Demon Team: Design Phase T0TURNTURNTURNLanguage of Inception
This is a magical language that requires a ritual to write and must be written in the writer's own blood. The written rune when viewed imparts an idea into the mind of the viewer regardless of the readers understanding, ability to read or even their awareness of what is happening. The more often and longer the rune is viewed the deeper the idea takes root in the mind of the viewer. The more runes that are written together the more complex an idea they can implant. Though for a collection of runes to be effective they must be written in one sitting. Runes written at separate times or by separate people impart different ideas and cannot be combined into larger and more complex ideas. Due to the nature of rune writing them requiring the blood of the writer few people can write many at once.
Language of Inception: Normal: (2+2)=4: Below Average
Mortal languages are a curious thing. The words, it turns out, do not have an inherent meaning. Humans just agree that a given sound means a given thing, but they could just as easily use a completely different sound. This contrasts with your own native language, Demontongue, in which every grating sound
means what it means; the meaning is etched into the fabric of reality, immutable. Humans may not recognise the meaning consciously, but they cannot help but have their subconscious absorb it. This, some cultist pointed out, could perhaps be used to influence the minds of the uncorrupted, with the addition of a little power. Another mentioned that people would notice the use of spoken demontongue, and quickly realise what was happening. Perhaps a written version?
Well, as it happens, there are wicked runes that may be used to transcribe the sinister syllables. Empowering them, so as to more forcefully convey their message into the viewer, is easily done with the aid of a little light blood sacrifice. Of course, the actual blood required is relatively little- one could write pages and pages without suffering from the effects of blood loss. It is the energy that is drawn from the writer alongside the blood that limits the amount a given author can inscribe.
A slight setback emerges, in that your cultists find it hard to perfectly recreate the demonic runes, especially some of the more complex. A rune that is not drawn perfectly may still have some effect, but noticeably reduced compared to the runes that you yourself can inscribe on things (you have no need for self-sacrifice when penning these runes, as the Evil that radiates from your body is sufficient to empower them). A few cultists dedicate their time to the matter, and manage to reproduce the runes to an acceptable level. However, it takes time and concentration to do so, limiting their use. It is still possible to write the runes quickly, but to lesser effect.
Plans are drawn up to employ the runes in a rudimentary fashion; messages encouraging fear, anger, and excess may be painted on the walls of human towns, subtly influencing the population towards a darker path. There are undoubtedly many more uses, but the effort required to master the creation of a set of runes means those will have to wait.
Language of Inception Graffiti will automatically be deployed by your infiltrators, at what may be considered an Uncommon level.
The Simmering Draughtsmith
In a corner deep within our base, sits a room, lined with class and horn flasks full of concoctions unimaginable. This is the Draughtsmith's domain, one of mutagens and madness. The exact method of creating these beverages is known only to a few, but the looming war has ensured that this will now change - we are now hiring test subjects, and unpaid interns. We even took out a wall to make room for another cauldron!
With these new expansion, the Draughtsmith will be able to use their trademark combination of demonic magic and alchemical formulae to impart strengthened physical characteristics and/or mental characteristics to our soldiers, with the aim to be able to affect the mind but not the body.
The Simmering Draughtsmith: Hard: (3+4)-1=6: Above Average
There resided within your domain a tomb- known to a handful of locals, yet unexplored due to the cursed nature. This intrigued you enough to send some of your cultists to explore the ancient crypt. As soon as they breached the first door, a magical ward, centuries old yet still functional, engulfed them in a blast of searing flames, killing a dozen of them. The survivors returned to report their failure. You pointed out, in a calm and reasonable manner as you flayed them alive, that any tomb guarded by such potent defences must contain great treasures, and bid a new group of cultists go uncover the secret. These managed to work their way through the antechamber, avoiding a variety of interesting traps, and breached the second door. They were subsequently assaulted by a host of elementals. A third group, with the aid of some acolytes, managed to defeat the elementals, and unsealed the third- and as it turns out final- door. To their great relief, no more traps awaited beyond. Instead, an opulent sarcophagus rested in the middle of an equally opulent chamber, bedecked in gold and glittering jewels.
Unfortunately, the jewels turned out to be fake, dissolving into nothing after being prised from their sockets. The gold was real, but was merely a thin layer, which when collected amounted to disappointingly little. However, the greatest treasure was worth more than either to your dark cause. A trio of tomes, well preserved, outlined the life's work of the sarcophagus's resident- a comprehensive study of the practice of Alchemy (in addition to more conventional wizardry). As a Demon, you can of course replicate many of the feats of Alchemy with a snap of your fingers, yet there are certain things that Alchemy can accomplish that you cannot. You order the extraction of the alchemist's equipment from the tomb, and the establishment of a Draughtsmith's Workshop where your followers may study the esoteric art. A fusion of your own methods of mutation with those described in the ancient tomes is duly developed, with your fledgling alchemists confident that they should be able to help augment and stabilise all manner of twisted transformations.
It is now the Revision Phase. You have two revisions.
Demon: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
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. There are not many Acolytes in a unit. Uncommon
Summoned/Mutated Units:
You don't start with anything in this category. Feel free to ask whether a proposal is viable, at least until you have a grasp of difficulty.
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
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
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. Uncommon
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.