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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 20751 times)

Quarque

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #450 on: January 13, 2023, 05:12:35 am »

Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
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m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #451 on: January 13, 2023, 05:17:31 am »

Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #452 on: January 13, 2023, 09:21:00 am »

Quote from: Votebox
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Blame me being fickle and hardwood being expensive. Stake the vampires. Not ideal, but defense over offense, so we have more people for offense.
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #453 on: January 13, 2023, 11:04:42 am »

 :D

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (4): TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #454 on: January 18, 2023, 01:33:11 pm »

Angel Team: Revision Phase T5
TURNTURNTURN
Quote from: Hermit Liquid Light Elementals
The refusal of the cherubs at the heart of the Liquid Light Elementals to dim their light under any circumstance has been a persistent thorn in Muu's side. Many solutions were considered, but with the failure to modify the cherubs themselves, it was decided to modify the Elementals as a whole.

Each Elemental is given a thick "shell" (generally resembling greatly those of certain marine animals, though they are as varied as the Elementals themselves) composed of coral and carved to give a snug, customized fit for every single Elemental. The inside of the shell is coated in nacre, which is the basis of the primary purpose of the shell - enchantments that will reflect spent light back into the Elemental, preventing them from burning their light too quickly even if the cherub insists on shining as hard as they can. The Elemental inside can see out, and can even extend their limbs for attacking and locomotion. This will allow the Liquid Light Elementals to march under their own power if they are wearing their shell, instead of having to be transported in stasis and only introduced to their Bottled Sunlight in battle (meaning that logistics are easier and ambushes are less of an issue).

The other effect of the shell, and the second purpose of its use, is that the exterior of the shell is quite durable and will protect the Liquid Light Elemental inside during combat.
Hermit Liquid Light Elementals: Normal: (2+2)=4: Below Average
Hey, wouldn't a clay pot be more- *shot* (by a Magic Missile)

While constructing a large coral 'shell' for Liquid Light Elementals is possible, it is not free. Making some wooden barrels is significantly easier than fusing large quantities of coral together, then polishing the inside. But the results are quite a sight. The exterior of rough coral is both beautiful in its swirls of vibrant colours, and practical in its defensive properties. The interior has been treated like the mirrors used to make Liquid Sunlight in the first place, which keeps the light mostly contained. Obviously light is still lost through the opening, with more lost the more of the elemental extends outside, but the savings are significant- enough for the new Hermit LLEs to be active for upwards of a week before depletion becomes a serious issue.
Aside from an increased cost of deployment, downsides include that the HLLEs are slower than the unshelled version on the battlefield, and slightly less flexible. However, they are considerably more resilient, and by being self-propelled and tireless, do not slow the army down as much as the awkward carts used before. The cherubs do still need to be transported separately for most of the month, but once scouts report enemy forces in the area, they can be deployed in ample time to fend off surprise attacks, participate in the main battle, and stick around to mop up after.


Hermit Liquid Light Elementals do not render regular LLEs entirely obsolete due to the increased cost, but in many situations their increased practicality and resilience makes up for the cost. Unit Size: ~8 Uncommon



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

Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.

Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.

Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
Ditches and Palisades (uses 1 Wealth Token): Easy: (4+3)+1=8: Unexpected Boon
With funding (and a modicum of advice from allies in the Bountiful Quarries), providing Sea Servants with metal tools and bonehardwood stakes proves easily doable. Though a handful per unit need to be held back to assist in the production of tools and processing of lumber into bonewood, the added functionality should easily make up for the modest decrease in numbers.
The Sea Servants take to their new roles like a Sea Servant to water, with trials showing that they can set up a well-fortified camp at a high speed, with minimal oversight required. With just a little advanced notice, they can quickly dig trenches, set up stakes, or make other changes to modify a battlefield in your favour. Obviously the impact of such defensive measures is limited on the attack, but their iron tools make them deadlier there as well.

Whose idea was it to have Sea Servants practice their trench-digging on the sea floor? It was an objectively stupid idea. However, it was also a fortuitous idea. Because whilst digging through the silt, the Sea Servant unearthed a shipwreck.
Shipwrecks happen. Nothing weird about that. This one happened to have been transporting a well-sealed chest, which (unlike the rest of the cargo) was in fairly good condition. The weird thing- the thing that leaves you reeling in confusion- is the letter inside the chest. It is written in code, which you have been unable to crack, but there's one word you recognise. And that word... is Muu.
The ship sank decades ago, at the very least.
You are less than a year old.
If you were a mortal, it could be a coincidence. Mortals share names. Angels do not. The angelic glyphs that form your name are yours and yours alone.
...anyway. In addition to the baffling letter, the chest contains dozens of pieces of amber, each one inscribed with an angelic glyph. You're not entirely sure what the purpose of these stones was, but you can feel the residue of a spell in them, which is coherent enough that you could gain some insight into how it worked with a little effort.
((You gain 1 Amber Token. This can be used to make the development of a new spell easier. It's not as potent as a Tome Token, and cannot be used to improve casters or the like- only a spell.))


