , the process of creation and use is rather simplistic.



The development of Sol Crystals can give us a magical container for other things, as once they are drained they could serve as magical capacitors. A good two-point for the upcoming tome token. Coral/Bonewood for the handle, and crystals atop. Very traditional.



Solar Crystals En Masse

Sol Crystals are made by using freshly produced liquid sunlight to boil forgewater within a closed pot. As the two evaporate, the magic within the forgewater is stripped, forcing the bonds between the two liquids to crystalize together into dim  yellow crystals. This results in most of the energy being lost, but the crystals can be recharged by simply leaving them in the sun, and the amount the larger crystals can store is rather great. As they don't lose power over time(other than amounts lost over the course of a week in the dark), they can be used to feed the liquid light elementals. Think of it as pay. Make enough crystals and keep them charged, and you've mostly solved the issues involved, even if they don't dim their lights. At the very least, it means camps are fairly safe at night. And yes, we're using wealth to ensure enough are produced to meet this goal. A large crystal around the size of a human head is enough to keep them going for 6-7 hours, and takes about that much time to recharge. A set of 8 per elemental is more than enough.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Kashyyk on August 23, 2022, 04:36:07 pm
I have two writings today. The first is a Lore contest entry, would appreciate some vetting and critique.

The second is a Fix for the Drakegull's appetite being such a problem. They slow us down strategically, and their hunger stops them from chasing down fleeing Demonic cultists, allowing them to consolidate after battle more effectively.

Quote from: Glad to be a Fly on the Wall
"...you are hereby found Guilty of:
  • Sedition
  • Incitement To Riot
  • Defamation of an Official of Xyrania
  • Defamation of the Government of Xyrania
  • Defamation of the Church of Xyrania
  • Blasphemy
  • Heresy
  • High Heresy
  • Impersonation of a Cleric of the Church of Xyrania
By the power invested in me as an Officer of Xyrania, I hereby sentence you to hang by the neck until dead."

I wanted to search the sea of faces for one I recognised, but the words of my mentor cut through the fog.

"Xyrania is tearing itself apart when the Gods want only Compassion!" I cried. A gloved hand tries to shove a rag into my mouth, but I turn aside. "How we worship is immaterial to the weight of our intentions!". My vision is obscured as a sack is pulled over my head. I try to continue, my voice muffled, but suddenly I'm floating, and everything turns white.

---

What do you mean that's not... Oh! Yeah, that makes more sense.

---

My family were long-time followers of Neo-Orthodoxy, although most of our neighbours were part of the local Post-Covenant congregation. We got along well enough, as we agreed on all but the most minor scriptures, until the Covenant Revival anyway.

White Robed Zealots came through the neighbourhood, extolling the virtues of the "New Covenant", and offering the traditional Covenant guest gift of saltbread and fish. We declined every time of course, accepting food from a guest being a hospitality Taboo, but they kept pushing. Eventually, they grew tired, and our once-friendly neighbours drove us out. Last I heard they'd turned the whole place into a gated community.

Life on the streets was hard, but luckily we were picked up by an old Fundamentalist preacher. She cared for us, and I at my behest taught me her creed. She felt that the damage caused by the many sects of Xyrania caused more suffering and pain than any caused by worshipping the Gods in the "wrong way".

I took to this like a goat to the cliff, and quickly consumed all she had to teach. She recommended I learn from an acquaintance of hers, a priest from the North. Before I knew it, I was being taught how to spread this truth to the uninitiated. I was dressed in a robe of white, blessed in the name of the Mother, and with an unfamiliar warmth in my heart, I found myself standing on the edge of a fountain, facing a crowd.

Then it was a blur. I spoke. People listened. The Holy Guard showed up, and dragged me a way. You know the rest.

---

And here we are. Now I watch my family through a veil as they mourn, surrounded by people I don't even know. The only thing I recognise is the white robes of the caterers, with their saltbread and fish.



Edit to add: The obvious patch here is to fix their appetite and metabolism, but that's boring. Hence an alternative suggestion that should be [Patch] grade.

Quote from: Drakegulls are Living Trashbags
For their size, Drakegulls require a lot of food to keep going, and disproportionately so compared to similar sized beasts. Thus their digestive system is updated to be fully omnivorous. Whilst they'll likely prefer to eat actual food, like fish, fruit, and carrion, they should be perfectly capable of functioning on grass, leaves, kitchen waste, rotten meat and even mild cannibalism.

This should massively simplify logistics for feeding our Drakegull units, as they can be maintained off the waste produced by our army, and just ne turned out to graze like any mundane army of horse.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: m1895 on August 23, 2022, 04:55:27 pm
Cherub Psychorestructuring [EF]
The cherubs just need some minor modifications to properly function.
By giving them a base comprehension of The FutureTM they now understand not waste their limited resources before the time is right, so they remember this, we gave them a little coral plaque that says "be frugal. Be resolute. Behave." This allows us to use them with much less fuss than we currently have to.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 23, 2022, 05:02:19 pm
Quote from: How much Votebox?=
[EF] Drakegulls Eat Anything: (1) TricMagic
[EF] Solar Sentinels: ()
[EF] Cherub Psychorestructuring
[EF] Patience, Cherubs: (1) TricMagic

Patience, Cherubs
One major issue is the elementals have no concept of waiting, or restraint. By imbuing them with the virtue of Patience in their creation, that they will no longer only feel the all-consuming drive to illuminate everything with their light. Instead they will restrain their light until the time is right, then illuminate everything with their light. They still feel that drive, and it's a core part of their being. But they now know that it is not for them to illuminate that which is already lit by the light of Good, but to focus their attentions on the shadows of Evil. Of the many meanings within Patience, Self-Restraint is one of them.
While this doesn't make the elementals smarter, it does mean they embody the trait of Patience.


Quote from: The Light shines long into the night.
Born by Muu, the standard Cherub is one of righteousness. It is unyielding in its drive to eliminate evil. However, placing it in liquid sunlight to create an elemental imparts that element's innate drive onto the core. The Light burns, unending in itself. There is no desire for compromise or restraint. The Cherub becomes the core of a being that wishes for nothing more than to burn as brightly as possible until it burns its last.

In this way, the Liquid Light Elemental is a failure, the Cherub Muu created is unable to handle the desires of the element it acts as the core of. The Cherub has no core tenet with which to resist the elemental light. And so they sit inert, sleeping until battle arrives, burning brightly, before going out. But among these beings rise a newer one, one who has a purpose beyond righteousness, a wisdom born of Muu and gifted to them. Patience. The patience to wait for eons before igniting, to shine gently and warm the hearts of their allies, to burn the shadows free of evil. To cheer, to accept the feelings of their element, and to set them aside for their holy mission. To act as a light in the darkness for those who have none, and the resolve to carry on long after those older cherubs would have burned themselves out, having shone for but a brief moment. This is the path forward, its presence suggests. Silent as it is, it resonates, shining its light far and wide across the sea, an everlasting candle illuminating the darkness.




Crystal Light Elementals
One issue with the standard elementals is they burn all their liquid light away. This seeks to fix that by using forgewater to crystalize parts of their form, with the new crystals eating light to empower the elemental. The result is a type of golem, with multiple hands/feet, feet, and a torso, connecting them with rays of light. They have rather far reach as they can send their limbs flying forward with great force, and their very presence heals allies and damages enemies nearby the crystals. Anything caught in the rays emanating from the torso's core suffers a more pronounced effect. They've got good defensive power and have no issues acting at nightguards, as even moonlight can keep them somewhat powered outside. This does mean they are weaker at night, not being able to throw their limbs that far, just punching/kicking distance. They can also jump, somehow. Which helps given they are stuck on seabed level in water. The crystals solve the major problem of burning all their light in the simplest way, removing their ability to burn it in exchange for a steady release, and absorption from light sources. Granted, the process to deploy these elementals is expensive. Despite using Forgewater, a lot of liquid light is needed to fuel them before deployment to be effective, rendering them a Rare subset of Liquid Light Elementals.
Notes: Forgewater, when boiled, strips it's own magic, crystalizing the water. As Liquid Light Elementals also burn away their light, this interacts with the evaporation, the energy resulting in crystal formations capable of storing that light. The creation of Crystal Light Elementals has a central torso soaked in the Forgewater with the Cherub inside, followed by it using the rays of light emanating from them to connect to other prepared pieces that they use as body parts. Before deployment, they absorb the light out of liquid light directly into these crystals.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: EuchreJack on August 24, 2022, 12:12:59 pm
Cherub Psychorestructuring [EF]
The cherubs just need some minor modifications to properly function.
By giving them a base comprehension of The FutureTM they now understand not waste their limited resources before the time is right, so they remember this, we gave them a little coral plaque that says "be frugal. Be resolute. Behave." This allows us to use them with much less fuss than we currently have to.

I like this idea, because it could be spectacularly good. Or weird.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 24, 2022, 03:52:44 pm
Patch: Restraint Rings
A Restraint Ring is made up of coral enchanted with light. It stores energy much like the Spears of Light and acts as a filter. The Cherub is limited in the amount of light it can burn at any time by these Rings. As a combination storage and limiter, it should make it so the Liquid Light Elementals do not burn their entire stock in a matter of hours. 3 are placed around the cherub, and as they are broken the limit on the Cherub breaks as well. The luster of the rings is as if bright gold.


Spoiler: This is silly, but eh. (click to show/hide)




The latter is very silly.
I'm also out of focus.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: EuchreJack on August 25, 2022, 12:28:38 am
The Restraint Rings are interesting!
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: m1895 on August 25, 2022, 12:18:59 pm
Quote from: How much Votebox?=
[EF] Drakegulls Eat Anything: (1) TricMagic
Solar Sentinels: (1) m1895
[EF] Cherub Psychorestructuring
[EF] Patience, Cherubs: (1) TricMagic
If it's a patch why not
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 25, 2022, 12:27:09 pm
... Did you mean to remove the EF tag?
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: m1895 on August 25, 2022, 01:07:52 pm
Yes because it was never intended to he an EF
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 25, 2022, 02:42:27 pm
Fair.

I'll be fine with any of the LLE patches as a EF, though prefer the Virtue/Future one. Restraint Rings are cool too. Living Trashbags doesn't really have a counterprosal. Failing an EF turn, still waiting/hoping for Flying Hussars. Though the EF route to remove the weight on our logistics would have immediate impacts even if all it does is patch up those holes. Not having to drag around barrels and find food would be nice.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: EuchreJack on August 26, 2022, 12:04:07 am
Quote from: How much Votebox?=
[EF] Drakegulls Eat Anything: (1) TricMagic
Solar Sentinels: (1) m1895
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Quarque on August 27, 2022, 07:21:19 pm
Quote from: How much Votebox?=
[EF] Drakegulls Eat Anything: (1) TricMagic
Solar Sentinels: (2) m1895, Quarque
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Kashyyk on August 28, 2022, 12:27:34 am

Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (2) m1895, Quarque
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: m1895 on August 28, 2022, 12:58:40 am
Infovores
The Infovore is uh, uh...

infovores are sapient ideas summonable by acolytes to do our dirty work for us. Once summoned the acolytes points out a mind for it to target, and, if the infovore detects demonic taint, it will nestle itself inside the targets mind and begin eating away at their memories. Standard procedure is to eat away any memories relevant to fighting off the infovore, then start with childhood memories, working their way forward until eventually the target is an empty husk, at which point the infovore will initiate a transfer to one of the target's compatriots and so on. Once the infovore has filled up on memories, it will return to its master. The master should produce two cubes, a palm-sized black cube covered in glyphs, and a red cube with twice the volume and similar glyphs. The infovore will dump any relevant information into the black cube. Meanwhile, all the irrelevant memories get dumped into the red cube (free-floating memories being a hazard) where they get "compressed" and abstracted.
While the infovore clearly has much utility, it also comes with some weaknesses; any enchanted weapon that strikes the hosts brain, or magic missile that strikes anywhere on the host, is liable to kill outright if not grievously wound the Infovore infesting them. Furthermore, once forced to exit a mind without a transfer, it must return to its master to be redeployed, and finally, an acolyte can only manage about one infovore at a time.


probably needs some polish
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 28, 2022, 08:58:38 am

Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (2) m1895, Quarque
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)

Not much in favor of doing a Normal revision instead of something fairly simple like Restraint Rings.(Since we do have the coral light storage already in the spears.) But still want either EF patches.
Also Jack, on EF revisions you vote two of them.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: EuchreJack on August 29, 2022, 04:14:53 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (3) m1895, Quarque, EuchreJack
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)

Tie has been broken.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 30, 2022, 02:00:29 pm
Flying Hussars of Muu

The scene is set, the skies above the desolate ocean, a large cliff in the background. The water is cold and choppy, the skies dim. A single cuddlefish rider on their drakegull mount is seen.
"Come on Yogagl, keep it up. Even if the others failed I do not want to make that swim back." The Drakegull screeches in affirmation and flaps harder, seeking to gain altitude. The sentiment is the same between mount and rider , though it dreads the walk up those rocky slopes more than the swim. Despite their efforts, they trend steadily downward, growing more and more frantic. "Come on Yogagol, you were a bird yes? Up, ride the winds! So that we may see the sky! Ah'lw'nafh ephaii!!" "KREEE!" It seems that at any moment they will stall, but by Muu's grace, something is remembered, and the gull ascends, flapping as if on a newfound current.

The training of flight is difficult, and Muu adopts the bird's way, throwing them off of cliffs. While they can glide to survival, the swim back and climb back up either drains the will of the participants, or lights a wind beneath their wings to finally be free of the land and sea below. Greens, fish, and coral and mulched together as feed, enriched with good to help fuel their growth into true skyriders. Many end up dropping out, as it's as much a test of will to keep trying and trying to succeed as it is a case of mutations. Those that mange to lap the island thrice however are then put through more training with wooden targets floating in the ocean and un-empowered spears, and even the occasional sea servant acting as live practice. For those who achieve flight, the bond they share is great, and their will strong. The soar, hunting from above, and are fed well. The Rare Hussars who take flight do so with ease of motion born of willpower, understanding, and a lot of practice fighting from above. And mutations to improve their mount's muscles for flight and modify them. These Drakegulls can be said to be alphas among the pack.





As there was no competing revision, made my own. Story ho~

Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (1) Kashyyk
Solar Sentinels: (3) m1895, Quarque, EuchreJack
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) TricMagic

Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Quarque on August 30, 2022, 02:08:49 pm
Sorry to create a new tie, but I love this too much.

Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (1) Kashyyk
Solar Sentinels: (2) m1895, EuchreJack
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (2) TricMagic, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Failbird105 on August 30, 2022, 02:50:08 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (1) Kashyyk
Solar Sentinels: (3) m1895, EuchreJack, Failbird
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (2) TricMagic, Quarque
I want Flying Hussars, but this turn we're better off patching up the severe logistical issue presented by the LLEs before the enemy can take proper advantage of them than getting another new special unit.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 30, 2022, 03:29:04 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (2) Kashyyk, TricMagic
Solar Sentinels: (3) m1895, EuchreJack, Failbird
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque

In the same manner, we could deal with both our logistics issues, which returns us to a fast raiding policy. Cause we are going to want to fix the base problem with the Dracogulls, but we only have 1 revision a turn. Why not spend an EF for Patches if it will get the job done? Worst case scenario is that it doesn't fix it, average is that it will, even if there is a minor bug leftover.

Way I see it, rather than dealing with one source of the logistics drain, deal with both sources and reap the benefits in full. We'd want to fix the Drakegulls at some point, and we only get one revision a turn. Splitting it now makes more sense than next turn as we only have 1 bug. And we can do the Flying Hussars next revision with their whole hunger fixed already.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Failbird105 on August 30, 2022, 03:52:40 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (3) Kashyyk, TricMagic, Failbird
Solar Sentinels: (2) m1895, EuchreJack,
[EF] Solar Sentinels: (3) Kashyyk, TricMagic, Failbird
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque

Honestly, that's fair. I'm not against doing to EFs as I've said before, it's just that I'm trying to avoid forcing ties, since from my experience forcing ties in things tends to garner spite votes.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: Iris on August 30, 2022, 04:35:56 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (4) Kashyyk, TricMagic, Failbird, Iris
Solar Sentinels: (2) m1895, EuchreJack,
[EF] Solar Sentinels: (4) Kashyyk, TricMagic, Failbird, Iris
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: EuchreJack on August 30, 2022, 04:58:21 pm
Quote from: How much Votebox?
[EF] Drakegulls Eat Anything: (5) Kashyyk, TricMagic, Failbird, Iris, EuchreJack
Solar Sentinels: (2) m1895
[EF] Solar Sentinels: (5) Kashyyk, TricMagic, Failbird, Iris, EuchreJack
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque

HAMMER!!!
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: TricMagic on August 30, 2022, 06:41:38 pm
The Shipwight
That which is dead lies bare. Does that mean that we shouldn't trust it? It may not be gentle, this lie, but the truth is...
This land is dead. But it lives still by my hand.


Long ago, in times when war spread across the ocean and their was one kingdom in these lands. Evil spread it's grasp, pulling life from the earth to form great hulks and ships to do their bidding, built altars to pagan gods and sacrificed the old and young for power. One such necromancer took to see with their army of souls and their fleet, doing battle with seemingly endless forces seeking to conquer the lands for themselves, which would eventually doom their entire fleet. The ships were sunk, the souls scattered in an area that is known today as the Akashic Circe, where shades of the past are said to haunt the present, and naught lived for long on it's calm waves and breeze.

They Lived.

Trapped as a ghost, within the decaying shell of their main flagship, the man pondered, and slowly grasped at the land's energy, to rebuild their fleet. But without the ghosts to man them, it would take many years, as their soul slowly grew weary over the hatred. Rather than corrupting the land, their hatred scoured it until not even a bacteria grew there, and in that desolation, even that hatred eventually gave way, leaving them as drained as their own bones of marrow. Though the fleet was rebuilt, that was not a captain to sail it.

