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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42846 times)

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #240 on: March 18, 2020, 11:25:48 am »

I have a feeling that Angels don't automatically have all the influence we don't have in an area (hence why it's marked with ?), especially as we started with 0 everywhere. I expect trying to take influence from Angels with be harder than converting the unaligned anyways. If we send Magoc to influence lanes we're gonna lose the ability to push the enemy back into the middle territories for at least a turn as they have a pretty fair chance to push both lanes without It.

Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777,Jerick
(2) Darrin: MoP , TricMagic

() Ostentatious Capital:

The terrain in Xa-Nam is going to facilitate an easier defense for us, and could see us take initiative next turn. We have the initiative in Darrin but we're going to be pushing dudes with a ranged advantage in mountainous terrain. They may be able to fight us off, but Magoc's presence should hopefully prevent them from pushing into the Rice Terraces.

If we push Xa-Nam with Magoc we're going to need to attack the crossing after rebuffing the Angels we have no equipment for once again, while the enemy in the mountains could push us back as they've been doing in the mountains, and re-reverse the flow of battle there.

I believe we have a higher chance of success in the Jungle against the Angels without Magoc than we do trying to attack the Mountain Passes without being counterattacked back into the Rice Terraces, let alone taking ground there. I feel as though sending Magoc to Darrin could see us at least hold the enemy across the entire front, and give us a moment to breathe and act rather than react. We'll need to see how the Influence lanes go before making further plans in detail, but holding the line while we increase our access to mortals and their resources could make it easier to design things we need (like using war-torn wastes and shit to get better quality equipment though more experienced smiths and that sort of thing)
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #241 on: March 18, 2020, 03:20:00 pm »

An idea for later:

Mortal Combat Champions

Mortal Combat tournaments are loosely organized fights across the land where entrants seek out and fight other combatants in order to garner attention from the Master of Games (who is in all reality Magoc, but this is not a widely-know fact). Victors of twenty fights are invited to a Champion's Crowning every month that sees the Champions inducted into Magoc's cult and either added to the military strength of the cult or sent back out to promote the tournaments, handle enrollment, and organize additional fights.
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Doomblade187

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #242 on: March 18, 2020, 03:23:41 pm »

Quote from: Magoc Deployment
(3) Xa-Nam : Kashyyk, SC777,Jerick
(3) Darrin: MoP , TricMagic, Doomblade
() Ostentatious Capital:
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #243 on: March 18, 2020, 03:56:11 pm »

Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(4) Darrin: MoP , TricMagic, Doomblade, Jerick
() Ostentatious Capital:
Because the arguments presented are compelling and because I don't want us to get stuck on a tie I'm switching.
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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #244 on: March 18, 2020, 04:06:35 pm »

Quote from: Magoc Deployment
(2) Xa-Nam : Kashyyk, SC777
(5) Darrin: MoP , TricMagic, Doomblade, Jerick, Rockeater
() Ostentatious Capital:
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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.

Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #245 on: March 18, 2020, 07:14:20 pm »

An idea for later:

Mortal Combat Champions

Mortal Combat tournaments are loosely organized fights across the land where entrants seek out and fight other combatants in order to garner attention from the Master of Games (who is in all reality Magoc, but this is not a widely-know fact). Victors of twenty fights are invited to a Champion's Crowning every month that sees the Champions inducted into Magoc's cult and either added to the military strength of the cult or sent back out to promote the tournaments, handle enrollment, and organize additional fights.
haha i Like it
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 4
« Reply #246 on: March 21, 2020, 03:01:36 pm »

