Demon Team: Design Phase T8TURNTURNTURNFrag
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.
Frag: Normal (+1 Bonus): (1+3)(+1)=5: Average
The Draughtsmiths were eager to get cooking once again. The goal was not complicated, and made easier by notes taken during experimentation with CMD. Along with a few pointers from your malevolent self, they were able to churn out a working product in good time.
The end product feels awkward to the touch (according to the Draughtsmiths), and has an unpleasant taste- it tastes like the sound of nails on a chalkboard. Fortunately, the 'rush' it produces should override the unpleasant sensation for most users- but it is unlikely to be as popular as Bootlegger's Bounty. Trials indicate that consumption is best performed by heating the Frag, then inhaling the vapours that are released- this reduces the unpleasant taste, and causes the effects to manifest faster. Acolytes will be provided with simple pipes designed to aid in consumption. Other methods of consumption also work- mixture into drinks (Frag exhibits no negative reactions with alcohol), straight up eating it, snorting powder, or even injecting it (though the needles required are extremely rare and expensive).
The primary effect of Frag is that it increases the flow of Magic through the user's body. All humans- even those without the ability to cast spells- absorb/release Magic from/to their environment. The natural flow of Magic through the body is important for a variety of reasons, but for your purposes the key thing is that a higher flow rate makes for more vivid emotions/experiences, and a stronger affinity for spellcasting. Thus, consuming Frag leads to the user feeling things more intensely and reacting more quickly- a surreal experience, especially on higher dosages. Spellcasters will also definitely notice their improved abilities.
Extremely high dosages of Frag can cause Magic to flow too quickly through the user, overloading the body and fraying the soul, leading to a decline in physical and mental health. Additionally, consistent use of Frag can cause adaptation to a higher Magic flow, resulting in users feeling sluggish and uninspired when not under the effects.
Needless to say, the production of Frag would not be possible without the usage of dark rituals. The finished product contains small amounts of Evil, which could raise questions amongst those capable of detecting such things.
Frag is a reasonably effective performance-enhancing substance, primarily useful for boosting the efficacy of mages, but also a viable recreational drug for mundane folk. Production is sufficiently involved to render the end product
Uncommon. Acolytes and Warcasters will see improved performance in and out of combat. Sales will provide a moderate revenue stream.
sideeffectsmayincludedizzinessshortnessofbreathanddeath
High-Effort Champion/Monster Guy: The Obsessive Scholar
Magic is a field that draws many to it for just as many reasons. Few master a single art, fewer master multiples, and fewer still find a solution to the questions or problems that drew them to magic in the first place. The Obsessive Scholar's singular focus was but one question he oft asked himself - "Why?" He infuriated his peers during his studies in the Scholarly Tower, pestering them over the most minuscule detail, driving them to explain everything back to the creation of the realms themselves. No answer proved thorough enough for The Obsessive Scholar.
He was an esteemed guest of many a court, sharing his knowledge in exchange for free access to any library in the realm. He pored over tome after tome, flipped thousands upon thousands of pages, scoured every line, word, and letter or symbol in every text and scroll. Still on occasion he found himself able to ask "why?" and come up with no answer. The Obsessive Scholar learned of ancient ruins now brought to life by some demon cult, and heard rumors of the impressive stores of knowledge this cult held in it's grasp, so of course he had to see it for himself.
He was impressed when he'd arrived, but The Obsessive Scholar soon grew frustrated. Alchemy was interesting but the Cult of Magoc had a basic level of knowledge that only scratched upon ancient tales of the power of that Art, and with their very limited library of spells there was even less for him to work with. Indeed, The Obsessive Scholar grew maddened by yet another disappointment and sought after knowledge of the demon Magoc itself. He demanded the demon answer each and every question until The Obsessive Scholar was satisfied. Magoc, amused by this conjurer of cheap tricks, presented itself before him and offered a challenge: if The Obsessive Scholar asked a question Magoc could not answer, The Obsessive Scholar would be free to take the entirety of the wealth of the cult in order to fund his ongoing search for more, with Magoc working as a demonic aide. If The Obsessive Scholar could be satisfied however, he would eternally work as a slave to Magoc, forced to give up his search for knowledge in order to act as an extension of Magoc's will.
