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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42705 times)

flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
« Reply #585 on: September 19, 2020, 08:55:13 am »

Quote from: VoteBox
BLITZ
Don't Blitz:
Xa-Nam Only (1): TricMagic
Darrin Only (0):
Both (2): MoP, Flazeo25

OBSESSIVE SCHOLAR
Scholarly Tower (3): Flazeo25, TricMagic, MoP

MAGOC
Wartorn Wastes (0):
Darrin (3): TricMagic, MoP, Flazeo25


Changed my mind.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
« Reply #586 on: September 19, 2020, 12:02:56 pm »

Quote from: VoteBox
BLITZ
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (3): MoP, Flazeo25, TricMagic

OBSESSIVE SCHOLAR
Scholarly Tower (3): Flazeo25, TricMagic, MoP

MAGOC
Wartorn Wastes (0):
Darrin (3): TricMagic, MoP, Flazeo25

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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
« Reply #587 on: September 20, 2020, 02:47:53 am »

Quote from: VoteBox
BLITZ
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (4): MoP, Flazeo25, TricMagic, Kashyyk

OBSESSIVE SCHOLAR
Scholarly Tower (4): Flazeo25, TricMagic, MoP, Kashyyk

MAGOC
Wartorn Wastes (0):
Darrin (4): TricMagic, MoP, Flazeo25, Kashyyk
[/quote]
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Happerry

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
« Reply #588 on: September 20, 2020, 10:09:52 pm »

Quote from: VoteBox
BLITZ
Don't Blitz:
Xa-Nam Only (0):
Darrin Only (0):
Both (5): MoP, Flazeo25, TricMagic, Kashyyk, Happerry

OBSESSIVE SCHOLAR
Scholarly Tower (5): Flazeo25, TricMagic, MoP, Kashyyk, Happerry

MAGOC
Wartorn Wastes (0):
Darrin (5): TricMagic, MoP, Flazeo25, Kashyyk, Happerry
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 8
« Reply #589 on: December 14, 2020, 03:22:40 pm »

Demon Team: Battle Phase T8
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
The Obsessive Scholar was of course at home in the Scholarly Towers, and had many fruitful- albeit highly esoteric- discussions with his counterparts in the Orange University. Said OU mages are also all about Frag- reckless power boosts are their bread and butter. However, they remain disappointed by our sparse spell library, with the result that even the Scholar could do no better than solidify our existing influence. That said, we were able to make use of the ongoing chaos to advance our position somewhat- as the Scholar was able to ambush (with the aid of some local thugs) a highly respected- but unaligned- wizard who was dealing with a riot in a small town. By absorbing said Wizard, the Scholar was able to take his place, and appointed an OU member- one of our more fanatical converts- as his successor. This effectively added one to our tally of converted senior wizards in the OU... we need only repeat the process a dozen times or so, and the province will be ours. Alternatively, we could develop more spells so as to impress the OU scholars in a more conventional manner.
Heliel's followers were too busy dealing with the chaotic situation to interfere with us excessively, although a few of our criminal friends were eliminated- fortunately none with conclusive ties to the OU. That said, by the same token we had little time to meddle in their affairs, and they no doubt won a few friends in the Green University with their refined spellsong (the GU prefers iteration to innovation).
4/5

The ex-king's dramatic death in the Lawless Capital could've been the perfect opportunity to expand our influence, but we were not prepared. Which is not to say we didn't take advantage at all- we absolutely did, with Consorts of Desire converting minor nobles who looked like they might be promoted, and our criminal networks doing their best to rile up the populace at the Populist faction's behest- but it was not quite enough to truly secure power over the senior Populists. At least the lower classes fell increasingly under our spell thanks to the sales of Frag, and the ubiquitous Frag Dens in the city were useful at keeping our most important operations safe from the meddlesome angelic Investigators.
The Populists extend their request to assist them in formenting city-wide unrest- despite the Monarchists revealing the true culprit of the ex-king's death, they believe that the populace is still primed to protest on a larger scale with the right encouragement. Frag doesn't particularly interest them- neither do the angelic Investigators, as there isn't a noble in the city who isn't involved with some shady business, making it very hard for them to distinguish a Populist from an ordinary corrupt noble.
3/5

Our potential allies in the Fortified Frontier were interested in selling Frag, especially since the rebellion disrupted some of their existing ventures. With Dove officers finally willing to listen to our pitch- and eager for allies in the ongoing chaos- we managed to convert a number of them to our cause. They bring expertise in the non-violent aspects of war- while some might call it cowardly, they insist that logistics are as important as actual battles.
However, our control is tenuous, as the Doves fear Hawk retribution- especially after Investigators direct Hawk troops to intercept a shipment of Frag, almost exposing the involvement of a number of Dove officers. We may want to look for ways to bolster the Doves' standing in the province, as currently they feel inferior to their rivals, who can boast of friendship with excellent medics and supplies of enchanted bows.
2/5-->3/5



Dolgoth Infiltration Report
Our allies in the Wartorn Wastes were pleased to learn of our use of superior military organisation, and some Victory officers exchanged notes with an Uruk Warlord (who wore a hooded cloak so as to avoid undue attention). Our continued use of bandits to harass Southern Realm camps (allowing Victory faction officers to lead their troops to crush the weakened positions) maintains their confidence in our cause, but we didn't have much new to show them this month.
Also, some of our bandits got Investigated and eliminated- although not enough to cripple our ability to operate, it does limit our options going forward.
4/5

We had a brief influx of extra income in the Ostentatious Capital, but sales plummeted when the king announced the ban on consumption. The handful of Frag Dens in the city have to be very discreet to avoid royal attention, which makes them less effective. Fortunately, our angelic rivals were likely equally hindered, if not more so.
3/5

Market penetration was favourable in the Trade City, as the Deregulators eagerly welcomed a new revenue stream. A number of important merchants and nobles (the difference is largely academic in the region) indicated their desire for a more official partnership, no doubt seeking allies that might protect them from the King's tyranny. Had we had more support from the capital, or offered even better investment opportunities, or not had our operations sabotaged by Heliel's Investigators, we may have managed to secure some very beneficial deals. As is, we are on the cusp of doing so- we could also look into helping our existing allies engage in some 'hostile takeovers'.
3/5



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Long Live United Forenia!

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #590 on: December 14, 2020, 06:21:32 pm »

Exorcist Gems

The Exorcist Gems are crystalized from tree sap infused with the power of Evil energy. Their orange-amber coloration is alluring to a buyer of these fine gemstones, and the energy inside can be tapped for rituals and enchanting. These facts are true, though more a result of their construction, of course Evil energy would be useful for rituals and enchanting, that's more the use of a material than a quality. The allure is also a result of their gem-like form, and not untrue as amber is a valued crystal(even if technically it isn't, but the common mortal doesn't know that). However, there is one thing these crystals have been tuned to do, and that is disrupt the power of good-aligned spirits and energy nearby. One on one, they can maybe distract a bright walker for a second. However in number and with evil energy being thrown around, the effect is far more pronounced, taking advantage of the size of our armies to create an area that can deny these incorporeal beings power, and entry for the weaker ones. This is mostly a direct response to the new Hero on the opposing side, as simply slaughtering our troops on their own will weaken them and gear the Good forces have enchanted, the dying troops filling the air with evil energy and these gems being left underfoot, which will in turn sap them further. And if a battle goes on for long enough, the air will be too tainted for said hero to operate in, even with good forces remaining. Overall it's a lowkey addition to our troops that use quantity to grant an edge.(and can still be sold to those we peddle them to, with the tag they are effective against poltergeists in the home. Somewhat true if misleading, as their emanation is what weakens such.)


Have a gem of a design. Something I thought of.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #591 on: December 14, 2020, 06:35:04 pm »

Quote from: Touch of the Hemophile
Our allies in the Fortified Frontier complain about a lack of support. Our colleagues in the Trade City complain about a lack on business opportunities. Our peers at the Scholarly Towers complain about a lack of Magical Knowledge. Let it never be said that Magoc ignores others. Indeed, he always listens. He's just rarely inclined to do what you want unless it also benefits him. Anyway, I digress.

Leaning on our knowledge from the Blood Drinker Blades, a mage can consume a portion of life force (using blood as a transfer medium) to 'modify' a subject. This life force can be taken from the caster, the subject or even a third party, although in each case the caster will need comfortable access in order to draw the blood and then manipulate it. Thus blood thralls of many stripes are possible, be they slaves, death row criminals, or even captured enemy combatants. It would be substantially more difficult to use an 'unwilling donor' if they are not controlled, so we can't expect anyone beyond Magoc to be able to pull that off.

The simplest form of this spell is to restore the subject to their base state. Also known as healing. Wounds, sickness, mental fatigue, all can be recovered from with a suitably sacrifice in blood.

However, not everyone wants to be merely restored. Some want to be something more. A more talented mage can use life force to enhance a subject's physical and mental abilities, and even restore their youth, although naturally this is more costly, and needs renewal to maintain its affects. You can live forever as the epitome of perfection, if you're willing to regularly sell another's life in place of your own.

Quote from: Winter's Bite
Warmth. Comfort. Life. These are the classics the common folk ascribe to Good. Unsurprisingly they also describe the Summer, with its long days full of festivals and fun.  Naturally, Winter is our domain, with gnawing cold, empty stomachs and death all around.

Bearing a passing resemblance to our magic missile derivatives, Winter's Bite is a projectile of magically enhanced and evil-infused winter. Whilst frigid cold is a core part of it, and is the immediate killer when the projectile lands, the essence of winter afflicts the impact zone with a substantially lower temperature for a day or so, that saps the strength and will of those who enter, even stealing the food from their bellies and leaving them with nothing but weakened limbs, chattering teeth and a deep hunger.
« Last Edit: December 21, 2020, 02:00:13 pm by Kashyyk »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #592 on: December 14, 2020, 06:42:00 pm »

Add 'for flesh' to the end of that. Nothing like being so hungry you are willing to eat anything, even the flesh of your dead foes filled with evil. Mmm, evil ham.(Or they could eat each other.)

Quote
Touch of the Hemophile: (1) TricMagic
Winter's Bite: (1) TricMagic
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #593 on: December 14, 2020, 09:23:15 pm »

Soulfang Jaguars

Magoc's influence is corruption absolute. Nothing within his realm can evade his twisting gaze and grasp for long, intentionally targeted or not. The latter is the case with the Soulfang Panthers. Magoc's corruptions of the jungle, and the introduction of his cultists, ate away at the natural habitat of the local wildlife. Feeding off of the corrupted land, prey animals found themselves in turn corrupting their predators upon consumption. Prey would not last long in these changing and increasingly hostile environments however, and the jaguars of the jungle, empowered by darkness and emboldened by hunger, struck out at stray cultists. The darkness swelling within these animals was not satisfied, and in turn neither was their hunger, but with the corruption of evil often comes change and opportunity.

A number of jaguars, altered by the passive local Evil and their new diets, found their appetites whetted not just by the body, but the mind as well. The beasts fangs penetrated flesh and spirit both, and their saliva containing a toxin that coated their teeth to permit the spiritual assault, with a side-effect not unlike getting shit-faced drunk should it enter an open wound, and a painful rash otherwise. These Soulfang Jaguars were frightening to behold at first, their bodies unnaturally larger and stockier than the natural jaguar's, and these semi-intelligent beasts were rumored to have taken down a number of CHADs before drawing Magoc's eye.

Magoc was not one to practice turning the other cheek, or letting bygones be bygones. It's besting by a lesser being sat as poorly with it as one could ever imagine, and these beasts seemed as good an opportunity as any to bite back.

The Soulfang Jaguars were acquired by cultists and treated with an alchemical bath. Meant as mounts for Uruks, the beasts are quite large and packed with muscle, and it is expected that they will be temperamental but ultimately tameable and trainable.


Uruk Ambassadors

Uruks are "simply" humans transformed into something more. We know this. Our enemies probably know this. But the populace at large is likely not too aware of their existence, and even if they are, what are the chances they know of how they come to be?

Either way, there is one naturally corrupting force readily available the world over: politics. By taking Uruks with the greatest gift of gab granted to them by Magoc, we can infiltrate political circles as representatives of a newly-forming tribal nation from the far west. A nation with lofty goals, a need for friends, and deep pockets. Uruk Ambassadors do not hide their appearance, instead embracing it wholly. Through the power of spoken word they actively attempt to sway local politicians and leaders toward laws and regulations that would benefit the "nation" (which is to say, the cult) without overstepping their bounds, offering mutually beneficial agreements as opposed to outright bad deals that could only benefit the cult.

Sure, being openly Uruk might make one an easier target to track, but chances are there will be a lot of curious eyes on these diplomats. Besides, if they conduct themselves properly and get killed anyways, well, that might not paint the killers in the best light.


Spell: Runes of Ruin (this is a repost of an older proposal I had)

Runes of ruin are magical symbols that can be carved, drawn, stamped, or etched onto any surface. While whole and unempowered the rune is completely inert and harmless. However, if the rune is broken in any way or someone with evil attunement charges it, the rune explodes violently outward in a torrent of evil and corruption. The massive, sudden assault of dark and chaotic energies is enough to outright kill those caught in the immediate blast, with residual energy causing pain and discomfort in those nearby during the blast or those who pass through the affected area for a time afterwards.


Spell: Duel of Fates

Duel of Fates is a spell triggered by a simple incantation with a single target of the caster's choosing. Both caster and target are magically compelled to fight to the death, and those around them find themselves unwilling to intervene. Duel of Fates is meant to be cast at any level, but those with lower magical capabilities will find themselves limited to one or two castings before needing to restore their reserves.


Focal Glaives

Focal Glaives consist of a two meter shaft capped by a long blade ending in a nasty spike. The weapon is enchanted to be resilient to magical damage, and an enchanted silver thread runs embedded up the length of the weapon. This thread and the head of the glaive allow the wielder to cast their spells through the weapon itself, though obviously at the cost of accuracy (it's kind of hard to get precision out of a weapon longer than a man - or uruk).
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #594 on: December 15, 2020, 04:38:48 am »

I very much want cavalry. It'll give us the  extra mobility we need for decisive skirmishing, it will allow us to apply pressure to their ranged units more quickly, and it'll be a good force multiplier on the charge.

I currently can't decide between my Raptors and MoP's Jaguars though, as both have a focus on heavy cavalry charges. Raptors might be a bit faster, whilst Jaguars would be more combat capable I suspect.

I also want a solid magic spell. I quite like Touch of the Hemophile because it is so versatile, allowing it to be a combat heal, a sustained combat buff, and a temptation tool for both the nobles and the masses. However, its gonna be a Hard spell at the absolute least.

Alternatively, we can go for some sort of flashy battle magic, which will obviously match that new sonic spell, and also get the Scholars all excited finally, almost certainly gonna be simpler than TotH as well. We've got Winter's Bite, and i have a few other ideas rattling around that I'll get written up at some point too.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #595 on: December 15, 2020, 08:27:19 am »

A healing spell may be hard, but the one you came up with is thematically appropriate. And we've been needing healing for a while. If Magoc had it this phase, he could have healed the damage by pulling from those around him. Or drain the life out of his enemies. If Magoc ever gets damaged, lifeforce is a decent recovery option too.

For magic, Winter's Bite is good for denial and weakening. And that champion may be affected by it too much to fight.

To the Soulfangs, Magic is where the nerds are at, two new spells will give our strong magic users more bite and improve things at the towers. We could use Winter's Bite in places GU gathers or someone's home too. And they are two more spells for our champion to employ. Overall, good things that overwhelm the Soulfangs in use, though next turn will be free to design such.

Ambassadors can simply be done as a revision-tier operation, as it's simply an action.
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WyrdByrd

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #596 on: December 15, 2020, 08:36:28 am »


Quote from: Deep Blue Dream

A take on the communion songs seen in more… conventional circumstances, the Deep Blue Dream serves to enhance its casters through the power of Frag. When cast, the spell networks any Fragged individuals in the area together, forming a  communion link that  provides access to exponentially augmented spells for any caster, effectively allowing for a mass Mana pool.  Most notably, however, is its use of Frag as an artificial mana bridge, allowing its access to the mundane. So long as a caster is present to begin the Dream, Non-magic Fragged users can lend  their inner mana and life force to the spell, in exchange for tapping into (albeit limited) drips of magical power.