Demon Team: Battle Phase T4
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
We had a lot of trouble in the Scholarly Towers this month, as angelic saboteurs got all up in our business. They've taken to assassinating the leaders of our operations, and, worse, our Consorts of Desire. Fortunately, the groundwork laid by Magoc in months prior, combined with the fact that we could send operatives and supplies directly from the Forgotten City meant that we were still able to have some success with converting scholars (though some carried magical talismans that reduced the efficacy of our Consorts, there were enough who were susceptible). However, what really secured things for us was the Warcaster's Keep- the promise of forbidden knowledge proved powerful bait for the bookworms residing here. This has raised an interesting issue for us.
The scholars we have managed to lure to our side come from all over the Scholarly Towers province, but most of them are aligned- directly or indirectly- with one of the two major universities in the area. The two institutions are bitter rivals, have been since time immemorial; there is no possibility for compromise between them. We cannot strike a middle path and still hope to make progress in infiltrating the province- we must focus our efforts on one of the two factions, aligning ourselves with them. There is, of course, only one Evil choice, making this an easy decision. Obviously we will side with
   Green University: Favours rigorous, methodical study. Members are slow to adopt new ideas, but are masters of their chosen field.
   Orange University: Favours fast, unhindered experimentation. Members are always looking for new insights, but are often less well practised in any one subject.
((You have reached 3/5 control. Now you get to choose one of two factions to support. Your opponent will be railroaded into supporting the other. Despite what the text above says, there is not a "Good" and "Evil" option- both are equally viable. Once you have chosen (by the end of this turn), I will write up a fluff explanation of how the chosen faction was the obvious choice. This choice is mainly for aesthetic purposes, though it will have some minor mechanical effects, making certain infiltration methods slightly more/less useful, and slightly changing the rewards for infiltration.))
Meanwhile, the angelic presence is certain to be a thorn in our side for as long as it remains- which it does, for now.
2/5-->3/5

The Lawless Capital was a disaster for us this month. We barely managed to maintain the control we have over the city, so devastating was the angelic sabotage. Sure, angelic saboteurs have caused us grief everywhere, but this month, it was extra bad here. The city's lawlessness is working against us, as the watch proves useless in stopping the death and destruction wrought upon us. Our Consorts could have done well here- the few who managed to attend a few social events proved very popular, until they got shanked.
Our rivals, meanwhile, are evidently doing well for themselves, earning audiences with (minor) power-players all over the city- and these meetings seem to be working for them, as the city's (corrupt, weak) institutions start to operate in their favour.
2/5

We have good news and bad news from the Fortified Frontier this month. The good news is that we have been approached by a low-ranking officer, who has explained that the leadership of the province is divided into two main camps; the Hawks and the Doves. He is a member of the Dove faction, who are less interested in military might than the self-righteous Hawks. Instead, he has proposed a partnership- he can divert some funds and waylay a few patrols, to help us bring Bootlegger's into the province, in exchange for our assistance in their ongoing struggle against the Hawks. We obviously accepted this generous offer, which should hopefully make infiltrating the province slightly easier in the future- although we do not have the ability to really act on this opportunity at the moment. Partly due to the bad news;
The same officer explains- and our spies confirm- that Heliel's followers have made contact with, and are to some extent cooperating with the Hawk faction. This puts them in a position to recruit some of the region's finest military minds... and more or less confirms their substantial presence here.
Not that we needed much confirmation, due to the worse news; angelic saboteurs ran roughshod over our operations here as well, rendering any attempt at expanding our operations moot. Worse, we're not sure exactly how much presence they have, as our eyes in the sky can only do so much to track their increasingly intricate control. It seems unlikely that they have already managed to infiltrate the upper ranks, but we wouldn't know.
1/5

Dolgoth Infiltration Report      
Evidently Heliel's followers have less presence here than elsewhere, as we did not suffer the same level of sabotage. This allowed our Consorts to actually make contact with, get to know, and convert some of the region's officers and nobility. As in the Scholarly Towers, this has presented us with a "choice".
The Wartorn Wastes are... wasted by war. Everyone wants an end to the conflict, including the officers we have converted. However, there are two schools of thought as to how to end the war. Some favour an all-out push to finally shatter the surely equally demoralised enemy. Others want peace at any cost. The leadership in the province is picking sides, and so, it seems, must we. There is, fortunately, only one suitable choice for ensuring Evil's triumph- we must support
   Victory: After years of war, securing victory would vindicate the lives lost and money spent. The kingdom's situation would be strengthened- and more resistant to outside influence-, but most would be grateful to those who made this possible.
   Peace: After years of war, securing peace is the only way to prevent more lives and resources from being wasted. The kingdom would be weakened- and more vulnerable to outside influence-, but many would resent being pushed into an unfavourable peace.
((See explanation in Scholarly Towers section above))
Unfortunately, we will have to be on the lookout for angelic saboteurs more next month, as they have taken advantage of their ability to avoid scrutiny to expand their operations- not to the same extent as ours, but still.
2/5-->3/5

With the crackdown in the Ostentatious Capital ended (for now), we were able to bring in operatives from the Wartorn Wastes to do their evil work in larger numbers. This has paid off immediately, as large swathes of the population have joined our cult- and the nobility seem quite interested in getting to know our Consorts better.
Unfortunately, the Angel's followers have seen equivalent levels of success. At least here they cannot simply stab our agents in the streets with impunity.
1/5-->2/5

Sometimes you get lucky, you know? Having (almost) tax-exempt status (for as long as that lasts) made Bootlegger's Bounty a lot more profitable, and the guild protection of shipments made it a lot easier to distribute the stuff. The influx of new Bootlegger's Club members, as well as merchants looking for a cut of the profits, allowed us to expand our presence in the Trade City considerably.
Despite our corrupting cognac flooding the streets, it seems the angelic operatives did well this month as well. It seems that they've been able to apply their sabotage skills to help their own merchants get the upper hand over their rivals, and their missionaries have made contact with a number of important figures.
1/5-->2/5



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 5
« Reply #247 on: March 21, 2020, 04:36:33 pm »

Wind Scale Chameleons

With the angels choosing the path of murder, no one is safe. However with the Crows mostly done, along with our work on humans, the Draughtsmiths have mostly gained skilled Alchemists among their ranks. We've also gathered some people with experience in familiar bonds as well thanks to the Keep.

To this end, we've taken the chameleon from within our jungles. It can change it's color for camouflage, is good at climbing and ambush, and have  five clearly distinguished toes grouped into two fascicles on each foot. As well as very unique eyes that can see in two directions at once or focus together.

By carefully aiding in their growth cycles the Scale Chameleon is made larger, and it's camouflage refined to be able to be changed actively to render them camouflaged. Add in a natural affinity for wind magic and they can become completely invisible to most eyes, as well as use it for  simple wind blasts to strike the target or jump great distance. Last, their eyes have been given the compounds used to see the immaterial from the Pale Crows.

Along with this, the new Scaled Chameleons have the body to support them, for movement scaled to their own size, and a larger brain for controlling their new abilities.

Of course, the familiar specialists we brought into the cult allow us to assign them as a familiar through rings, letting the user see through, hear through, and direct them to complete tasks.(not both eyes at once due to the eyes being multi-focus) Scale Chameleons are mostly suited for bodyguard duty and scouting/spy work, cable of going visually undetected. Perhaps most important is their ability to change colors, taking on brilliant displays by the command of Consorts of Desire, and tame enough to be brought into cities alongside them. A defense against silent assassins on the streets, or attacks from above.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #248 on: March 21, 2020, 04:42:03 pm »

Have a few designs:

Quote from: Draught Utilising Demon Essence (DUDE Brew)
Our CHADs are excellent shock troops, however they make our standard infantry look a little... lacking. They have the determination, but they don't really have the wham we need.

Thus our draughtsmiths have produced a very similar concoction to the one used by CHADs, although they are insistent that it more complicated than just watering it down. It combines alchemical formula and Evil to increase the strength, endurance and athleticism are also boosted, whilst the veins under their skin gets a healthy red glow when they feel strong emotion. Naturally, as this is available to every cultist soldier, it is not as effective as the CHAD transformation, but it doesn't need to be when it is used by everyone. If the imbibers inexplicably end up with pointed ears, cockney accents and a face that looks it has been hit by a spade, then so be it.

Quote from: Skin Shifters
Evil has a way of attracting those with illegal skills. Something about equal opportunity. Anyway, we can apply those with the ability to break into places, steal people's stuff, and shank them to support our operations and wage a covert war against the enemy 'Shadow Walkers'. To aide them in this, Skin Shifters receive an alchemical mix that allows them to change forms, maintaining anonymity, assuming the identity of a target and the like.