Entrencher Sea Servants will provide your forces with increased camp security, offering better rest and a fallback option if open battle goes poorly. They can also alter battlefields, and are slightly better combatants. They are slightly less numerous than default Sea Servants. Unit Size: ~85 Common



It is now the Strategy Phase. Decide where to send Muu, the Good Doctor, and the Siren of the West.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
« Last Edit: January 20, 2023, 09:10:16 am by NUKE9.13 »
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Long Live United Forenia!

Quarque

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #455 on: January 18, 2023, 02:14:37 pm »

ok, how about

  • Siren to Gridlocked Polis, because she is talented in political intrigue (defining feature of the Polis)
  • Muu to Rolling Hills, Chegita to spearhead a counteroffensive
  • Good Doctor to Pestilent Marches, Western Protectorate to pressure the demon into defense

Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #456 on: January 18, 2023, 02:48:22 pm »

Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #457 on: January 18, 2023, 03:33:03 pm »

I want to see a match up between Nar-Carok and the Good Doctor

Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (2) Quarque, Kashyyk
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
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m1895

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #458 on: January 18, 2023, 06:42:16 pm »

Bloodborne
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (3) Quarque, Kashyyk, m1895
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #459 on: January 18, 2023, 07:07:26 pm »

Bloodborne
Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (4) Quarque, Kashyyk, m1895, TricMagic
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
Her funeral maybe. Rolling lokc?
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Naturegirl1999

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #460 on: March 28, 2023, 01:42:27 pm »

Quote from: day of the tentacle
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (5) Quarque, Kashyyk, m1895, TricMagic, NG1999
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #461 on: June 25, 2023, 08:57:43 am »

Angel Team: Strategy Phase T5
TURNTURNTURN
Design phase, two designs, go.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)

« Last Edit: June 26, 2023, 11:33:40 am by NUKE9.13 »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #462 on: June 25, 2023, 10:26:39 am »

Hussar's Cloak
The cloak of a hassar is made of goat leather melded with coral, lined with fur. It's been enchanted in the forge of cleansing to resist most of nature's elements, able to shrug off water and wind as easily as air. This material has also been fitted to the drake gulls, greatly improving their speed in incremental weather. Perhaps most importantly though, it offers a magical ward which protects against magic, a godsend for their work against mages. It won't protect them from direct hits or spells with a physical component, but anything that affects an area should just brush off them.


Stealth Archers
There is a curious creature in the depths which can change it's shape and color to mimic other creatures. While adding them to our forces could prove useful, this is not the remit of the current task. Rather, they've been hunted and pacified in a pool Muu has built, and made to breed up their numbers. They are skinned for their leather, which can be enchanted to replicate their surroundings. Though this isn't the only upgrade to her archers Muu has compensated. It is long past time for a longbow. Made out of bonehardwood and string made of fur melded with iron in the forge of cleansing, it's draw weight is immense. While slow to fire, the bobkin arrowheads will allow our trained archers to deal with most foes they face from stealth. One shot, one kill. This is the training they've undergone, moving through terrain and striking unseen. While rare to see on the battlefield, their training has them reach as the peak of mortal archery.

Two things. Latter is just Stealth Archer meme. Not sure ho to write fusing them into Stealth Octopus Archers.



Whirling Wave
Taking inspiration from the whirlpools of the sea, the Whirling Wave is an uncommon spell. By conjuring water and forming a spiral matrix around a dragging core, it can then be thrown forward. At this point it will glide around the ground as the center of the spell drags the water around it, battering and disrupting foes en masse. The spell's projectile form is a swirling sphere and once it hits the ground will burst into the whirling waves as it washes over the terrain. The actually spell isn't dangerous. Someone with steady footing can manage to stay put. Those without or get knocked down however are likely to find themselves battered, and anything too small will get pulled into the current. The spell will eventually run out of momentum, at which point the core will no longer be able to keep the waves going as it flattens.

