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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42722 times)

NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #75 on: November 18, 2019, 05:21:21 pm »

Diabolic Monastery:
So, the difficulty of fielding Acolytes is not merely the training required- it is also a question of finding enough candidates. Not everyone is equally suited to the magical arts. An quicker/easier training process could increase unit sizes- maybe go so far as doubling them-, but it would take a more radical approach to quintuple them.
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Long Live United Forenia!

Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #76 on: November 18, 2019, 05:46:22 pm »

Yay design time

Bootlegger's Bounty: Bootlegger's Bounty is a smooth liquor with a malty, smoky, lightly citrusy flavor. It comes in rectangular black glass bottles no bigger than a flask and has a small, vibrant red card connected to a red and gold string wrapped around it's neck. The liquor itself is actually a brew concocted by our alchemists and acolytes infused with some essence of Evil, a hint of corruption, and happens to be extremely flammable when struck by magic. On the outside of the little envelope are the words "Bootlegger's Brew" in black ink. On the inside of the envelope is a series of demonic runes meant to impose a gnawing desire to satisfy one's, well, desires. Bootlegger's Brew is priced for the working man, but it's availability is purposefully restricted to create a false sense of rarity in the brew that will hopefully lead to it being more sought after and something one opened with friends as opposed to downing it alone. Although there's no problem with that either.


Magoc's Marauders: Magoc's Marauders are light infantry typically equipped with leather armor, an iron cap, two javelins, a kite shield, and a short sword. Not everyone is capable of performing the darker Arts, so the physically capable are instead utilized as Marauders. Not only do they serve as a front line soldier for the armies of Magoc, but they also provide security for traveling Cultists and Acolytes as bodyguards, enforcers, and general goons.

(To be clear this attempts to give us a soldier-class Human who can also work within the Influence lanes. I don't know how NUKE would play that - if it's a separate tactic or something - but I don't think it's a terrible idea.)


Cannibals: Cannibals are humans bombarded with overwhelming amounts of Evil and corrupting magic. While the body doesn't die, the mind is shattered beyond a hope of return. Humans who go through this process of mutation lose most of their mental capacity as well as all their teeth. Their bodies are twisted and changed as sharpened fangs grow through their gums, the muscles become denser, and their arms and legs slightly longer. Cannibals also gain the ability to turn their head past 180 degrees. Cannibals are compelled to constantly feed and never seem to excrete. Instead, partially chewed remains rapidly fester within a mangled, twisted stomach.

The sticky, black, tar-like substance that collects in the gut is regurgitated forcefully, with Cannibals often aiming for the face. This decayed collection of organic matter is very unhealthy to say the least, capable of causing or transmitting illness and parasites. Cannibals can be released to sow chaos on the battlefield and in back alleys.

(I just shat this one out as I went.)
« Last Edit: November 19, 2019, 10:13:22 am by Man of Paper »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #77 on: November 19, 2019, 09:58:22 am »

Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (1) TricMagic
Magoc's Marauders: (1) TricMagic

Meanwhile..

Arcane Ink

Arcane Ink is made from a specific Alchemy mix of flowers and herbs which produce a blue ink, infused with evil during the entire process. When applied to the skin and left to dry, it will cause mutations which improve one's abilities to channel evil to cast spells in the form of glowing lines below the skin. May cause side effects and further mutations in some individuals without magical aptitude.
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #78 on: November 19, 2019, 10:26:07 am »

Mutagenic Mist
The mutagenic mist is an aerosolised, more potent form of the CMD. It is spread in battle by acolytes who carry tanks of the evil infused academical liquid and use their magic to disperse the mist across the battlefield. The effects are still largely random with a few exceptions; noticeable mutations are far more common, the effects manifest quickly and the victim is inflicted with extreme aggression. This last trait is where all our effort went. This more stable mutation drives the victim to kill, often mindlessly. Our cultists embrace this willingly. It is a state of pure desire and release for them. The summation of their faith and it is their eagerly awaited reward. But this mist doesn't just effect our cultists it effects enemy forces and the local wildlife, turning an ordered battlefield into an orgy of murder and insanity.


Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (2) TricMagic, Jerick
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (1) Jerick
I quite like bootleggers bounty. It gives us some coin and resources to work with while simultaneously infecting the world with evil.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #79 on: November 19, 2019, 10:47:21 am »

Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (2) Jerick, MoP

Chemthrowers, noice.
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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #80 on: November 19, 2019, 02:37:55 pm »

Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (3) Jerick, MoP, Rockeater
Doppelgangers: (1) Rockeater
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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.

