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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 30144 times)

Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #345 on: May 07, 2020, 06:46:14 pm »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (2): C2M, Powder Miner
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #346 on: May 07, 2020, 11:22:52 pm »

Refrain of Recuperation
Mass Heliel's Love was quite underwhelming, this is undeniable, but we've realized that spellsongs are uniquely suited to doing it's job, and have began work on one to replace it.
The Refrain of Recuperation uses an activation mechanism based upon the SoS's, meaning the effects don't manifest unless the affected sings along; this greatly reduces mental strain on the caster, a constant problem with Mass Heliel's Love. another problem with Mass Heliel's Love was inefficient mana usage, fortunately do to the ease at which spellsongs affect living things that too is no longer a problem.

yeah I'll probably work more on this tomorrow, but it seems okay enough to post now.
Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (2): C2M, Powder Miner
Refrain of Recuperation (1): m1895
« Last Edit: May 09, 2020, 01:12:22 pm by m1895 »
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #347 on: May 09, 2020, 02:38:46 pm »

Ugh, I... honestly don't know what to vote for. Really I'd rather go for like, the Water Nymphs for combat and healing water to sell to our allies for influence.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #348 on: May 09, 2020, 03:50:38 pm »

Fortification Golems

Our human forces are essential to our success, by all measures; they are both the spear and the shield of our armies, the backbone of all our efforts. But sometimes the battleline needs sturdier stuff than a man can provide. Sturdy as stone, in fact. Heliel has given a gift to her devotees; the power of artifice and creation. The best of our craftsmen have been taught to shape stone and to give it life. In the Golem Forge, our craftsman are hard at work chiseling rock into the rough approximation of a human shape, before giving it life.

Golems are constructs loyal to two things: Their creator and their Angel. They are superhumanly strong and tough as the stone from which they are cut, and will follow whatever orders either being gives them (including the order to follow another's orders). As the army marches and in the bases, they are simply helpful workers, able to assist with whatever their designated supervisor orders them to do. But where they find their true purpose is the battlefield; a group of golems, even golems armed with only their fists and only armored by their skin, serve as the immovable rocks that anchor the army.

The Fortification Golems are the first to be created by our artificers, and serve a unique purpose on the battlefield: Mobile battlements and walls. They move ahead of the bulk of the army, towards the location we seek to take and hold. At the command of their handler they close ranks and lock arms, and literally dig their feet in, becoming a literal stone wall for the enemy to break themselves against. When the enemy begins the attack they find that rather than standing on an empty hill or an open field, our army is defended by walls that weren't there when the battle began.

Institute of Intrigue

All kinds come to our ranks, from old soldiers of the frontiers to back alley criminals turning their lives around. It was only natural that some among our ranks would be former politicians, clerks, speechwriters. The kind of people who know the world of nobility and politics and how to survive in it. And as we gain influence, it's increasingly obvious that missionaries and philosophers won't get us to the top on their own - at least not with demonic forces working against us. So, we've pulled those cultists with political experience, as well as those with charisma, for another purpose.

The Institute of Intrigue is, admittedly, not the obvious thing to create when we're at war. But as was shown when a Chosen Apostle got himself jailed, we can't ignore the fact that not all our threats are demonic; some will be purely human, and in the higher levels of society, some don't look kindly to our usual tactics. So we've got to get in the hard way. Our most charismatic cultists, as well as those skilled with more bureaucratic work, are brought to the [name] to be trained in the art of politics; how to integrate themselves into the political framework and how to either rapidly ascend themselves or how to bring our allies to positions of power.

They are particularly given information on the political structures and situations in the capitals. To operate effectively, they need to know a lot; the general thrust of court and advisor's politics, the power players and their allegiances, who can be influenced and who's rock steady. Those trained at the Institute will be best able to help our general position in the capitals as well as that of the factions we support.

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (2): C2M, Powder Miner
Refrain of Recuperation (1): m1895
Fortification Golems (1): Twinwolf
Institute of Intrigue (1): Twinwolf
« Last Edit: May 09, 2020, 03:57:29 pm by Twinwolf »
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #349 on: May 09, 2020, 03:53:02 pm »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (2): C2M, Powder Miner
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (1): Powder Miner
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #350 on: May 09, 2020, 05:09:59 pm »

Here are some variations of the Bright Forge design previously discussed. I also expanded on the core text some where I felt it would clarify the design a little.

