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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32317 times)

Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #435 on: August 12, 2021, 11:33:39 pm »

Quote from: Votebox
Spoken Golems (1): Twinwolf
Coins of Cursed Charity (1): Twinwolf
Bright Furnace: Glass Steel (0):
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #436 on: August 13, 2021, 07:37:20 pm »

Quote from: Votebox
Spoken Golems (1): Twinwolf
Coins of Cursed Charity (1): Twinwolf
Bright Furnace: Glass Steel (1): m1895
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #437 on: August 14, 2021, 12:09:29 pm »

Quote from: Votebox
Spoken Golems (2): Twinwolf, Powder Miner
Coins of Cursed Charity (2): Twinwolf, Powder Miner
Bright Furnace: Glass Steel (1): m1895
sorry m, I must go all out... just this once
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Xantalos

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #438 on: August 16, 2021, 04:54:52 pm »

Quote from: Votebox
Spoken Golems (3): Twinwolf, Powder Miner, Xantalos
Coins of Cursed Charity (3): Twinwolf, Powder Miner, Xantalos
Bright Furnace: Glass Steel (1): m1895
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #439 on: September 18, 2021, 01:57:10 pm »

Angel Team: Design Phase T10
TURNTURNTURN
Spoken Golem
The Spoken Golem, named both for its ability to communicate with its fellow golems as well as the fact that it's essentially made up of several "spokes", which is very clever, PLEASE get the First Warden to stop looking at me that way, is a golem that is meant to serve a pair of roles. The first of these is that of a bizarre light cavalry unit, performing devastating leaps and rolling away at high speed during the vanguard harassment stage of combat and providing difficult to counter but precisely-targeted assassination attacks during the later combat, leaping in and out of the enemy lines (if perhaps not to an unlimited degree). The second of these roles is essentially to act as an "officer" to other golems, guiding them where necessary to prevent exploitation of their limited intelligence.

The form of the Spoken Golem is a very strange one indeed, consisting of a moderately broad central cylinder - around which sit four "double-limbs". Each of these "double-limbs" is a thick ring that takes up a fourth of the surface area of the central cylinder (the width and thickness ensuring more durability than just any spinning part may have), upon which sits a pair of long arms, each extending in the opposite direction. One arm terminates in a large double claw, while the other arm terminates in a broad, thick hand. This means that the golem is essentially an axle around which sit eight arms, four lines which spin freely - and, in fact, can be spun quite rapidly by the golem, allowing the golem to roll rapidly across the ground, its typical means of locomotion. The clawed appendages are both means of direct attack for the Spoken Golem and a means by which they jump, digging into the ground a bit and, through coordinated motions of their arms, fling themselves violently through the air. Their broad hands are meant mostly to provide finer adjustments of its trajectory on the move, or to grab a piece of the ground for a quicker turn, although they should be capable of use for striking if needed as well, given that they can be large, enchanted clay fists.

The Spoken Golem is also more intelligent than other golems are, with the spirits controlling them being smarter and more accustomed to their form - while the Spoken Golem still isn't human and still doesn't quite think like one (being very much oriented in terms of task and effectiveness), it has a better sense of what actions it and other golems are able to accomplish at any given time and how well, and has enough of a sense of kinship with its fellow golems to want to make sure that they are not being driven around in circles, being destroyed, or otherwise rendered ineffective. It communicates this through the Golemsong, a singing emanated from its central cylinder that is meaningful to other golem spirits - but is too low for humans to hear. Heliel assures us that it has a unique beauty, however.
Spoken Golem: Easy: (1+2)+1=4: Below Average
"These puns are killing me"- The First Warden

While there is no rule that says your golems have to stick with biological mimicry, it seems that this wild new bodyplan threw your crafters for a loop. Though they were eventually able to create a working prototype, its movement is not quite as you had envisioned. Its top speed is considerably greater than that of the regular Golem Cavalry, but at that speed it suffers from control issues- an unseen bump (or powerful missile) can unbalance it, sending it sprawling (it can get back up with some effort), and its turning radius is dismal. At a more modest speed (eg that of the regular Golems) it has greater control over its movement... though it may still stumble in especially rough terrain. Its ability to 'jump' is lacklustre- short hops that are not suitable for leaping over enemy lines (though they can be used to clear small obstacles, or to leap out of combat). Fortunately, it can still break through formations with sheer momentum, just as its brethren can, and is even better at disengaging when necessary.
In terms of strength, a Spoken Golem is superior to Golem Cavalry, although mostly in the area of precision strikes; it can take out a CHAD in a handful of well-targeted blows, but it is less cost-effective than regular Golem Cavalry when it comes to dealing with chaff. For resilience, your artisans ensured that Spoken Golems are made of higher-quality materials; though the gleaming white colour is reminiscent of fragile porcelain, it is actually significantly sturdier, and the crystals used for power storage are likewise of a hardier build than the cheap quartz used in the regular variant.

Imbuing Spoken Golems with a more intelligent controlling spirit encountered no real issues, fortunately. Though limited in motion by a sub-par body, a Spoken Golem is a less predictable combatant and better able to adapt to enemy fighting styles. It is also capable of independent decision making- though by no means a tactical genius, it is smart enough to operate independently for the duration of a battle. Through the medium of Golemsong, it can command its fellow golems from a distance, improving the efficacy of their manoeuvres.

In all, Spoken Golems are reasonably competent, and should serve well enough as 'officers' for your Golem Cavalry. Unfortunately, they are a bit pricey. Their more complex body requires additional time to create, as do the more advanced enchantments. The more intelligent controlling spirit likewise requires increased effort. The higher-quality materials, though not strictly necessary, seemed a worthwhile investment to prevent the other two from being lost too easily.

Spoken Golems are somewhat less nimble than envisioned, but are still deadly foes. They are competent commanders of their brethren, and will bolster their tactical efficacy considerably. Each pair of Spoken Golems is Rare



Coins of Cursed Charity

Despite the name, these aren’t special artifacts so much as a self-replicating enchantment that resides within valuable objects and spreads to anything valuable within close proximity, although it does work best with actual currency. If handled for too long or with a greedy mindset, the magic within the coin infects whoever’s touching it. The actual curse has a few stages depending on the victim, detailed below.

The first stage is one everyone experiences. The infectee becomes more generous over time as the curse progresses, more apt to give to the poor, share their belongings with others, donate to charity, whatever form it might take. Point being, they tend to spread their wealth around, wealth which is now doubtlessly contaminated with the same curse. The personality change is subtle enough that it’s hard to notice for most, this isn’t an overnight Scrooge transformation.

The second stage depends on whether the affected individual has been inundated with Evil energy or not. In some cases where no particular amount of greed or Evil is present, the curse will run its course in a few weeks and leave the victim somewhat more giving than before.

People who don’t recover, whether of our cult or just ordinary mortals, will eventually have the curse progress to such a degree that they give away all of their possessions and go through a forced epiphany about what truly is valuable in their lives, coming to a resolution to treat themselves better. With this increased value placed on themselves, of course, comes a vector for the curse, and these enlightened individuals become sort of carriers of the magic that passively spread it to valuable things around them. They tend to be happy and self-sufficient with their existences, and might even be of some use with further work. For the most part, the curse ends there, however.

For those Evil-inclined or suffused individuals the curse takes hold of, progression is slightly different. The increasing generosity continues as normal, but the affected also begins to develop a sort of allergy to Evil deeds, beings, and energies - in effect, the curse forces them to grow a conscience. Depending on how enthralled the victim is into Magoc’s cause, this might convince them to back out of the cult they were thinking of joining, cause them to be of less use to the demonic forces until the infection runs its course, or perhaps even outright betray demonic forces, whether to Heliel’s followers or the new Inquisition or whatever mortal governance is at hand.

