Chiaroscuro Arms RaceAngelic Team ThreadCore Thread LinkDiscord LinkPS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.
In a world filled with suffering, every act of kindness is a miracle. Literally, in fact; every good deed done creates a small amount of Good (the tangible magical element), creating something out of nothing. Ordinarily, Good simply suffuses the world, providing all with a measure of subconscious comfort. At times, however, the swirling currents of Good spiral inwards on one location, forming a cluster. Brought together by the hopes and prayers of mortals, a consciousness emerges, and draws more Good towards itself. A being that radiates harmony and benevolence, the newly formed Angel is charged by her very nature with the mission to destroy Evil, and to rescue sinful mortals from their own wicked ways- by force, if necessary.
Such is the beauty of an Angel, that those who see her fall to their knees in admiration, and readily swear an undying loyalty to her cause. Within weeks, her following has swelled, the area of her birth firmly under her command, and any sinners forced to accept her benevolent (but lethal) touch. Now is the time to strike against her nemesis; the hideous Demon who has taken form in distant lands, whose mere existence is the cause of constant irritation. Her followers are ready, her powers primed; all that remains is to actually develop the means of defeating the dark menace.
Welcome to the Angelic Team Thread. If you are a member of the Demonic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).
If you have familiarised yourself with the basic rules, and have decided to join the Angelic Team, then welcome aboard. No need for formalities, feel free to get started.
There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Angel your team controls:
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Name: Angels tend to have smooth, flowing names, yet still with an eldritch touch indicating their otherworldliness. Merely hearing the name pronounced can elicit feelings of euphoria in people, and may also render them insane.
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Appearance: An Angel's true form is beautiful, but in a way as disconcerting to the human eye as a Demon's, so it fills in an approximation. This can be anything: a glowing mass of tentacles, an amalgamation of crystalline shapes, a golden orb burning with holy fire- go nuts.
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Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).
You have until the end of this turn to decide on these things.
Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.
Angel: The benevolent leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Angel. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. There are not many Acolytes in a unit. Uncommon
Summoned/Mutated Units:
You don't start with anything in this category. Feel free to ask whether a proposal is viable, at least until you have a grasp of difficulty.
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing.