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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32397 times)

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #135 on: November 30, 2019, 09:35:35 am »

Angel Team: Design Phase T2
TURNTURNTURN
Design: Monks of Minos
Minotaurs, a race of beast men created long ago by demons in one of many Angel/Demon wars. They where a man and a half in height and heavily muscled, with the body of a man but the head and legs of a fanged bull. When the war had ended, they where left behind by their master. Many continued their attacks against the humans of the kingdoms, and where killed. Others fled into the wild, and over generations they went feral, becoming naught but another beast. One group however, feeling betrayed by the Demon who created them and enraged at their mistreatment, retreated into the mountains. And in a strange act of rebellion against the purpose for which they where made, they found their own peace.
As beings sourced from evil, and made for combat, they refused the pleasures of life. Wealth, violence, drugs, physical pleasure, all were ignored and refused, first as an act of spite, later as almost a form of religion. They dressed plainly, drank only water, farmed their own food and ate only when needed. When a lost traveler came along, they gave food, drink, shelter, and a map. Over the course of their 'rebellion', they formed a group founded on the ideas of Good. To cast off the sins and temptations that had been molded into them from their very creation.

In their monasteries within the mountains they practice several forms of meditation. Clearing their mind of their worldly desires. Gardening, rythmic breathing, and chanting(which we imagine would integrate well with our singing), were all forms of meditation employed by these Monks. Most interestingly however, was a form of meditation derived from the Minotaurs natural inclination for combat. They developed a unique form of martial art, involving methodical movements and the wielding of long poles, that they call 'Bo Staves', which have become their preferred weapon. This technique is not viable for combat in its current state, being far too slow paced and predictable. However, we will make note of this to see if this combat style cannot be adapted properly later.

Their devotion to Good, and to cleansing themselves of Evil impressed the Angel. And so, she went to meet them in person, to invite them to our cause. Of all beings, they would have among the best understandings of what Demons are like, and why a Demon cannot be allowed to take control of these kingdoms.
Monks of Minos: Hard: (1+3)-1=3: Buggy Mess
As an Angel, you should not be on the losing side of a debate regarding morality. You can feel with every fibre of your being whether something is Good or not. Your judgement is impeccable. You know, with absolute certainty, that if you do nothing, the hideous Demon will lay waste to the realms of man, and bring about an age of suffering that has no comparison to anything mortals have ever experienced. Of course you must be careful not to cause undue suffering in pursuit of victory, but to question the necessity of the war is insanity.
And yet, when the Monks of Minos arrived at your headquarters in the Blessed Desert, and made the case for peace and non-violence, you found yourself unable to convince them of this simple truth. So strong were their convictions, and so calm and reasonable their arguments, that even you felt a twinge of doubt (momentarily, before you remembered what was at stake). After hours upon hours of debate, the best you were able to manage was to get them to agree to stay, that you might try to convince them again- or maybe it's the other way around?

It would be a great boon if you could convince them of the war's necessity, for the monks are clearly powerful fighters. Demonstrations of their choreographed 'kata' show them to be strong, disciplined, and highly skilled (albeit at a form of martial arts that is far removed from actual combat). Though they were once stained with Evil, they have over the years cleansed themselves completely of that corruption, and indeed inverted it; now Good flows through their bodies in a controlled fashion, which they have a basic ability to manipulate- they cannot cast spells, but they can charge their attacks with Good to aid them in smiting Evil beings. With these monks by your side, your victory over the Demon could be attained in weeks.

But.

They absolutely, totally, fanatically refuse to join your armies. Repeated attempts to convince them of the necessity have fallen flat. Their main problem seems to be that they do not believe the Demon would be as destructive as you know they would be. All things pass, they claim, Demons and Angels alike. They will not break their oaths of non-violence in pre-emptive defence of the world. Indeed, it seems that the only way you could possibly convince them to join your forces is if you could provide hard evidence of Magoc engaging in the sort of unspeakable atrocities you know him to be capable of (his deeds so far do not meet the monks' criteria).
 