Muu heard of the rumors of the dead sea an investigated it, for even far from the mainland, she was born of the sea, and could travel quickly at full size. Over time, as hatred fled, it became a calm place. The evil resided, killing the weak, but Muu pressed on, feeling compelled to seek the source of this place which cursed it. And so they came upon the lich, tired and barely there. Upon their neck was a similar phylactery the demonic mages used, long since cracked. As Muu prepared to strike down this evil, they saw their eyes. Hollow, with no purpose behind them, forever waiting. Though the soul remained, the will behind it had long since shed the immortal coil. Rather than end them, one could say she took pity on the soul, and instead devoured it. Without the hatred or will, the evil that once filled the soul had long since dried up. Being consumed, these channels were revitalized within her, and filled with energy. Not good, but more aligned with nature.

"Lost soul, consumed by your drive. Such is the result of that which takes and takes until nothing is left. But do you see the world around you, filled with life even when dead?" Muu spoke, and the soul of the dead necromancer pondered. They spent so long rebuilding a fleet that would never see the sun again, drained the land to fuel the rebuilding of evil magic most foul. But here, feeling as part of Muu, gifted a glimpse of Angels. Their mind shattered irreparably. Opps.

The Shipwright is a undead necromancer, given flesh by Muu. Their body is made of muscles and cartilage, their skin shells. While slow, they have an innate connection with the land, able to revive the dead to live and breath, new growth ensnaring. Or to give blessings to the land, the dead laid bare to them and used to fuel new birth. They're a plant sage with a large knowledge of how to connect with the land and sea, and a surprising amount of fragmented memory on how to handle ships, fleets, and warfare, both in port and on the seas. Sure, their mind is a fragmented mess, but the scraps are fairly useful at finding demonic trickery and putting a stop to it one way or another. Even if the words "Collateral Damage" are always part of those incidents. Muu's done her best to stich their mind back together, but humans are never quite the same after they've had their souls shattered like eggs. They are at least appreciative of no longer being stuck in the endless expanse, and is at least capable of some speech. Even if most humans are going to peg them as being mentally and physically disabled. Reason they wear a black robe and shell helmet.

Their primary contribution is harassment and giant plants from dead land. This also serves well to influence efforts in places where food is scarce and land is difficult to grow crops in. Though any evil activity they spot may end up with a beanstalk through a building. Sadly their ability to work 'normal' spells is completely shot, with only their weird style of necromantic druidism remaining. They've still got some unique insights, and Muu accepts all types that repent and join her Self.







Random idea from discord image, the Shipwight. I'm odd when sleepy, okay.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: NUKE9.13 on August 31, 2022, 02:38:30 pm
Angel Team: Revision Phase T4
TURNTURNTURN
Quote from: Drakegulls are Living Trashbags
For their size, Drakegulls require a lot of food to keep going, and disproportionately so compared to similar sized beasts. Thus their digestive system is updated to be fully omnivorous. Whilst they'll likely prefer to eat actual food, like fish, fruit, and carrion, they should be perfectly capable of functioning on grass, leaves, kitchen waste, rotten meat and even mild cannibalism.

This should massively simplify logistics for feeding our Drakegull units, as they can be maintained off the waste produced by our army, and just ne turned out to graze like any mundane army of horse.
[EF] Drakegulls are Living Trashbags: Easy Normal: (1+1+3)=2: Utter Failure
Mutation is a delicate art. One must always balance the desired changes against unforeseen consequences. If one were to rush through an attempt, one might succeed at making omnivorous Drakegulls, but fail to notice that the mutations also happened to cause terminal organ failure after about a week.
Fortunately, you still have flocks of regular Drakegulls, that were hastily sent out to replace the ones that dropped dead.
Well, at least you've gained a better understanding of living biology, and the delicacy with which you must treat organs when applying mutations. There was no time to try again this month, but future attempts would surely go smoother.



Quote
Solar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.

The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.

With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
[EF] Solar Sentinels: Normal Hard: (1+4+1)-1=1: Utter Failure
So, yes. You are creating the Cherubs from scratch. You'd think this would mean you have complete control over how they turn out. You'd hope so. Alas, your control is quite so total. While you were able to try a number of different Cherub configurations, none of them turned out the way you hoped. You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but with your attention split between this and the Drakegull modifications, you weren't able to apply it this month.



It is now the Strategy Phase. Decide whether to side with the Communalists or the Meritocrats, and the Privateers or the Blockaders. Also deploy your Unique units.

Also also, contest entries should be posted in the core thread. I'll provide fair warning when the BR is imminent. Remember: it's not about writing quality! It's about an entertaining scenario from an interesting perspective.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: TricMagic on August 31, 2022, 03:10:11 pm
Quote from: Snek-eyed Votebox
Sides:
Communists: (1) TricMagic
Meritocrats: ()

Privateers: (1) TricMagic
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe

Hope against hope the vamp can't cross water. As they didn't show up last time, Narc did.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: Quarque on August 31, 2022, 05:29:33 pm
Copying the faction descriptions, so I don't need to browse back. Also fixing a spelling error, because communalists are definitely not communists.  :P

Quote from: Infiltration Report: Thpenos
   Communalists: "Who better to protect the workers than the workers? The government is democratic, so why not industry?" While the solution they propose is radical, and might cause some short-term disruption, the Communalists believe that their new economic worldview will eventually dominate all of Thpenos, and are willing to take drastic steps to achieve this. They seek assistance in encouraging workers to unite, and preventing reactionary elements from disrupting the revolution.
   Meritocrats: "The problem with the current management is not that they stand apart from the workers, but that they are incompetent and self-serving." The Meritocrats do not seek to tear down the system, as they believe this would risk collateral damage- instead, they seek to root out the corrupt and incompetent elements, replacing them with carefully selected trustworthy and skilled individuals. They seek assistance in uncovering evidence of corrupt overseers, and ensuring their chosen candidates replace them.

Quote from: Infiltration Report: Xyrania
   Privateers: "Piracy is endemic. The sooner we accept that, the sooner we can get them to work with the system instead of against it." By granting pardons and letters of marque, they hope to end the scourge on friendly shipping and coasts, and take a cut of the loot to boot. A military solution would be too costly and destructive, in their view. They seek assistance in convincing the pirates and local magistrates to cooperate, creating opportunities for ceasefires and opening backdoor communications.
   Blockaders: "The reason pirates are able to operate freely is that the Xyranian navy is a joke." Rather than piecemeal efforts to root them out on land, the Blockaders want to rebuild the navy and defeat the pirates at sea. It's a more appealing proposal to the conservative elements of Xyranian society, and they have connections to official sources of funding. There are some minor concerns of collateral damage, but it's better than negotiating with terrorists. They seek assistance in bolstering naval strength (through military/magical advances), and ensuring the population is resolved to the pursuit of victory.

Quote from: Snek-eyed Votebox
Sides:
Communalists: (1) TricMagic
Meritocrats: ()

Privateers: (2) TricMagic, Quarque
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe

Still undecided about most of these choices. Except pirates. Arrr.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: TricMagic on August 31, 2022, 07:15:52 pm

Quote from: Snek-eyed Votebox
Sides:
Communalists: (1) TricMagic
Meritocrats: ()

Privateers: (2) TricMagic, Quarque
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe: (1) TricMagic

Bit of a mistake in my voting.

Communism just works, all right. After all, a world where everyone is part of the hivemind is a good thing. Everyone shall work together. insert eldritch lore here.

Granted, one could argue having people to oversee the working class makes sense too, as it ensures good logistics and people don't go hungry or unhappy. But eh, +1 to communism, +1 to a roll.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: m1895 on September 01, 2022, 01:47:14 am
Quote from: Snek-eyed Votebox
Sides:
Communalists: (2) TricMagic, m1895
Meritocrats: ()

Privateers: (2) TricMagic, Quarque
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (2) TricMagic,  m1895
Good Doctor to> Vast Steppe: (2) TricMagic, m1895
Communalists definitely benefit the most from our influence designs, and I mean cmon, it's on theme for us.
Xyrania I have no idea who benefits the most from our inf stuff, or who who we benefit the most from picking, and I'm somewhat ambivalent on the fluff front.
The demons probably aren't going to send the vamp to the fjord, given we just made the anti-vamp champion.

and here's a design

Mayflies Redux^2
Quote
A mayfly flies
In May or June.
Its life is over
Far too soon.
A day or two
To dance,
To fly—
Hello
Hello
Good-bye
Good-bye

Mayflies are drawn from those who have lost everything to Nar-Carok's vermin. Their rage tempered by angelic doctrine, they throw themselves into constant training, each form, shortsword in one hand; heavy axe in the other, is performed perfectly, every step leading perfectly into another strike. The sword and axe were chosen to complement eachother, minimizing their weaknesses.  The axe in particular is used to great effect against long weapons. Both were forged with liquid sunlight, and while they don't dump all their power in one strike, they will need to be reforged after the battle. The Mayflies wear little armor, linothorax and a helmet in the Thpenian style, with an orange red plume.
The mayflies have been given gifts to bring them up to the peak of humanity, but that is not what makes them exceptional.
Every Mayfly has a hex put upon them, once that hex is activated by an act of will, they will die within 24 hours.
But until those 24 hours are up, they shed their mortal limitations, faster than the wind, stronger than a mountain, and able to shrug off wounds with a lifetime of healing, though that healing is imperfect, and each time it's necessitated causes the Mayfly to become more and more monstrous.
The regeneration will run out given enough time. Thus, we derived something from the gadfly hexes (made easier by far given our previous efforts in "genericization") with the twofold effect of burning their rampage into the minds of our enemies and their martyrdom into the minds of our troops, to further this, their weapons have been enchanted to reap parts from the souls of those they slay. The Mayfly's spirit also tends to stick around after their mortal form fails. Kept around by duty and spite, the martyr urges their allies forwards and enemies backwards.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: Kashyyk on September 02, 2022, 02:00:52 pm
Quote from: Snek-eyed Votebox
Sides:
Communalists: (3) TricMagic, m1895, Kashyyk
Meritocrats: ()

Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (3) TricMagic,  m1895, Kashyyk
Good Doctor to> Vast Steppe: (3) TricMagic, m1895,  Kashyyk

Sure, let's do all these things. I can't think of any particularly good reason to do otherwise.
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: Quarque on September 02, 2022, 04:33:46 pm
Quote from: Snek-eyed Votebox
Sides:
Communalists: (4) TricMagic, m1895, Kashyyk, Quarque
Meritocrats: ()

Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (4) TricMagic,  m1895, Kashyyk, Quarque
Good Doctor to> Vast Steppe: (4) TricMagic, m1895,  Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: m1895 on September 08, 2022, 08:12:32 pm
Spoiler (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
Post by: NUKE9.13 on December 25, 2022, 03:32:43 pm
Angel Team: Battle Phase T4
TURNTURNTURN
Battle Report (http://www.bay12forums.com/smf/index.php?topic=179760.msg8439276#msg8439276)



The Chronicler's Gift:
Having finished interviewing your bewildered cultists, the Chronicler gives her thanks, and haphazardly grabs a few books from her cart and hands them over. Despite her nonchalant attitude towards them, on inspection they are revealed to be very valuable tomes, containing secret wisdom that would greatly benefit upcoming projects. There's also one on badger husbandry, but whatever.
((Gained 1 Tome Token))



It is now the Design Phase. You have 2 designs. You will receive 2 revisions this turn.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 26, 2022, 06:31:34 am
We have a lot of tokens. In my opinion it would be best to utilize them now, in an attempt to turn the tide.

My preferred way to go for the designs would be:


From the battle reports it's clear we desperately need better spells too, but one thing at a time. Casters first.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Kashyyk on December 26, 2022, 09:23:58 am
I am whole heartedly behind using the Tome Token to create an Uncommon-grade Caster unit. I also really like the Veteran Infantry idea Happery had in Discord.

However I also got a rare visit from my muse, and I wanted to capitalise on it.

Quote from: Hippotaur Clan Warriors
The scars of ancient wars between Good and Evil can be felt even now, some more readily than others. Cracked mountains, shattered coasts, lands stained with Eldritch energy, mutations of man and beast living in the crevices of the world.

It's unclear whether the Hippotaurs originated as mundane Hippos, or ancient humans. Its also unclear whether they were the product of Good or Evil mutation. We do know that they have been denizens of the Swamps and Fjords for generations, living in close family units.

Standing two or three times as high as a human, they are barrel chested, with a considerable paunch, whilst the Hippotaur's limbs are similar thick and muscled. Each hand three large stubby fingers opposite an equal stubby thumb, making them ill suited to dextrous movements. Instead, they prefer large and weighty implements that match their own prodigious frame. Whilst they maintain a decent speed in water, and are very dangerous over short distances, they are not fast on the march.

Hippotaur family groups, self-referred to as Clans, are tightly knit, although rarily go above one hundred members. When they march to war, Clans will send out their largest and strongest members, and they wil live and fight together, covering each other closely, however they are loath to rely on an "outsider" to protect their flanks, meaning they are instead deployed as small blocks of Heavy Infantry. ((Read: Small Uncommon units))

On their own, Hippotaurs struggle with the delicate work required for fine arms and weapons, relying instead on clubs, large shields, and tanned hides. Whilst our own smiths may be able to produce more effective equipment, that is not a priority at this time.

As I said. Not a thing for now, but I would like your opinions.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 26, 2022, 10:27:44 am
Here's the veteran infantry write up that was mentioned.
Quote
Veteran's Academy
With the war with the forces of evil having persisted for some time now, the forces of Muu have begin to develop a surviving core of veteran soldiers among the ranks of Muu's followers. These veterans can be identified and extracted from the ranks of the common spearmen to be given three months of extra drilling and superior equipment to best utilize their proven skill and ability to survive in the face of evil. Being granted actual armor and a proper helmet, as well as spare javelins not used by the Hussars, though also not infused with liquid light, should allow them to counter or outmatch the new enemy Cryptarii. Such Veteran Spearmen would give the forces of Muu a solid core of infantry in the war, which could be vitally important against Nar-Carok's newfound allies.

I'd also support using the tome token to create an uncommon grade caster unit like the Five-pointed Star Witches.

For the Hippotaur Clan Warriors, I like the write up, but tactically they seem to fill the same role as the Liquid Light Elementals in that they're a Light Monster of the blunt force type, so... they're cool, but yeah, not a thing I'd support right now.

Also here's my other write up even if people don't seem as interested in it.
Quote
Breath of Muu
Using a single drop of liquid sunlight as a catalyst, the Breath of Muu allows the caster to call up a shimmering fogbank that shines with the lights of distant auroras... and the light of good, of course. While the raw elemental good in the mists created are not enough to cause such dramatic effects as causing beings of evil that enter to spontaneously melt, unless something unusual is effecting said being or they are already unusually unstable, it is still an actively uncomfortable environment for them while being reassuring and comfortable in turn for beings of good that enter the fog as said good beings are ever so slightly empowered by the ambient atmosphere of good energy. The fog can also be thickened to block enemy lines of sight.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 26, 2022, 10:45:16 am
some feedbacks:

Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: TricMagic on December 26, 2022, 10:53:31 am
Hippo Rituals demand you must "Flex". Muu certainly has the muscles.

Also, any clue where the star witches write-up is?


LLE Righteousness Channeling
The Righteousness of the Cherub's is a powerful force of Good. They do not wish to hold anything back in their fight against evils big or small. The issue is that liquid light only has so much energy within itself, and they burn it to enlighten all around them. Some may see it as a flaw, but perhaps instead it can become a boon. By tuning this Righteousness, it can become a magical force that envelops the body, changed with the rage of the light. This acts as a shell around the Liquid Light, containing it's force. It bends the light in an unnatural way, and allows it's channeled emotion to maneuver the liquid light as smaller orbs around it's body, or even to change it into an all-out attack.

By channeling this emotion, the LLE can no longer provide an aura around itself. Rather that aura is constrained entirely within the liquid light even when separated. It attacks by either bouncing around, throwing pieces of itself at foes, simply sweeping them up. Or charging, all concerns for stability or collateral thrown to the wayside. These new LLE cannot recover by drinking more liquid light, as the light they are born with is heavily dyed by their own emotional colors. However their control of this liquid is such that it becomes it's own method of combat, blunt force combined with devastating drowning of evil caught within it's light.

It should be noted that this method is not without it's drawbacks. The cherubs are unruly and have a habit of wandering on their own crusades. They do not hide themselves and are the first to charge into combat. And while their ability to float under their emotional power is solid, it's by no means fast. And last is of course the fact that the added ability to channel their energy makes them a Rare sight due to the added complexity in their core.


idea.

Summoning: LLE
Summoning. The basic premise behind it is simple, if complex in applications. It' used to access other realms and bring forth creatures from them, or even to form new ones from the energy provided from those realms. However, nothing says it has to be another realm being accessed. By setting up a ritual circle at home, and then making one in the field, it should be possible to transport beings across space.
Of course, the goats we tried this with went mad(not to mention the strange muutations they underwent), but further testing seems to allow certain things through, so long as the ritual requirements are met. A sword for a sword, a fish for a fish, or liquid light for liquid light elemental. This last one is the most important, since it provides a method of transporting them as needed. A receiving circle is made by acolytes and the ritual performed, and the sending circle at home sends forth a newly born Liquid Light Elemental.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 26, 2022, 05:22:03 pm
Just throwing a spell idea out there for later. At least I had fun writing it.  :D

Quote from: Holy Fire of Muu
Only Muu herself could cast this spell on her own; otherwise, it requires an intricate group ritual by a group of casters that are especially attuned to each other.

After they finish a chant and dance, a ball of holy fire launches from their midst and flies off in an arc. Subtle details during the cast will determine where it will land; once the spell has been cast, it is no longer in their control.

Wherever the ball lands, it will explode with a purifying heat that consumes friend and foe alike. Very few things can withstand the intense flames. Anything made out of liquid light is resistant, though; liquid light elementals even heal from it.

After the blast, a mushroom cloud of dust rises on the scene, which spreads good radiation that causes random mutation in anything that lives or even (to a lesser degree) undead. Servants of Muu, while not immune, won't typically mind the effects much, as it is part of their nature.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: TricMagic on December 26, 2022, 06:06:13 pm
Quote from: LLE: Dark Mode
The cherubs hate to dim their light. But there are those hidden away in the dark that scatter from it. This is the rhetoric Muu uses to convince them that shining brightly all the time is not always the correct option, even if it is Good. Rather, shining brightest for a brief moment and absolutely annihilating evil within the dark is also good. Through specialized training the cherub learn how to condense light around them, becoming invisible wraiths waiting for the chance to strike at evil that dares approach. This allows their light to stay contained for that single moment when they shine. They are not truly invisible, there are clear distortions when bright light hits them, but in the darkness they serve as able sentries. The fact this also solves their energy problems is a bonus.