One should not need a summary of a face-off between a curious mortal and a demon in it's prime, especially when the demon is one who is skilled with words. The Obsessive Scholar asked questions for days on end, and Magoc would provide empty answer after empty answer. Magoc strung The Obsessive Scholar along with a line of questions so long and cyclical that The Obsessive Scholar didn't realize until too late that the question he was halfway through asking had already been answered, and when he tried to quickly come up with another question to recover from his stumble, he realized with fright that each question he could summon forth in the moment had already been answered.
In the moment that he faltered, Magoc claimed victory, damning The Obsessive Scholar to an eternity of servitude. The Obsessive Scholar vanished in a blast of noxious black fumes.
What came to be in a ritual chamber beneath the ruins was something more than The Obsessive Scholar ever dreamed he would be. His mind was sharper than any mortal mind, capable of grasping and focusing the most complex of magics. His body was turned completely hairless, and all of his features erased from his physical form. His skin seemed to run smoothly across the entirety of his body, with naught but two slits for his eyelids, two for his nostrils, and one for his mouth. His eyes themselves are a pitch black, and his skin a porcelain white. These features play into his abilities granted by Magoc.
The Obsessive Scholar cannot shapeshift freely as Magoc can. Instead, The Obsessive Scholar must embrace someone he wishes to take the form of. They are absorbed and broken down by his flesh, not only granting him the ability to change into them at will, but also granting him all of the target's knowledge and memories up to the point of absorption. The process is fast and leaves nothing of the person's body itself behind.
The Obsessive Scholar is meant to be a Magic Champion.
The Obsessive Scholar (Champion)(High Effort):
Hard Normal: (3+
2+4)=7: Superior Craftsmanship
You do not know everything. Far from it. But you can fake it, and that's what really matters.
The Obsessive Scholar would've made a powerful ally, before his death. Oh, yeah, he died. Humans can't survive being disintegrated, turns out. Fortunately, death is not always an obstacle to you and your followers. In the case of the Obsessive Scholar, his spirit was sufficiently fanatical that even without your assistance, he would've likely become a powerful spectre. As is, you bound his restless soul to a construct of flesh fuelled by Evil, creating what could be considered a Wight- an immortal spirit bound to an immortal body, limited only by the need to gather Evil to maintain its unnatural state.
As a result, where the Scholar would've once made a powerful ally, he now makes for an ally of unprecedented magical might, immune to the normal limits that restrict mortal mages. This is before getting to his ability to absorb others, which only renders him more potent.
The Scholar's absorption ability is not unbounded. For complicated magical reasons, it can only be used once a day. The Scholar also has to power through the target's magical defences- the natural ones that all humans have, and any extra ones added by mages. He is somewhat vulnerable during this process, which is not a problem when facing a random peasant (whose defences will not last more than a second or two), but may pose a challenge when facing more headstrong figures (especially powerful mages). In riskier cases, it is recommended that the Scholar (or allies) first disable the target, preventing them from disrupting the process.
Once the defences are down, the absorption is almost instant. One moment there is a creepy monster holding on to a human, the next there is only what appears to be the human (but is in fact the monster), not a trace of the original person left. The disguise is incredibly effective: the Scholar almost perfectly replicates the appearance, the personality, the memories, and- to a lesser extent- the magical aura. The change in said aura is hard to notice, and even harder to peg as proof of the Scholar's takeover, as magical auras can change for a whole host of reasons. The main weakness in the perfect disguise is that the Obsessive Scholar will eventually need to absorb Evil to sustain himself, which- unless the person he is disguised as is a necromancer- is unlikely to be a normal course of action. Fortunately, he can go up to five days without, which should be enough time to find an opportunity to sneak off to perform the appropriate rituals.
Running out of Evil will cause the Scholar to revert to his default appearance. Sustaining damage will accelerate the consumption of Evil.
The Scholar brings with him a vast collection of spells (although many of them are highly esoteric and of little practical value). His most powerful are unsurprisingly divination-type spells, but he is certain to have a spell for almost any situation- unfortunately all reliant on traditional mortal Magic, and thus unsuited for use by your own mages (who cast using a combination of Magic and Evil, which makes for easier and more powerful effects).
Additionally, the Scholar can cast any spell in your arsenal (unless otherwise stated), with significantly greater power and finesse than Acolytes or Warcasters.