All in all, the Coins of Cursed Charity should be a useful tool to hinder and expose demonic operations once sufficiently distributed among the cities. As a plus, the Good generated by the increase in charity might be of benefit, and those who get over the curse are more likely to be receptive to our cause anyhow.
Coins of Cursed Charity: Hard: (3+4)-1=6: Above Average
Greed feeds evil deeds.

A fundamental problem with a self-replicating enchantment is that magic isn't free. Fortunately, the integration of a Good-siphoning enchantment allows the cursed object to build up enough Good to fuel the process of copying the curse onto nearby valuables. This does, of course, require a certain level of ambient Good, and so coins held by the irredeemably evil will not be able to replicate (as they repulse most/all ambient Good)- but the enchantment is efficient enough that even in the hands of the slightly wicked (who merely repulse a portion of ambient Good), replication will be slowed but not halted. The consumption is minor enough that it will not seriously impact overall levels of ambient Good in the world, although locally a large quantity of CCCs (in the presence of un-cursed valuables) may lead to a noticeable decline. People might feel slightly uncomfortable in a bank vault, for instance.
The curse itself is subtle, but reasonably effective. Short-term exposure to small quantities of CCCs may result in a single random act of charity- tossing a coin to a beggar, sharing some bread with an urchin, that sort of thing. Longer periods of exposure will eventually alter the affected person's personality, making them more generous in all their dealings. Vows of poverty may occur in susceptible individuals after very long exposure (on the order of multiple months)- these individuals must already be generous souls prior to the effects of the curse, but must also carry around large quantities of cash, an uncommon (but not unheard of) combination. Even small acts of charity are a boon to the Good cause (not just generating Good, but also improving the general state of society- making it less vulnerable to Evil influences), and a permanent increase in generosity will make for many easy converts. Vows of poverty (when they eventually manifest) could cause significant societal upheaval in your favour.
The effects on more evil individuals varies. Those thoroughly steeped in Evil are all-but immune, their souls too far gone to be affected. Those with moderate levels of Evil are resistant, becoming involuntarily generous at times, but unlikely to suffer (/be blessed with) permanent effects. However, those with low levels can begin to gradually lose their evil nature, as their generosity generates Good that cleanses the Evil from their souls. Magoc's cultists definitely fall within the first two categories, but their more casual associates may not, and the potential for redemption of key demonic allies exists.

Of note, the Bright Forge is capable of enchanting a large amount of CCCs each month- but not producing or procuring the same amount. Only a few sacks of coins can be spared each month, and for the curse to become truly widespread will take time.

Coins of Cursed Charity will eventually cause a widespread increase in generosity throughout the region (and perhaps the world). Initially, only targeted individuals are likely to be affected- those who your cultists specifically grant a sum of coins. Consequently, the rarity is Variable, increasing over time.



It is now the Revision Phase. You have two revisions.



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Spoiler: Map (click to show/hide)
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Xantalos

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 10
« Reply #440 on: September 18, 2021, 09:27:05 pm »

Curriculum Adjustments

The Institute of Intrigue, despite its main product being mentally broken Graduates and Directors, is not a failure of a program in and of itself. The training its students receive is enough to make them competent political operators in their own right, something Heliel sorely needs. The only trouble is how the infusion of political information overtop of their memories makes them incapable of actually functioning. A possible solution to this issue, therefore, is ... why not just not overwrite all their memories?

The basic idea behind this revision is to attempt to tone down the magical memory augmentations Graduates go through, which will likely reduce their efficacy some but also make them only a little eccentric - or heck, maybe normal if the process goes well - rendering them capable of actually using their skills directly in Heliel's service. If worst comes to worst, we can always just redact the memory augmentations as a whole from the curriculum and have the Graduates just operate as mundanely-trained political operators.

We'll keep the full-package deal around still, of course, since there's ways we could render the original Graduates functional, but the main aim is to produce decent numbers of only mildly-augmented but only mildly-kooky operators that will be able to directly influence the political playing field for us.

Brain-Soothing Beats (to study/relax/be sane to)

No one's saying the Graduates aren't good at what they do, they're just terrible at everything else. So what if they had a little help? Pioneering angelic musicians have produced a specialized variant of the Song of Soothing specifically tuned to the mental deficiencies of the Graduates. When played in the presence of a Graduate, it effectively smooths over the holes in their cognition and turns them sane so long as they're listening (and for a good while afterwards - the tune's catchy enough that its effects will last for roughly 24 hours if the subject has gotten a good enough 'dose', beginning to degrade after that). With this working to make them actually functional in general society, it's anticipated that the Graduates should be able to leverage their talents in a more direct manner soon enough. The already-existing ones might need some therapy.
« Last Edit: September 18, 2021, 09:40:54 pm by Xantalos »
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Xantalos

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 10
« Reply #441 on: September 19, 2021, 03:26:38 pm »

Oath of Remembrance

The ancestors of the Monks of Minos killed thoughtlessly, without care, in the service of Evil causes. In an attempt to distance themselves from such thoughtless cruelty, they adopted their current system of meditation, nonviolence, and discipline. It has served them well over the years, but now times and circumstances are changing once again. The demon Magoc twists entire legions of its soldiers into inhuman abominations, and the twisted designs of its mind evolve further with every passing day. Though the Monks have assented to perform non-lethal violence in Heliel's service, it may no longer be enough.

Enter the Oath of Remembrance. Designed by elder Monks, senior angelic Acolytes, and collaboration with the Green University, the Oath is based in principle off of ancient magical vows taken by long-gone knightly orders and priests of certain gods who would ordinarily be forbidden from practicing violence. The Oath is essentially a vow that a person can take that charges them to remember and give acknowledgement to those killed by the holder of the Oath. Through supernatural means, they become aware of some characteristic of those they kill - they remember their name or their face or something similar - and compels them to spend time in contemplation of the dead after the fact, acknowledging their redeemable facets and the fact that their death, while a loss of potential Good for the world, is balanced out by prevention of the Evil they were committing.

In practice, this Oath will let the Monks of Minos put their full, considerable might towards annihilating the forces of Magoc, with the price being that they will have to spend time in meditation after battle is concluded. They can put this off if a campaign stretches on, but over time the pressure of the Oath and their guilty conscience will wear on their mind until proper acknowledgement is given to the weight and impact of their deeds. They can never again return to the thoughtless state of their ancient forebearers.

Quote from: Votebox
Curriculum Adjustments:
Brain-Soothing Beats: (1) Xantalos
Oath of Remembrance: (1) Xantalos
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 10
« Reply #442 on: September 19, 2021, 03:34:58 pm »

Quote from: Votebox
Curriculum Adjustments:
Brain-Soothing Beats: (2) Xantalos, m1895
Oath of Remembrance: (2) Xantalos, m1895
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 10
« Reply #443 on: October 09, 2021, 03:25:46 am »

Angel Team: Revision Phase T10
TURNTURNTURN
Brain-Soothing Beats (to study/relax/be sane to)

No one's saying the Graduates aren't good at what they do, they're just terrible at everything else. So what if they had a little help? Pioneering angelic musicians have produced a specialized variant of the Song of Soothing specifically tuned to the mental deficiencies of the Graduates. When played in the presence of a Graduate, it effectively smooths over the holes in their cognition and turns them sane so long as they're listening (and for a good while afterwards - the tune's catchy enough that its effects will last for roughly 24 hours if the subject has gotten a good enough 'dose', beginning to degrade after that). With this working to make them actually functional in general society, it's anticipated that the Graduates should be able to leverage their talents in a more direct manner soon enough. The already-existing ones might need some therapy.
Brain-Soothing Beats: Easy: (3+3)+1=7: Superior Craftsmanship
Now I understand what you tried to say to me
And how you suffered for your sanity
And how you tried to set them free
They would not listen, they did not know how
Perhaps they'll listen now