This revision mostly makes use of condensing light around them, so none of it escapes the liquid light. It's fairly easy to see even in shadows during the day. During the night far less so, as there isn't much light hitting them. They are also very obvious once they strike since they throw off that cover. This revision makes use of the Stealth bonus we have from the privateers. Stealth Blobbos. As they aren't throwing it around outside combat, they can last for far longer.

I'll be honest, the electronic reference is also fun, given most things these days have a Dark Mode.


Bonus: Mass Production
Bonus: Negotiation
Bonus: Conversion
Bonus: Stealth
? ? ?
Bonus: Security

For current reference of 0.25 bonuses.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 26, 2022, 06:19:40 pm
  • Veteran Academy (as an uncommon unit) is something I'll definitely support once we're at 5/5 influence in the bountiful quarry. Right now I feel it would be smarter to invest one design into influence.
That's fair enough.
  • Breath of Muu Is a great idea for a spell to do next turn, although I'd add a line that it specifically hinders enemy ranged attacks..
That's what the part about 'The fog can also be thickened to block enemy lines of sight.' is supposed to do, because blocking the enemy line of sight usually screws over ranged attacks.

Also here's something for another turn.
Quote
Coral Diftwracks
Scavenging driftwood, stray flotsam, and excess coral growth from local reefs, lumbering constructs, generally four legged but sometimes six legged, are built by trained craftsmen to serve as unflinching and untiring beasts of burden and living siege machines. Vaguely evoking sealife of the abyssal deeps in shape, these great machines function through an ingenious system of internal pumps and pipes that allow for an installed Liquid Light Elemental to puppet and control the construct, bringing it to lumbering and tireless life.

In battle, these Driftwracks serve as living siege weapons, using their great size and strength, as well as the aura of innate goodness caused by their propulsion and motivation system, to literally batter down anything that stands in their way. They are also large enough to theoretically mount light siege weapons on their backs, but that would probably require a later revision to properly implement.

Out of battle, the uses of a tireless giant of coral and driftwood lends itself to many other uses, as few forms of labor can not be added by such a colossi lending aid and brute force to whatever job they may be assisting.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Failbird105 on December 26, 2022, 06:49:10 pm
Quote from: Design: Five-pointed Star Witches
Design: The Five-pointed Star Witches
With the project of the Hussars still held in recent memory, and a new supply of arcane knowledge now in our possession, we have turned our thoughts to the field of Magic. Our Acolytes may be our best mortal magical minds, but that's not saying much when they're also our only ones. Many, many concepts where had, but in the end, none of them where the one. Some had a core issue too major to simply work around. Others simply did not hold Muu's attention, their benefits too small or mundane. Yet more still were not even related to the project at hand. Those designers were put on... time out. Regardless, for all the proposals made, none was quite right. Then one individual came up with an idea. Combine several of the best proposals that had been made, mitigating their weaknesses and amplifying strengths. Thus, a new being was crafted.

Volunteers among our ranks were taken by Muu, brought down into the depths, and when they emerged upon our shores once more, they had become something new. Purple skin, with three vivid emerald eyes, hair resembling a starfish stretched over their head, large flat hands with suckers upon the palmar side, and elegant garbs formed of melded sea stars. They were the Five-pointed Star Witches, or the Five-points for short.

Alone, each Five-point is superior in base casting ability than an Acolyte, even if not enough to truly push them up to the next level. The core of the Star Witches, however, is their ability to link themselves together, each connecting mind and soul with up to four others so long as they each remain within several meters of another in their team. This means that they naturally group themselves up into teams of five, forming close bonds of friendship. When linked, they are able to pool both resources and ability together, enabling them to cast more advanced spells and granting their spells more power than an individual mage of the same level by functioning as a single mage greater than their individual abilities combined.

Additionally, due to being starfish based, a sort of exclusive "spell" was created, with which the Five-points(and future Star Witches should we ever make any) can use magic, particularly Good, to empower their natural regeneration to combat viable levels. Sealing arrow wounds rapidly, dulling the impact sites of Magic Missiles, and even slowly reforming lost limbs, though the latter is infeasible to do during active combat.

This power comes with downsides, however. While their synchronization with their Team is practically perfect the lack of connection with those outside of the group means that they have a harder time coordinating with others beyond the team, outside of Muu herself who can tap into these bonds directly, than they did before mutation. They also all share each-others pain to an extent, meaning that the death of one will temporarily send the others into disarray in addition to weakening their magic.

Finally, Muu understands the deep importance of these connections and bonds, those who spend all their time even outside of combat together, from singing in perfect harmony to bathing together. Where a less caring leader would simply force the teams to adapt to replacement members, Muu takes mercy upon them. The minds of Star Witches who die remain contained within their collective consciousness, and time that would otherwise be spent creating new Five-points is instead spent creating new bodies for those who fell. While their tight-knit groups naturally lead them to be fielded in small units of 5(so a single team per unit), we expect that their abilities will allow them to make up for this limitation, especially as we develop new spells for them to wield.

[Tome Token]: To make up for our own lack of magical expertise, we will utilize our new supply of arcane knowledge to educate and empower the Star Witches, allowing them to cast spells of greater complexity, and gaining yet superior willpower to strengthen their magic.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Kashyyk on December 26, 2022, 09:20:55 pm
I've adjusted the proposal slightly, to improve wording, explain how we recruited them and hopefully emphasised their defensive focus.

I've also got a couple of other ideas. One for logistics, allowing us to make up for our slow movement. The other is a spell for influence.


Spoiler: Transport Golems (click to show/hide)


Quote from: Votebox
2 Designs
(1) Five-Piinted Star Witches: Kashyyk
- Use a Tome Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
Post by: m1895 on December 26, 2022, 11:55:47 pm
Found this because it demonstrates the more mutie direction I'd prefer to take veterans in, will probably still vote for "The Plan" this turn though.
Veteran Cultist Spears
The veterans of our campaigns tend to end up somewhat, uh, distorted looking, but we've managed to work this to our favor.
In a relatively simple ritual, the veteran has their various... blessings shaped into more useful forms; scale hardens enough to turn a blade, rubbery flesh becomes tough enough to withstand clubbing, and well, the tentacles can probably be made useful for something. While normally this may be expected to warp their minds, the war has already done enough of that, and for better or worse has subdued further change.
After this they receive their new equipment, armor made from hexagonal plates of toughened bone with a padded steel cap, a spike or hook set just underneath the spearhead to well, hook enemies and their weapons, and finally a cheap Messer as a very long knife (some may say shortsword, but it's made by knifemakers and is legally a single-edged knife, so there) to provide a better close quarters option.

Drill Squares
It's a simple fact that if you want to effectively train for close-order fighting, you need a drill square.
The drilling improves a soldier's ability work with their comrades more than their personal skill at arms, and also noticeably improves endurance. a small section is set aside for simple "acrobatics" training, and while the average soldier obviously isn't going to put that into practice directly in the field, it should provide a modest improvement in agility and flexibility, or at least limit the instances of "Jim tripped and the entire column humorously tripped over him."

Drakegull Leg Strengthening
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running and quick. It also allows the Drakegull to have a mean sprint when it needs to, outrunning a galloping horse over short distances, though the horse would win a marathon.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: TricMagic on December 27, 2022, 08:06:28 am
The Plan is hopefully Magic + Influence designs. Just... There haven't been any posted yet for the latter.

Octodads Octopodal Infiltrators
With the need to disrupt Demonic operations a more pressing concern, Muu looks to the mimic octopus.
The Octopodal Infiltrators have been gifted the increased size necessary to properly disguise as human, as well as boosting their natural color-changing and shapechanging abilities to supernatural levels, allowing them to get through fairly intense scrutiny without their cover being blown.
They will typically be sent on shallow cover operations for short periods of time, using their position to disrupt enemy logistics, have valuables sent where we can grab them easily, and promote internal strife before escaping. Even if the Infiltrator is found out their bodies ability to contort in all sorts of novel ways gives them a remarkable ability to escape even when seemingly backed into a corner. Now for public-facing operations, (such as NARC) the Infiltrators job is instead to damage their credibility, either by taking a frontal position and being an asshole to the customers or by being a paper pusher and making sure documentation is misplaced. Finally we must mention assassination, while their tentacles are certainly capable of strangling a man, we view assassinations as more of a last resort, so it's not going to be a main part of their toolkit.

Octodads Octopodal Infiltrators
With the need to disrupt Demonic operations a more pressing concern, Muu looks to the mimic octopus.
The Octopodal Infiltrators have been gifted the increased size necessary to properly disguise as human, as well as boosting their natural color-changing and shapechanging abilities to supernatural levels, allowing them to get through fairly intense scrutiny without their cover being blown.
They will typically be sent on shallow cover operations for short periods of time, using their position to disrupt enemy logistics, have valuables sent where we can grab them easily, and promote internal strife before escaping. Even if the Infiltrator is found out their bodies ability to contort in all sorts of novel ways gives them a remarkable ability to escape even when seemingly backed into a corner. Now for public-facing operations, (such as NARC) the Infiltrators job is instead to damage their credibility, either by taking a frontal position and being an asshole to the customers or by being a paper pusher and making sure documentation is misplaced. Finally we must mention assassination, while their tentacles are certainly capable of strangling a man, we view assassinations as more of a last resort, so it's not going to be a main part of their toolkit.
Further work has seen that we can use our Wealth to better position them long-term, "donating" to allied organizations to grant them cover identities that should stand up to scrutiny. This lets us use them to help other operations in the area as either middlemen or fronts for operations, both our own and allied ones.



Quote from: Votebox
2 Designs
(2) Five-Pointed Star Witches: Kashyyk, TricMagic
- Use a Tome Token?
-- (1) Yay: Kashyyk, TricMagic
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use  Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:

Infiltration go. And yeah, added cover identities for longer-term use.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 27, 2022, 05:38:47 pm
Quote from: Votebox
2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Quarque
- Use  Wealth Token?
-- (2) Yay: TricMagic, Quarque
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 28, 2022, 06:44:50 am
Ok, so after thinking about it again, I actually think those transport golems are a much better idea than I gave it credit for at first. It would alleviate both the transport problems with LLE and drake hunger, maybe not solving either completely but at least to a good enough degree.

And while it costs a design, it would free up two revisions to build fun new stuff. One of them could be used to create an improved version of an existing influence design, and then we could also get a rare flying hussar done in this turn, for example.. it would open up many possibilities.

Quote from: Votebox
2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use  Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: TricMagic on December 28, 2022, 09:26:30 am
Ok, so after thinking about it again, I actually think those transport golems are a much better idea than I gave it credit for at first. It would alleviate both the transport problems with LLE and drake hunger, maybe not solving either completely but at least to a good enough degree.

And while it costs a design, it would free up two revisions to build fun new stuff. One of them could be used to create an improved version of an existing influence design, and then we could also get a rare flying hussar done in this turn, for example.. it would open up many possibilities.

Quote from: Votebox
2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use  Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque

I might suggest expanding upon them then. Forged Bonewood for support and small amounts of coral mixed into the clay.(For channeling the golem's energy.) And legs made of bonewood/clay. Finally a coral/clay cover for the lid, with the core being placed within the handle. While somewhat simple, they can be made in different sizes and shapes for a wide variety of needs through the forge, though they are all a bit blocky. (The coralclay is made through the forge by mixing the components, then baked into bricks before being used to form the body of the structure around the bonewood supports through the forge)

This has the benefit of being intended as a mass production project. Many hands make for light work. Bones form the ribcage and legs, and the clay is molded around them and smoothed. Build from the bottom up with the bricks. They're also buoyant with the bonewood offsetting the coral/clay, so they can swim if needed. (So long as they're designed properly)


That being said. The Octodads have a strong INFluence, which we need to keep up. Adding the wealth token also allows them to better support other projects.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Iris on December 28, 2022, 10:39:24 am
Time to split our vote even further~!

Quote from: Siren of the West
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!

...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.

This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.

Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.

This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fishtail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.

Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted to her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. However, the more targets she dominates at once, the shorter it lasts. The effect, when used on a small number of targets (say,  the head of the table of a banquet) is long-lived enough to turn her victims into her informants.

Quote from: Pearly Votebox
2 Designs
(4) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris
- Use a Tome Token?
-- (4) Yay: Kashyyk, TricMagic, Quarque, Iris
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use  Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque
(1) Siren of the West: Iris
- Use Wealth Token?
-- (1) Yay: Iris
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Kashyyk on December 28, 2022, 11:19:33 am
On request, here is an expanded proposal for Transport Golems, including what a Wealth Token could be used for. I agree we need a boost to Influence those turn, and Octospies are the best imo.

Spoiler: Transport Golems v2 (click to show/hide)

Quote from:  Pearly Votebox
2 Designs
(4) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris
- Use a Tome Token?
-- (4) Yay: Kashyyk, TricMagic, Quarque, Iris
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(1) Siren of the West: Iris
- Use a Wealth Token?
-- (1) Yay: Iris
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T4
Post by: m1895 on December 28, 2022, 02:17:28 pm
Reposted for ease of viewing
Infovores
The Infovore is uh, uh...

infovores are sapient ideas summonable by acolytes to do our dirty work for us. Once summoned the acolytes points out a mind for it to target, and, if the infovore detects demonic taint, it will nestle itself inside the targets mind and begin eating away at their memories. Standard procedure is to eat away any memories relevant to fighting off the infovore, then start with childhood memories, working their way forward until eventually the target is an empty husk, at which point the infovore will initiate a transfer to one of the target's compatriots and so on. Once the infovore has filled up on memories, it will return to its master. The master should produce two cubes, a palm-sized black cube covered in glyphs, and a red cube with twice the volume and similar glyphs. The infovore will dump any relevant information into the black cube. Meanwhile, all the irrelevant memories get dumped into the red cube (free-floating memories being a hazard) where they get "compressed" and abstracted.
While the infovore clearly has much utility, it also comes with some weaknesses; any enchanted weapon that strikes the hosts brain, or magic missile that strikes anywhere on the host, is liable to kill outright if not grievously wound the Infovore infesting them. Furthermore, once forced to exit a mind without a transfer, it must return to its master to be redeployed, and finally, an acolyte can only manage about one infovore at a time.


probably needs some polish
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 28, 2022, 03:51:45 pm
Quote from:  Pearly Votebox
2 Designs
(5) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry
- Use a Tome Token?
-- (5) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(2) Siren of the West: Iris, Happerry
- Use a Wealth Token?
-- (2) Yay: Iris, Happerry
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: m1895 on December 28, 2022, 05:58:14 pm
Quote from: Star Witch Wealth Token
Using some extra funds, we've been able to create coral mageplate for the Star Witches. The armor offers moderate protection without hampering magic at its base (and of course, has been designed to fit well within a Witch's aesthetic (Circlets can offer a surprising amount of protection,)) then the armor is soaked in bottled sunlight, like the Hussars' spears, and further boosts the Witch's already prodigious healing capabilities.

Quote from:  Pearly Votebox
2 Designs
(6) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895
- Use a Tome Token?
-- (6) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895
-- () Nay:
-Use a Wealth Token?
-- (1) Yay: m1895
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(2) Siren of the West: Iris, Happerry
- Use a Wealth Token?
-- (2) Yay: Iris, Happerry
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Failbird105 on December 28, 2022, 08:26:06 pm
Quote from: Design- Cloud of Silent Lightning
Design- Cloud of Silent Lightning
Magic is something that we've sorely lacked investment in, and something that really demands more of it. In particular, a form of offense to aid in dispersing the enemy hordes is something we're in need of. This here presents a new option in that exact field, and something wholly unlike the Magic Missile and Wards that we've been limited to thus far.

Weaving Good and Magic through the air, the forms of Xyranian Man o' wars bubble into existence in the air, drifting listlessly, directed only vaguely by our mages. This spell is somewhat unique in that a casters willpower does not correlate to the power of the spell, but rather to the number of these 'Vagrants', as the floating jellyfish have been called, that the caster can maintain at a time and their ability to steer them. Also, we are being informed that they are not jellyfish, they're something called a siphonophore, our apologies Lady Muu. The dangling tendrils of the Vagrants sting with a venom that leaves the victim racked with horrible pain, and even a brief brush with one can leave marks like those of a whip across the body of the afflicted.

In essence, this is the only effect of these creatures, a debilitating pain that will likely not be able to penetrate the hard carapaces of the enemies roach warriors and spider mounts, nor have any true effect on their skeletal forces. In practice, however, the cloud of horrible agony drifting slowly over their ranks, while easy to carve gaps in with spell and blade alike, is highly obstructive to their efforts to attack at a distance once it has drifted into place well enough. In the case of their rats in particular, we expect the pain to be incredibly damaging to their fragile morale.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 28, 2022, 08:46:15 pm
Quote
A-Salt And Buttering
The aptly named A-Salt and Buttering spell is an exotic and advanced combat conjuration spell that summons at least one, though skilled and experienced casters can sometimes manage more, great salt crystals the size of a mortal man from the heavens above from which they rain down with great force. These crystals, being sharp, pointy, and most of all heavy while moving with extreme amounts of speed, tend to very much crush whatever they land upon, after which the second part of the spell activates and the outer layer of the crystals erupts with boiling butter, spraying across anyone nearby to deal painful and incapacitating burns upon their flesh. Being effectively a form of boiling oil, this molten butter tends to have little problem leaking through armor and into any crack or weak point a shell or thick hide might have to, as they say, 'share the heat'.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: EuchreJack on December 28, 2022, 10:45:55 pm
Quote from: Star Witch Wealth Token
Using some extra funds, we've been able to create coral mageplate for the Star Witches. The armor offers moderate protection without hampering magic at its base (and of course, has been designed to fit well within a Witch's aesthetic (Circlets can offer a surprising amount of protection,)) then the armor is soaked in bottled sunlight, like the Hussars' spears, and further boosts the Witch's already prodigious healing capabilities.

Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 29, 2022, 12:23:46 am
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:

Also, have another spell write up.

