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Forum Games and Roleplaying / Re: Chiaroscuro 2
« on: August 15, 2022, 02:18:01 pm »
EVENT - The Chronicler
Tattered books bulging from a sack on her back. Ink-stained fingers. A broad brimmed hat (not pointy), and robes more patch than original material. A "Chronicler", she calls herself.
She rode her little cart into your headquarters as if it were the most natural thing in the world, and the guards were too bewildered to stop her. She promises to leave soon- she's just here to get some fresh perspectives on the war. For the Chronicler believes that no one point of view can ever be perfect. Two people on opposite sides of a wall may claim the wall is different colours, and they may both be correct- the wall may be painted blue on one side and red on the other. To insist that the wall is of a single hue would be to deny its true nature. So it is that she seeks to interview cultists, so she might come closer to a true recording of the ongoing conflict. To compensate you for this distraction, she offers a tome or two from her vast collection.
It's a writing contest! But not a writing quality contest. The Chronicler doesn't care about the state of your penmanship or spelling- so long as it is readable. The subject is any event that has taken place so far- not necessarily something I've written about, but anything that could have reasonably taken place. The primary goals are an interesting perspective, and an entertaining concept.
Interesting perspective means something not written from the perspective of an overhead narrator. It doesn't have to be from a cultist's perspective- it could be a hapless mortal who stumbled across an eldritch battlefield, a would-be convert musing over the strange people he has met recently, or even the perspective of a non-human entity. So long as it offers a fresh take on the events so far.
Entertaining concept means that the piece should paint a fun picture- not a dry description of combat, but perhaps an exciting duel between two cultists. Or a humorous mixup in an influence interaction. Or an emotional tale from the Angelic/Demonic headquarters. I dunno, whatever.
Again, the writing quality is not important- a thousand words of such wondrous wit and wordplay as to make Wobbleglaive envious won't do better than a hundred messy words that provide the same details (in fact, if you're over 500 words, probably pare it down).
At stake are two prizes:
-Both teams can win a Tome Token, provided they submit at least one piece that is somewhat interesting and entertaining.
-The best piece wins the dubious honour of being made canon (no mechanical effect, but you can brag about it), and a Mystery Prize for the author's team.
Everyone can and should submit an entry. Feel free to workshop them in the team threads or on Discord, but the finished product should be posted in this thread. You have until shortly before the next BR is posted to do so.
The More You Know
What fresh hell hath the eldritch forces unleashed upon us this month? Well, let's take a closer look:
Angelic Advances
"Antequam alios mutes, te ipsum muta."
Turns out, when experimenting with highly experimental medication made with volatile Truesilver, using it on yourself before testing it... can have unintended side effects. The Good Doctor is what happens when an ailing physician with a burning desire to kill vampires injects herself with an experimental rejuvenating tonic made using Truesilver. Her skin and hair turn porcelain white, her eyes obtain an eerie red glow, and she gains the ability to consume the vital essence of her foes to empower herself. Yes, technically that means she drinks blood for nourishment... but that doesn't mean she's a vampire! I swear!
She is supernaturally strong, fast, and agile. Her sword (named Moonlight) was made using steel alloyed with the remaining Truesilver extract, and is incredibly sharp, can be used to enhance the Good Doctor's vitality-absorbing ability, and is extra harmful to monsters. She has a serrated 'swordbreaker' knife, though it is made of regular steel, with only modest efficacy-bolstering enchantments. She does not wear special armour, although in combat she has a bandolier with which to carry Bottled Sunlight.
Notably, while the procedure robbed her of her medication-concocting abilities, she retains her surgical skills. These can be employed off the battlefield to save lives, but are more commonly employed to give the Good Doctor's strikes literal surgical precision, allowing her to deliver blows with exactly the right amount of force to exactly the right area. This is reinforced by an ability to sense weaknesses in her foes, knowledge which she can share with those around her. This same ability ties into her uncanny tracking skill.
The glowing gelatinous giants are known as Liquid Light Elementals. Their core is actually a cherub (a lesser angel, made of pure Good but not as versatile or intelligent as Muu), possessed of a burning desire to spread the light of Good to the world. Which is great, but it does mean they refuse to dim themselves, even if it means burning through their entire mass in under 24 hours. Thus, the core must be transported separately from the large quantity of Liquid Sunlight that forms their body.
Their appearance was described above. To recap: twice as tall as a human when fully upright (though they tend to 'crouch' when fighting, so as to have a lower centre of gravity), walk around on 8 big tentacle-limbs. Strong, and fairly resilient to some types of damage, but not quite as sturdy as their large size might suggest.
A second Liquid Sunlight manufactory was established to supply them.
Corals of Community is a very appealing piece of aquatic decor- changing shape and colour over time, and capable of surviving in almost any type of water. It comes with a price tag that is just high enough to suggest it is valuable, while being just low enough that it can be bought on impulse. For Muu, the stuff is dirt cheap- she made the initial batch manually, but was able to seed it in the waters around Tendril Village, where it grows quickly in the Good-tainted water.
Being around the Coral is mesmerising, instilling (or reinforcing) a desire to do Good and form (or join) a community. It also renders the mesmerised mind susceptible to suggestions from angelic agents- it isn't full-on mind control, but it makes the affected more likely to hear out a missionary's pitch, or help them out in small ways.
Very concerned with the danger posed by Masters of Rites, Muu resolved to pay Gadfly Funeral Expenses. The actual cost, compared to the cult's budget, is insignificant, and the gathering is not only safe from demonic sabotage, it also provides an opportunity for angelic agents to work on people who have recently been shaken by the Gadfly's death. To top it off, the lingering spirit of the Gadfly reinforces (or instils) the effect of witnessing their death on those in attendance.
Ymis Frequency Stabilization does what it says on the tin. It fixes the interference between magically and physically attuned Ymis wards, allowing them to be layered safely. This is helpful both for protecting high-value targets (as combining the two attuned versions is more effective than applying two unattuned wards), and in allowing casters to quickly switch from casting one type to the other without worrying about causing dangerous feedback.
Demonic Developments
There are some things that money can't buy, they say. One might expect there to be a corollary- there are some things that a thief cannot steal. However, that is not correct. The Impossible Thief can steal anything. Sure, he can steal gold and silver. He can steal well-guarded treasures. But he can also steal spells, thoughts, emotions, concepts- anything. It might not always be practical to do so; more challenging thefts take more effort, and the Thief is only one man. But as the Thief says: "Give me a lever and a place to stand, and I will steal the world. Also the lever. And the place to stand."
Once an ordinary (if highly skilled and daring) thief, the would-be Impossible Thief heard about Nar-Carok's cult through the grapevine. Scorned by demonic missionaries due to his intensely irritating personality, he opted to take matters into his own hands and took a look in their treasury, where he found the "Glove of the Impossible"; a glove woven of metal thread made from the Broken Shackle of Jilganheim. Naturally, he stole it. Nar-Carok subsequently had no choice but to accept his service, since getting the glove back through force was unsuccessful.
Some of the things the Thief steals disappear forever- consumed by the Glove as fuel. Others are put to use to further the demonic cause in the area the Thief is operating in. Others still appear in a vault in the Buried City- providing the cult with a modest amount of wealth (in the form of stolen valuables), as well as intellectual property that can be used to further research.
Notably, the Thief can steal vital organs from a living body... but refuses to use his power in such a crude fashion. He's not above murder when it suits him, but his first love is theft, and he's so good at it (and running away if things do go wrong) that he rarely needs to kill people.
The lightning spell that did heavy lifting in combat this month is known as Agony of the Soul. It is an Uncommon spell (thus not usable by Acolytes) which packs a lot more punch than Magic Missile, and (as witnessed) will chain from the initial target to nearby ones (with a bias towards Good-aligned targets), losing power with each jump, until it fails to overcome a victim's magic resistance. The lower magic resistance of (for instance) Sea Servants means it will chain across more of them, while those with higher resistance may not pass it on at all.
The more interesting aspect relies on integration with the Soul Gems used by Soul Magi. When empowered by a Soul Gem, Agony deals four times as much damage (a cultist or Sea Servant who takes the initial hit is disintegrated, and it chains for much longer), but also exploits the agony of the trapped souls (hence the name) as they are ripped apart to fuel the spell; their tortured wailing emanates from the point of impact, fraying the soul of those in the vicinity. Soul-less beings (like demons, angels, cherubs, simple magical beings, etc) are completely unaffected by this. Mortals suffer morale loss. Ghosts would suffer direct damage. And Sea Servants... well, the fragile connection between their bodies and the gestalt soul that drives them is frayed, sometimes breaking.
