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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 41706 times)

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #450 on: April 25, 2020, 11:08:59 am »

Alchemy is a lost art, so the Towers aren't going to be that useful for it.

Also, you said HE, why? A magically focused next turn would naturally want multiple designs/revisions at once. Multiple magic advancements to maximize the chance of hitting 5/5. THIS IS ALSO THE REASON FOR NOT HAVING A LIBRARY OF SPELLS. A High Effort prevents the inventions of spells, so of course we don't have any in our library. If a Magic Focus is being done, 1 should be a battle-focused spell, another a magic of some sort.And Revisions based on improving magic, like magic missile or DDD to longterm usability.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #451 on: April 25, 2020, 11:16:01 am »

No it’s a forbidden art, one that people need to practice in secret outside of our cult. That is a massive fucking difference.

I said HE because we’ve only been discussing HE options for our next turn. Not that hard to connect those dots my guy.

Magically focused as in alchemy my dude. Alchemy is magical. High efforts do not prevent the invention of spells either. You literally just proposed a high effort and are arguing for it while saying it’s a spell but also a unit we don’t need. We can also write actual good high effort spells that aren’t filled with fluff you think will have an actual dramatic effect.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #452 on: April 26, 2020, 12:15:14 pm »

Quote from: ToolBox
Trade City: ()
Nerd Tower: (4) MoP, Happerry, Detoxicated, TricMagic
Wartorn Wastes: (3) Rockeater, Kashyyk, Flazeo25

I had better/would like to see a good magic design or 4 next turn.
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #453 on: April 26, 2020, 02:36:47 pm »

Much better thank you...  :)
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #454 on: May 03, 2020, 02:30:29 am »

Demon Team: Battle Phase T6
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
The mages of the Scholarly Towers were interested in Ethereal Armament and Dumb Drunkard's Detangibiler, but still not exactly blown away by a three-spell roster. This was not the only trick at our disposal, however. While senior professors may be able to resist the temptations offered by a Consort of Desire, the same can not necessarily be said of temptations offered by Magoc. Even knowing they are facing a Demon, and a Demon's trickery, the scholars were unable to resist Magoc's seductive charms. Alone, it would not be enough- the minds of such powerful mortals are harder to permanently convert-, but it is just enough to get them to acknowledge our efforts in expanding access to new magic, and offer their tentative support to the cult.
We now control a portion of the Orange University's leadership. This, in turn, gives us partial control over the policies and administration of the Scholarly Towers province. The benefits previously enjoyed (to expanding into new fields of magic, and to a lesser degree training mages) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
To expand our control further will not be easy. We need to ensure the dominance of Orange University- be that through propping it up or knocking Green down-, and complete our takeover of OU's leadership. Converting the remaining senior scholars is one thing, but the most important convert will be the Archmage; not someone to take lightly, the position implies a grasp of magic far exceeding our own mages, and a strength of will unlikely to bend to parlour tricks. It may be easier to simply remove him, and ensure that one of our existing followers takes his place (although this will not be simple either).
We must also be aware that our control is increasingly tenuous, and could slip if we do not maintain our efforts. Especially considering Magoc's part in seducing our latest acquisitions, it is very possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.

In other news, devil-crows bring word that the Angel's newest apostles seem to have had some luck, as several members of the Green University appear to be working with her cult. Heliel will now have access to some of their mages, and their skill at refining magic.
3/5-->4/5


Ethereal Armaments and DDD proved their worth in the Lawless Capital. The angelic 'Shadow Walkers' may be competent rogues, but they do not have the ability to pull swords out of thin air, making the street fighting a lot less one-sided; indeed, it often leans in our favour. In one case, a gaggle of would-be assassins cornered a Consort and his escorts in an alleyway, only to have the trio walk through a brick wall to safety. With Consorts often surviving long enough to do their job, a network of contacts is starting to be built up- made easier by the recent disruption in Lesimorian politics. Gang lords, lesser nobles, and other people of power; all fell to the charm of the Consorts at elegant soirées where the Bootlegger's flowed freely. Keepers provided some protection to other operations as well, securing sufficient shipments of Bootlegger's to keep the city hooked (although several are still destroyed). With some supporters of the People's Republic either converted or convinced of the value of the cult in creating connections, some of their firebrands are available to assist us, should we seek to delve into rabble-rousing populism.
2/5-->3/5


While EA and DDD were helpful in the Fortified Frontier, we didn't have the resources to really push our influence in the region, nor did we have anything sufficiently alluring to the locals to gain more support regardless. We did secure the shipment of Bootlegger's into the region, solidifying our support amongst the peasants and soldiers.
The angelic efforts to bring their fancy glowbows into the province is concerning, as crows confirm that the bows are being handled by Hawk-aligned officers; likely they are attempting to bribe their way to greater support- something we should be wary of.
2/5


Dolgoth Infiltration Report   
Our contacts in the Wartorn Wastes were initially interested in our methods of steel production, but upon learning about the extensive alchemical work required (and our lack of surplus), their enthusiasm faded. They are hoping for ways of turning the tide of battle, as there is no surer way to prop up willingness to fight to the end than scoring a few quick victories. The arrival of the King in the region made efforts by Consorts and such less fruitful, although the senior officers were not liable to be swayed by such methods regardless (at least not by themselves). Hopefully the King's presence also hampered angelic efforts.
3/5


While organising another soirée in the Ostentatious Capital, we were approached by some stern-looking nobles. They introduced themselves as loyal supporters of the King and his dynasty- AKA the Foreign Dynasty. Ordinarily they would not deign to associate with agents of a foreign power surreptitiously meddling in the kingdom's affairs, but they have reason to believe that we share an enemy. Heliel's followers have made contact with nobles known to be sympathetic to the idea of restoring a local to the throne- AKA supporters of the Local Dynasty. It is easy to see why Heliel would associate with them; they are gullible idealists, who will readily accept her nonsense if she promises to install the pretender- a pretender who would, for all intents and purposes, be an angelic puppet.
The supporters of the Foreign Dynasty do not care about ideals. What matters to them is ruling, the methods used to do so are irrelevant. So long as the people are too scared to rise up, the stability of Dolgoth will be maintained. And as their rivals have enlisted eldritch assistance, they begrudgingly request that we intervene on the king's behalf. In exchange, they offer their knowledge about securing people's loyalty- a little threat here, a small bribe there-, and access to the halls of power.
For all their strong talk, it is obvious that their control is not as firm as they imply, and we should be able to convert them more whole-heartedly to our cause with a little persuasion (although the angels will have a slightly easier time winning over the more malleable Local Dynasty supporters).
Speaking of a little persuasion. Bringing Consorts into the Ostentatious Capital was not a major challenge before, and was even easier this month. The never-satisfied nobility always seek greater thrills; Consorts and Bootlegger's are just the thing to distract and delight them, and indeed they continued to flock to our events. However, the watchful eyes of the king's supporters made the more important nobles hesitant to join the cult. We may have better luck if we develop more political skills, so that existing supporters can be elevated, or new converts reassured that we can navigate the political landscape safely.

The angels, meanwhile, have indeed made contact with Local Dynasty supporters- probably. For it is rather hard to tell them apart from other nobles, as they are- understandably- extremely cautious and good at maintaining cover. These skills are now at Heliel's disposal. 
3/5


Our contacts in the Deregulation faction are pleased, as their investments into the business of Bootlegger's in the Trade City paid out rather handsomely. They are still somewhat hesitant to join the cult, but the attention of a Consort is often able to nudge them into converting. These new converts bring with them the possibility of large investments into future profitable ventures.
2/5-->3/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
« Last Edit: May 03, 2020, 04:48:43 pm by NUKE9.13 »
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #455 on: May 03, 2020, 07:29:41 am »

Quote
Infrastructure: Alchemical Sin Pits
Draughtsmith have labored hard and well but their lab and equipment can't keep pace for what some of more mad ones that planned up. A group of Draughtsmiths debated with warcasters over meaning of evil and through long hours where spells were flung and some words that even evil shouldn't repeat they settled on topic of sin. What if evil could be divided into sins and through that forge even stronger taints. So the group petitioned Magoc to teach them about variant of sins, aspects of demons and how to adapt cult to embody them. Thus leading to commission of of grand project the 'Sin Pits' which would be solution to this problem!