Quote
Referred to the Crickets / Artificial Conscience Enchantment
While this spell has a more proper name, the common nickname of this spell, developed from one of this spells most common manifestations, at least from the point of view of the victim, er, subject, has rapidly replaced the proper name of the Artificial Conscience Enchantment. By tying a small mote of elemental good to the target that has been properly mystically preprogrammed, the individual in question will soon come to experience something very... abnormal.

To be precise, they'll experience hallucinations of a small talking animal, often an insect and most commonly that of a cricket (thus the spell's developed nickname) that will introduce themselves to the subject as the individual in question's new conscience, there to guide them on the path of goodness, wellbeing, and spiritual wholeness. The subject in question will also soon find that (as the entity in question is, while real, still a hallucination) the entity in question is effectively immortal, invisible, untouchable, and inaudible to all others, and is completely unwilling to ever shut up.

Once you've been referred to the crickets, without access to proper magical cleansing, your redemption is just a matter of time.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Kashyyk on December 29, 2022, 04:14:03 am
I'm gonna have to vote against the Star Witch's Wealth Token. It adds more features and then tries to justify the additional complexity by throwing money at it. I would rather have it be a separate caster-friendly armour Action instead of adding more parallel tasks to this already critical design.

If you have a way to justify a Wealth Token reducing difficulty, I could vote for that.
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- (1)  Nay: Kashyyk
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: TricMagic on December 29, 2022, 08:53:45 am
The main trick would be buying up some spellcasting aids. While it won't reduce the magic difficulty, it would solve any costs in equipping them.

Sadly, there isn't any said equipment supporting them, as it's all natural. And we don't have the excuse of alchemy like the demonside did last game. Beyond which, Coral isn't actually expensive in the first place. It's near unlimited. The only drawback is time constraints.

If we were buying up some steel plate, sure. The forge could turn any steel scraps we could buy off the market into a solid defensive scale. But stick to basics on a hard design, yeah.

Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- (2)  Nay: Kashyyk, TricMagic
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:

As or the current secondary vote, Stealth Bonus. Siren is a solid step to 4 Influence in areas, but the octodads will apply across all areas, which can hopefully get us up to 3 influence across the board and counter demonic actions. They can sabotage their rites too just by being a voice in the crowd, or do the same to empower gadflies into potential protests centered around the octodad.


General improvement vs focused in other words. 1 Combat design, 1 Influence design.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Happerry on December 29, 2022, 09:27:31 am
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
I got convinced out of the wealth token.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 29, 2022, 10:07:51 am
Suggestion for how to spend a wealth token on the Siren design.

Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Kashyyk on December 29, 2022, 07:59:39 pm
As some people aren't feeling the various Influence proposals, have another option to dilute the pool...

Quote from: Cordy Stem Worms
Our current Worms have the best rate of return in morally ambivalent subjects, for they save someone who possessed a real risk of turning to Evil. However that still leaves a good half the population who do an average of more Evil than Good within reach of Nar-Carok, due to the toxic nature if our antithesis.

A routine inspection of prepared eggs revealed a more aggressive strain, that was not content with mere psychological reinforcement. With some encouragement from our specialist Worm Keepers, these Worms would seek out the brain stem of its host and spread thin cords through it, stimulating it directly and forcing the host to act against its wishes if it was about to perform an Evil act, or to force the hand when hesitation strikes.

With a few iterative improvements, these Cordy Stem Worms could reliably pilot a human host, and if they didn't face active resistance it could even pass as natural movement.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: m1895 on December 29, 2022, 08:21:07 pm
Could left well enough alone.
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: Quarque on December 29, 2022, 09:15:42 pm
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(4) Siren of the West: Iris, Happerry, EuchreJack, Quarque
- Use a Wealth Token?
-- (4) Yay: Iris, Happerry, EuchreJack, Quarque
-- () Nay:
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: m1895 on January 02, 2023, 12:36:11 am
Cultist Worms of Muu
The Worms have served us well, but a more specialized strain will prove useful.
Given these are intended for members of our cult, created from the egg or transmogrified in vivo with a ritual, the gradual sickness has been removed to make space for new and improved abilities. The new allows them to suppress the enwormed's pain, though total suppression kills the worms in a matter of minutes, so it's reserved for the mortally wounded for a last hurrah or last mercy. The improved first and foremost relates to the community building. This boosted camaraderie will improve morale and cohesion within the army. Lastly, the highlighting of good actions has been lightly modified to perform better in a military context.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T5
Post by: NUKE9.13 on January 10, 2023, 12:05:44 pm
Angel Team: Design Phase T5
TURNTURNTURN
Quote from: Design: Five-pointed Star Witches
Design: The Five-pointed Star Witches
With the project of the Hussars still held in recent memory, and a new supply of arcane knowledge now in our possession, we have turned our thoughts to the field of Magic. Our Acolytes may be our best mortal magical minds, but that's not saying much when they're also our only ones. Many, many concepts where had, but in the end, none of them where the one. Some had a core issue too major to simply work around. Others simply did not hold Muu's attention, their benefits too small or mundane. Yet more still were not even related to the project at hand. Those designers were put on... time out. Regardless, for all the proposals made, none was quite right. Then one individual came up with an idea. Combine several of the best proposals that had been made, mitigating their weaknesses and amplifying strengths. Thus, a new being was crafted.

Volunteers among our ranks were taken by Muu, brought down into the depths, and when they emerged upon our shores once more, they had become something new. Purple skin, with three vivid emerald eyes, hair resembling a starfish stretched over their head, large flat hands with suckers upon the palmar side, and elegant garbs formed of melded sea stars. They were the Five-pointed Star Witches, or the Five-points for short.

Alone, each Five-point is superior in base casting ability than an Acolyte, even if not enough to truly push them up to the next level. The core of the Star Witches, however, is their ability to link themselves together, each connecting mind and soul with up to four others so long as they each remain within several meters of another in their team. This means that they naturally group themselves up into teams of five, forming close bonds of friendship. When linked, they are able to pool both resources and ability together, enabling them to cast more advanced spells and granting their spells more power than an individual mage of the same level by functioning as a single mage greater than their individual abilities combined.

Additionally, due to being starfish based, a sort of exclusive "spell" was created, with which the Five-points(and future Star Witches should we ever make any) can use magic, particularly Good, to empower their natural regeneration to combat viable levels. Sealing arrow wounds rapidly, dulling the impact sites of Magic Missiles, and even slowly reforming lost limbs, though the latter is infeasible to do during active combat.

This power comes with downsides, however. While their synchronization with their Team is practically perfect the lack of connection with those outside of the group means that they have a harder time coordinating with others beyond the team, outside of Muu herself who can tap into these bonds directly, than they did before mutation. They also all share each-others pain to an extent, meaning that the death of one will temporarily send the others into disarray in addition to weakening their magic.

Finally, Muu understands the deep importance of these connections and bonds, those who spend all their time even outside of combat together, from singing in perfect harmony to bathing together. Where a less caring leader would simply force the teams to adapt to replacement members, Muu takes mercy upon them. The minds of Star Witches who die remain contained within their collective consciousness, and time that would otherwise be spent creating new Five-points is instead spent creating new bodies for those who fell. While their tight-knit groups naturally lead them to be fielded in small units of 5(so a single team per unit), we expect that their abilities will allow them to make up for this limitation, especially as we develop new spells for them to wield.

[Tome Token]: To make up for our own lack of magical expertise, we will utilize our new supply of arcane knowledge to educate and empower the Star Witches, allowing them to cast spells of greater complexity, and gaining yet superior willpower to strengthen their magic.
Five-pointed Star Witches (uses Tome Token): Normal: (3+4)=7: Superior Craftsmanship
Nar-Carok is a hack. What kind of self-respecting eldritch being relies so heavily on scrounging up subterranean creatures to fill their ranks? Obviously subnautical is the way to go.
Having said that... the ocean is pretty deep. There are things down there that give even you pause. Maybe you shouldn't be too reckless.
...on the other hand tentacle, what's the worst that could happen?

There is no shortage of volunteers amongst your acolytes to take a trip beneath the waves. So unwavering is their faith that they do not falter even as water fills their lungs and the beasts of the deep tear their flesh. And their faith is rewarded, for in sacrificing their frail human bodies, they are by your grace reborn. The thrumming powers of the deep sea flow into their water-logged lungs, and the regenerative power of the echinoderms permeates their shredded skin. Echoes of long-forgotten lore are absorbed into their minds, and they emerge onto the beach with newfound insights and understanding. The ancient tomes the Chronicler left behind are suddenly comprehensible to them, and in short order their spellcasting advances by leaps and bounds.
 
The Five-points' third eyes are able to see the flow of magical energies (Good, Evil, Mana) more clearly than regular Acolytes can. This aids their spellcasting, but also improves their ability to defend themselves from magical attacks (as they can anticipate the attack better) and identify unseen magical dangers.
Their flowing robes of speckled orange, though thicker and heavier than normal cloth, are easy to move in- as they retain a degree of animation, moving together with the wearer. Though by no means heavy armour, the robes are able to mitigate some amount of damage, improving survivability. The robes slowly regenerate damage dealt to them, though this is not relevant mid-battle.
Most notable, however, is the regeneration of the Five-points themselves. Minor lacerations to their purple skin are healed in minutes. Damaged organs, broken bones, and larger wounds are patched up on a similar timescale, and completely recover in under an hour. Lost limbs regenerate fully, with the duration depending on a variety of factors, but rarely exceeding two weeks. All these feats are accomplished without the Star Witch having to divert concentration (their sense of pain is also dulled, reducing the distraction potential further), using a combination of Good and Mana as fuel (this can reduce the impact of their spells, but is remarkably efficient, so shouldn't pose a problem unless a large number of grievous injuries are inflicted at once (in which case they have bigger concerns)).
They exude an elegant otherworldly beauty similar to your own, meaning that despite their unusual appearance, they are considered inspirational and aspirational figures by your followers. Unfortunately, though this also affects unaligned mortals, it is unlikely to overcome the fear/revulsion stemming from their inhuman aspects, meaning they cannot act openly in influence contexts.

A single Star Witch is able to cast Magic Missiles approximately 1.5 times stronger than an Acolyte, at triple the speed ((this is not as strong or as fast as Soul Magi, for reference)), with similar improvements in performance for wards. They can also cast Uncommon spells, although this requires considerable concentration. Of course, solo casting is not their forte. When in a Five-point team, each Star Witch can cast Magic Missiles at 2x strength and 4x speed ((this is as strong and fast as Soul Magi)), and has no issues casting Uncommon spells. However, this is still not the pinnacle of their ability. When a team combines their spellcasting together, their Magic Missiles come out at 4x strength and 6x speed- though it is worth noting that Magic Missile, being a rather inefficient spell at higher outputs, is not an accurate reflection of their combined power, hence why combining their strength to cast Magic Missile is significantly less efficient.
...regular Magic Missile, that is. For you see, a Five-point team would never actually stoop to that, when they have the ability to cast Five-point Missiles. Only usable with their combined spell casting talent, Five-point Missile entangles five bundles of magical energy together, forming a single super-missile with ten times the impact of Magic Missile ((stronger than the initial impact of Agony of the Soul, although not as strong as the initial impact of Empowered Agony of the Soul)), cast at 4x speed ((which is substantially faster than Agony of the Soul, although it is worth noting that unlike Agony, it only hits a single target, and requires the efforts of five casters at once, so it is by no means strictly superior)). Though overkill in most circumstances, it is a better demonstration of their potential, and a surefire way to break a shield wall or give a Demon a bloody nose.
Five-point Ward is also available for combo-casting, boasting a ten-fold boost in size and strength compared to regular Ymis Ward. It is anticipated that the Five-points will be able to develop Five-point versions of most future spells as well.

Their one weakness, of excessive attachment to fellow team members, may manifest itself in prioritising the survival of each other over the wellbeing of the army as a whole, and a decrease in efficacy when a team member dies.
Perfect revival would require extreme amounts of effort, but fortunately it is possible (and far simpler) to transfer a portion of the deceased Star Witch's memories to a newly created Star Witch, allowing them to integrate into the existing team.


Five-pointed Star Witches are potent and remarkably resilient casters, especially when using their signature Five-point spells. They will be a potent force on the battlefield, especially if provided with more advanced spells to cast. Unit Size: 5 Uncommon



Quote from: Siren of the West
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!

...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.

This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.

Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.

This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fishtail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.

Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted to her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. However, the more targets she dominates at once, the shorter it lasts. The effect, when used on a small number of targets (say,  the head of the table of a banquet) is long-lived enough to turn her victims into her informants.

Muu spends a wealth token to endow the Siren with generous funds, so she can buy her own equipment (such as expensive dresses) and hire personnel, as she was used to as an aristocrat. This may also help her to "convince" influential figures who prove difficult to manipulate otherwise.
Siren of the West (uses 1 Wealth Token): Easy: (2+2)+1=5: Average
Silver pupils, silver hair, silver voice. Unmistakably a relative of the Silver Emperor. Silver wings and silver scales fit right in.

You might think that a woman who lived most her life in the Vast Steppe wouldn't have much affinity for the sea. But the Siren is not one to conform to expectations. When Muu offered her the power to fight the demonic menace, she did not hesitate to accept the mermaid mantle. Or, well, the fish-chimera mantle. The fish tail will certainly come in handy when she's... uh... taking a shortcut from one party to another by swimming through a canal? And... she won't need to buy so many dresses?
Okay, yeah, the physical mutations might not be totally practical. Fortunately, she is capable of shapeshifting into a more conventional human appearance on demand, and the fishy features provide an outlet for excess mutative energy, making it somewhat easier to include the more relevant features. And hey, for someone who grew up in the steppe, the opportunity to swim like a pro is a fun new experience.

Anyway. Her voice, already quite enchanting before her mutation, is now literally so, capable of briefly mesmerising small crowds, hypnotising small groups, or brainwashing individuals (provided they are not irrevocably tainted by Evil, or extremely resistant to mental assault). This is made easier by her appearance and personality, the former of which she can change through small shapeshifting tweaks, the later of which she can change with acting learned from a lifetime of immersion in the overly theatrical politics of the Silver Empire- ensuring she can always appeal to the tastes of her target (although not all targets are equal, in this regard- she may have a harder time with targets whose sexual preferences tend to preclude women, or with those who prefer their partners extremely submissive).

Having grown up with a literal silver spoon, the Siren was shocked to discover what living in poverty was like after Nar-Carok's forces saw her driven from her home with little more than the clothes on her back. To be clear, she is not avaricious- indeed, her brief dalliance with destituity has only made her more generous towards those less fortunate. But having money to spare again means she can use the tactics she is familiar with from her younger days.
Elegant clothing and ornaments open many doors; a retinue of servants lend considerable credibility, not to mention capability; and the right bribe in the right pocket can get things done in ways words never could. Though her resources are not endless- the cost of operations can rise to dizzying heights when one interacts with the upperest classes-, she is canny enough to manage her funds without running out unexpectedly.

In combat (should it come to that), she can stun enemies with her voice, then filet them with her wings. As a member of the nobility, she is familiar with basic self-defence as well, but is by no means an expert warrior.


The Siren of the West is an effective infiltrator of noble circles, suitable for direct conversions as well as information-gathering and (metaphorical) door-opening. Also she's a pretty good swimmer. Unique



It is now the Revision Phase. You have 2 revisions.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 10, 2023, 12:38:00 pm
Starform
The manipulation of the flesh is rooted in both magic and mutation. But there is not currently a spell for it specifically. By using the Siren as a base nd the star witches studying the flow of the magic when they shifts, they've gained a wealth of knowledge with which to develop something simular. Muu then offered advice on the different forms of sea creatures and other life. Not an easy talk given how alien Muu's mind is, but having a group capable of keeping up helped refine the result.

The result is the Starform spell which allows the manipulation of bodies. It induces a mutative effect which changes the flesh directly, a polymorph. Novices can only change the color of skin, but true masters can warp living beings forms. The Star Witches can help each other to blend in with humans. Muu can use it to completely mutate Sea Servants into extensions of her will within cities, giving them a human form and using them to speak and act beyond herself. The spell doesn't change the durability or effects of the target, but is extremely useful for infiltration. The spell has an upkeep cost to hold the effect on those with magical resistance, but is quite effective at it's purpose for infiltration or stealth.

It should be noted that those under the effect bleed out if they take forms too alien for the caster's minds to comprehend. It's a fairly complex spell and not really suited for combat casting, though star witches could form short-lived monsters from multiple sea servants melded together. Muu of course is an eldritch anomaly in that regard.



Transfigure
A spell developed from the Siren's native shapeshifting abilities and Muu's advice on mimic octopi and how they work, it allows cosmetic changes to help blend in with humanity. Changing pigments, shifting flesh, and altering one's form. Mass stays the same for the most part. Can be use by Muu or as a five-point to force larger changes to forms via focused mutative Good, such as merging Sea Servants into a monster of tentacles under one will and many brains, hearts and other organs.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: Kashyyk on January 10, 2023, 12:56:08 pm
That's gone very nicely. I'm excited to see them in action. With the Five-pointed Star Witches being Uncommon, do they officially obsolete the Acolytes, or are we still wanting them to be available?

Anyway, we've discussed ways to ensure our Sea Servants maintain value despite their combat weaknesses, so I'm bringing this back, updated for our latest tech.

Quote from: Revision: Ditches and Palisades
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.

Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.

Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T2
Post by: NUKE9.13 on January 10, 2023, 01:07:20 pm
With the Five-pointed Star Witches being Uncommon, do they officially obsolete the Acolytes, or are we still wanting them to be available?
While you will almost certainly deploy fewer units of Acolytes now, Acolytes do come in much larger unit sizes, and sometimes you might just need quantity. Not to mention the fact that Star Witches cannot (currently) be used in Influence lanes, so if you had spells you wanted to use there, you'd currently have to use Acolytes for that. In general, things will only be made obsolete if the replacement is strictly better in (almost) all ways- otherwise, the option will stay on the table.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: m1895 on January 10, 2023, 01:32:59 pm
Quote from: Votebox
Rainbow Starshower (1): m1895
Ditches and Palisades (1): m1895
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 10, 2023, 01:47:21 pm
Solar Sentinel.Patch
Clearly something went wrong in the cherubs we constructed for the LLE the first time. Further attempts failed due to a lack of focus. However, Muu still has the information from these attempts, and a good grasp of their creation. The solution is therefore fairly simple. Just try again, and focus your full attention to it.