I must constantly fight the urge to write Hatoful Bowfriend when writing out Hateful Bowmen. Their bows are enchanted with hate-filled soul-fragments (of which the Buried City is not in short supply), making them stronger and giving arrows a slight tendency to course-correct towards hated (ie Good) targets. The hatred also flows into the wielder, driving them to fire faster (at the expense of over-exerting themselves). The enchanting process increases the cost somewhat, as does the training needed to wield them, so they are fielded in slightly lower numbers.
The Vampire Lord acquired some new bling- the Gem of the Daywalker, a variant of the Soul Gems used by Soul Magi. It allows him to absorb the souls of his victims (or allies), charging the gem with power, that can be spent to mitigate weaknesses. Although it is not perfect, it allows him to operate at 80% of his midnight strength at midday, though it would not be feasible to have it active all the time. He can also manually extract an extra boost of energy- useful if he needs a burst of speed to escape a homicidal albino doctor, for instance-, though this drains the gem very quickly.
Masters of Rites received an upgrade in the form of New Age Recovery Centers And Rehabilitation Of Kin. A very normal name, that aptly describes the acquisition and refurbishment (at some expense) of a number of facilities throughout Thpenos and Xyrania to serve as 'Recovery Centres'- where, as seen, those struggling to deal with the death of a loved one are offered counselling... which is actually an opportunity for the Masters to apply more intensive manipulation, turning their 'patients' into unwitting pawns.
Edit: A question from Discord:
Tattered books bulging from a sack on her back. Ink-stained fingers. A broad brimmed hat (not pointy), and robes more patch than original material. A "Chronicler", she calls herself.
She rode her little cart into your headquarters as if it were the most natural thing in the world, and the guards were too bewildered to stop her. She promises to leave soon- she's just here to get some fresh perspectives on the war. For the Chronicler believes that no one point of view can ever be perfect. Two people on opposite sides of a wall may claim the wall is different colours, and they may both be correct- the wall may be painted blue on one side and red on the other. To insist that the wall is of a single hue would be to deny its true nature. So it is that she seeks to interview cultists, so she might come closer to a true recording of the ongoing conflict. To compensate you for this distraction, she offers a tome or two from her vast collection.
It's a writing contest! But not a writing quality contest. The Chronicler doesn't care about the state of your penmanship or spelling- so long as it is readable. The subject is any event that has taken place so far- not necessarily something I've written about, but anything that could have reasonably taken place. The primary goals are an interesting perspective, and an entertaining concept.
Interesting perspective means something not written from the perspective of an overhead narrator. It doesn't have to be from a cultist's perspective- it could be a hapless mortal who stumbled across an eldritch battlefield, a would-be convert musing over the strange people he has met recently, or even the perspective of a non-human entity. So long as it offers a fresh take on the events so far.
Entertaining concept means that the piece should paint a fun picture- not a dry description of combat, but perhaps an exciting duel between two cultists. Or a humorous mixup in an influence interaction. Or an emotional tale from the Angelic/Demonic headquarters. I dunno, whatever.
Again, the writing quality is not important- a thousand words of such wondrous wit and wordplay as to make Wobbleglaive envious won't do better than a hundred messy words that provide the same details (in fact, if you're over 500 words, probably pare it down).
At stake are two prizes:
-Both teams can win a Tome Token, provided they submit at least one piece that is somewhat interesting and entertaining.
-The best piece wins the dubious honour of being made canon (no mechanical effect, but you can brag about it), and a Mystery Prize for the author's team.
Everyone can and should submit an entry. Feel free to workshop them in the team threads or on Discord, but the finished product should be posted in this thread. You have until shortly before the next BR is posted to do so.
The More You Know
What fresh hell hath the eldritch forces unleashed upon us this month? Well, let's take a closer look:
Angelic Advances
"Antequam alios mutes, te ipsum muta."