The Sin Pits are located in Large open chasm that houses multilayered cave system connected to Warcaster Keep and Draughtsmith old lab, there Draughtsmiths both old and new recruits have come setting up shop with knowledge gained from Magoc and have replaced their old lab. Bottom of Sin Pits contains the main purpose of it, large dug out pits filled with new alchemical regeants mixed with new knowledge gained and applied with spells to stablise them, they newly dubbed 'Spawning Pits' which is main purpose of this infrastructure. Spawning Pits have all of Magoc cultists and troops undergo it, they are lowered into it and left submerged, they overseen by team of Draughtsmiths for when cultists are pulled out they don't even resemble mutants they were as each has now been embody with chosen sin making them closer to demons then humans,

On floor above the Spawning Pits, contains vast amount of rooms each providing resting quarters, small patchs for growing ingredients and newer labs for ever expanding recruits of Draughtsmiths each outfitted with top of line goods, Floor above houses lavish private quathers for any cultist who makes name for themselves and to also house our consorts.

On Top most floor is stunningly designed to meet the needs of Magoc, it holds his throne room and training grounds where cultists are given final check overs by Draughtsmiths to see if new forms aren't causing problems and to allow cultists to run their drills.

Design for infratstructure for creation of improving our cultists by merging them with the sins and providing quathers for ever growing army.
« Last Edit: May 03, 2020, 07:35:02 am by flazeo25 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #456 on: May 03, 2020, 08:09:13 am »

Charm

The Charm spell is mostly forbidden knowledge by the Towers, but is of great use to us. Through notes, this spell forms an invisible aura that floats toward and wraps around target(s), seeping in, and allowing the caster to charm them, make them more pliable and willing to listen, let some things go, and leave a favorable impression. Extremely effective in conversations to bring someone along to your way of thinking.

Along with this, some acolytes with dancing experience have had their talents tapped(as well as those with bardic experience), and they will go out to perform shows for the public in taverns, solidifying our hold over the populace. As well, some of the Warcasters also happen to have that experience, and have become War Dancers, using a steel epee and their Charm Spell to weaken the minds of our enemies, along with other spells. Their experience makes them very good at dodging and movement, though they only wear chain links and cloth to maximize the effect of Charm.

Overall, the spell will be looked well on Orange University for showing skill with the more subtle arts, and solidify our position amidst the commoners.(As well as taverns being good places to collect information)




Flames of Uruk

A high level fire spell, the Flames of Uruk burns away at magic and sets the ground alight. A wave of fire that is fired in an arc to torch the ground, turning it into a fiery battlefield and burning those caught in it. The stronger the caster, the greater the area of effect. These flames only grow stronger as they eat magic, and will continue to burn, even in rain, so long as their is magic left to consume.

A spell based upon the aspects of Fire, that which consumes without discrimination. Granted, this spell's fire doesn't spread, only burns the area it lands upon until all is ash. As a spell of war, it is a good effort towards impressing the archmage. This spell can also only be cast by our Warcasters at the moment, mostly due to the skill needed to keep it from consuming the caster.
« Last Edit: May 03, 2020, 08:17:34 am by TricMagic »
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #457 on: May 03, 2020, 10:03:02 am »

Earth Chains
By invoking the demonic Energies present in every Land we we can invoke the earth itself to Wrap around the legs of unsuspecting enemies. The Spell is invokes by chanting ancient tongues and pointing at the enemy.

The effects are simple yet effective. The earth surrounding the enemy Begins to move and to Wrap itself around the enemy slowly sucking them partway Into the earth itself. This slows the enemies Putting them at halt so Our troops can easily kill or capture them.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #458 on: May 03, 2020, 10:26:31 am »

Darkness Bestowal

By taking evil energy and refining it, casters can bestow a buff upon allies. This Darkness Bestowal boosts strength and grants resistance against magic, as well as restoring vigor over time, allowing those who have it cast upon them to fight far harder than before. In form, it takes the shape of wispy black clouds which swirl around the affected, and can be cast through line of sight, though the less skilled have a limit of only casting it on those nearby. When under the effect, the buffed people's eyes glow red and their skin takes a dark black tint.