This spell is primarily meant for crowd control, able to stop advances and disrupt formations. It can be focused to be lobbed at a target for a heaping of physical force when it expands, a the cost of any momentum to move forward, greatly reducing it's lifespan. Of note is that the spell does not actually care about whether water is conjured or not, making it fairly effective at stopping landings. While the spell's core sinks and often expends it's energy, it will sink boats, and in shallower water can actually keep going for a while.
« Last Edit: June 25, 2023, 12:02:57 pm by TricMagic »
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T4
« Reply #463 on: June 25, 2023, 12:10:51 pm »

Probably a good idea to knock out high value targets, at least soonish
Longinus' Lance of Light
The Lance of Light is the brainchild of one of our brighter acolytes.
Using an entire Bottle of Sunlight as material to ease the burden on our spellcasters, the spell creates a shaft of light in the user's hand, which is then thrown like a javelin, but with far greater speed (and as a corollary, range). The Lance of Light's shape also provides modest penetration of magical barriers, though as a side effect it tends to overpenetrate mundanes (and ratmen), requiring center mass hits to deal mortal wounds. The Lance also has very slight course correction, a mere few degrees, but enough to make a near miss a hit, a trick we learned is probably useful at such distances. Though of course, as each Lance requires an entire bottle (unless you're Muu) their use must be weighed against other potential uses of the bottled sunlight.
Quote from: Wealth Token
Or we could create a third production facility, and hand out bandoliers to Acolytes and Witches alike


Staves of Longinus
Grown from coral in the forge of cleansing under the direction of seasoned acolytes, the Staves of Longinus are purpose made to cast the Lance of Light, with a small orifice to imbibe and store the sacrifice of bottled sunlight. Yes imbibe, each staff is a more or less living entity, wielders of them develop the Staver's nip, a scar where the staff gently suckles their blood on occasion, just enough to maintain their semi-living state. Measured on the level of units rather than individual soldiers, the staves are common, as any given unit should have at least one, with some units prioritized for quite a few staffs. Normally these staves are the size of a regular quarterstaff, but the good doctor has been given a much shorter custom model, with a one handed grip shaped to fit her hand better. This naturally heavily hampers range, but the potential reduction in accuracy is negated by her own talents, and suckling her blood appears to have affected the staff. It's lances take on the same pale blue light that suffuses her blade and hits far harder than normal.



Quote from: wealth token
with a solid chunk of funding thrown at supplying more acolytes to Throw shit at the wall prototyping staff design and giving them more resources to play with, we can get past some of the worst design challenges with relative ease
« Last Edit: June 29, 2023, 12:08:20 am by m1895 »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #464 on: June 25, 2023, 12:30:02 pm »

"Zeesnijder" Sea Slicer
From within the amber, the runes speak of the oceans, compressed. Deep below, jets of force erupting from vents, destroying anything that passes through it.
The Sea Slicer is a spell that, through the condensation of magical energy, conjures water from the air and sends it forward in a beam, cutting anything in it's path and pushing apart the rest. It is a spell meant to clear through lines much as the scythe through wheat, though requires continual application of magical energy to fuel. Even our Star Witches can only manage around three seconds, though in those three seconds an entire line of foes has been cut down but it's power as it washed over them. Thankfully, the Star Witches work together, not apart, and so can greatly speed up the charging of the spell, or combine it into an even larger beam that does not so much cut as obliterate anything in it's stream with it's force. Even if you can survive the onrushing water, you will be pushed back without extremely solid footing. Naturally it's an uncommon spell, as the focus required to not have the sphere burst before it is directed is great.



Staff of Ancient Light
Long ago, the world was unformed, All that was lit by the sun, and the waves.
The amber speaks of a tale unknown to most, the runes telling of the past. Or is it a future? The light of those days was filled with magic, and life formed and lived freely. Bygone days yet to return, but the sight of that light can be seen in modern day, underneath the waves. There was however one piece of amber, whose word was Life.

Inspired by the Tale, Muu gathered the finest of coral, the most lustrous silver, and the amber itself to create a staff, the Ancient Light shining from it. This light can be manipulated to cast a veil upon allies and enemies, promoting the regeneration of wounds and growth of flesh. Those who touch it are taken by it, being twisted into the likeness of sea creatures with a desire to spread life to others. It is only their connection to Muu that prevents them from these baser instincts, but the Staff of Ancient Light serves as an ideal. That no matter the obstacle, Good shall flourish and life shall push back death. As even in death where nothing else lives, Life will continue on.

The Ancient Light is a Unique spell cast through this Artifact, whose glow will heal wounds and bind minds. It can be concentrated into a beam to improve growth and twist others to it's Will, serving the Collective Good that Muu espouses. Even evil can be redeemed, and the dead revived to fight as beasts of the sea. The will of the Ancients cannot be fought, only postponed. The Sea once covered the world, and one day it will again, but life continues on.
« Last Edit: June 25, 2023, 01:02:01 pm by TricMagic »
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