Quote from: Steel Skin Coats
It's not actually steel, nor are they necessarily coats, or even made of skin. It's not a particularly accurate name, but it stuck. Steel Skin Coats are actually a collection of outer garments, be they coats, jackets or the like, that are enchanted to be as impenetrable as steel to blades and other weapons. Whilst this may be beyond our acolytes, a warcaster should easily be able to enchant their own coat. Additionally, these items should be immeasurably useful for our important infiltration operatives, such as Consorts of Desire.
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Happerry

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #249 on: March 21, 2020, 04:51:28 pm »

Here's a suggestion for our next revision phase, taking the same folk whom form our basic soldiers and instead turning them towards the thug life to thug at enemies.

Legbreakers
The cause of evil has no trouble attracting strong and burly folk whom have little respect for the law and an inclination to use violence to solve their problems. Why not put these folk to more use then just making soldiers out of them? By equipping them with low profile weapons, clubs, torches (IE, lit clubs), bricks on a string, brass knuckles, and the like, they can operate in areas we can't send our armies into, and in those areas they can do some savage beating, arson, and general thuggery towards known enemy agents and other folk aligned with forces annoyingly good and wholesome, thus causing them trouble as well as intimidating those whom might otherwise have joined them into thinking twice about that thought.
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Urist Mc Dwarf

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #250 on: March 21, 2020, 05:03:32 pm »

Here's an idea:

Cunning Crows

We have made crows stronger, but now it is time to make them smarter. Using alchemical potions to enhance intelligence, memory, and reasoning, these birds have enlarged heads and beaks, but what makes them useful is not their capability for combat, but their ability to advise mages in the correct ways of working with magic, using Evil to enhance spells, and providing suggestions on alchemical formulae or new magic.

And then we could design or revise some new magic. I imagine these would synergize with the Keep

Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #251 on: March 21, 2020, 05:39:20 pm »

Perception Enhancement Potion
Bootleggers would like to thank law enforcement whose efforts help to keep our product and our associates safe. However in recent days many of our associates have been murdered and our stocks destroyed. We could blame officers for these failures but instead Bootleggers would like to offer it's unique assistance; The Perception Enhancement Potion! The effects of this profound potion are incredible vastly improved senses and greater intelligence for the drinker. Bootleggers is using expertise our at stimulating your senses to heightening them! With much greater awareness the effectiveness of law enforcement at detecting and preventing crimes should skyrocket! The effects last for days and even weeks though new potions will be needed to maintain it. We can offer a steady supply of these potions for as long as our company is not being heavily disrupted. Think of how many pick-thieves you and your fellow officers will spot! Think of the murders you will catch! We would like to encourage the widespread adoption of this potion as a tool of law enforcement.

Side effects include but are not limited to; migraines, dependence on the potion after enough use, paranoia, minor personality changes, resistance to holy healing, the ability to see the invisible
« Last Edit: March 21, 2020, 05:42:47 pm by Jerick »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #252 on: March 21, 2020, 06:43:02 pm »

The Standards of Evil

Standards of Evil are tall banners with gold and black threads in the shape of demonic runes and hung from a t-shaped pole. These standards are utilized to help organize our forces and keep units knowledgeable to the movements of the units on their flanks.

The standards are held high over the heads of both demonic and angelic cultist alike, and all who gaze upon them feel the influence of the demonic runes woven into flesh stretched out to resemble a banner. The runes themselves permeate an aura of fear for those who remain untainted by Magoc's influence, while those enhanced by Evil see their mental fortitude and morale strengthened.

The standards are meant to be indestructible, resisting physical damage as well as that of the natural elements and magic. Should a standardbearer fall, the standard falls vertically to the earth, planting it's pole firmly until it is taken up by another with evil brewing within them.


The Ruinous Ones

Magoc's cult grows, and as their numbers build so too does Magoc's well of power. While It is all-powerful, It is not everpresent, and so Magoc has taken steps to ensure a fraction of his power can be made available where needed when needed.