Cast on Uruks, soliders shall fall with ease. Cast on CHADS, and Minotaurs and Wyverns shall fall one by one. Cast by Magoc on themselves, and there isn't going to be any that can stand those strikes.


Light of Ruin

A Light spell, which is rather simple. A large amount of evil energy is converted into a sphere of pure light, and then that sphere is fired forward discharging all it's might into what it hits. This spell is extremely long distance, and can be scaled in power. Moreover, the attack is nearly pure energy, more than capable of breaking whatever it strikes. As for color, it can be any one due to being light, but tends towards darker colors.(though one female Warcaster decided on pink for whatever reason.) Very destructive and compact.


Aura of Wind

The Aura of Wind creates a zone around the caster which heals wounds over time, and is noted for it's fast swirling winds inside. It's a question of just applying energy to the wound, and letting belief do the rest. Somewhat flashy, but effective, the wind almost seems to be sentient.
In reality, it actually is, as the spell is simply a summoning of an appropriate wind spirit on the spot to do most of the work. So long as the Aura is up, the spirit can work on those within. Requires a bottle of BB as an offering to the spirit in question.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #459 on: May 03, 2020, 10:52:30 am »

Quote from: Criminal Syndicates
As long as there are two people who do not see eye to eye there will be crime in some form, and criminals are notoriously touchy about people moving in on their turf.

Thankfully our existing connections to these organisations (be it business or pleasure) offers a solution. By applying just the right amount of financial, violent and sensory pleasure, we should be able to take over all the existing street gangs, smuggling rings and other crime families in one fell swoop.

This will give us complete access to their assets, including the following:
- Protection rackets, providing a form of income
- Informants, who can track down angelic operations
- Enforcers, who can then remove those operations
- Smugglers, to ensure people and products can get in and out of the city safely

It started as Legbreakers++, but then evolved into it's own, related thing. It provides a bunch of things, but I feel it should be a viable normal effort design.

Quote from: Trollblood Potions
Trolls are the result of an ancient war between a Demon and an Angel no one can remember the names of, let alone who won. With their strength, endurance and rapid regeneration it's likely to be whomever made trolls though.

The Trollblood potion, despite the name, does not actually include trollblood. It does however make the imbiber appear to be of troll stock, as it gives the user twice the strength, boundless endurance and the ability to regenerate all but the most mortal of wounds.

Quote from: Blood-drinker Blades
Our first foray into enchanted weaponry, a Blood-drinker Blade resonates with Evil, giving it a malign aura and emitting a dark light. Otherwise, it appears to be a fairly standard steel weapon. It technically doesn't even have to be a blade, as the enchantment takes just as well to hammers and maces. (Officially named a Blood-drinker Bludgeon)

The enchantment kicks in when the weapon causes harm. Any blood that would be spilled is instead absorbed into the weapon itself, energizing the wielder and healing their wounds. Thus a suitably skilled combat could fight constantly for hours, recovering any injuries or fatigue they may suffer along the way, so long as they were able to keep up a body count.

Two options for boosting the endurance of our troops as well.
« Last Edit: May 03, 2020, 12:54:52 pm by Kashyyk »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #460 on: May 03, 2020, 12:36:19 pm »

Frag

Our alchemists have been toiling away to replicate the widespread success of Bootleggers, and they think they’ve finally succeeded.

The components that make up this particular concoction solidify once properly cooked, requiring it be broken apart and crushed into a fine blue powder - hence the name Frag, short for Fragments.

Frag’s peculiar concoction affects people differently based on their openness to the flow of magic. Those without inherent abilities with magic feel invigorated in both mind and body. Creativity and response times are increased, and a calming feeling washes over their being, allowing greater focus. Those with magical ability feel the same calming wave, and experience an immediate increase in both magical potency and control.

Both magical an nonmagical users become addicted to the feelings of power and perceived intelligence that Frag provides. Frequent users see light permanent mutation in the form of a soft blue glow in the whites of their eyes.