Turns out, when experimenting with highly experimental medication made with volatile Truesilver, using it on yourself before testing it... can have unintended side effects. The Good Doctor is what happens when an ailing physician with a burning desire to kill vampires injects herself with an experimental rejuvenating tonic made using Truesilver. Her skin and hair turn porcelain white, her eyes obtain an eerie red glow, and she gains the ability to consume the vital essence of her foes to empower herself. Yes, technically that means she drinks blood for nourishment... but that doesn't mean she's a vampire! I swear!
She is supernaturally strong, fast, and agile. Her sword (named Moonlight) was made using steel alloyed with the remaining Truesilver extract, and is incredibly sharp, can be used to enhance the Good Doctor's vitality-absorbing ability, and is extra harmful to monsters. She has a serrated 'swordbreaker' knife, though it is made of regular steel, with only modest efficacy-bolstering enchantments. She does not wear special armour, although in combat she has a bandolier with which to carry Bottled Sunlight.
Notably, while the procedure robbed her of her medication-concocting abilities, she retains her surgical skills. These can be employed off the battlefield to save lives, but are more commonly employed to give the Good Doctor's strikes literal surgical precision, allowing her to deliver blows with exactly the right amount of force to exactly the right area. This is reinforced by an ability to sense weaknesses in her foes, knowledge which she can share with those around her. This same ability ties into her uncanny tracking skill.
The glowing gelatinous giants are known as Liquid Light Elementals. Their core is actually a cherub (a lesser angel, made of pure Good but not as versatile or intelligent as Muu), possessed of a burning desire to spread the light of Good to the world. Which is great, but it does mean they refuse to dim themselves, even if it means burning through their entire mass in under 24 hours. Thus, the core must be transported separately from the large quantity of Liquid Sunlight that forms their body.
Their appearance was described above. To recap: twice as tall as a human when fully upright (though they tend to 'crouch' when fighting, so as to have a lower centre of gravity), walk around on 8 big tentacle-limbs. Strong, and fairly resilient to some types of damage, but not quite as sturdy as their large size might suggest.
A second Liquid Sunlight manufactory was established to supply them.
Corals of Community is a very appealing piece of aquatic decor- changing shape and colour over time, and capable of surviving in almost any type of water. It comes with a price tag that is just high enough to suggest it is valuable, while being just low enough that it can be bought on impulse. For Muu, the stuff is dirt cheap- she made the initial batch manually, but was able to seed it in the waters around Tendril Village, where it grows quickly in the Good-tainted water.
Being around the Coral is mesmerising, instilling (or reinforcing) a desire to do Good and form (or join) a community. It also renders the mesmerised mind susceptible to suggestions from angelic agents- it isn't full-on mind control, but it makes the affected more likely to hear out a missionary's pitch, or help them out in small ways.
Very concerned with the danger posed by Masters of Rites, Muu resolved to pay Gadfly Funeral Expenses. The actual cost, compared to the cult's budget, is insignificant, and the gathering is not only safe from demonic sabotage, it also provides an opportunity for angelic agents to work on people who have recently been shaken by the Gadfly's death. To top it off, the lingering spirit of the Gadfly reinforces (or instils) the effect of witnessing their death on those in attendance.
Ymis Frequency Stabilization does what it says on the tin. It fixes the interference between magically and physically attuned Ymis wards, allowing them to be layered safely. This is helpful both for protecting high-value targets (as combining the two attuned versions is more effective than applying two unattuned wards), and in allowing casters to quickly switch from casting one type to the other without worrying about causing dangerous feedback.
Demonic Developments
There are some things that money can't buy, they say. One might expect there to be a corollary- there are some things that a thief cannot steal. However, that is not correct. The Impossible Thief can steal anything. Sure, he can steal gold and silver. He can steal well-guarded treasures. But he can also steal spells, thoughts, emotions, concepts- anything. It might not always be practical to do so; more challenging thefts take more effort, and the Thief is only one man. But as the Thief says: "Give me a lever and a place to stand, and I will steal the world. Also the lever. And the place to stand."