Magoc peels portions of flesh from his material form, and through the weaving of pure evil and corrupting magics, is able to mold the flesh into demonspawn. These Demonspawn resemble Magoc, though a little shorter, and do not command as much magical or physical power as It does (although each one far surpasses any mortal beast). Known as The Ruinous Ones, these demonspawn are physical extensions of Magoc's will, and act to further his desires. They are strong enough to wield CHAD-equipment, and currently do so as that is the best we have available. Like their Creator, The Ruinous Ones are also capable of shapeshifting to the forms of mortal humans, and have a silver tongue and knowledge of mortal languages.

The Ruinous Ones have an innate ability to passively mend their physical form's flesh, but if they are stricken down in battle, their body dissolves into a bubbling black goop that fades into the ground. The body and mind of the stricken Ruinous One rejoin in Spawning Pools back in our Jungle Ruins, allowing them to redeploy at a later date without requiring Magoc to peel more of himself away every time one gets killed.


Spell/Summon: Skullswarm Beetles

Skullswarm Beetles are long, winged, carnivorous insects about the size and shape of an adult index finger. The creatures form massive clouds and move in unison, stripping bones of flesh, muscle, and cartilage with their razor-sharp mandibles. Barbs on their legs allow the creatures to secure themselves to softer objects, and their tail houses a nasty stinger filled with a poison that causes intense pain and a burning sensation. When killed, these insects release a sweet-smelling, slightly soporific chemical that draws more Skullswarm Beetles to the location.

Originally known as Swarm Beetles, these foul insects inhabit a demonic realm separate from our own. They are referred to here as Skullswarm Beetles as the spell that pulls them from their plane and thrusts them into ours does so through the caster's mouth. Casters have loose control over the swarms they bring forth, though the draw of recently killed Beetle scent is admittedly difficult to counteract in part because of how quickly the swarm's reaction occurs.

The beetles are not banished back to their home realm as most scholars of conjuration would have you assume, and are instead thrust into this realm for the duration of their lives.


Spell: Wandering Eye

Wandering Eye is a spell that allows the caster to manifest a small mote of darkness that they can move and direct at will. The Wandering Eye allows our casters to see through it, and they can utilize it to scout as well as accurately target foes out of direct line of sight. Spells cast while using the Wandering Eye are manifested launched at it's location, making remote bombardment of our opponents possible.


Cultist Baptismal Indoctrination (High Effort Project)

As Magoc's power and influence grows, so too should the abilities of It's cultists. Of course, by empowering the cult, Magoc stands to gain even greater power, but nobody should look a gift horse in the mouth.

Our attempts at improving the arms and armor of our cultists have failed spectacularly time and time again, and so Magoc, the scholars of the Keep, and the Draughtsmith alchemists have concocted a procedure to convert cultists into something more fitting for the armies of Magoc.

Shallow pits are filled with a potion developed by the cult's combined efforts, and cultists are laid down in the concoction, completely submerged (yet not struggling to breathe) for up to an hour before they are removed. Once removed, it is clear that changes within the cultists have occurred. Their skin is thickened, muscles strengthened, bones hardened, ears pointed, and faces flattened. On top of the physical changes, the evil concentrated within their reddened veins is in high enough amounts to allow a casting or two of the most basic spells during the course of combat. Baptism is reserved for our combat-designated cultists who do not have a natural inclination toward magic, and so it is not a procedure used on our Acolytes, Teachers, or Warcasters, as well as any other magical cultists we may eventually see bolster our numbers.

Combat training for Baptized cultists includes familiarization with their new body as well as the techniques to utilize the magical abilities, however minor, now available to them.
« Last Edit: March 23, 2020, 12:43:55 pm by Man of Paper »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #253 on: March 21, 2020, 07:03:51 pm »

Spell: Corruption Bomb

The Corruption Bomb manifests pure corruptible evil into a blue/black sphere, which is then lobbed at the target before exploding once concentration stops. This Corruption latches on to everything in the blast radius around it like a hazy film of web, the energy moving between the empty spaces of the web.