Shadowclaw777

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #81 on: November 19, 2019, 03:00:27 pm »

Quote from: This Votebox was brought to you by Bootlegger's Bounty. No finer riches in this land.
Bootlegger's Bounty: (3) TricMagic, Jerick, MoP
Magoc's Marauders: (1) TricMagic
Mutagenic Mist: (4) Jerick, MoP, Rockeater, SC777
Doppelgangers: (2) Rockeater, SC777
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #82 on: November 20, 2019, 02:11:41 pm »

Demon Team: Design Phase T1
TURNTURNTURN
Bootlegger's Bounty: Bootlegger's Bounty is a smooth liquor with a malty, smoky, lightly citrusy flavor. It comes in rectangular black glass bottles no bigger than a flask and has a small, vibrant red card connected to a red and gold string wrapped around it's neck. The liquor itself is actually a brew concocted by our alchemists and acolytes infused with some essence of Evil, a hint of corruption, and happens to be extremely flammable when struck by magic. On the outside of the little envelope are the words "Bootlegger's Brew" in black ink. On the inside of the envelope is a series of demonic runes meant to impose a gnawing desire to satisfy one's, well, desires. Bootlegger's Brew is priced for the working man, but it's availability is purposefully restricted to create a false sense of rarity in the brew that will hopefully lead to it being more sought after and something one opened with friends as opposed to downing it alone. Although there's no problem with that either.
Bootlegger's Bounty: Easy: (4+3)+1=8: Unexpected Boon
Let's get the bad news out of the way first. Several of your cultists died of massive alcohol overdoses after they broke into the warehouse storing bottles of Bootlegger's and managed to drink half the stockpile before falling into a coma. However, there are always more where they came from, especially with the new "Bootlegger Club" bringing in members.
Yes, when you told the Draughtsmiths to develop a liquor that humans would enjoy, they may have gone a bit over the top. Bootlegger's Bounty is, at its base, a passable alcoholic beverage. Not bad for the work of amateur distillers, but certainly no masterpiece. However, the intrepid Draughtsmiths said to themselves "Well, if we can't make the liquor enjoyable to everyone, how about we make everyone enjoy the liquor instead?", and subsequently developed a fast-acting, low-energy, almost imperceptible mutagen that rewires the imbiber's brain to think that the taste of Bootlegger's is like ambrosia from the gods. The first shot of Bootlegger's has a mediocre taste, but within seconds the aftertaste compels a second shot, then a third, and a fourth and fifth until it's sunrise, you're lying face-down in the mud, you've lost your trousers, and you cannot wait for your next chance to taste a drop of Bootlegger's.
At this point, adding the corrupting aspect seemed almost unnecessary- the desire for Bootlegger's alone would surely drive humans to drastic action in pursuit of another taste. But the Draughtsmiths did not rest on their laurels, and managed to infuse Bootlegger's with Evil that is perfectly tuned to corrupt the mind of the consumer, but in an almost imperceptibly gradual fashion, such that even someone who only drinks it once will grow gradually more Evil over the next month (drinking it more intensifies the process).
It will also, as requested, catch fire if exposed to a burst of magic. You aren't entirely sure how much intense the magic has to be to trigger the effect. Some testing with Acolytes throwing magic missiles at bottles of Bootlegger's show that a low-power missile will not trigger it (merely knocking the bottle over), but that requires a deliberate decrease in intensity. Unfortunately, the effect is quickly diminished upon consumption- while someone struck by a magic missile within a few minutes of downing a bottle does suffer from some hilarious injuries, within about half an hour there is no reaction.

Your cultists have already secured ways of selling Bootlegger's on an informal, under the radar sort of way. This will provide a welcome source of income, but that's not all. Some Bootlegger's addicts are so hopelessly enamoured with the stuff that to get more they will do literally anything. Signing their souls away to a Demon being among the less radical actions. Your missionaries have made a point of approaching these people and inviting them to the "Bootlegger Club", promising them more booze in exchange for joining a few brainwashing sessions. Trial runs have already proven remarkably successful, especially when combined with artificial Bootlegger's shortages, which you can of course induce at will.