Now, you could've easily just inserted the Brain-Soothing Beats into Graduates' minds directly, but a cultist threatened to beat you with a stick if you tried. Fortunately, the tunes are catchy enough that they stick around regardless. For everyone but Graduates, the music makes no sense. There are notes missing, the lyrics are jumbled, the beat changes every verse. Yet it seems to slot perfectly into the broken minds of the Graduates, fixing their cognitive problems perfectly. Other than their tendency to hum the nonsensical tune to themselves every now and then, they are totally sane.
With that minor issue ironed out, the Graduates cracked their knuckles and got ready to do some politicking. While their initial training made them decent at it, their time working as Directors seems to have improved their skill, presumably due to experiencing the actual happenings (albeit second hand).

Graduates will now function as intended, engaging in politics on your behalf throughout the mortal kingdoms. So long as the court doesn't break out into a musical, they should do very well.



Oath of Remembrance

The ancestors of the Monks of Minos killed thoughtlessly, without care, in the service of Evil causes. In an attempt to distance themselves from such thoughtless cruelty, they adopted their current system of meditation, nonviolence, and discipline. It has served them well over the years, but now times and circumstances are changing once again. The demon Magoc twists entire legions of its soldiers into inhuman abominations, and the twisted designs of its mind evolve further with every passing day. Though the Monks have assented to perform non-lethal violence in Heliel's service, it may no longer be enough.

Enter the Oath of Remembrance. Designed by elder Monks, senior angelic Acolytes, and collaboration with the Green University, the Oath is based in principle off of ancient magical vows taken by long-gone knightly orders and priests of certain gods who would ordinarily be forbidden from practicing violence. The Oath is essentially a vow that a person can take that charges them to remember and give acknowledgement to those killed by the holder of the Oath. Through supernatural means, they become aware of some characteristic of those they kill - they remember their name or their face or something similar - and compels them to spend time in contemplation of the dead after the fact, acknowledging their redeemable facets and the fact that their death, while a loss of potential Good for the world, is balanced out by prevention of the Evil they were committing.

In practice, this Oath will let the Monks of Minos put their full, considerable might towards annihilating the forces of Magoc, with the price being that they will have to spend time in meditation after battle is concluded. They can put this off if a campaign stretches on, but over time the pressure of the Oath and their guilty conscience will wear on their mind until proper acknowledgement is given to the weight and impact of their deeds. They can never again return to the thoughtless state of their ancient forebearers.
Oath of Remembrance: Normal: (2+4)=6: Above Average
Si vis pacem, para bellum

The Oath of Remembrance is unbreakable, even in death. That is, if a Monk who has taken the Oath dies before performing the rite of Remembrance, their soul will linger for a short time in order to fulfil the obligation (and nothing else; once the rite is completed, the soul departs as normal). Short of death, the Monks must perform the rite once a month, usually taking one or two days of meditation, possibly more or less depending on how violent they have been that month.
With their consciences safeguarded, the Monks are willing to bring their full might to bear on Magoc's forces (they will not join any attacks on mortal armies, but this should not present an issue). They are even willing (in extreme cases) to release some of the long-supressed primal fury they carry with them, ignoring fear and injury in pursuit of untethered destruction- though only as a last resort, for to come back from such a state requires a herculean effort, as well as several weeks of constant meditation to lock it away securely.

With the Oath of Remembrance on hand, the Monks of Minos will be significantly more effective. Their need to meditate will only occasionally slow down an army's progress (in the worst case, they can stay behind to meditate whilst the rest push on).



It is now the Strategy Phase. Choose where to send your Unique units. You may also choose to divert 1/3 of troops in Xa-Nam to capture the Bridge. Also, this:

STRATEGY PHASE CHANGE (TEST):
This turn, and possibly only this turn depending on how this goes, you will have the option of providing custom plans for up to two Influence provinces. That is, you may include a brief (a few sentences) plan for your infiltration forces in two provinces. Here's how this'll work:
-Plans can be used to target specific people, places, institutions, be they mortal or those of your enemy- with the goal of eliminating, converting, subverting, whatever.
-Plans can also be used in provinces with 4/5 or 5/5 influence to attempt to change mortal policies in your favour.
-Regardless of your plans, your infiltration forces will continue to perform their basic infiltration efforts. In provinces with no plans, there will be almost no difference in performance (this will not make your infiltration forces worse).
-The exception to the previous rule is in provinces with 4/5 influence. While your infiltrators will continue to build up support for your cult, paving the way for your eventual takeover, they will not make any attempts to finalise said takeover. In order to reach 5/5 you will have to provide a plan describing how this is to be achieved (eg, will you attempt to replace the faction leader, or convert them? How blatant are you willing to be? What methods are to be employed?).

-No plan survives contact with the enemy- meaning both your rival, and mortal actors. Your infiltrators will do their best, but won't blindly follow your plan if things go wrong- don't worry about them acting stupidly.
-Plans are likely to be more effective with a Champion (or Heliel/Magoc) in the area to coordinate efforts.

-Feel free to ask me whether a plan is valid or not. I will also feel free to tell you if a proposed plan is not valid.



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Spoiler: Map (click to show/hide)
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Xantalos

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10
« Reply #444 on: October 16, 2021, 08:23:37 pm »

Posting on Twinwolf's behalf with Plan A here, and my own variant where Heliel works in the Ostentatious Capital instead.

Plan Angelic Assist

Quote from: Plan Angelic Assist
Deployment:
Heliel: Fortified Frontier
Venerated Veteran: Fortified Frontier
First Warden: Xa-Nam
Silver Markswoman: Darrin

Special:
Attack the bridge.

Infiltration Plans:
Fortified Frontier: Hawk's Rise:

In the wake of the Inquisition's crackdown, many new people were promoted into positions vacated by "heretical" officers. As this continues, the Venerated Veteran will leverage his influence in order to make sure that the men and women promoted to those positions of power are both competent enough to do those jobs and also supporters of the Hawks faction.

After that, we'll push for a full unification of the army's leadership under the Hawks banner; with so many of our own people in such strong positions, this should be a fairly simple matter. After we have our supporters in position, the Inquisition will find themselves hard pressed to make any inroads against the Hawk faction - after all, they would hardly be inclined to politick against each other when they're all on the same side, and beyond that such cohesion is essential to a functioning military. If the Inquisition keeps taking every minor slight as a death sentence we'll be out of leaders altogether, and the army will collapse - and the king surely doesn't want that, does he?

Heliel, meanwhile, will actively root out the Inquisition in the camps; Inquisitors will soon find no friends or allies among the men as ranks close against them, and Heliel will prevent them from trying to take action against key members causing this to occur.

-----

Ostentatious Capital: A Smile and A Poisoned Word

With the Graduates returned to a semblance of sanity, we can now perform the complex political actions they were always meant for. Our intelligence gathering has always been competent, but up to now we've generally either had to rely on local authorities to act, or else simply had to solve the issue with a knife. The Graduates can be more subtle, and do more than simply upset enemy plans - though of course, they can do that too.

We can't let the Demon have the run of the Ostentatious Capital any longer, without having an answering force. The Graduates will manuever to properly implant both themselves and our faction allies in more potent roles within the court. At the same time, Graduates will coordinate information from Investigators and our other sources and use them to expose their demonic counterparts and their treasonous plots - conveniently, freeing new positions that will need to be filled.

