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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42765 times)

Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #465 on: May 05, 2020, 12:27:12 pm »

Quote from: Backalley Votebox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) TricMagic
Blood-drinker Blades: (1) Kashyyk
Criminal Syndicates: (1) Kashyyk
« Last Edit: May 05, 2020, 01:01:59 pm by Kashyyk »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #466 on: May 06, 2020, 10:24:25 am »

Quote from: Magocbox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (2) TricMagic, MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (1) Kashyyk
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #467 on: May 06, 2020, 10:28:20 am »

Quote from: Magocbox
The Redband Pirates Syndicate: (1) TricMagic
Frag: (1) MoP
Blood-drinker Blades: (2) Kashyyk, MoP
Criminal Syndicates: (2) Kashyyk, TricMagic
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #468 on: May 06, 2020, 02:48:51 pm »

It’s probably counterproductive to double down on criminal syndicate actions when neither has a chance to keep the nerd tower interested in us. Frag, being a magic-boosting alchemical design, hits that on two fronts while boosting our own magic and giving us yet another trade good. Blood drinker blades give us a neat evil enchantment that, being a magical endeavor, could also go towards keeping the loser nerds interested (at least in regard to the life draining enchantment itself since they probably won’t care for our swords and spears.

I feel like syndicates is almost a revision, closer to organizing our criminals in a level akin to the coordination drills than a new organization on its own. Still, I like the idea and could be convinced to swap to it.

Piracy doesn’t do too much for us, and if we were to do something naval I’d prefer it be the original Redband with their focus on smuggling and transport.


EDIT: I had another idea at the end of  the last turn I meant to propose this phase. Something else to mull over for future consideration.


Currency Counterfeiting Centers

We’ve been in business all across the region for a while now, and a lot of currency has passed through cultist pockets and purses. Currency from each region is studied, with special attention made to identifying characteristics, coin density, and material makeup.

Alchesmiths create coins out of cheaper base metals and stamp the blanks with a couple corrupting runes. The blanks then have a shell in the appropriate materials (presumably gold, but there could be variance somewhere) and are stamped appropriately to match the region they will be shipped to. The tools for stamping are supplied by cultist agents using DDD to infiltrate national mints and stealing some stamps, with our smiths constructing duplicates to increase output.

The counterfeit money is only sparingly used by the cult, since ripping people off is bad for business, and is instead sold in bulk to the appropriate regional criminal factions. The corruption runes serve both as a means of planting the seed of evil and as a way for our cult to prevent being bamboozled by people purchasing our own goods with our counterfeit coin.

The price  of counterfeit coins should cover the cost of creation and transport and then some, while also being cheaper than the face value of the amount being sold (because who is going to buy fake money that costs them more than real money).
« Last Edit: May 07, 2020, 03:25:17 pm by Man of Paper »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #469 on: May 06, 2020, 03:08:17 pm »

Then wouldn't they be merchants, not pirates? And if one wanted to improve that, some sort of spell to control and manipulate others would be a better option due to a wider scope.




Thieves Guild

Rob from the rich and good, give to the clients and cult. The Thieves Guild is a collection of the worst sort of thieves, lowlifes, smugglers, scammers, and murderers, led by Warcasters and Accolytes who likewise fit in. They'll accept any job so long as it pays well, be it murder, arson, theft, sabotage, or framing. Their main advantage is the DDD spell that a caster in a team can cast for their allies, allowing to get into any building, structure, or stronghold. As well, the development of MD gives them access to potent poisons for use in operations, and mutagens for panic when they're hired to cause that or need a distraction. Likewise the ravens create an information network that allows them to seep into society with their knowledge of the guards' patrol paths. So long as there is coin, you can hire the Thieves Guild for any underhanded task.

The hideouts themselves have the Language of Inception painted around them focused on bringing those that see them into deeper sin, and the symbol for the Guild itself has runes meant to lead others to find them inspiring, helping with recruitment. In places where a Thieves Guild already exists, we just need our consorts and tactics to draw them into our cult's control. Likewise, we will subvert other local criminal groups as needed as well to help with our goals, and deal with those who our allies say need dealing with.



Found it.
« Last Edit: May 06, 2020, 03:35:36 pm by TricMagic »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #470 on: May 06, 2020, 03:23:19 pm »

---doubleposted.
« Last Edit: May 06, 2020, 03:29:54 pm by TricMagic »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #471 on: May 06, 2020, 03:33:06 pm »

No tric, they wouldn’t be merchants, they’d be smugglers. It’s almost like the words have different meanings and I’ve been using one of them repeatedly.