Bootlegger's Bounty is remarkably easy to produce, and with some of the income from sales directed to the construction and upkeep of a dedicated distillery, it can be considered Common. The Bootlegger Club will automatically augment proselytising missions, and may be considered an Uncommon recruitment tactic (not everyone has the poor impulse control necessary to become a BC member).



Mutagenic Mist
The mutagenic mist is an aerosolised, more potent form of the CMD. It is spread in battle by acolytes who carry tanks of the evil infused academical liquid and use their magic to disperse the mist across the battlefield. The effects are still largely random with a few exceptions; noticeable mutations are far more common, the effects manifest quickly and the victim is inflicted with extreme aggression. This last trait is where all our effort went. This more stable mutation drives the victim to kill, often mindlessly. Our cultists embrace this willingly. It is a state of pure desire and release for them. The summation of their faith and it is their eagerly awaited reward. But this mist doesn't just effect our cultists it effects enemy forces and the local wildlife, turning an ordered battlefield into an orgy of murder and insanity.
Mutagenic Mist: Normal: (2+2)=4: Below Average
Modifying CMD itself in any reliable fashion soon proved impractical- it has no consistent structure to modify. However, the Draughtsmiths were able combine it with a second, more deliberately concocted substance, that induces the effects you were looking for; namely an increased susceptibility to mutation, and heightened aggression. Unfortunately, the effects are only temporary, as the increased-susceptibility aspect is achieved by a quick assault on the body's natural form-memory, weakening it for a period- but also preventing other mutation effects from altering it, meaning that when the effect wears off, the body 'remembers' its previous state and will revert back. Effectively, this means that after a battle, survivors will be back to normal.
Aerosolising the combined concoction required a bit of tinkering, but with magic on their side, the Draughtsmiths were able to make the liquid easily dispersible through the air, which combined with a simple pump lets users spray clouds of the stuff onto the battlefield. Unfortunately, using magic to disperse the mist would've required more development time; the pump was the best your cultists could put together, which does render the clouds a bit anemic. It does mean use is not confined to Acolytes, though.
Testing shows that the concentration of the mutagenic compound drops off quickly as the mist dissipates, rendering the effective range of Mutamist Sprayers a few meters at most, and dependent on wind conditions. More effective dispersal methods would allow for higher concentrations and greater projection, improving the range.
Mutamist Sprayers are provided with a cloth to tie over their face, to slightly mitigate the effects of their own mist on themselves, but this is not especially effective- a minute or two of spraying is the most they can manage before dropping the equipment and charging into the fray.

Mutamist Sprayers will make a more chaotic place of the battlefield, to be sure, although perhaps not as effectively as you hoped, given their short range and auto-susceptibility. They are Uncommon, with a small unit size (and will typically divide themselves further to cover more ground).




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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
« Last Edit: November 21, 2019, 10:25:31 am by NUKE9.13 »
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #83 on: November 21, 2019, 04:04:14 am »

Here's a pair of revisions, riffing off of our current tech:

Quote from: Mutagenic Mist Globes
Pressurized canisters that can be safely released in battlefield conditions are likely the very limit of what our cultists can achieve technologically. So lets not push for the bleeding edge when tried and true methods will suffice. We clearly have some ability to compress the Mist, otherwise the Mutamist Sprayers wouldn't work at all, so instead we shall place a pressurised mist into fist sized globes of glass. As we all know spheres are the strongest shapes and they're also some of the easiest for glass blowers to make. Once the Mist Globes are produced, they can be launched at enemy formations using the most venerable of ranged weapons. The Sling. Long range volleys of mist should make up for the dispersion issues and the melee range application quite handily.


Quote from: Demonic Heraldry
Our Language of Inception is good for implanting Evil thoughts and emotions into those who view them, but they're can't really be used in combat due to the time taken to set them up and the limited availability of flat surfaces. You'd think this would be a difficult problem to surmount, until you realise that every cultist soldier carries a canvas with them. Their shield.

By applying runes that invoke fear, disloyalty or madness onto a soldier's shield, the enemy forces will be demoralized by merely looking at them. A single shield may not have much effect, but if we apply the same rune to an entire formation the effects should be compounded, as a broad shield wall of demonic imagery faces the pitiful forces of Good.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #84 on: November 21, 2019, 09:13:29 am »

Ae

A basic spell that creates wind, and sets it alight. One particular of it is using Bootlegger's Bounty's fumes on that wind, and amplifying that. The wind will draw in the enemy like moths, and then the fire will burn them all.