The culmination of this will ideally be a crackdown on Demonic influence; if at all possible, we'd aim to have the paranoid king of Dolgoth see the increasingly clear and damaging influence of the Demon in his court as a threat to his power, leading to a purge of Evil sympathizers from anywhere close to the royalty.

Plan Don't Lose Dolgoth

Quote from: Plan Don't Lose Dolgoth
Deployment:
Heliel: Ostentatious Capital
Venerated Veteran: Fortified Frontier
First Warden: Xa-Nam
Silver Markswoman: Darrin

Special:
Attack the bridge.

Infiltration Plans:
Fortified Frontier: Hawk's Rise:

In the wake of the Inquisition's crackdown, many new people were promoted into positions vacated by "heretical" officers. As this continues, the Venerated Veteran will leverage his influence in order to make sure that the men and women promoted to those positions of power are both competent enough to do those jobs and also supporters of the Hawks faction.

After that, we'll push for a full unification of the army's leadership under the Hawks banner; with so many of our own people in such strong positions, this should be a fairly simple matter. After we have our supporters in position, the Inquisition will find themselves hard pressed to make any inroads against the Hawk faction - after all, they would hardly be inclined to politick against each other when they're all on the same side, and beyond that such cohesion is essential to a functioning military. If the Inquisition keeps taking every minor slight as a death sentence we'll be out of leaders altogether, and the army will collapse - and the king surely doesn't want that, does he?

-----

Ostentatious Capital: Angel's In Their Corner

With the Graduates returned to a semblance of sanity, we can now perform the complex political actions they were always meant for. Our intelligence gathering has always been competent, but up to now we've generally either had to rely on local authorities to act, or else simply had to solve the issue with a knife. The Graduates can be more subtle, and do more than simply upset enemy plans - though of course, they can do that too.

We can't let the Demon have the run of the Ostentatious Capital any longer, without having an answering force. The Graduates will manuever to properly implant both themselves and our faction allies in more potent roles within the court. At the same time, Graduates will coordinate information from Investigators and our other sources and use them to expose their demonic counterparts and their treasonous plots - conveniently, freeing new positions that will need to be filled.

The culmination of this will ideally be a crackdown on Demonic influence; if at all possible, we'd aim to have the paranoid king of Dolgoth see the increasingly clear and damaging influence of the Demon in his court as a threat to his power, leading to a purge of Evil sympathizers from anywhere close to the royalty.

Heliel will play a role of damage prevention; there are undoubtedly demonic agents of high caliber present in the court, potentially those that may be too much for our more common followers. Heliel shall seek these agents of evil out and either drive them out if possible or prevent them from making headway otherwise. If there are none to be found, she shall lend her grace to the infiltration efforts, bending the wills of pliable mortals to whatever ends we may need. (Enemy champion hunting, if not needed then target influential figures for conversion/subversion)

Quote from: Votebox
Plan Angelic Assist:
Plan Don't Lose Dolgoth: Xantalos
« Last Edit: October 17, 2021, 10:24:54 am by Xantalos »
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10
« Reply #445 on: October 21, 2021, 11:34:50 pm »

Quote from: Plans
Plan Angelic Assist
Plan Don't Lose Dolgot (2): Xantalos, Twinwolf
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10
« Reply #446 on: October 22, 2021, 09:30:24 pm »

Quote from: Plans
Plan Angelic Assist
Plan Angelic Assist but don't attack the bridge (1): Powder Miner
Plan Don't Lose Dolgoth (2): Xantalos, Twinwolf
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10
« Reply #447 on: October 23, 2021, 08:39:12 am »


Quote from: Plans
Plan Angelic Assist
Plan Angelic Assist but don't attack the bridge (1): Powder Miner
Plan Don't Lose Dolgoth (3): Xantalos, Twinwolf, C2M
I think both plans are good ( being very similar) but I agree Heliel will be better put to use in the Capital.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.
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