((Translation: design locked until war escalates (3 or 4 turns, probably, possibly less if the demons are particularly successful). You still gained experience that can be used for future projects))

((ALTERNATIVELY, since this is a rather unusual result, I am willing to re-write the results as a more 'traditional' Buggy Mess, if you'd prefer (ie, you get the design, but it's an all-but useless wreck)))



Shadow Walkers

The bright shadows are stunningly effective at information gathering, at least such as things are. However, without a physical presence, they have limited effectiveness in leveraging the secrets they learn. They cannot gather evidence, or speak to people and encourage them to take action to repent. As such, they need assistance.

From among the cultists, there are those who have reformed themselves from the dregs of society. Those who have some skills that they are not proud of and parts of their lives that should have gone differently. Heliel offers them an opportunity to use their ill-gained proficiencies for the sake of Good.

Each Shadow Walker is a member of the congregation who has some skills in guile, sneaking, thievery and infiltration. They are enhanced with the grace of Heliel, allowing them improved agility and quietness. When a Bright Shadow gains some useful information, they partner with a Shadow Walker to make use of it - the Walker will do what needs to be done, be it blackmail or theft or more dramatic measures on those particularly guilty and immovable, or if possible even recruitment, and with the assistance of the Bright Shadow they are very competent at this task. With the secrets gained from the Bright Shadows and leveraged by the Shadow Walkers, our preachers and healers can better spread the word.
Shadow Walkers: Normal: (4+1)=5: Average
Redemption is a powerful force. Those who have walked an Evil path, yet turned their lives around and joined the Good side, make for much more zealous and fanatical converts, for they have seen the darkness first-hand, and know the dangers. When offered the opportunity to use their former skills in pursuit of justice and harmony, they willingly submit themselves to your grace, and are imbued with a modicum of power that may aid in their work.
Now anointed Shadow Walkers, they will serve you well in the shadier aspects of the world. Though none of them were masters of their craft before, their augmentations will improve their ability to move unnoticed, a crucial skill in their line of work. Theft- of things that are not especially well guarded-, sabotage- of fragile things-, blackmail- of those whose reputations are already on shaky ground-, intimidation- of those without enough power to be fearless-, and even murder- of unsuspecting targets- fall within their abilities. Their skills have been combined into a new infiltration technique, 'Exploit Intelligence', which should allow your cultists to move up in society, while slowing the efforts of your rival. A lack of specialisation means that none of these activities will be extremely effective, but decent results are expected.

Shadow Walkers will operate in influence lanes, and should significantly increase infiltration efficacy. Due to the scarcity of those with the requisite skills, they are Uncommon



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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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #136 on: November 30, 2019, 10:12:32 am »

Revision: Major Missile Safety Enhancement
Major Missile is a potent spell, as has been shown in battle, its problems however, are very noticeable. After all, it practically drains the caster dry of energy to cast, and it would likely kill any wholly Good or Magic based being where they to try. The solution? Quite simple, just put the maximum limit back on. This time of course, we put it significantly higher than the first. We have two versions of this, one where the safety cap is roughly at the limit of the users spellcasting reserve, which our Acolytes can use for things such as destroying lighter fortifications(and would truly be ungodly devastating in the hands of Heliel herself), and one where the cap is roughly half that, for punching through armored foes.
« Last Edit: November 30, 2019, 02:30:55 pm by Failbird105 »
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #137 on: November 30, 2019, 10:51:51 am »

Revision: Shadow Raiders
With our Shadow Walkers proving to be apt at their newly acquired skills, a few officers have thought, "Why not use these on the battlefield?" To this end, the Shadow Raiders are trained for battlefield duties, being deployed ahead and beside our regular formations to slip past enemy lines and cause chaos, mayhem and carnage amongst the demon's forces. Whilst equipped with the same armour available to our cultists, the raiders wield bows, swords and torches in place of spear and shield to better engage in raids and harassment of demon forces.
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #138 on: November 30, 2019, 11:02:01 am »