This can also be used with the Mutagenic Mist. In reality, it's just a wind spell after all. Setting Bootlegger's Bounty alight just needs an arrow set alight to trigger the explosion.


Perhaps more simply, the spell creates wind, which is directed by the caster, to spread mist or fumes across the battlefield. For the Bootlegger's Bounty, an archer can use an arrow to trigger the explosion of the fumes, or any flame source that is within the fumes.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #85 on: November 21, 2019, 09:41:01 am »

Acolyte Apprentices: Acolyte Apprentices are Cultists gifted but not yet fully introduced to the Magical and Dark Arts. Each Acolyte is assigned an Apprentice or two to use as lackeys as well as instruct and, most importantly, keep alive until they can be useful to Magoc. Apprentices should provide us a dedicated, educated pool of Acolytes with more familiarity with magic than our current Acolytes come in with.


Cultist Commanders: Commanders are picked from the best leaders and fighters of our Armed Cultist, given a real sword instead of the dagger, and sport a fancy red beret. Commanders lead moderately sized groups (unsure of what numbers we can expect to be on the field in the fighty zones, but they're essentially sergeants, so do with that as you will) of Cultists to, from, and during battle, and are to maintain themselves at peak physical form at all times. A Commander not in command is often training for the next fight.


Bootleg Barrel Bombs: Bootlegger Barrel Bombs are thin-walled wooden kegs of Bootlegger's Bounty that come in a wide variety of sizes. These barrels can be struck and breached by a spell as simple as the magic missile. The barrels are thin enough that a magic missile should be able to breach it and ignite the Bootlegger's Bounty within. While they don't provide much in the way of explosive force, even the smaller sizes are capable of unleashing quite a fireball.

Bootlegger Barrels themselves can also be sold to tavern owners or particularly affluent individuals.
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #86 on: November 21, 2019, 10:14:45 am »

Raiment of Inception
In creating a uniform for our more militant branch of the cult and idea was hit upon. The runes of inception should be drawn on the clothes of our troops. They should convey the creed of our cult and our master as much as possible. Every fight against us will seed the creed deeper into the minds of our enemies. Slowly converting their veterans to our faith.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #87 on: November 22, 2019, 03:41:50 am »

Jerick's Raiment is pretty similar to my Heraldry. I guess it just depends on whether we want the Inception Runes on shields or clothing. Personally, I think Shields are better, because then you can show the runes to the enemy more effectively, whilst the Raimant would actually get concealed by our shields.

There's also the chance of a soldier affecting the guys in his unit if it's on the Raiment. Not an issue if it's just "join us" type stuff, but more aggressive commands like "fear us" or "kill your boss" wouldn't go so well.

Also, having some sort of command structure is definitely necessary.

Quote from: Demonic Votes
(0) Mutagenic Mist Globes:
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(1) Cultist Commanders: Kashyyk
(0) Bootleg Barrel Bombs:
(0) Rqiment of Inception:
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #88 on: November 22, 2019, 06:28:55 am »

Quote from: Demonic Votes
(1) Mutagenic Mist Globes: Jerick
(1) Demonic Heraldry: Kashyyk
(0) Ae :
(0) Acolyte Apprentices:
(1) Cultist Commanders: Kashyyk
(0) Bootleg Barrel Bombs:
(1) Raiment of Inception: Jerick
I don't think the aggressive commands you suggest for the heraldry would go too well. Our cultists viewing the shields is inevitable even if we tell them not to. In the chaos of battle they are going to look around and see the shields of their allies. As they march even if we keep them covered we're going to have many instances of our undisciplined cultists seeing them. After battle how are they repaired? How do our cultists maintain equipment they cannot look at? Better in my mind to have the cults creed written on their clothes. That way seeing other members of their unit will reinforce their faith. It will also mean that if we move away from using shields we do not lose the effect.
I am against putting runes encouraging disloyalty on anything our loyal cultists may view.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #89 on: November 22, 2019, 08:24:01 am »

Lol both arguments for the shield and clothing using runes include the argument of but what if our dudes see a bad one.

So why don’t we design some sort of mind-protective ward+headband/cap next turn then start tossing cool runes on shit our dudes are gonna see all over the battlefield. Could also provide a mental defense against them damn good guys.

I’m on a phone at work right now and nukes tumbleweeding everywhere, so if someone could add my votes to Commanders and Globes that’s be cool. Messing with quotes is a pain with my clumsy thumbs.
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