Quote
Solar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.

The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.

With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
[EF] Solar Sentinels: Normal Hard: (1+4+1)-1=1: Utter Failure
So, yes. You are creating the Cherubs from scratch. You'd think this would mean you have complete control over how they turn out. You'd hope so. Alas, your control is quite so total. While you were able to try a number of different Cherub configurations, none of them turned out the way you hoped. You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but with your attention split between this and the Drakegull modifications, you weren't able to apply it this month.


Quote from: Votebox
Rainbow Starshower (1): m1895
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T3
Post by: Quarque on January 10, 2023, 03:09:24 pm
Quoting from the failed patch:
[ .. ] You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but [ .. ]

We did learn a thing or two about artificial consciousness in general. Taking inspiration from Kashyyk's golems:

(https://thumbs.dreamstime.com/z/fass-cartoon-retro-walking-247144595.jpg)

Quote from: animated barrels
Instead of improving the liquid light elementals themselves, Muu decides to improve their containers.

The barrels carrying them are animated. They grow eight surprisingly flexible limbs that allows them to walk on their own -- or swim. Their artificial minds draw power from the cherub within; using them to transport other goods will make them sleepy and then slowly become inanimate. However, they obey the acolytes rather than the will of the cherub.
While they aren't particularly intelligent, they carry out their tasks with cheer and tenacity. They do tend to annoy their masters with half-witted babbling while at it.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Failbird105 on January 10, 2023, 03:12:49 pm
Quote from: Revision?: Rainbow Starshower
Rainbow Starshower
Inspired by the way the Five-pointed Star Witches collective FIve-Point spells work, the Rainbow Starshower spell attempts to use similar principles to allow for the unified might of the Star Witches to be manifest in a more advanced variant of the basic Magic Missile spell. By reverse engineering some of the basic mechanisms of the Star Witches mental matrix, it has proven possible to create a variant missile spell that allows for a collection of bolts to be generated within a single casting instead of a single overpowered blast. While each of these individual bolts are actually weaker then a normal magic missile, far more can be generated per caster then said caster could cast of normal magic missiles, and the spell grows more cost effective as multiple casters pool their efforts together, which the Star Witches are already pretty effective at anyway. This results in a great shower of magic bolts raining down upon the targeted area, and if each are individually inferior... well, as the enemy ratmen have proven, numbers have a power in and of themselves.

The rainbow part of the name comes from an unexplained quirk of the spell. For some reason, each individual caster generates bolts of a different, and specific to the caster, hue. This doesn't actually have much of any combat effect, but it certainly makes the spell more flashy and colorful.
Changed the start of it slightly to match up more with the finished Star Witch design, here's the thing m was voting for without it having ever been posted in the thread.

Quote from: Votebox
Rainbow Starshower (2): m1895, Failbird
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Happerry on January 10, 2023, 09:30:34 pm
Quote
Coral Elemental Shells
Shells crafted with care by our coral crafters to contain the Liquid Light Elementals, each is individually formed at the Forge of Cleansing with water taken from the Liquid Light Elemental that the shell in question is supposed to contain to attune it to that elemental's energy. Thus contained, our elementals can shine as bright as they want, but as long as they are in their shell the shell will trap the energy released and channel it back into the elemental, keeping them from vaporizing before battle. Of course, when battle begins the elemental can extend its limbs from its shell and begin to pull and smash its enemies apart like normal, now protected by said enemies by its mighty coral shell.
Persephone intends to write up a better version of the version I wrote out in five minutes as an example of what people were talking about to help settle definitions, but until then have this posted in the thread for the sake of something to vote on.

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Coral Elemental Shells (1): Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Iris on January 10, 2023, 09:45:58 pm
it's ya girl, seph here
yeet skeet design, happy how Siren turned out

Quote from: Hermit Liquid Light Elementals
The refusal of the cherubs at the heart of the Liquid Light Elementals to dim their light under any circumstance has been a persistent thorn in Muu's side. Many solutions were considered, but with the failure to modify the cherubs themselves, it was decided to modify the Elementals as a whole.

Each Elemental is given a thick "shell" (generally resembling greatly those of certain marine animals, though they are as varied as the Elementals themselves) composed of coral and carved to give a snug, customized fit for every single Elemental. The inside of the shell is coated in nacre, which is the basis of the primary purpose of the shell - enchantments that will reflect spent light back into the Elemental, preventing them from burning their light too quickly even if the cherub insists on shining as hard as they can. The Elemental inside can see out, and can even extend their limbs for attacking and locomotion. This will allow the Liquid Light Elementals to march under their own power if they are wearing their shell, instead of having to be transported in stasis and only introduced to their Bottled Sunlight in battle (meaning that logistics are easier and ambushes are less of an issue).

The other effect of the shell, and the second purpose of its use, is that the exterior of the shell is quite durable and will protect the Liquid Light Elemental inside during combat.

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (3): m1895, TricMagic, Iris
Solar Sentinel.Patch (1) TricMagic
Coral Elemental Shells (1): Happerry
Hermit Liquid Light Elementals (1): Iris
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Happerry on January 11, 2023, 12:18:45 am
Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (3): m1895, TricMagic, Iris
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (2): Iris, Happerry
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Kashyyk on January 11, 2023, 01:20:38 am
Once more I'm saying "I like this magic idea, but I want this mundane thing more".

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (3): Iris, Happerry, Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Quarque on January 11, 2023, 01:38:03 am
hmm

I like both the starshower and the palisade designs. But  when we just made the star witches and they turned out amazing, I would slightly prefer to give them a new spell to work with. Perfect timing.

Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Kashyyk on January 11, 2023, 03:31:18 am
I have modified D&S to explain what  Qealth Token could be used for

Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
- Wealth Token?
-- (1) Yes: Kashyyk
-- (0) No:
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Quarque on January 11, 2023, 03:36:01 am
That switches me over, good use of a token.

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (0) No:
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 11, 2023, 07:54:58 am
Quote
Coral Elemental Shells
Shells crafted with care by our coral crafters to contain the Liquid Light Elementals, each is individually formed at the Forge of Cleansing with water taken from the Liquid Light Elemental that the shell in question is supposed to contain to attune it to that elemental's energy. Thus contained, our elementals can shine as bright as they want, but as long as they are in their shell the shell will trap the energy released and channel it back into the elemental, keeping them from vaporizing before battle. Of course, when battle begins the elemental can extend its limbs from its shell and begin to pull and smash its enemies apart like normal, now protected by said enemies by its mighty coral shell.
Persephone intends to write up a better version of the version I wrote out in five minutes as an example of what people were talking about to help settle definitions, but until then have this posted in the thread for the sake of something to vote on.
Be a bit hard to beat yourr's for consistency. Also, I like how we have a mass production bonus but are doing individual cay pots. :)

Plus how it's the cherub we need to attune it to rather than liquid light, but eh. Semantics.



That switches me over, good use of a token.

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (0) No: TricMagic
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic

It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.

Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Quarque on January 11, 2023, 09:19:02 am
It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.

Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.

We have a bonus to production, but that doesn't make production infinite. The way I think this works is that spending a wealth token will make the roll easier, or the aim higher, which means either way that the final result is better and more effective. We're piling one bonus on top of another.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 11, 2023, 09:48:45 am
It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.

Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.

We have a bonus to production, but that doesn't make production infinite. The way I think this works is that spending a wealth token will make the roll easier, or the aim higher, which means either way that the final result is better and more effective. We're piling one bonus on top of another.
The issue is the revision is already easy. Nor are the number of sea servants infinite, they're finite. And better tools doesn't actually solve their skill ceiling, they're basic workers.


Lapis Spirit Cores & LSS Leaders
By buying lapis from the Quarry, we can forge it into a magically reactive stone through the imbuement of Muu's energy. These cores are then enchanted with runes relating to the self, knowledge, and truth. When placed within a sea servant as they undergo rejuvenation, it allows more of the soul's self to be expressed, creating individuality in the hivemind and the ability to choose once again. While getting used to the body takes some time, it greatly improves their ability to wield tools and act. This does result in them being less cohesive as a whole when not under Muu's guiding hand, but the hivemind has always welcomed individual thought within the consensus.

Lapis Sea Servants are Uncommon variants that can act to direct groups of their lesser kin during work and battle. This means they no longer have to stay bunched together to be effective so long as their foremen are around. In addition to this, we've used our Wealth to help things along and free up time to make hammers, hatchets, shovels, and stakes for rapid fortification, allowing the Servants as a whole to quickly dig and build Ditches and Palisades.

Lapis happens to be a stone that is magically significant, representing wisdom, intellect, and truth. It's also fairly good at holding spiritual energy due to these facets, which makes it ideal for making use of our work on solar sentinels back then. While it's not an artificial consciousness, some of the work does translate over as it's meant to hold one. Of course... if it's shattered that does mean the Lapis Sea Servant will die even if the rest of the body is intact. It's deeply rooted into the body, unlike normal Sea Servants whose spirit directly animates the flesh.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Kashyyk on January 11, 2023, 10:59:51 am
It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.

Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.

We do have bonewood, but that is for the haft of the tool, not the blade. Coral might be applicable for a hammer, but definitely not for anything else, hence why we still use iron (which is worked more easily with the forge of cleansing). I don't know why you think we have plenty of people, but a Wealth Token is explicitly called out as a way to free up manpower. We do have a small Mass Production bonus, and I want to doubledown on it. Making lots of Tools and stakes would be a fantastic way to stack the terrain advantage and I want to push that as much as possible.

Also, hardwood is ideal for defence, and thus high quality (compared to what I assume is medium,zquality bonewood). Perhaps we can use the hardwood as a base for the bonewood too.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 11, 2023, 11:46:12 am
My main issue is that wealth tokens are valuable. This doesn't really seem to fit that value. Better tools mean better work, but that mostly applies to difficulty. This is already easy enough isn't it? We don't need a full set of tools for each when Sea Servants come in the hundreds already, and they can only do 1 job at time. Some to cut wood, others to hammer stakes, some to dig ditches. It's not much of a speed increase.

Basic materials are plentiful, we have the production bonus for making a ton of tools. They're not going to be great quality, but they will be good as is. Nothing fancy, just simple and clean. They get the job done.



Magic Missile: Spike
An earth variant of the magic missile(And Five-point variant), on contact it's energy lances down into the earth, then brings forth a spikes to impale what it hit. Can also just be fired at the ground for quick and dirty walls to break charges or around an encampment. The Five-pointed version gains variance, better able to control the formation of the attack thanks to being ale to see how the mana in the spell reacts, an practice. Of course, how much power is used determines the size of the spikes.

The basis behind it is simply using earth-aligned energy. It's kept contained until it hits something, then returns to earth via the shortest distance, which actualizes the energy, creating displacement of the earth. The result is the stone spikes the spell is named after.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 11, 2023, 12:53:57 pm
Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (1) No: TricMagic
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Thought this was Happery's this morning..
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: m1895 on January 11, 2023, 01:42:33 pm
Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Kashyyk on January 12, 2023, 12:15:23 am
I've been thinking a little more about rare and unique combat units, so have a couple of ideas.

Quote from: Tentacular Horrors
A writhing ball of tentacles, beaks, and fishing paraphernalia, the Tentacular Horror is the anger of the misused oceans made manifest. The most Eldritch of our creations, only Muu can comfortably gaze on its central form without suffering severe mental trauma as the constantly shifting limbs defy mundane logic. The more cautious observer will see the mass use its 20ft long tentacles to walk across terrain like a cephalopod, occasionally anchoring itself with a trident, harpoon or a row of serrated suckers.

A team of specially trained acolytes (or Muu Herself) are needed to direct these monstrosities, but that's still using the word generously. They must be housed separately to ensure they don't devour nearby cultists or other Tentacular Horrors, making them a singularly *Rare* sight in the field. Which is fortunate for the enemy because there is little one can do when a beast you dare not look at flattens your comrades, snares you with embedded fishhooks and nets and drags you, kicking and screaming, into its twisted maw.

Quote from: Wings of Muu
Muu is a beacon of Light in these dark and terrible times, and Her mere presence bolsters the courage of our forces in the battlefield. Suffice to say, when Muu was forced to retreat from one of Her duels against Nar-Carok Her forces were dismayed.

A young captain who had somehow survived the fallout tried desperately to rally his troops and stumbled upon a cast off piece of Muu Herself. Despite the Angelic corruption it dealt to him, he raised it high and through sheer devotion was able to channel a  speck of Her will. Warmth and calm returned to the minds of his soldiers, and they were able to turn back to the fight.

That captain and that particular piece of Muu were no more, but the idea stuck. Muu brought forth a part of Herself and bound it to a unique battle standard. When born by a devout follower, the army it leads will be stirred on to great acts of courage and valour, as if She was leading that army Herself. Further, the bearer and those directly beneath it are empowered by Muu's Might, displaying feats of strength and durability impossible in a common human.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 12, 2023, 09:07:13 am
Gate of Muu, Open
The Gate of Muu takes the foundation of summoning to form a portal, allowing access to other worlds, or even thing in this one. By using the Good within us, we call upon our own Patron. The gate is opened, and !̶͚̒̅u̴͍͆̔~̵͖͊͋ is seen within. It opens a portal to within Muu's personal marble, where all live. From the gates does the target be judged in need of redemption, and her arms come forth to grasp enemies, dragging them in to be mredevou[/u]emed. To mortal mind they look ghostly, like the arms of the eternal jellyfish. But their many-limbed grasp is fractal and unyielding, a reflection of her truth.

S̸̞͉͓̞̀e̸̺̚a̸̢͈̣͛̒̈́ ̷̤͔͂̀̒͐L̴̙̻̍ͅḭ̴̩̽f̸̹̿͆é̶͚̾ ̶̛͍̗͒̾͒į̴͓͈̤͒̽̿͘s̶̜̐ ̴̮̘̞̉c̴̪͖̘͕̈̚ô̷̦͖͍̫̑͒̀ő̴̟͖̂̈́l̸̛̞̟̥̃̌,̷͈̖̝̾ ̷͔̓̔͜͝ṋ̴̥̥̰͊͊o̶̬̠̟̅͊͜͝͝w̶̫̒ ̴͔̫̳̦̃ẏ̸̛͍͇͙͌͌ọ̸̡̹̥̓u̴̳͌̊ ̵̧̻̞̽̎ä̸͚́̇̏r̴̮̖͐́e̵͈̣̪̽͂ ̷̨̮̪̑̒͂̏t̵̞̭͉̓̾̈̆ǫ̶̺̦͒̅͜õ̵̢̰͍̔͝.̷̼̳̭̋̑

A fragment of her true self, the gate closes once the tentacles have grasped every they can and drag them to !̶͚̒̅u̴͍͆̔~̵͖͊͋.

TL:DR, It a portal that summons a fragment of Muu's true self to drag in/devour foes around the gate, "redeeming" them. Doesn't matter what size they are, the portal's maw will fit any number. Enough 'Damage' to the tentacles will just turn them into sea foam as reality reasserts it's hold. Good luck getting out this Uncommon Spell though. (Looking at the Magi who just heal from most damage.)
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Quarque on January 13, 2023, 05:12:35 am
Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: m1895 on January 13, 2023, 05:17:31 am
Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: TricMagic on January 13, 2023, 09:21:00 am
Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Blame me being fickle and hardwood being expensive. Stake the vampires. Not ideal, but defense over offense, so we have more people for offense.
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: Quarque on January 13, 2023, 11:04:42 am
 :D

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (4): TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
Post by: NUKE9.13 on January 18, 2023, 01:33:11 pm
Angel Team: Revision Phase T5
TURNTURNTURN
Quote from: Hermit Liquid Light Elementals
The refusal of the cherubs at the heart of the Liquid Light Elementals to dim their light under any circumstance has been a persistent thorn in Muu's side. Many solutions were considered, but with the failure to modify the cherubs themselves, it was decided to modify the Elementals as a whole.

Each Elemental is given a thick "shell" (generally resembling greatly those of certain marine animals, though they are as varied as the Elementals themselves) composed of coral and carved to give a snug, customized fit for every single Elemental. The inside of the shell is coated in nacre, which is the basis of the primary purpose of the shell - enchantments that will reflect spent light back into the Elemental, preventing them from burning their light too quickly even if the cherub insists on shining as hard as they can. The Elemental inside can see out, and can even extend their limbs for attacking and locomotion. This will allow the Liquid Light Elementals to march under their own power if they are wearing their shell, instead of having to be transported in stasis and only introduced to their Bottled Sunlight in battle (meaning that logistics are easier and ambushes are less of an issue).

The other effect of the shell, and the second purpose of its use, is that the exterior of the shell is quite durable and will protect the Liquid Light Elemental inside during combat.
Hermit Liquid Light Elementals: Normal: (2+2)=4: Below Average
Hey, wouldn't a clay pot be more- *shot* (by a Magic Missile)

While constructing a large coral 'shell' for Liquid Light Elementals is possible, it is not free. Making some wooden barrels is significantly easier than fusing large quantities of coral together, then polishing the inside. But the results are quite a sight. The exterior of rough coral is both beautiful in its swirls of vibrant colours, and practical in its defensive properties. The interior has been treated like the mirrors used to make Liquid Sunlight in the first place, which keeps the light mostly contained. Obviously light is still lost through the opening, with more lost the more of the elemental extends outside, but the savings are significant- enough for the new Hermit LLEs to be active for upwards of a week before depletion becomes a serious issue.
Aside from an increased cost of deployment, downsides include that the HLLEs are slower than the unshelled version on the battlefield, and slightly less flexible. However, they are considerably more resilient, and by being self-propelled and tireless, do not slow the army down as much as the awkward carts used before. The cherubs do still need to be transported separately for most of the month, but once scouts report enemy forces in the area, they can be deployed in ample time to fend off surprise attacks, participate in the main battle, and stick around to mop up after.


Hermit Liquid Light Elementals do not render regular LLEs entirely obsolete due to the increased cost, but in many situations their increased practicality and resilience makes up for the cost. Unit Size: ~8 Uncommon



Quote from: Revision: Ditches and Palisades
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.

Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.

Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
Ditches and Palisades (uses 1 Wealth Token): Easy: (4+3)+1=8: Unexpected Boon
With funding (and a modicum of advice from allies in the Bountiful Quarries), providing Sea Servants with metal tools and bonehardwood stakes proves easily doable. Though a handful per unit need to be held back to assist in the production of tools and processing of lumber into bonewood, the added functionality should easily make up for the modest decrease in numbers.
The Sea Servants take to their new roles like a Sea Servant to water, with trials showing that they can set up a well-fortified camp at a high speed, with minimal oversight required. With just a little advanced notice, they can quickly dig trenches, set up stakes, or make other changes to modify a battlefield in your favour. Obviously the impact of such defensive measures is limited on the attack, but their iron tools make them deadlier there as well.

Whose idea was it to have Sea Servants practice their trench-digging on the sea floor? It was an objectively stupid idea. However, it was also a fortuitous idea. Because whilst digging through the silt, the Sea Servant unearthed a shipwreck.
Shipwrecks happen. Nothing weird about that. This one happened to have been transporting a well-sealed chest, which (unlike the rest of the cargo) was in fairly good condition. The weird thing- the thing that leaves you reeling in confusion- is the letter inside the chest. It is written in code, which you have been unable to crack, but there's one word you recognise. And that word... is Muu.
The ship sank decades ago, at the very least.
You are less than a year old.
If you were a mortal, it could be a coincidence. Mortals share names. Angels do not. The angelic glyphs that form your name are yours and yours alone.
...anyway. In addition to the baffling letter, the chest contains dozens of pieces of amber, each one inscribed with an angelic glyph. You're not entirely sure what the purpose of these stones was, but you can feel the residue of a spell in them, which is coherent enough that you could gain some insight into how it worked with a little effort.
((You gain 1 Amber Token. This can be used to make the development of a new spell easier. It's not as potent as a Tome Token, and cannot be used to improve casters or the like- only a spell.))


Entrencher Sea Servants will provide your forces with increased camp security, offering better rest and a fallback option if open battle goes poorly. They can also alter battlefields, and are slightly better combatants. They are slightly less numerous than default Sea Servants. Unit Size: ~85 Common



It is now the Strategy Phase. Decide where to send Muu, the Good Doctor, and the Siren of the West.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: Quarque on January 18, 2023, 02:14:37 pm
ok, how about


Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: TricMagic on January 18, 2023, 02:48:22 pm
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: Kashyyk on January 18, 2023, 03:33:03 pm
I want to see a match up between Nar-Carok and the Good Doctor

Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (2) Quarque, Kashyyk
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: m1895 on January 18, 2023, 06:42:16 pm
Bloodborne
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (3) Quarque, Kashyyk, m1895
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: TricMagic on January 18, 2023, 07:07:26 pm
Bloodborne
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (4) Quarque, Kashyyk, m1895, TricMagic
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
Her funeral maybe. Rolling lokc?
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: Naturegirl1999 on March 28, 2023, 01:42:27 pm
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (5) Quarque, Kashyyk, m1895, TricMagic, NG1999
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: NUKE9.13 on June 25, 2023, 08:57:43 am
Angel Team: Strategy Phase T5
TURNTURNTURN
Design phase, two designs, go.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)

Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 10:26:39 am
Hussar's Cloak
The cloak of a hassar is made of goat leather melded with coral, lined with fur. It's been enchanted in the forge of cleansing to resist most of nature's elements, able to shrug off water and wind as easily as air. This material has also been fitted to the drake gulls, greatly improving their speed in incremental weather. Perhaps most importantly though, it offers a magical ward which protects against magic, a godsend for their work against mages. It won't protect them from direct hits or spells with a physical component, but anything that affects an area should just brush off them.


Stealth Archers
There is a curious creature in the depths which can change it's shape and color to mimic other creatures. While adding them to our forces could prove useful, this is not the remit of the current task. Rather, they've been hunted and pacified in a pool Muu has built, and made to breed up their numbers. They are skinned for their leather, which can be enchanted to replicate their surroundings. Though this isn't the only upgrade to her archers Muu has compensated. It is long past time for a longbow. Made out of bonehardwood and string made of fur melded with iron in the forge of cleansing, it's draw weight is immense. While slow to fire, the bobkin arrowheads will allow our trained archers to deal with most foes they face from stealth. One shot, one kill. This is the training they've undergone, moving through terrain and striking unseen. While rare to see on the battlefield, their training has them reach as the peak of mortal archery.

Two things. Latter is just Stealth Archer meme. Not sure ho to write fusing them into Stealth Octopus Archers.



Whirling Wave
Taking inspiration from the whirlpools of the sea, the Whirling Wave is an uncommon spell. By conjuring water and forming a spiral matrix around a dragging core, it can then be thrown forward. At this point it will glide around the ground as the center of the spell drags the water around it, battering and disrupting foes en masse. The spell's projectile form is a swirling sphere and once it hits the ground will burst into the whirling waves as it washes over the terrain. The actually spell isn't dangerous. Someone with steady footing can manage to stay put. Those without or get knocked down however are likely to find themselves battered, and anything too small will get pulled into the current. The spell will eventually run out of momentum, at which point the core will no longer be able to keep the waves going as it flattens.

This spell is primarily meant for crowd control, able to stop advances and disrupt formations. It can be focused to be lobbed at a target for a heaping of physical force when it expands, a the cost of any momentum to move forward, greatly reducing it's lifespan. Of note is that the spell does not actually care about whether water is conjured or not, making it fairly effective at stopping landings. While the spell's core sinks and often expends it's energy, it will sink boats, and in shallower water can actually keep going for a while.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T4
Post by: m1895 on June 25, 2023, 12:10:51 pm
Probably a good idea to knock out high value targets, at least soonish
Longinus' Lance of Light
The Lance of Light is the brainchild of one of our brighter acolytes.
Using an entire Bottle of Sunlight as material to ease the burden on our spellcasters, the spell creates a shaft of light in the user's hand, which is then thrown like a javelin, but with far greater speed (and as a corollary, range). The Lance of Light's shape also provides modest penetration of magical barriers, though as a side effect it tends to overpenetrate mundanes (and ratmen), requiring center mass hits to deal mortal wounds. The Lance also has very slight course correction, a mere few degrees, but enough to make a near miss a hit, a trick we learned is probably useful at such distances. Though of course, as each Lance requires an entire bottle (unless you're Muu) their use must be weighed against other potential uses of the bottled sunlight.
Quote from: Wealth Token
Or we could create a third production facility, and hand out bandoliers to Acolytes and Witches alike


Staves of Longinus
Grown from coral in the forge of cleansing under the direction of seasoned acolytes, the Staves of Longinus are purpose made to cast the Lance of Light, with a small orifice to imbibe and store the sacrifice of bottled sunlight. Yes imbibe, each staff is a more or less living entity, wielders of them develop the Staver's nip, a scar where the staff gently suckles their blood on occasion, just enough to maintain their semi-living state. Measured on the level of units rather than individual soldiers, the staves are common, as any given unit should have at least one, with some units prioritized for quite a few staffs. Normally these staves are the size of a regular quarterstaff, but the good doctor has been given a much shorter custom model, with a one handed grip shaped to fit her hand better. This naturally heavily hampers range, but the potential reduction in accuracy is negated by her own talents, and suckling her blood appears to have affected the staff. It's lances take on the same pale blue light that suffuses her blade and hits far harder than normal.



Quote from: wealth token
with a solid chunk of funding thrown at supplying more acolytes to Throw shit at the wall prototyping staff design and giving them more resources to play with, we can get past some of the worst design challenges with relative ease
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 12:30:02 pm
"Zeesnijder" Sea Slicer
From within the amber, the runes speak of the oceans, compressed. Deep below, jets of force erupting from vents, destroying anything that passes through it.
The Sea Slicer is a spell that, through the condensation of magical energy, conjures water from the air and sends it forward in a beam, cutting anything in it's path and pushing apart the rest. It is a spell meant to clear through lines much as the scythe through wheat, though requires continual application of magical energy to fuel. Even our Star Witches can only manage around three seconds, though in those three seconds an entire line of foes has been cut down but it's power as it washed over them. Thankfully, the Star Witches work together, not apart, and so can greatly speed up the charging of the spell, or combine it into an even larger beam that does not so much cut as obliterate anything in it's stream with it's force. Even if you can survive the onrushing water, you will be pushed back without extremely solid footing. Naturally it's an uncommon spell, as the focus required to not have the sphere burst before it is directed is great.



Staff of Ancient Light
Long ago, the world was unformed, All that was lit by the sun, and the waves.
The amber speaks of a tale unknown to most, the runes telling of the past. Or is it a future? The light of those days was filled with magic, and life formed and lived freely. Bygone days yet to return, but the sight of that light can be seen in modern day, underneath the waves. There was however one piece of amber, whose word was Life.

Inspired by the Tale, Muu gathered the finest of coral, the most lustrous silver, and the amber itself to create a staff, the Ancient Light shining from it. This light can be manipulated to cast a veil upon allies and enemies, promoting the regeneration of wounds and growth of flesh. Those who touch it are taken by it, being twisted into the likeness of sea creatures with a desire to spread life to others. It is only their connection to Muu that prevents them from these baser instincts, but the Staff of Ancient Light serves as an ideal. That no matter the obstacle, Good shall flourish and life shall push back death. As even in death where nothing else lives, Life will continue on.

The Ancient Light is a Unique spell cast through this Artifact, whose glow will heal wounds and bind minds. It can be concentrated into a beam to improve growth and twist others to it's Will, serving the Collective Good that Muu espouses. Even evil can be redeemed, and the dead revived to fight as beasts of the sea. The will of the Ancients cannot be fought, only postponed. The Sea once covered the world, and one day it will again, but life continues on.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Kashyyk on June 25, 2023, 01:20:01 pm
We've been talking about Heavy Infantry and an uncommon Magic Spell in the discord. I think those are still good goals to achieve this phase. So here is one of each.

Spoiler: Crabfolk Warriors (click to show/hide)

Spoiler: The Hidden Horror (click to show/hide)



And I had a bit of a brain itch, so here's a Champion design. The Demons are one up on us, so I'd like to close the gap.

Spoiler: The Radiant Paladin (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 01:45:10 pm
Stake of Kane
The Good Doctor has long been blessed with her trusty sword Moonsilver, and her unnamed knife gave her a good degree of protection. But her foe is crafty and cowardly, resorting to tricks in the face of open battle and running whenever things do not go his way. The humiliations suffered shall not go unpaid. Taking her knife and the Chisel of Kain, the Forge of Cleansing is used to meld the divine material with the unassuming blade, producing a thick blade with a sharp edge on one side and no guard rather like a garrett,. The point is flat. This blade has a number of properties. For one, it's immortality has been merged with the protective enchantment, creating a thin layer around her that can ward against the unnatural and force her foes to fight fairly. The flat point is capable of breaking through any defense when stabbing, contradicting the assumption such a wide edge couldn't. It's status of being blessed by a god of medicine also enhances the quicksilver in her blood, boosting her vitality-draining abilities to drain life from anything near her she's focused on. It also gives her a minor power in being able to see weaknesses in construction, not just the body, letting her give advice or take full advantage. All in all she's even deadlier now than before. And still not a vampire, she just takes life to gift it to the needy.


Behold, the ultimate Stake with which to kill vampires, liches, and any other manner of monster or undead.
Not valid..
Title: Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
Post by: m1895 on June 25, 2023, 02:32:17 pm
Bonewood Bowmen
Our archers have been left almost entirely untouched since the war began, that ends today.
The forge has been operating day and night pumping out new bonewood bows with bonecoral reinforcement, able to hit targets harder and further than our current bows. They can also be largely made by sea servants in the forge (thanks to the dexterity bonus we gave them) with the exception of the finishing touches and corrections.This tolls the death knell of the "bring your own bow" era of archer recruitment, but this brings its own challenges; now that we have so many bows, we have to actually train up fresh recruits to use them. This was made easier by giving the hunters, who previously made up the bulk of our archers, retraining first and the new title of marksman (a bit presumptuous, but they'll grow into it with time.) The new title comes with new responsibilities: a handful of newbies to look after and help ease into the training. Of course new bows are not the only new equipment they have to work with, a goat wool (if there's one thing these islands have, it's goats) gambeson, it's fibers fused with trace amounts of coral for a bit of extra strength and to surround the wearer's soul with a thin cloud of good (it also gives it a certain... vibrancy in color,) and a padded coral helmet, of the open-faced Thpenian style, provide the bowmen with a basic degree of protection. They've also received news arrows with bonewood shafts, and some bodkin tips to go with the standard broadheads. A Marksman may optionally have a handful of their arrows converted to "arrows of light," a derivative of spear of light, though the handful is submerged at the same time as a bundle, reducing overall costs. They also received a bonewood-hafted mace with a bronze head.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 02:55:57 pm
The Electric Generals
(https://static.displate.com/280x392/displate/2022-11-10/2bdb6866119f4e8f70083e62fe382d04_ae8b102fddc9e38f46028a2cfbc92792.jpg)
Muu has decided that people need to work together more. While she could just link them up in bunches of five, or tie them all together, such methods are unlikely to work well with the Agony of the Soul being thrown around. No, what they really need are extensions of herself able to direct them with a portion of her brilliance. Enter her Electric Generals, specially grown Jellyfish with 7 foot radius, and enough brainpower to telepathically direct whole hordes of people, sea servant or otherwise. Their smaller tentacles act as levitators, controlling their latent electricity to let them float and move around. Their four larger tentacles are used to move across the ground and deliver deadly shocks to anything they wrap around. The top of their cap contains a organic core made from coral in which the majority of their powers come from. So long as it's undamaged, they can work at full efficacy.

Their lightning does have a limit, which they have to refill by draining life. They mostly heal slowly over time, so the rest of their cap is dedicated to Ymis wards to help reduce physical impacts and de-intent magic to help resist it. It's not much, but a lot of time has been spent on each to make it as close to Muu's brilliance as possible, making them a natural rarity on the battlefield. And much like the Sea Servants, they can link with Muu, or said Sea Servants from a distance to improve their capabilities. (Though they can only direct, not assume control.) Their color is the result of dissolved coral, which is both their main food source and a medium for their abilities. An Electric General that has leaked too much of it's body has difficulties directing it's electricity. Their levitators are also more prone to damage than their "legs". Break enough of them off and you force it to come closer to earth.

No humans were harmed in the making of the Electric Generals. A lot of animals were though. Most of their build time is spent underwater in the pool of cleansing for maximum volume in their semi-liquid head. Come in a variety of transparent color schemes



Hale Amulet
Taking advantage of our heavy works in studying the frequencies of wards, the Hale Amulet is made up of bone with coral filling the engravings. These runes are charged with magical energy. (infusing the coral will trigger the enchantment imbued into the bone), and provide general physical protection to the wearer. Enough to hand a few impacts before the light fades. They're cheap, effective, and salable. It's not fancy(other than being made to look like a whalebone tusk on a simple necklace), but they will protect you from at least one hit. Usually. We also have fancier ones for those looking for a bit of defense against assassination. And unlike most of our stuff, no mental effects. It really is cheap, the coral is in abundance, and the forge makes enchanting and molding it easy, along with carving. We can produce a ton for everyone, though much like the first Ymis ward, only a single frequency can be used. It offers no defense against magic, being entirely focused on the physical frequency.


Cheap, effective equipment for anyone that needs it. Can give it to allied workers and provide charging services, can give it to politicians who want some safety from an arrow through the knee. It's not fancy, but it makes use of what we have, no new things needed besides enchanting. It's scale could be difficult, but mass production (and security, and what's more secure than your own security) should help out.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on June 25, 2023, 03:38:34 pm
OK so first up, magical heavy infantry.
Spoiler: Magical Blender (click to show/hide)

Medium infantry/skirmishers with cumulative magic resistance.
Spoiler: Just Peltast Things (click to show/hide)

And a straight-up "please die now" spell so the enemies, y'know, die.
Spoiler: Magic Is Hard (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 03:48:07 pm
snip
Magic is soft. Also, fireball is sorta... Not original. Basic. It's just feeding a fire/light spell that you throw at people, barely a change to magic missile's throw magic at it approach?

Shifting Earth
Over time, the earth moves. In time, the earth cracks and quakes. This uncommon Spell takes hold of these forces, and summons them to a location of the caster's choosing, causing the earth to split, quake, and crack in a small area, before closing over, anything caught within undoubtedly losing their life from the crushing force. Perhaps more importantly, it's not a fire and forget spell, but one that can be cast wherever the spellcaster's magic can reach, though it usually requires line of sight so you at least know where you're putting the spell's center. theoretically, multiple casters could work together and synergize their magic to create a larger effect, but not like that will happen... Oh look, it can happen. Star Witches can greatly improve the area of effect by choosing places in a star-like formation to summon this force, making it even deadlier


As an earth spell. Summon, bind, and strike the earth! Amber is a mineral formed by earth, and the runes speak of the forces involved. Even a small bit is a lot
Title: Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
Post by: m1895 on June 25, 2023, 04:16:04 pm
Very slightly modified from its origin, probably not the best choice but might as well see what people think about it nowadays
Muu's Mercy
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes (though five points can get it done much quicker,) but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at that demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on June 25, 2023, 04:36:57 pm
Quote from: Spell design: Ink of Muu
Uncommon Spell

Upon casting this spell, a flood of the Ink of Muu is released upon a group of enemy units. This black holy Ink temporarily blinds any creature, living or undead, that relies on eyes or hollow eye sockets to see. It is particularly sticky stuff. Trying to rub it out of your eyes by hand hurts and will only make it worse.

This spell is dreadfully effective on demons because they have not invented soap yet and most of them are hesitant to burn themselves (which, admittedly, removes the Ink).

Five-point Star Witches learn a slightly modified version of the ritual. When they cast Ink of Muu, they release five streams of Ink rather than one. And instead of Black, the Ink they release has five different colors:
  • Red (causes Fire damage in addition to blinding)
  • Yellow (causes Holy damage in addition to blinding)
  • Green (causes Acid damage in addition to blinding)
  • Blue (causes Cold damage in addition to blinding)
  • Purple (causes Arcane damage in addition to blinding)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 05:24:41 pm
Reliquar stuff to appeal.

Preservation Enchantment
A enchantment based upon our work on physical protection, this is slightly different. It doesn't just have to protect from the physical, but from it's own aging. Thankfully we have one solution in our coral, so it's a matter of getting said enchantment right while not outright draining from movement?

A tough problem to be sure. We'll start with preserving books with a coral casing. The physical ward is altered to sink deep into the structure of the book within, then we tune it out of alignment, slightly to the side rather than the up and down of the original. This prevents the spell from draining during movement of the casing. We then charge the enchantment to find out how it works, and submerge it for a couple of days. In this manner we test to see if these books become waterlogged, and the power consumption. Ideally the enchantment will stabilize anything within that isn't living.

This type of magical research is boring. So Muu supposes they will tap on the Revisionists to help with this. Not only does it let them better preserve their many texts, they're also a lot more methodical about refining this. And once a the proof of concept is made, it can be scaled up into a Rare fixture of any library, meant to protect a whole display case instead of a single book, perfectly caved from coral melded with wood.


Megalyterotheikos Tomeas Ritual
This ritual is designed to broadcast the Ymis ward, empowering it off of magical energy. For us it makes use of  liquid light barrels buried in the earth, which is slowly leached over the course of the day. Star Witches' gather to build the ward and then attach it to this source, before anchoring it to a solid surface. Unlike the Ymis ward, this one makes damaging anything it's layered to far far more difficult. Compared to the original, there's no contest. So long as it's connected to the earth, it isn't going to fall any time soon. This naturally has uses in cases where we can prepare the battlefield ahead of time, but it's primary advantage is in fact for our allies the Reliquars. They would appreciate a good ward scheme, and this is definitely one of the better ones. They're need to provide their own way to empower it though, but perhaps they may help us in turn to not rely on the barrels entirely. While it's technically possible for acolytes to cast this spell, it's far more fiddly since the spell also has to infuse the material, making it solidly Uncommon. On the other hand, the Reliquars likely have the experience to apply it, or could help get our Witches in. Others may also appreciate the improvement of security. Note that only one type can really be applied as it infuses the material.



One is boring refinement and experiment work for something that will only be appreciated by librarians and historians. (Revisionists helping.) The other is Turtle. Pure Turtle. The walls won't fall that easily next time, and any case we're on the defense is a major boon. Notably, neither is really Amber level since it's an improvement of an original, though the latter could be useful if going full turtle. (Like casting it on a moving castle on a giant turtle.)
Title: Re: Angel Team - Chiaroscuro 2
Post by: m1895 on June 25, 2023, 05:32:31 pm
Coral Charms
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone... of course, you remember the rest, let's get onto where we are now.
 Coral has shown great promise for enchanting, and readily accepts the mayfolk runes. Given this, we planned a modest increase in scope from the original plan. A coral charm can now be made as a pure Arcane/Physical ward, as well as the standard mixed ward it was originally patterned after. Fortunately, our good friends from the quarry know how to set up manufacturing so this variability won't crash our  production rates. A good thing too, as with the sheer quantity of coral, it's enchantibility, and the forge this may be the single most mass-producible enchanted item made in a long time (though what precisely that means is another matter.)
Quote from: Wealth Token
Actually you know what, it isn't. Shoot for the moon, land among the stars. We are going to pump enough resources into these charms to give one to practically every soldier. Hell, we can probably sell a few in the raiders roost, adventurers like having protection, and it gives us a foot in the door we don't currently have.

Bone Piper
A bone piper is a strange floating flesh orb of a creature(?) With several bone (or chitin? horn?) tubes protruding out it at odd angles. The command of a unit is bonded to one of these pipers, allowing any order to be relayed through the sound generated when it blows air through its many tubes. Our troops hear this sound as moderately pleasant music, which they can unerringly interpret as their orders, but to the enemy, it is a horrifying cacophony of mind-searing notes, a tune which should not be, and wears away at their morale and sanity the longer they hear it.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on June 25, 2023, 05:35:47 pm
Spoiler: Rare Archers (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 25, 2023, 06:15:33 pm
Wavelight
The light of the amber runes is pretty, how they almost seem to disappear when the sun hits them just right.
This also reflects the spell within, light refracting into the wave.

The property of light is one most angels seem to take as cleansing, bright, healing, a sign. But it doesn't have a form, really. It's only through interacting with other objects that color shines into the world. This spell however refracts that color, trapping it in the waves of this magic. As a spell, it's complicated to understand, but once cast, it doesn't take much of the magic imbued to maintain. It's bound to an object, and as that object moves, light does not return, but cycles, refracted through the to mirror the other side. A slight distortion remains, but on a single unit they are likely to go unseen until within the cloak itself.

Quote from: Charmbox
Muu's Mercy (1): TricMagic
-Use Amber Token (0):
-Don't use Amber Token (0):
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Don't Use Wealth Token (0):
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on June 27, 2023, 01:01:12 pm
Spoiler: You asked for this (click to show/hide)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 28, 2023, 07:26:57 am
This gets my vote.
Quote from: Catbox
Muu's Mercy (1): TricMagic
-Use Amber Token (0):
-Don't use Amber Token (0):
Coral Charms (0):
-Use 1 Wealth Token (0):
Don't Use Wealth Token (0):
Catspaws: (1) TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on June 28, 2023, 09:25:27 am
Discussion's slowed down so in the name of making me, personally, less bored, I guess we'll kick this along.

I have not deleted options to suggest that they shouldn't be voted for; just to suggest that things that aren't voted for right now ought not to be in there to reduce clutter since we've got a lot of proposals floating about this turn.

Quote from: Anything-But-Cats-Box
Muu's Mercy (Spell): (1) TricMagic
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 28, 2023, 01:25:18 pm
Thinking on it. We can use a Revision to change the element of the magic missile.
Quote from: All-The-Cats-Box
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic

Revision: Burning Light
The Burning Light uses the magic as fuel for a flame, which is projected at a target. While lacking penetrating power, it does very well as a continual attack to set targets on fire, and is quite fast in application. The flame has been attuned through the use of liquid sunlight in the process of learning it, making it quite effective against undead. The color of the flames is rather prismatic.

Revision: Holy Wave
By attuning the frequency of Magic Missile to liquid sunlight, it can be condensed into a powerful splash spell. On hit the magic will burst and release a horizontal wave of magic around it. The effects are like getting a direct dose of liquid sunlight. This actually makes it both a healing and harming spell. The size and strength of this wave are dependent on the caster(s) themselves.

Revision: Wind's Aim
This spell makes use of Magic Missile not as a damaging effect, but a channeling one. The spell leaves a path of wind around it which draws in arrows into it's orbit before firing them along it's general path. As a modification the spell just gains more weight behind it. The swirling winds around the magical core are an incorporation of physical warding frequencies into it's casting, making it uncommon but effective at directing kinetic attacks. A strong enough strike to the core will dispel it.

Revision: Steros' Arrow
Through the use of the physical frequencies used in the Ymis ward, the basic Magic Missile changed from a pure magical attack into one with a solid core within it, much akin to a cannonball in hardness. And like a cannonball, it is launched to deal a lot of damage. Anything it hits is going to get crushed by the warding in it traveling at significant speed.


Just random magic revision ideas... The latter is funny to me since it's fusing our two basic spells for a physical attack.
But yeah, random magic revisions. Wind's Aim is probably better as a design. Holy Wave might work. Burning Light is just a Light/Fire spell. In any case, Amber gets saved for later I suppose. I kinda want the charms and and the catspaws.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Happerry on June 29, 2023, 01:30:31 am
Here's a posting of some of my ideas from the discord, as thought up during the last turn.

Design : A-Salt And Buttering
The aptly named A-Salt and Buttering spell is an exotic and advanced combat conjuration spell that summons at least one, though skilled and experienced casters can sometimes manage more, great salt crystals the size of a mortal man from the heavens above from which they rain down with great force. These crystals, being sharp, pointy, and most of all heavy while moving with extreme amounts of speed, tend to very much crush whatever they land upon, after which the second part of the spell activates and the outer layer of the crystals erupts with boiling butter, spraying across anyone nearby to deal painful and incapacitating burns upon their flesh. Being effectively a form of boiling oil, this molten butter tends to have little problem leaking through armor and into any crack or weak point a shell or thick hide might have to, as they say, 'share the heat'.

Design : Rainbow Starshower
Inspired by the way the Five-pointed Star Witches collective Five-point spells work, the Rainbow Starshower spell attempts to use similar principles to allow for the unified might of the Star Witches to be manifest in a more advanced variant of the basic Magic Missile spell. By reverse engineering some of the basic mechanisms of the Star Witches mental matrix, it has proven possible to create a variant missile spell that allows for a collection of bolts to be generated within a single casting instead of a single overpowered blast. While each of these individual bolts are actually weaker then a normal magic missile, far more can be generated per caster then said caster could cast of normal magic missiles, and the spell grows more cost effective as multiple casters pool their efforts together, which the Star Witches are already pretty effective at anyway. This results in a great shower of magic bolts raining down upon the targeted area, and if each are individually inferior... well, as the enemy ratmen have proven, numbers have a power in and of themselves.

The rainbow part of the name comes from an unexplained quirk of the spell. For some reason, each individual caster generates bolts of a different, and specific to the caster, hue. This doesn't actually have much of any combat effect, but it certainly makes the spell more flashy and colorful.

Design : Rain of Crabs
Everyone has heard the phase 'raining cats and dogs', but have you ever heard of it raining crabs? Because that is what this spell makes it do. By summoning some very angry crabs from the ocean deep, pumping some raw elemental good into them so they'll focus on beings that radiate evil and consider other good beings friends, and then dropping them on a targeted area from above the caster who knows this spell can make a whole lot of bad people very unhappy with their lives when they find themselves being repeatedly crabbed in the toes, nose, fingers, and any other bits of pincer-vulnerable flesh they might have. After all, the swarm of crabs is going to be kinda angry from being summoned from the ocean and then being dropped ten or twenty feet, and they'll take that anger out on anything they can get their pincers ahold of.

Design : Call of the Ancient Blood
By spilling a pinpricks worth of blood upon the ground, the caster calls upon the spirits of ancient entities long forgotten by mortals... but still remembered by those that sleep beneath the waters. Soon, the soil will stir and tremble as ancient crustaceans never seen alive by human eyes awaken and begin the swarm in their ghostly hordes, erupting from their long forgotten hatching grounds by the deep and enduring ties of kinship all life has with one another. In Muu's name, these swarms will muster themselves to fight for the angel for the duration of the battle, opposing the darkness for as long as the caster can support their return to this earth.

Revision : Salt Bolt
By studying the ways of salt crystals, our spellcasters have learned to form their magic missiles into a crystalline shard shaped like a piece of salt. While still formed of magic, and of raw elemental goodness, and no more raw energy then is used in a normal magic missile, this crystal shape allows the bolt increased stability, therefor granting it improved range, flight speed, accuracy, and most importantly the fact that it is rather sharp and pointy and therefor hurts a lot more when it hits someone in the face. And then it explodes just like a normal magic missile tends to do.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on June 29, 2023, 05:03:33 am
Quote from: Schrödinger's catbox
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Failbird105 on June 29, 2023, 03:19:22 pm
Quote from: Design: Akhlut
In the time since the war against the Demon Nar-Carok began, tales have trickled down to reach Muu from the far north. Tales that tell of fearsome beasts, with the form, power, and cunning of an Orca(which is not a whale, but rather a dolphin), yet which walk the land with the stride and ferocity of a wolf. Of course, such a distance is much too far to travel without costing us significantly in the war effort, so Muu has decided to make her own. Using a bit of our excess Wealth we should be able to hire a ship or two to aid in capturing some live Orcas, Muu has assured that this will be enough for her to work from.

The Akhlut, named after the tales they were inspired by, are immense, fearsome beasts. Roughly 20 feet in length from head to tailfin and standing at eight feet tall from their feet to the base of their fin. These titans of physical might can barrel through lines of foes unimpeded and can crush bone in their jaws with ease while their claws sever limbs and slice necks.

An Akhluts powerful legs and sleek, streamlined body make it capable of great feats of speed on land, and even more so in water. Even in terms of agility they excel, being able to turn and maneuver with ease when moving at more moderate speeds. We can expect them to be able to function as powerful line breakers thanks to these aspects, able to charge ahead of our force and carve a deep, bloody path into the enemies army.

The greatest weaknesses of the Akhlut are not with their abilities, but with their personalities. Orcas and Wolves both hunt in groups, however when combined they become far more tight knit. A pod of Akhlut numbers only 10, they are also greatly territorial, bringing two pods together will invariably result in attempted infighting even while enemies are about. It is because of this, and the difficulty in breeding, raising and providing for them, that we can field very few pods of Akhlut. We estimate only one pod for every 100 Drakegulls.

More than that is the need for riders to command them, riders in the plural sense. Commanding an Akhlut cannot be done with divided attentions. As such, the Hussar rider must devote their full attention to commanding the Akhlut, preventing them from fighting from its back. It also requires a very close bond that must be gained over time. If an Akhlut's rider is slain, no other rider will be able to tame it until the next lull in the war. While it will continue to loyally follow and fight alongside its pod, it will do so without the command of a trusted rider to temper and reel in its fickle nature.

Still, while our Akhlut may be small in number, we estimate even 10 at a time will be 10 too many for our enemies liking.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on June 29, 2023, 05:02:49 pm
I'll lock in at least this one while I mull things over.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on June 30, 2023, 10:32:44 am
Orca's are underused :)
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 11:02:52 am
Cats vs Orca.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on June 30, 2023, 12:59:06 pm
I still don't think the Rainbow Starshower is anymore than a revision.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 03:03:59 pm
Depths of Muu
A summoning spell enacted through ritual, the Depths of Muu are vast and filled with pressure. It's designed to be cast by Star Witches working in conjunction, and even Muu needs a bit of windup time for it. By forming a portal to the deepest point of the Tendril Islands sea, water is blasted outwards, flooding the land and battering the forces of evil with the good-tinged sea. It acts much like a mild acid to them, but the force behind it is enough to crush bones and send them downriver. Not mentioning aid acid is tinged with salt for maximum pain A good portion of our forces are aquatic, so it won't have much effect on us once the waters sweep back. And we're better with water anyway.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Kashyyk on June 30, 2023, 03:27:46 pm
I'm still of the opinion we need heavy Infantry that can stiffen our battle line. Our cultist spears are not armoured, poorly disciplined and susceptible to Skeleton shock troops, skeleton bombers, Agony spells, magic missile/arrow volleys and Cryptarii shield walls.

We need a heavy Infantry unit to resist as many of those as possible with heavy armour, close coordination and combat skill.

The Akhlut is a potent Heavy cavalry unit, but we've already got the LLEs as a shock unit and the Drake Gulls as cavalry. Nothing the Demonic army fields currently is heavy enough to resist those, and so the Akhlut is wasted.

The Catspaw is also a fun design, but we don't need another Imfluence unit this turn.

Thus I'm voting Crabfolk for an Uncommon Heavy Infantry unit.

I'm also in support of a spell thus turn, and the Rainbow Starshower feels very much like a revision to produce a Five-Point variant of the Magic Missile.

Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): Quarque, TricMagic
 - Use Amber Token (2): Quarque, TricMagic
Ceabfolk Warriors (1): Kashyyk
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 03:34:44 pm
I'm not a big fan of just throw fire at them either. (I'd rather douse them with a ton of pressured water summoned from the deep.)

Also, we totally need INF to keep up on that front, Thief is going to be back this turn. We fall behind, hard to catch back up. (Given the Demon victory plan last game.) We're not inherently weaker than them on our strong side. And on our weak side we're still pretty tough.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on June 30, 2023, 03:56:19 pm
The Catspaw is also a fun design, but we don't need another Imfluence unit this turn.
The Catspaws aren't just an influence design, they fill a specific role of targeting the enemy's influence, and their allies powerbase, something we've been sorely lacking since before the latter became something we really had to deal with. If there wasn't a gaping hole in our arsenal there, the horrible knifefight around the Octopodal Infiltrators wouldn't have gone on and on and on.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 04:42:20 pm
As a note, right now they can leach influence from our Gadfly through the funeral service, not counting the others they do. Catpaws can help with that. And having our own sort of street-level units in case they deploy their own. Their cat forms are also good for watching said units, finding their bae, then going to end them. Right now most of our influence is passive besides the Gadfly, and they're a one time event each turn the funeral parlor messes with.

(https://media.discordapp.net/attachments/639846828292046879/970955469164277760/Angel_Sign_png.png?width=569&height=427)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Kashyyk on June 30, 2023, 04:47:32 pm
I agree these are all reasons the Catspaw is a good Influence unit, and something I will vote for next turn. This turn we need a combat unit.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 04:49:26 pm
I agree these are all reasons the Catspaw is a good Influence unit, and something I will vote for next turn. This turn we need a combat unit.
Influence waits for no angle. We don't need a combat unit, we need a combat design. Which an Uncommon spell would fill the role of.
This turn we need an Influence Unit, lest the demonic presence run completely unchecked. Once they make progress, it's very hard to push them back.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on June 30, 2023, 05:24:11 pm
Auroral Spear
The Auroral Spear is the result of meditation under the sea, as the tried to determine a better version of the magic missile. They put their brains together for a few days, before one of them suggested some form of veil based around the refraction of light. So came to be the danger that is the shifting ray designed to pierce and cut swaths through enemy lines.
The actual formation of the spear is simple. A core of light magic is used as the shaft and bound at the head of the spear, while surrounding magical formula act as guidance. From there the ribbons which control it draw upon this light, creating an aftereffect of a cutting ethereal edge. Once the caster has determined it's flight path, it's "thrown". The spell pierces through it's targets, with the ribbons behind it, before they cause it to turn at an angle. Each direction change slows it until it eventually explodes into a full cutting storm once the speed drops low enough. An interesting fact is this movement can be traded to just explode when it hits it's target, and it's ability to turn allows it to get around barriers. It's a finicky spell to actually use in practice, but if you have the time an extremely effective one. Of course, even the Star Witches have trouble turning it more than once without drawing upon their connection to their sisters. When they do work together, the path it leaves can be mesmerizing, or simply deadly if they focus on a singular explosion at the end of a straight path.


