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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 20762 times)

m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #105 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
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #106 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.
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #107 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.

Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #108 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.
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #109 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.

TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #110 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.
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #111 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.
« Last Edit: May 05, 2022, 12:54:07 am by Kashyyk »
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #112 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.

m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #113 on: May 03, 2022, 01:04:51 pm »

Gives em a taste for Demon cultists
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Happerry

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #114 on: May 03, 2022, 07:16:41 pm »

Personally I'd still like to do my Liquid Light Elementals.
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #115 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.
« Last Edit: May 06, 2022, 01:36:13 pm by Kashyyk »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #116 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.

« Last Edit: May 04, 2022, 01:35:29 pm by TricMagic »
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m1895

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Re: Angel Team - Chiaroscuro 2
« Reply #117 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.
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TricMagic

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Re: Angel Team - Chiaroscuro 2
« Reply #118 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.
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Happerry

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Re: Angel Team - Chiaroscuro 2
« Reply #119 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
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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