Once an ordinary (if highly skilled and daring) thief, the would-be Impossible Thief heard about Nar-Carok's cult through the grapevine. Scorned by demonic missionaries due to his intensely irritating personality, he opted to take matters into his own hands and took a look in their treasury, where he found the "Glove of the Impossible"; a glove woven of metal thread made from the Broken Shackle of Jilganheim. Naturally, he stole it. Nar-Carok subsequently had no choice but to accept his service, since getting the glove back through force was unsuccessful.
Some of the things the Thief steals disappear forever- consumed by the Glove as fuel. Others are put to use to further the demonic cause in the area the Thief is operating in. Others still appear in a vault in the Buried City- providing the cult with a modest amount of wealth (in the form of stolen valuables), as well as intellectual property that can be used to further research.
Notably, the Thief can steal vital organs from a living body... but refuses to use his power in such a crude fashion. He's not above murder when it suits him, but his first love is theft, and he's so good at it (and running away if things do go wrong) that he rarely needs to kill people.
The lightning spell that did heavy lifting in combat this month is known as Agony of the Soul. It is an Uncommon spell (thus not usable by Acolytes) which packs a lot more punch than Magic Missile, and (as witnessed) will chain from the initial target to nearby ones (with a bias towards Good-aligned targets), losing power with each jump, until it fails to overcome a victim's magic resistance. The lower magic resistance of (for instance) Sea Servants means it will chain across more of them, while those with higher resistance may not pass it on at all.
The more interesting aspect relies on integration with the Soul Gems used by Soul Magi. When empowered by a Soul Gem, Agony deals four times as much damage (a cultist or Sea Servant who takes the initial hit is disintegrated, and it chains for much longer), but also exploits the agony of the trapped souls (hence the name) as they are ripped apart to fuel the spell; their tortured wailing emanates from the point of impact, fraying the soul of those in the vicinity. Soul-less beings (like demons, angels, cherubs, simple magical beings, etc) are completely unaffected by this. Mortals suffer morale loss. Ghosts would suffer direct damage. And Sea Servants... well, the fragile connection between their bodies and the gestalt soul that drives them is frayed, sometimes breaking.
I must constantly fight the urge to write Hatoful Bowfriend when writing out Hateful Bowmen. Their bows are enchanted with hate-filled soul-fragments (of which the Buried City is not in short supply), making them stronger and giving arrows a slight tendency to course-correct towards hated (ie Good) targets. The hatred also flows into the wielder, driving them to fire faster (at the expense of over-exerting themselves). The enchanting process increases the cost somewhat, as does the training needed to wield them, so they are fielded in slightly lower numbers.
The Vampire Lord acquired some new bling- the Gem of the Daywalker, a variant of the Soul Gems used by Soul Magi. It allows him to absorb the souls of his victims (or allies), charging the gem with power, that can be spent to mitigate weaknesses. Although it is not perfect, it allows him to operate at 80% of his midnight strength at midday, though it would not be feasible to have it active all the time. He can also manually extract an extra boost of energy- useful if he needs a burst of speed to escape a homicidal albino doctor, for instance-, though this drains the gem very quickly.
Masters of Rites received an upgrade in the form of New Age Recovery Centers And Rehabilitation Of Kin. A very normal name, that aptly describes the acquisition and refurbishment (at some expense) of a number of facilities throughout Thpenos and Xyrania to serve as 'Recovery Centres'- where, as seen, those struggling to deal with the death of a loved one are offered counselling... which is actually an opportunity for the Masters to apply more intensive manipulation, turning their 'patients' into unwitting pawns.
Spoiler: Angelic Equipment (click to show/hide)
Spoiler: Demonic Equipment (click to show/hide)
Spoiler: Map (click to show/hide)
Edit: A question from Discord:
Quote
Jaclyn (Quarque) — Today at 11:52 AM
ok, my main question is, how many difficulty levels can you expect to jump when you take a design from uncommon to rare or vice versa
NUKE9.13 — Today at 11:58 AM
Right. Well, it depends. Some designs just don't make sense in lower rarities, so trying to force them to be more common is going to result in a big spike in difficulty. Like, if you try to make a Common house-sized dragon, you're going to have a bad time. If you deliberately make a design a level rarer than its 'natural' level, you're looking at a 1 to 2 point decrease in difficulty (closer to 1, usually). If you try to make a Common design Rare, though, you'll hit diminishing returns.