When deployed in an infiltration role, the Obsessive Scholar will primarily assist in information gathering (by absorbing knowledgeable people) and the control of local institutions (by absorbing important people). He will also assist in the planning and coordination of other operations, increasing their efficacy.
The Scholar may also be deployed in combat, where he will serve as a tactician and spellcaster. If he was deployed in an influence province the previous month, he will bring the guise & skills of a resident with him into battle (a powerful warrior from the Wartorn Wastes, a battlemage from the Scholarly Towers, a rogue from the Lawless Capital, etc).
The
Obsessive Scholar is obviously
Unique.
It is now the Revision Phase. You have two revisions.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique.
Champions:
The Obsessive Scholar: An undead being with the ability to absorb the appearance, memories, and personality of victims. Obsessed with knowledge. A powerful spellcaster, with a considerable repertoire of (especially divination-type) mortal spells in addition to being able to cast all of Magoc's spells. Physically relatively weak, albeit hard to kill. Needs to absorb Evil to survive. Unique
Mundane Units:
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists- and further enhanced by studies in the Warcaster's Keep. Their gambeson matches those of the Light Uruks. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Light Uruks: Equipped with a one handed weapon, a solid spear, and a sturdy kite shield- all made with steel-, make these remarkably well armed warriors (considering their ubiquity). A steel cap with nose/eye-guard and a padded gambeson provide decent protection. They have received enough basic training to reliably match a real soldier. They are plentiful, as well as being stronger and tougher than most humans. Their shield and gambeson are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Heavy Uruks: Light Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. They are specialised in tight formations. Uncommon
Uruk Archers: Uruks who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, although they wield well-made recurve bows, and have a quiver full of steel-tipped arrows, making them fairly effective. Their increased strength slightly improves their archery as well. Their gambeson and helm match those of the Light Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that poisons those exposed to it, as well as vastly boosting their aggression. The range is short, and the effects are temporary. Their gambeson and helm match those of the Light Uruks. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive Blood-Drinker sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk/CHAD units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Misfits: A small band of mutants. What kind of mutants? Who knows! Uruks who consumed a Mutagenic Draught or two and spun the wheel, ending up with some sort of beneficial mutation. Not substantially stronger than regular Uruks, but somewhat more effective, and kinda freaky, so that's fun. Uncommon
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. In their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield (both weapon options are of the Blood-Drinker variety), while their bodies are clad in sparse steel plate armour. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Manipular Missile: An upgrade to Magic Missile, allowing for magic density to be increased or decreased. Denser missiles have slightly increased range and piercing-power, less dense missiles arc downwards and have decreased range/damage. Uruks can only be programmed with one 'mode' of casting at a time.
Ethereal Armament: A simple cantrip that can conjure any inanimate object the caster desires, with certain limits. Casting time depends on the complexity of the object and the caster's familiarity. Duration of magic depends on mass of object, and number of concurently summoned objects. Common
Dumb Drunkard's Detangibiler: An unusual spell that briefly turns the caster and up to two passengers intangible. Casting takes some time, but can be held at the edge of activation for an extended period. Uncommon
Magical Equipment:
Mutagenic Draught: A carefully selected assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids. Comes in three varieties; a beneficial-mutation type, a detrimental-mutation type, and an actually-poison type. Used sporadically by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Blood-Drinker Blades: Weapons (need not necessarily be bladed), engraved with demonic runes, enchanted to 'drink' the blood of injured foes, 'feeding' the wielder to bolster their vitality and stamina. Provided to certain units.
Frag: A light blue crystalline substance, best used by inhaling vapours released by heating. Increases the flow of Magic through the user, resulting in intensified sensations and an improved spellcasting ability. Contains a small amount of Evil. Somewhat addictive. Provided to casters to improve their performance, and sold through criminal contacts as a revenue source (which is moderately lucrative). Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
Leverage Criminals: Methods of taking control over existing criminal organisations, and having them work for the cult. Criminals can be encouraged to spy, kill, destroy, guard, steal, or smuggle on the cult's behalf- at which they are not as effective as a more zealous cultist could theoretically be, but it's definitely better than nothing. Also provides minor revenue stream. Effective rarity depends on local crime rate.
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
3/5Scholarly Towers:
3/5 |
4/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
3/5Ostentatious Capital:
3?/5 |
3/5Wartorn Wastes:
3?/5 |
4/5