Revision: Shadow Spells
Our Bright Shadows are spirits, magic is practically in their nature. That being said, not to a particularly noteworthy degree. Indeed, all they can manage is some of the most basic spells expected of incorporeal beings. With just a bit of enhancement and tutoring, we can enable our Shadows to cast proper spells on their own. Nothing more than the basics that any acolyte worth their salt could, but this is certainly better than the effectively nothing they where capable of before. With this, they can find those calling out for miracles and offer them aid directly, healing their wounds with Heliels Love or blasting possible attackers with Magic Missiles, acting as a sort of divine intervention, and directing them to seek Heliels light. Additionally, with their ability to use Magic Missile, they can turn our enemies lucrative booze business into a liability in the form of sudden detonations.
As we develop more simple spells we will of course add them to our Shadows repertoires, but we will limit our training to only simple ones for now(partly because those are all we have).
Bringing Shadow Spells back up
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Atomic Chicken

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #139 on: November 30, 2019, 11:35:19 am »

Quote from: gimme de votes
(1) Major Missile Safety Enhancement: AC
(0) Shadow Raiders:
(1) Shadow Spells: AC

A tad early for the votebox perhaps, but these proposals effectively cover what I had in mind for this phase.
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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. 

chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #140 on: November 30, 2019, 11:53:44 am »

Quote
Fanatical Training
For the Cultists of Heliel, there can be no doubt in her. During their training and even beyond it, the cultist is constantly surrounded by reinforcement of our Angel’s goodness and power. In training, they are told to trust in each other and Heliel, to steel their minds against the lie of the enemy. Even against insurmountable odds they are told that their sacrifice will earn them a place of honor if they remain firm and do not waver.

A revision to Cultists that improves their morale and their mental resistance to demonic manipulation.
« Last Edit: November 30, 2019, 01:20:28 pm by chubby2man »
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #141 on: November 30, 2019, 12:02:34 pm »

Quote from: gimme de votes
(1) Major Missile Safety Enhancement: AC
(1) Shadow Raiders: Taricus
(2) Shadow Spells: AC, Taricus
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #142 on: November 30, 2019, 12:30:14 pm »

Quote from: gimme de votes
(2) Major Missile Safety Enhancement: AC, Failbird
(1) Shadow Raiders: Taricus
(3) Shadow Spells: AC, Taricus, Failbird
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #143 on: November 30, 2019, 06:36:45 pm »


Quote from: gimme de votes
(3) Major Missile Safety Enhancement: AC, Failbird, m1895
(1) Shadow Raiders: Taricus
(4) Shadow Spells: AC, Taricus, Failbird, m1895
[/quote]
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 2
« Reply #144 on: December 02, 2019, 03:33:51 am »

Angel Team: Revision Phase T2
TURNTURNTURN
Revision: Major Missile Safety Enhancement
Major Missile is a potent spell, as has been shown in battle, its problems however, are very noticeable. After all, it practically drains the caster dry of energy to cast, and it would likely kill any wholly Good or Magic based being where they to try. The solution? Quite simple, just put the maximum limit back on. This time of course, we put it significantly higher than the first. We have two versions of this, one where the safety cap is roughly at the limit of the users spellcasting reserve, which our Acolytes can use for things such as destroying lighter fortifications(and would truly be ungodly devastating in the hands of Heliel herself), and one where the cap is roughly half that, for punching through armored foes.
Major Missile Safety Enhancement: Easy: (4+2)+1=7: Superior Craftsmanship
Now that you know what to look for, it proves relatively easy to reinstate and modify the power limit on Major Missile- in fact, the plan to create two fixed levels proves unnecessary, as it is relatively simple to simply instate an upper limit, and allow the user to reduce the power as desired. The spell is still draining to cast, but will no longer knock users unconscious (or potentially annihilate you if you were to cast it). Despite the drop in power consumption, the power level has actually improved, as you were able to improve the efficiency of the spell considerably. And though it was not your focus, the tracking aspect of Major Missile was was tested and proves to work as expected, giving the user a limited- but still very useful- ability to direct the missile mid-flight.

Major Missile is now a fully operational spell, available to all casters capable of using Common spells. It should prove useful on the battlefield, especially if the demons introduce beefier units.