And the thieves guild isn’t a thieves guild at all. 4/5 of the tasks you have assigned them aren’t theft. Remember the issue with focusing on tactics that’s popped up before?
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #472 on: May 06, 2020, 03:40:30 pm »

I'll note that is their name. You hire them, they perform the task. That is the idea of it.

Also, I HAVE TRIED. Assassinate doesn't seem to be an option people actually want, even though DDD is almost custom-made for the purpose of getting past any locked door or wall into a building, and then getting out.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #473 on: May 06, 2020, 03:45:47 pm »

So if they aren’t a thieves guild why call them a thieves guild? They’re a band of criminals for hire.

And yes you focused one time on one tactic that people didn’t want. That doesn’t mean we’ve abandoned sanity and want only to toss out the widest of nets when coming up with tactics. It means we didn’t want assassination.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #474 on: May 06, 2020, 03:47:50 pm »

The Syndicate itself is rather wide-ranged with informants, protection rackets, and smuggling. Oh, and enforcers. How are they going to remove issues? Somewhat wide-ranged on that one too.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #475 on: May 06, 2020, 03:50:00 pm »

Not only am I not voting for it, but I gave kashyyk that exact reasoning. Good try tho.
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #476 on: May 06, 2020, 04:19:58 pm »

Are two problems in combat lanes are currently their minotaurs and shields, I can see revision to get around the shields but were slowly losing the combat lanes, on the other hand were even footing in influence lane now and have potential to lockdown scholary tower if we deal with the archemage.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #477 on: May 06, 2020, 04:31:45 pm »

Both problems could be solved by developing spells which can deal with them indirectly. More magic will please the archmage, while magic can be used in battle.

Smog from before is one option, since it comes up from the ground and can choke them. Earth Chains is a lock spell that traps large targets in place. And Flames of Uruk is a magic-eating spell which can deal with the barrier and deny areas through it's AoE.

There are options, but only if we choose to actually make a spell.
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #478 on: May 06, 2020, 05:13:04 pm »

Ariainna Twisted Queen
At heart of Magoc might is centered on alchemy, that endless bounds of it are still being pushed, with change and pursuit of evil as our goal. But while it has given us grasp over controlling physical matters those of mind are still eluded us. In light of this, Magoc has commissioned such working and saw fit to grace us with teaching our greedy Draughtsmiths secrets of brewing that are beyond anything mere mortals would be able to accomplish even if they put puny brains together. A portion of the Draughtsmith was put aside for them to set up for these new brewings and their first creation rather if we call it was Arianna.

Major wonder of Arianna creation was not that could vastly change something form but what she could do. Arianna a former consort in employ of cult was bathed in our creation process and in time she was broken down entirely and reformed into her new form similar to a homunculus we dreamed about, the reason a consort was chosen was to due to their abilities to entice others and manipulate them. Unlike consorts she doesn't seek out pleasures of life but twisting those around her giving her ability to not only sense any emotion around her but to amplify and feed off of it, she could make friends become hated enemies all so easily. Her new form is more ethereal with shadowy wisps like tendrils flowing around her, where she goes all that left are twisted minds as even hers has been twisted.

Arianna herself would just be great but we as spoke about the better part of her it is, the feeding of emotion gave her ability to create cast off as we said, their more like her spawn who have lesser of these abilities as her but come to call them 'Ariainna Spawn', we learned how to provide stable numbers to outfit them field on battle if ever possible, each spawn is overseen by our Draughsmith before been fitted for combat as some of our testing with mutagens will maybe showing different results to them.
« Last Edit: May 07, 2020, 06:02:54 pm by flazeo25 »
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #479 on: May 07, 2020, 01:44:17 pm »

Gale Mark
Gale Mark is spell one lone warcaster stumbled upon when trying to stop others throwing magic missiles at him, he noted it upon it when one magic missile was redirect back hitting the other in face, that day one warcaster fame rose while another was forever hulimated. Noting it wasn't one off effect the warcaster sat down to experiment on it's other qualities using various of 'test subjects'., he even went further to test it on equipment and as noted below.

Gale Mark was casted on its own can either provide furyish wind that blockback projectiles at least half the time, other times it cause difficulty for those flying around in it's area.
When enchanted on to armor which we discovered engraving for it's become apart of our demonic healdry, when used it drains small amount of user mana to help lighten it's weight(some uruk have noted to accerlate to fast and perished as result). On weaponry it has allow our soldiers to carry the moment of their blows giving off greenish tinted aura, it still feeds off user mana but can also feed off lifeforce.
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