Liquid Light Elemental Clams
An uncommon variant of the Hermits, they reside within a closed coral shell that their light oozes between. Killing them is quite hard, though once their shells open to grasp prey into their concentrated liquid juices they become vulnerable. Their movement is just a gelatinous as the hermits. What makes them a bit different is their greatest desire is to reach the next level of light, Solid Light. Of course, once they do they explode in a bloom of glory, their shells smashed to pieces, as the very act of condensing their light results in it reaching a critical tipping point. Naturally they've been restrained to only do so if they are surrounded by evil and unable to fight anymore. Their size and light available is a good deal less than the Hermits as well, for all that stopping their weight is a bit difficult.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on June 30, 2023, 10:43:31 pm
I'm still of the opinion we need heavy Infantry that can stiffen our battle line. Our cultist spears are not armoured, poorly disciplined and susceptible to Skeleton shock troops, skeleton bombers, Agony spells, magic missile/arrow volleys and Cryptarii shield walls.

I will put forwards the opinion in here instead of merely on Discord that revising common cultist pikemen out of our cultist spears should completely change the manner in which battles are conducted; the length of the pike providing protection from shock troops and skeleton bombers (and hostile shield walls) while a new medium infantry unit covers flanks and takes up some of the initial skirmishing with their magic resistance, shielding our newly revised pikemen from the initial magical duel somewhat.

We've got so much shock potential in cavalry and infantry right now that it seems a shame not to go Full Macedonian. Plus we'd get to be the first Arms Race faction to deploy peltastai and that's a win all on its own.


And I must concur that Rainbow Starshower is a Magic Missile revision at best. And that we don't really need that influence design just yet. Also, targeting enemy influence units with intent to commit murder seems a bit outside the intended feel of Inf lanes, does it not? They're not supposed to dissolve into stabbing.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on July 01, 2023, 01:07:15 am

And I must concur  And that we don't really need that influence design just yet. Also, targeting enemy influence units with intent to commit murder seems a bit outside the intended feel of Inf lanes, does it not? They're not supposed to dissolve into stabbing.
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.


Anyway here's wonderwall


A Moment's Innocence
Looking back at the empathy hex placed on Gadflies, one has to consider what a more, aggressive, targeted sort would do.
A Moment's Innocence has at least two distinct variations in how it can be cast. The first method takes much longer, crafting an intricate web around the target's mind. This causes them to see their current life with their past Innocence, but more than that it guides them down a rough path. First bringing them to publically confess their crimes, and then dispose of themselves in a suitably dramatic manner, hitting their audience with a weaker version of the gadfly hex. Fortunately unlike the Gadflies, multiple of these don't really lose much effect; if twelve of your functionaries commit suicide under the weight of their sins, it probably says a lot about you. Oh, why not keep them around? Welcome them into the fold? That's simple, the spell wears off after a while. Like fish stew, such refuse should be discarded in three days.
The second variation is quicker and dirtier, less focused on a specific path and more on the falling off a cliff (if you can get a soul magi to break their own gems and expunge their soul, the results speak for themselves.) This pits the target's willpower against the weight of their many crimes (and whatever extra elbow grease the caster can put in,) but even resisting that, the target is liable to become inconsolable for the rest of the day. In all likelihood, the Cryptarii are probably the least susceptible, but of course, being so expendable some backwater magistrate sells you off to a tin pot moron probably isn't anything's first choice in life. The five point version can effect multiple target's simultaneously, and the less said about what Muu can do with it, the better.
Poor bastards, they almost don't deserve it
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Happerry on July 01, 2023, 03:48:13 am
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (3): Quarque, TricMagic, Happerry
 - Use Amber Token (3): Quarque, TricMagic, Happerry
Ceabfolk Warriors (1): Kashyyk

And I must concur that Rainbow Starshower is a Magic Missile revision at best.
You're underestimating the amount of bolts the spell is intended to create. It's intended to shower the whole area, not just throw five or so of them around.

The fireball spell is pretty cool too though. (And sadly no one is voting for my favorite spell, IE, A-Salt And Buttering.)

Though it was suggested in the discord that each color could have a different effect attached to it to help people think of it as design level, in which case we can just use this version of the description?

Design : Rainbow Starshower
Inspired by the way the Five-pointed Star Witches collective Five-point spells work, the Rainbow Starshower spell attempts to use similar principles to allow for the unified might of the Star Witches to be manifest in a more advanced variant of the basic Magic Missile spell. By reverse engineering some of the basic mechanisms of the Star Witches mental matrix, it has proven possible to create a variant missile spell that allows for a collection of bolts to be generated within a single casting instead of a single overpowered blast. While each of these individual bolts are actually weaker then a normal magic missile, far more can be generated per caster then said caster could cast of normal magic missiles, and the spell grows more cost effective as multiple casters pool their efforts together, which the Star Witches are already pretty effective at anyway. This results in a great shower of magic bolts raining down upon the targeted area, and if each are individually inferior... well, as the enemy ratmen have proven, numbers have a power in and of themselves.

The rainbow part of the name comes from an unexplained quirk of the spell. For some reason, each individual caster generates bolts of a different, and specific to the caster, hue. Each different color also has an attached generally minor extra effect that is unique to that color, and it certainly makes the spell more flashy and colorful.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on July 01, 2023, 09:30:09 am
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.

Actually I didn't read or play the first game, don't recall all the very early designs or Discord discussion from this game and certainly not a rant about difficulty spoonfeeding, and NUKE's comment on Discord was about "literal catburglars" which is quite a step from "we just resort to stabbing". I initially interpreted the design after a quick read through the same way. And "gamebreaking" is not what I said, quite obviously.

Why on earth is a mythic token relevant to introducing pikemen? They're still the basic chaff unit, still with different capabilities to cultist spearmen, and are going to remain pikemen no matter who gets what after this turn. Whatever new magical nonsense each side develops is hardly going to alter the way a pike works; nor are any of them likely to change how we operate on the battlefield in a way that's going to somehow make pikemen irrelevant or something.

You're underestimating the amount of bolts the spell is intended to create. It's intended to shower the whole area, not just throw five or so of them around.

Alright, that's not so bad, though I still can't imagine that it's worth a token. It's an upgraded magic missile and seems perfectly doable without burning a token that is specifically meant to help break into new fields of magic.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: NUKE9.13 on July 01, 2023, 10:16:56 am
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.

Actually I didn't read or play the first game, don't recall all the very early designs or Discord discussion from this game and certainly not a rant about difficulty spoonfeeding, and NUKE's comment on Discord was about "literal catburglars" which is quite a step from "we just resort to stabbing". I initially interpreted the design after a quick read through the same way. And "gamebreaking" is not what I said, quite obviously.
The Catspaws, as written, are an acceptable design. Assassination is okay, the restrictions on fighting in the Influence lanes regard open combat- stuff that the (loyal and mighty) armies of those kingdoms would notice and crack down on.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on July 01, 2023, 10:31:25 am
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.

Also I'm very curios to what Muu's special effect would be as an angel. An 8 would be neat.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: NUKE9.13 on July 01, 2023, 12:23:33 pm
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.
Yeah, no. A spell which has a bunch of semi-random effects is fine, but that doesn't then give you experience in every single possible effect.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on July 01, 2023, 12:25:22 pm
Possibility Mythbusted.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on July 01, 2023, 12:28:08 pm
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.

Also I'm very curios to what Muu's special effect would be as an angel. An 8 would be neat.

What MM means regarding the amber token is that, being a lesser tome token essentially, it's designed to provide a basic understanding of a "field" of magic. If we already have that basic understanding, it doesn't really do much.

As for my personal preferences in the Rainbow Starshower, if you can deal with the inefficiencies inherent to magic missile, whether by making it elemental (it is already something of a lightshow) or doing something closer in nature to the salt bolt spell, then I would probably vote for it.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on July 01, 2023, 01:45:25 pm
What exactly counts as a new field of magic? It's very vague. The split/chaotic effects, not mentioning AoE, should be more than en..

Nevermind that I guess. Note that we don't actually have any designs for magic missile, our understanding boils down to how to cast the a ball of magic forward. Starshower is a rain of magic missiles, which while fairly simple, does not mean it isn't difficult to jump straight towards. We go from firing one at a time to several. Depends on how fast our casters can churn them out, but it can certainly clear chaff.

Demon examples are that bolt spell which is a 'chain' lightning magic. And their AoE gravity spell. Quantity, in our case, can have a quality of it's own. Spells that make use of several attacks at once are the main benefit I think, like a bunch of earth spikes popping out of the ground around foes. (Compared to making a single larger spear appearing under a target.) The spell is the same, but the effects are different due to to being repeated. A bit of power is traded for speed.

Course, Nuke can say no to the takeaway being an advantage in designing spells that make use of multiple manifestations of magic at once. One thing would be taking summoning spells that summon one thing, and spreading it to create several weaker but more numerous ones. Or taking from the demons example, spreading their lightning spell to instead fire multiple bolts at once for more devastation. (I know we don't have the spell, but it's the example I'm using.)

Could also use the experience to upgrade the Ymir wards to a true barrier ward for armies. Just a ton of panes spreading across the field in layers far exceeding the normal reach of the current spell. Uncommon, but fairly great at defending. This is compared to a singular stronger barrier that doesn't reach as far.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: NUKE9.13 on July 01, 2023, 02:17:16 pm
Course, Nuke can say no to the takeaway being an advantage in designing spells that make use of multiple manifestations of magic at once.
I could do a lot of things, but I won't say no to that specifically. Rainbow Starshower would provide experience in spells that create multiple manifestations. The reason I said no to getting experience in every single possible element, curse, boon, colour and flavour that could be applied to magic is A) because obviously that would be too much experience from one action, B) because that aspect of the magic is not being intentionally designed by you, it's described as an uncontrolled byproduct.

If you were to design monkeys with typewriters, they may well produce the complete works of Shakespeare, but you wouldn't be any better at designing sonnets. You would be better at designing primates and mechanical devices.
(Do not try to design monkeys with typewriters)
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on July 07, 2023, 02:48:33 pm
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (2): Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Happerry on July 07, 2023, 04:33:11 pm
As a sudden idea I just had, how about a mobile doom vortex we can run over the enemy lines?

Rainbow Vortex
By all their powers combined, the Star Witches summon up a grand vortex of magic energy bolts that remains on the battlefield under their (admittedly loose) control, allowing them to guide it generally over enemy lines where it causes havok and radiates elemental good and stray rainbow colored energy bolts are released from the vortex to shower the surrounding area.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on July 07, 2023, 11:18:40 pm
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (3): Kashyyk, Quarque, Madman

Well, I hate to not get the Peltasts and will state once more my great preference for them and the pike/peltast/cavalry army we could have. But in order to NOT, NOT, ABSOLUTELY NOT let the utterly incomprehensible desire for catpeople triumph, heavy infantry it must be.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Kashyyk on July 08, 2023, 07:46:37 am
Whilst the Peltasts are somewhat generic, they're a solid design. However I don't think we have the problem they are trying to solve. The magic-resistant shield is good, but we do already have javelin wielding skirmishers in the Hussars. Javelins are shorter range than anything else in play and the extra stopping power they have is not worth it over an equivalent weight of arrows when the heaviest things the Demons have are Cryptarii. They'll trash a Cultist Shield Wall, but that should be a side benefit after taking out heavy Infantry/cavalry, not the main focus.

Quarque raised concerns about the oddness of Crabfolk wielding swords. So, here's an alternate version, using the much more thematic "battle scissors".


Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (2): Quarque, Madman
Crabfolk Warriors - Clawstus Version (1): Kashyyk

I'm not opposed to a different ranged combat Spell this turn, I saw a Rainbow Starsword in the discord that had promise, as well as that Ripping Tide Spell.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on July 08, 2023, 07:56:53 am
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (1): Madman
Crabfolk Warriors - Clawstus Version (2): Kashyyk, Quarque
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Madman198237 on July 08, 2023, 09:13:42 am
Whilst the Peltasts are somewhat generic, they're a solid design. However I don't think we have the problem they are trying to solve. The magic-resistant shield is good, but we do already have javelin wielding skirmishers in the Hussars. Javelins are shorter range than anything else in play and the extra stopping power they have is not worth it over an equivalent weight of arrows when the heaviest things the Demons have are Cryptarii. They'll trash a Cultist Shield Wall, but that should be a side benefit after taking out heavy Infantry/cavalry, not the main focus.

I'll move this over from Discord so as to keep the discussion readable in the thread:

Sure, javelins are short ranged, but that doesn't matter as much when you're advancing under cover of a spell-absorbing shield wall. And it's still an option that this unit has even if it's shorter ranged than archers may be, it still matters. Stopping power matters when the enemy has shields, and also it's OK to kill something a bit more. Javelins are a way to give an effective ranged option to a unit that doesn't spend all its training on using bows, and provide an option if the enemy does ever deploy anything nasty. They'll trash a cultist shield wall as a consequence of being better than cultist spears regardless, but everything does it's part of the plot. This unit, with javelins, spears, and swords, can capably stand against cavalry or hostile heavy infantry, but is more flexible than the pike unit I want to revise. If we revise cultist spears into chaff pikes then we do suddenly have the issue they're historically designed to fill, and even if we don't they give us a unique capability on the field; that being spell-resistant warriors with the ability to actually fight, without issues of cowardice, skill-less-ness, lack of armor, etc.

I guess my argument can be boiled down to: Instead of heavy infantry who hold the line and do little else, we can use pikes and a flexible, multirole unit that can affect the whole battlefield instead of being useful mostly for the dead center. We get more capabilities by far, a neat army composition not typically seen in ARs, and style points.

The loss of the incongruous sword definitely helps the Crabfolk and my preference remains "PLEASE NOT CATPEOPLE WHY".
Quote from: eternal suffering box
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors - Clawstus Version (3): Kashyyk, Quarque, Madman
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Quarque on July 08, 2023, 10:01:41 am
Quote from: Roar of the Dragon Turtle
Uncommon spell, uses Amber token

Myth has it that deep below the surface dwells the Dragon Turtle. Some say it is a monstrosity created by Good in wars long past, some say it is a forgotten Angel. Only Muu might know the truth, but she is silent on the subject.

Through a ritual long forgotten, skilled spellcasters can summon the Battle Roar from this mythical being. It is a low, rumbling noise that will send lesser enemies into a panic. Allied units, however, will feel a surge of power flow through their body. They will temporarily become strong and agile beyond belief. Ordinary cultists affected by this spell have been witnessed to punch enemies above their weight to death with their bare hands. The Hussars of Muu become exceptionally deadly when they charge under influence of the Roar. And when a champion like the Good Doctor hears the call from the depths, all you will see is a blur and a trail of dead enemies.

Quote from: votebox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (3): Kashyyk, Quarque, Madman
Roar of the Dragon Turtle (1): Quarque

Motivation:
We invested heavily into strong units. On second thought, I think that a spell that can buff up all of them would be very effective right now, more so than a direct damage or summoning spell.
If someone wants to design a different type of spell, I'd be willing to vote for that too.
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: TricMagic on July 08, 2023, 12:10:24 pm
Quote from: votebox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (4): Kashyyk, Quarque, Madman, TricMagic
Roar of the Dragon Turtle (2): Quarque, TricMagic
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: m1895 on July 08, 2023, 12:31:29 pm
Eh fuck it. Not a fan of making another uncommon unit though, will probably have to dredge up and work on the rare heavy infantry design (seeing as people view the only other rare heavies as stepping on toes.)

Quote from: votebox
Akhlut (Superheavy Cavalry): ()
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (4): Kashyyk, Quarque, Madman, TricMagic
Roar of the Dragon Turtle (3): Quarque, TricMagic, m1895
Title: Re: Angel Team - Chiaroscuro 2 | Design Phase T6
Post by: Failbird105 on July 10, 2023, 04:14:35 pm
Not really a fan of most of the spell options so far, so I made my own. Combination of faster magic projectiles, big opening barrage, and artillery strikes from our Five-Points. I also very much don't want a non-damaging Spell to be our only non-default option.
Quote from: Design: Shining Swordfall
Uses Amber Token

The concept of the Five-Point spells is deeply intriguing, and something that needs deeper experimentation. In particular, an intriguing concept came in the form of a Five-Point spell that makes direct use of the Star Witches mental link to create a modified variation of the base spell. And indeed the Amber does, eerily, expound on the idea of spells that can only be performed by five(specifically five) casters functioning in perfect harmony.

Shining Swordfall, on a surface level, is similar to Magic Missile. A simple magical projectile. It is in the deeper nature of the spell that the differences truly begin to show. Magic Missile is a rather inefficient spell, with far less power than the amount of magic needed to cast it would imply, simply a wad of 'raw' magic shot forward with force. Shining Swordfall fixes this inefficiency issue by using not 'raw' magic, but Light magic, shaped and condensed into the form of a brilliant sword of light.

Of course, if this was all it did, we wouldn't need nearly so much time and effort to create it. No, Shining Swordfall uses the increased efficiency of the swords to allow them to be formed and fired at a far greater rate. Estimates place it at twice the speed if not greater. From there, these swords are also able to be "stored", in a sense. A formed sword will not fire immediately, rather it will remain floating beside the user until they deign to fire. Though they require a concentrated effort to keep maintained in such a way, and we expect even our Star Witches are unlikely to be able to manage double digit numbers.

The Five-Point variation, however, is far different from the rest. With their minds and spirits united, the Star Witches weave their swords together as they channel and maintain not individual clusters, but one singular immense Shining Sword. The Shining Sword grows in size and power as the Star Witches continue to add more swords to its mass, until finally the group either chooses to release it, or simply cannot maintain concentration any longer. The immense blade of Light launches through the air, carving a wide path through the enemy until gravity finally brings it to a stop.

A unique quirk of the spell, that we imagine to be due to its particular Light alignment, is that every casters swords are a different color. This leads to the Shining Sword culminating in a brilliant, iridescent array of colors that swirl across its surface.

All in all, we fully expect this to be a fairly advanced spell to utilize, with the rapid formation and firing of the blades and the concentration required to maintain them. It is likely that this iteration will not be something our normal Acolytes will be able to manage. Not safely at the least. Yet we expect that its effectiveness will more than make up for the low number of users.

I do like the Crabfolk, however. Especially the new version of them.
Quote from: votebox
Akhlut (Superheavy Cavalry): ()
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
 - Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (5): Kashyyk, Quarque, Madman, TricMagic, Failbird
Roar of the Dragon Turtle (3): Quarque, TricMagic, m1895
Shining Swordfall (1): Failbird