Frag is best used as an inhalant through nose or mouth, but any means of ingesting will have an effect on the user. It is sold in chunks in a nifty attractive royal purple bag with a silver-colored drawstring. Frag is produced for distribution among our forces and sale to those interested in buying. Free samples are provided for the Scholarly Towers.
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #461 on: May 03, 2020, 12:46:37 pm »

Demonic Wings
By chanting the Song of Demonic Winds Our magically inept followers can Channel Evil Energies to sprout bat Like Wings from their backs. The Wings stay in the User for one hour or if they dispel IT prematurely.

These Wings Grant the ability to fly or to glide.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #462 on: May 03, 2020, 06:10:16 pm »

Enchantment: Sacrifice to the Blood Moon

An enchantment made by soaking weaponry in a pool of blood forcibly spilled and chanting in the Demon-tongue: "Seek the Blood, Never Rest so long as Blood has Yet to be Spilled. And for each Life Snuffed Out, Recover thy Body and continue the Bloodletting. The Blood Moon seeks Souls to dine upon Tonight."

The weapons take on a blood-red tint, and whisper to the holders of them to kill. Over time, if not used to kill, it will drive their holder further and futher into bloodlust, and eventually madness and lunacy, beholden to the whispers. However, if this bloodlust is sated upon the blood of the living, the user will have their wounds recovered so long as the weapon drinks the blood of those whose lives they snuffed out.

The mental aspect is truly terrifying, but merely a side effect from the weapons use. Though those who get their hands on these weapons will undoubtedly cause chaos in cities. The actual effect however, will allow the user of the Blood Moon weaponry to recover their wounds through the act of slaughter. Spears, Axes, Maces, Swords, Hammers, long as it is a weapon for war, the enchantment will take full effect in the battlefield.
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #463 on: May 04, 2020, 01:17:52 pm »

Soul Drain
AS our mages are experimenting with the ethereal Plane they have stumbled over the Essence of the Soul and learned to manipulate IT. By drawing blood of the enemy, sucking in Air and then screaming the Word of Power Our mages can suck Out the enemies Essence of Soul aging them with the effect whilst healing themselves.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #464 on: May 05, 2020, 12:20:45 pm »

The Redband Pirates: Thanks to Bootleggers a number of criminal organizations have passed into Magoc's sphere of influence. One such group is made up of a bunch of smugglers and swashbucklers who refer to themselves as The Redband Pirates. With their leadership corrupted and inducted into the Cult, they now work for the Cult exclusively. This organization is largely responsible for transporting Bootleggers safely between and into cities, distributing the product through a well-maintained network of connections. These rogues show their true saavy on the water, using nimble boats to quickly transport their goods along the coast and river system. The Redband Pirates won't shy away from a fight, but the real money's in the Bootlegger's Stand, so their actual Piracy days are few and far between.

----

Since we got the rivers and shit to deal with here's a repost of an idea for that + better smuggling

I credit MoP for most of the following proposal.(just me adding something else for them to do.)

The Redband Pirate Syndicate: Thanks to Bootleggers a number of criminal organizations have passed into Magoc's sphere of influence. One such syndicate is made up of a bunch of smugglers and swashbucklers who refer to themselves as The Redband Pirate Syndicate. With their leadership corrupted and inducted into the Cult, they now work for the Cult exclusively. This organization is largely responsible for transporting goods safely between and into cities, distributing the product through a well-maintained network of connections. These rogues show their true saavy on the water, using nimble boats to quickly transport their goods along the coast and river system. The Redband Pirates won't shy away from a fight, but the real money's in the smuggling.

However, with our connections in the Trade City, we can give information on the enemy side's trade routes and raid them, with the stolen goods further boosting our income and crippling theirs. As well, the Pirates themselves will aid us in striking along the river and ocean, allowing us to land and strike from more unusual directions. Us working with them also means that the Pirates will be well equipped, and some of our soldiers will aid them in raiding Good-backed traders, who support the enemies of the Deregulation faction.


Quote from: Avast, ye Votebox!
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic


Frag and smuggling/piracy. No magic annoyingly, but I'm fine with this plan.
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