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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 20272 times)

Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #255 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
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #256 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
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #257 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!

TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #258 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
« Last Edit: May 20, 2022, 11:34:09 am by TricMagic »
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #259 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

TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #260 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.
« Last Edit: May 20, 2022, 11:43:52 am by TricMagic »
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #261 on: May 20, 2022, 12:09:28 pm »

Uh, yeah +1 to whatever that is!

m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #262 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
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Madman198237

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #263 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.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #264 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
« Last Edit: May 20, 2022, 02:24:54 pm by Failbird105 »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #265 on: May 20, 2022, 02:24:56 pm »

Always the option to jump ship to the Old Man.
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Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #266 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.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #267 on: May 20, 2022, 03:21:06 pm »

Will certainly help if she ever needs a quick heal, just chug it down 🌝
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #268 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. 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.



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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T3
« Reply #269 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.
« Last Edit: May 25, 2022, 12:22:04 pm by TricMagic »
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