Of course, much like the Mana provided, this  does have the slight side effect of concentrating  the Evil present in each dose of Frag into one, aggregate evil pool. This can be mitigated by the communing casters ‘dumping’ the aggregated Evil into varying quantities amongst their members, if they were feeling selfish. But hey, you only live once, right?


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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #597 on: December 15, 2020, 08:42:33 am »



Quote
Touch of the Hemophile: (2) TricMagicת Rockeater
Soulfang Jaguars: (1) Rockeater
Winter's Bite: (1) TricMagic
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #598 on: December 15, 2020, 09:21:41 am »

We shouldn't double-spell when our grip on the combat fronts is beginning to falter. A spell will help for sure, but we need to have something with more solid impact and, potentially, more widespread use or availability. A single spell might not push us to 5/5, but two spells is likely to leave us wanting in the thick of combat.

No spell is going to make it too difficult for a champion to fight.

I have no idea why you assume two spells would be better outright than one spell+jaguars, especially since we've been explicitly told that one of our fights is going to be in open ground. You know what is extremely effective on open ground? Cavalry. And hey, since there'd be Uruks on their backs, they'd potentially have access to the new spell we decide on if it's easy enough.

And once again Tric you show everyone you don't understand what revisions are and consistently refuse to listen. A revision isn't an easy design. A revision is taking something we have and altering it in some way. Your last sentence is also hilarious. Literally every design and revision is "simply an action".


Now that I'm through with Tric, let me explain the reasons for my proposals.

As stated, we'll be seeing a fight on wide open ground this turn, and a cav unit will be extremely beneficial there. If, however, we do not go for cav, I proposed the glaives as a counter to the cav we could expect the Angels to make for the plains fighting. They could also double as nice weppins for holding mountain passes. The glaives are also a potential first step to a "badass" Goa'uld combat staff and better weaponry for our casters.

With the Jaguars you may notice I included a toxic saliva we could utilize in, say, a globadier or sprayer revision, or revise into a weapon coating. If they don't need a revision fix then we potentially increase our ability to fight mortaldudes and spiritdudes.

As for the Ambassadors that Tric seems to think are just a revision for some reason, I've proposed them due to my consistent offering of some sort of balance between influence and combat lane developments. While a spell will help with the Tower, it is not likely to be something that has a wider effect on influence lanes as a whole. They also, I think, take things in a slightly different direction than Nuke may have expected (GMs tend to like players thinking around the box so long as they stay in the room) - being forward and seeking legitimacy with the local powers, even if most of our Ambassador's origins are outright lies.

Runes of Ruin are fun and could provide some protection from our enemies as well as work as evilmans landmines, though I prefer Duel of Fates of the two I proposed, as we know an Uruk should usually best an angelic soldier one-on-one. Plus, it toys with one concept of how combat in the ancient era could have worked, where armies clashing blade-to-shield was rare since people tend not to want to just charge into death, and instead individuals from the armies would step forward after armies charged until they were real close and fight opponents brave enough to stand up to them, and that's just a neat image

My preference would be a combat spell and the ambassadors or jaguars depending on whether we want to prioritize combat or influence lanes with our second design. Not quite sold on healing, especially for gaining nerd influence, since the Angels got healsongs and therefore it's not quite as "experimental" as something we cook up fresh. I think of Kashyyk's proposals, Winter's Bite might garner more favor with our brand of nerds.
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WyrdByrd

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 9
« Reply #599 on: December 15, 2020, 09:26:20 am »

Not quite sold on healing, especially for gaining nerd influence, since the Angels got healsongs and therefore it's not quite as "experimental" as something we cook up fresh. I think of Kashyyk's proposals, Winter's Bite might garner more favor with our brand of nerds.

Sorry if I wasn't as clear in my proposal, but Deep Blue Dream isn't a healing spell, it's a heavy buff spell using Frag. Basically, it'd juice up every  Fragged mage in the Dream, while also giving them the option of using mundanes as Mana batteries/ Evil sinks. Given how much OU loved  Frag, this would probably send them over the moon.
Plus, it's got applications beyond the university. Buffing up the Populists,  giving the Doves an extra edge in their healing... hell, even the Deregulators  would probably find a use for 'instant mages'.
« Last Edit: December 15, 2020, 09:29:57 am by WyrdByrd »
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