Bright Forge (Polearm Var.)

Under the harsh desert sun, the Bright Forge is built. The military workshops have long grown and expanded with the growing needs of war. The Bright Forge represents the next escalation.

Heliel calls upon the faith and power of the Good of the hundreds of blacksmiths, fletchers, tanners and others all contributing to the workshops to fashion an Angel of the Forge and a large complex consisting of a central building with a very large forge and a great deal of enchantment equipment, with a great number of forges radiating out from it in the land around this building. This Angel is bound to this central forge building, and does not have a corporeal form. Rather it applies to the complex much like the way the Orator Cherubs apply to the Chosen Apostles, operating tools and aiding with craftsmanship.

The center building represents an exciting advancement in providing a space for mass enchanting services. While underutilized as of now, the Bright Forge Angel is particularly suited for creating enchantments with much more ease -- it is both a being of Good and Magic, which means that it has plenty of capacity to provide the magical power that enchanted runes need to function, and as a being designed around the manipulation of equipment, it is also plenty capable of making several of these runes simultaneously.

With the Bright Forge, stronger arms and armor are easier to make and more attainable, and enchanted items become more available, making it easier to create enchanted items for more than a select few units in the future.

The first project of the Angel and craftsmen of the Bright Forge is a fairly simple one -- creation of superior armor and polearms such as glaives and halberds. These are given to select portions of our forces, with the intention of specializing some of our forces into heavier polearm units intended to blunt charges and present a much more serious threat to enemy CHADs.

Bright Forge (Cheapened Shield Var.)

Under the harsh desert sun, the Bright Forge is built. The military workshops have long grown and expanded with the growing needs of war. The Bright Forge represents the next escalation.

Heliel calls upon the faith and power of the Good of the hundreds of blacksmiths, fletchers, tanners and others all contributing to the workshops to fashion an Angel of the Forge and a large complex consisting of a central building with a very large forge and a great deal of enchantment equipment, with a great number of forges radiating out from it in the land around this building. This Angel is bound to this central forge building, and does not have a corporeal form. Rather it applies to the complex much like the way the Orator Cherubs apply to the Chosen Apostles, operating tools and aiding with craftsmanship.

The center building represents an exciting advancement in providing a space for mass enchanting services. While underutilized as of now, the Bright Forge Angel is particularly suited for creating enchantments with much more ease -- it is both a being of Good and Magic, which means that it has plenty of capacity to provide the magical power that enchanted runes need to function, and as a being designed around the manipulation of equipment, it is also plenty capable of making several of these runes simultaneously.

With the Bright Forge, stronger arms and armor are easier to make and more attainable, and enchanted items have much more dedicated production, making it easier to create enchanted items for more than a select few units.

The first project of the Angel and craftsmen of the Bright Forge is to double down with ferocity on some of the enchanted equipment previously made, to create many more copies of our enchanted gear and allow it to show up on the battlefield with much more prevalence. In this case, the Barrier Shields that our minotaurs wield are what sees the focus, with the intent being to create many more shields and allow the Shield Minotaurs to become a more consistently present force on the battlefield (read: Uncommon rather than Rare).
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #351 on: May 09, 2020, 06:08:24 pm »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (2): C2M, Powder Miner
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (2): Twinwolf, Powder Miner
Bright Forge (Polearms) (1): Twinwolf
Bright Forge (Shields):
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #352 on: May 10, 2020, 06:15:55 am »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (2): Twinwolf, Powder Miner
Bright Forge (Polearms) (2): Twinwolf, Powder Miner
Bright Forge (Shields):
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #353 on: May 11, 2020, 07:05:59 am »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (3): Twinwolf, Powder Miner, Failbird
Bright Forge (Polearms) (2): Twinwolf, Powder Miner
Bright Forge (Shields) (1): Failbird
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #354 on: May 11, 2020, 07:08:07 am »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (3): Twinwolf, Powder Miner, Failbird
Bright Forge (Polearms) (1): Twinwolf
Bright Forge (Shields) (2): Failbird, Powder Miner
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #355 on: May 11, 2020, 07:09:02 am »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (3): Twinwolf, Powder Miner, Failbird
Bright Forge (Polearms) (0):
Bright Forge (Shields) (3): Failbird, Powder Miner, Twinwolf
Logged
Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Atomic Chicken

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #356 on: May 11, 2020, 10:09:34 am »

Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
Refrain of Recuperation (1): m1895
Fortification Golems (0):
Institute of Intrigue (4): Twinwolf, Powder Miner, Failbird, AC
Bright Forge (Polearms) (0):
Bright Forge (Shields) (4): Failbird, Powder Miner, Twinwolf, AC
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #357 on: May 18, 2020, 07:33:20 am »

Angel Team: Design Phase T7
TURNTURNTURN
Institute of Intrigue

All kinds come to our ranks, from old soldiers of the frontiers to back alley criminals turning their lives around. It was only natural that some among our ranks would be former politicians, clerks, speechwriters. The kind of people who know the world of nobility and politics and how to survive in it. And as we gain influence, it's increasingly obvious that missionaries and philosophers won't get us to the top on their own - at least not with demonic forces working against us. So, we've pulled those cultists with political experience, as well as those with charisma, for another purpose.

The Institute of Intrigue is, admittedly, not the obvious thing to create when we're at war. But as was shown when a Chosen Apostle got himself jailed, we can't ignore the fact that not all our threats are demonic; some will be purely human, and in the higher levels of society, some don't look kindly to our usual tactics. So we've got to get in the hard way. Our most charismatic cultists, as well as those skilled with more bureaucratic work, are brought to the [name] to be trained in the art of politics; how to integrate themselves into the political framework and how to either rapidly ascend themselves or how to bring our allies to positions of power.

They are particularly given information on the political structures and situations in the capitals. To operate effectively, they need to know a lot; the general thrust of court and advisor's politics, the power players and their allegiances, who can be influenced and who's rock steady. Those trained at the Institute will be best able to help our general position in the capitals as well as that of the factions we support.
Institute of Intrigue: Easy: (1+1)+1=3: Buggy Mess
This was a fairly simple idea. Hard to get wrong.
It got wrong.
Okay, look. You can't be blamed for trying to impart knowledge directly into human minds again. Trying once and giving up is for Demons. So you took all the knowledge the future politicians would need, and overwrote some pointless memories (overwriting existing memories being easier than creating brand new ones). How were you supposed to know that humans needed to remember so many trivial things just to stay 'sane'?
Besides, it did work, technically. The graduates of the Institute of Intrigue go through basic courses on the various aspects of politics- nothing especially impressive, but enough to make them reasonably competent at basic political manoeuvring-, and are then granted perfect knowledge of the political situations in the surrounding area (at least, 100% of what you and your cult have collected). They can remember the names of every courtier in Lesimor and Dolgoth, and some of their background- giving them a better chance of manipulating them into supporting the cult.
They just happen to be babbling lunatics as well. Ask them about the King of Dolgoth's second wife's third cousin twice removed, and they will tell you all there is to know. Ask them what colour the sky is, and they will tell you that it is lantern oil hedgehog, then accuse you of working for the secret society of candlestick bakers. This may impact their performance a little.

Upon reflection, you decide not to deploy the Graduates in their current state. Any good they do politically is likely to be immediately undone by their unusual condition.


Graduates are competent politicians, but incompetent humans. They will not be deployed. They would be Uncommon if they were, due to the education required.



Bright Forge (Cheapened Shield Var.)

Under the harsh desert sun, the Bright Forge is built. The military workshops have long grown and expanded with the growing needs of war. The Bright Forge represents the next escalation.

Heliel calls upon the faith and power of the Good of the hundreds of blacksmiths, fletchers, tanners and others all contributing to the workshops to fashion an Angel of the Forge and a large complex consisting of a central building with a very large forge and a great deal of enchantment equipment, with a great number of forges radiating out from it in the land around this building. This Angel is bound to this central forge building, and does not have a corporeal form. Rather it applies to the complex much like the way the Orator Cherubs apply to the Chosen Apostles, operating tools and aiding with craftsmanship.