Revision: Shadow Spells
Our Bright Shadows are spirits, magic is practically in their nature. That being said, not to a particularly noteworthy degree. Indeed, all they can manage is some of the most basic spells expected of incorporeal beings. With just a bit of enhancement and tutoring, we can enable our Shadows to cast proper spells on their own. Nothing more than the basics that any acolyte worth their salt could, but this is certainly better than the effectively nothing they where capable of before. With this, they can find those calling out for miracles and offer them aid directly, healing their wounds with Heliels Love or blasting possible attackers with Magic Missiles, acting as a sort of divine intervention, and directing them to seek Heliels light. Additionally, with their ability to use Magic Missile, they can turn our enemies lucrative booze business into a liability in the form of sudden detonations.
As we develop more simple spells we will of course add them to our Shadows repertoires, but we will limit our training to only simple ones for now(partly because those are all we have).
Shadow Spells: Normal: (3+1)=4: Below Average
Enabling all Bright Shadows to use 'real' spells quickly proves impractical. Their magical potential is simply not up to scratch, and minor enhancements are not enough to alleviate this. However, there are some amongst the Bright Shadows who have some natural magical potential, and by focusing your efforts on those, a measure of success was achieved.
There are a few issues. First, Bright Shadow Acolytes are not possessed of the same power as even a basic living Acolyte. Their magic missile is notably anemic in comparison, and they can only cast Heliel's Love once or twice an hour. Second, empowering the BSAs with spellcasting potential has also amplified their 'presence'- though they are still invisible to mundane sight, they are easier to detect by magical means than their conventional brethren. And third, they are obviously less common than regular Bright Shadows.

Despite these flaws, Bright Shadow Acolytes will still be somewhat useful in infiltration and combat. They are Rare.



It is now the Strategy Phase. Decide where to send Heliel.



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: Strategy Phase 2
« Reply #145 on: December 02, 2019, 11:37:55 am »

Quote from: smotebox
Darrin:()
Xa-Nam:()

Fortified Frontier:()
Lawless Capital:()
Scholarly Towers:()
Trade City:()
Ostentatious Capital:(1) C2M
Wartorn Wastes:()
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Jilladilla

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #146 on: December 02, 2019, 11:55:53 am »

Do remember that raising our influence rating of a region so that it would be higher than its neighbors gets increasingly difficult; personally, I would either place Heliel in the Lawless Capital, Wartorn Wastes, or one of the spots closest to us (to help ensure we get to 2 influence there).

Basically, what I mean is that gaining further influence in the Ostentatious Capital or the Scholarly Towers is likely to be fairly difficult, as that would cause our influence there to 'get ahead' of the surrounding area.
Now I suppose there is reasoning to place her in one of those places anyway, in order to use her to try and power through that block... Your call, I'm going to be indecisive for a bit now.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #147 on: December 02, 2019, 12:26:11 pm »

Quote from: smotebox
Darrin:()
Xa-Nam:()

Fortified Frontier:()
Lawless Capital:(1) Twinwolf
Scholarly Towers:()
Trade City:()
Ostentatious Capital:(1) C2M
Wartorn Wastes:()
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #148 on: December 02, 2019, 12:59:35 pm »

Quote from: smotebox
Darrin:()
Xa-Nam:()

Fortified Frontier:(1) C2M
Lawless Capital:(1) Twinwolf
Scholarly Towers:()
Trade City:()
Ostentatious Capital:()
Wartorn Wastes:()

Jilladilla good point, I think our operatives should be able to get us to 1/5 there this turn, so I’m going to suggest putting the angel in the fortified frontier this turn, and then improving our influence should be easier in the lawless capital the turn after next.
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #149 on: December 02, 2019, 11:04:15 pm »

Quote from: smotebox
Darrin:()
Xa-Nam:(1) Taricus

Fortified Frontier:(1) C2M
Lawless Capital:(1) Twinwolf
Scholarly Towers:()
Trade City:()
Ostentatious Capital:()
Wartorn Wastes:()
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