The center building represents an exciting advancement in providing a space for mass enchanting services. While underutilized as of now, the Bright Forge Angel is particularly suited for creating enchantments with much more ease -- it is both a being of Good and Magic, which means that it has plenty of capacity to provide the magical power that enchanted runes need to function, and as a being designed around the manipulation of equipment, it is also plenty capable of making several of these runes simultaneously.

With the Bright Forge, stronger arms and armor are easier to make and more attainable, and enchanted items have much more dedicated production, making it easier to create enchanted items for more than a select few units.

The first project of the Angel and craftsmen of the Bright Forge is to double down with ferocity on some of the enchanted equipment previously made, to create many more copies of our enchanted gear and allow it to show up on the battlefield with much more prevalence. In this case, the Barrier Shields that our minotaurs wield are what sees the focus, with the intent being to create many more shields and allow the Shield Minotaurs to become a more consistently present force on the battlefield (read: Uncommon rather than Rare).
Bright Forge (Cheapened Shield Var.): Normal: (2+3)=5: Average
Good creates where Evil destroys; it is known. There may be exceptions to the rule... many exceptions, in fact, but the point stands. Sort of. Well, your followers believe it, and that's what matters.
A thousand craftsmen kneel in the sand, in concentric circles, all facing towards the centre. There, you draw on their creativity, drive, and skill, siphoning it into yourself. Next, you split off part of your essence, containing the aforementioned qualities, and drive the sphere of Good into the ground. The sand around the impact point fuses into glass, and as the sphere sinks deeper, the glass spreads out, forming a multicoloured mosaic of indescribable beauty. The kneeling craftsmen marvel as the ground beneath their feet is transformed, a physical manifestation of the genius loci now inhabiting this formerly featureless stretch of desert.
With the Angel of the Forge in place, work begins on building a suitable structure around it. The builders work like men possessed, knowing without being told where to go and what to do, quickly erecting a domed hall over the glass mosaic- which conveniently has sections missing where stone pillars may be sunk into the earth-, and setting up forges and workshops of all kinds in smaller halls radiating from the central structure.
Under AotF's influence, craftsmen work faster, and enchantments are easier to apply. Production of Sunbows and Barrier Shields is moved into the Bright Forge. Production of both is increased, with production of Barrier Shields being prioritised- with the result that the number of Shield Minotaurs that can be deployed almost doubles (note that making Shield Minotaurs more common than Minotaurs in general is not possible (and making Minotaurs more common would be tricky)).


The Bright Forge provides a small increase to industrial capacity, and a significant increase to enchantment capacity. Thanks to increased production, Shield Minotaurs are more common (3 per unit, Uncommon), and Sunbows are 10% more numerous.



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #358 on: May 20, 2020, 01:07:16 pm »

Directors:

While the Graduates of the Institute of Intrigue were unable to function in normal society, their ability to recall political minutia was incredible. So with some further refinement, the Directors were born. Expanding on the political minutia with business and political theory necessary to recognize patterns, the Directors will be put into a guarded room and fed all the information gathered by our agents. Using their knowledge with the flood of information, they will look for opportunities for agents to work and expand their influence. (Ex: “Oh the price of grain has risen, the Baker guilds might be more vulnerable.” “Three lords have abandoned their mistresses? A Consort of Desire might be operating in the area.”)

Overall goal of the Directors is to further increase the efficiency of our agents and spies by directing them to developing situations, perhaps before anyone else knows what is about to happen.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #359 on: May 20, 2020, 02:23:08 pm »

Shoes of Steadfast Stride:
The Shoes of Steadfast Stride are a simple enchanted work taking advantage of the newly online Bright Forge to make a very serious effort to give as many soldiers as possible a pair. These are a pair of steel high boots, each marked and enchanted with a singular rule -- a Rune of Steadiness. What this rune does is fairly simple: it allows the boots in question to stay where they are or move mostly unhindered when being acted upon by a force against the wearer's will. In other words, these boots are intended to make wading through the river crossings of Xa-Nam a much easier task, as well as potentially make it harder for magic barrages or charging CHADs to lift them off of their feet.
« Last Edit: May 20, 2020, 02:30:06 pm by Powder Miner »
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