This has a few effects. First, anything that is directly hit by it is instantly Corrupted, gaining a massive boost in mutated power in exchange to falling to Evil's wiles. The Corrupted will then attack anything that doesn't give off the energies of evil, prioritizing targeting those who give off energies of good, seeking to spread the Corruption.
Second, those who are hit in the splash radius are slowly Corrupted. While they can still fight it, it will slowly kill them. Particularly weak-willed beings will fall to Corruption once enough time has passed.
And Third, it will stick around for a while so long as the energy lasts, even corrupting ordinary plants and animals to producing Corruption. Needless to say, those Evil already have little to fear from it, so long as they don't get hit by the splash. Anything or anyone hit directly however will fall to Corruption.



Spell: Earth Rampart

As we have long gone without spells, we turn toward the need to defend, reinforce, and cross those rivers. Earth Rampart takes the energy from the user to turn dirt, earth, and/or stones in front of the target area to solid stone, which then rises up to form a wall. Quick, simple, and a spell which only grows more useful with the mental ability and energy of the spell-caster. It can be used to form walls, steps, or bridges, raising the earth by our guidance.
It also has another application in breaking down walls through uneven horizontal applications, literally drawing a fort wall's material out to turn said wall to rubble.




Revision: Spike Field

An application of Earth Rampart to a larger area. Focus on your target section of earth from a distance, and let the earth rise up into a field of stone spikes, disrupting your foe's ability to move. Against softer targets, these spikes will pierce right through them.

Better mental control and greater power improves the size and control over their creation. Warcasters can create zones where charging over a spike field will simply tear apart feet and twist ankles as the falling enemies fall and get their head pierced in the midst of battle, though multiple acolytes can pull off this defensive trick too if they have time to set it up. Warcasters can also make pillars and control their placement to create steps up in a single cast. Like it's cousin, Spike Field takes from the earth around it and below it, making footing very uneven around the spikes, which leads them to be deadlier still.


Revision: Gravekeeper's Burial

Rather than bringing walls up, this turns the earth into a sinkhole or pit, sending those in it's area of effect plummeting down. In the case of sinkholes, they will then end up buried alive. In the case of pits, Earth Wall will grow from the top before crushing them.(or in smaller holes, can be used to capture, preventing escape) The better the caster, the finer the control and the greater the size they can create. Can also be used for a quick burial to remove evidence, or in the field to better the defender's position. In the case of Influence lanes, Gravekeeper's Burial allows Warcasters to perform sabotage operations, swallowing enemies or buildings whole with good precision. [Those murderers deserve a nice deep grave.]
« Last Edit: March 21, 2020, 07:41:12 pm by TricMagic »
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Shadowclaw777

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #254 on: March 21, 2020, 07:44:35 pm »

CHADS+/ Demonic Giants: Crimson Homogenized Alpha Diabolicial Soldiers’s +, are ones that have already gone through the CHADS alchemical serum process, and than through the application of permanently body-mending transmutation magic and the acquiring of giant’s blood through the Draughtsmith has allowed these pure monstrosities of muscle to reach another level in size and ferocity, their body becomes more ape-like and hypercarnviores with strong canines for their size and a eternal satiation for human flesh, reaching into the height of 3-4m in height these musclebound elephantine man, have surrounded themself with a wrapping of crimson skin that offer a natural layer of protecting against incoming fire and preferred weapons are they launch medium-sized boulders and human meat shields they throw at their enemies even with a strongman’s precision against flying targets. Their endurance is on a another level as well, being able to like a elephant with a directed form of rage instead of panic handle large volleys of arrows, magic missiles, and spear/sword thrusts against them as they utilize tree branches and other type of objects as wooden clubs to make large sweeping attacks against grouped enemies or directed bashes against palisades, portcullis, and other sort of obstructions in the way as they act as siege monster. Even their speed and size reach up with each other in comparison, they make quaking stomps when they enter in their full sprints and charge against enemy foes, a terrific sight to behold. While many would consider the new names of these mutation of men to be called Demon Giants or Goliaths at this point, they are still a upgrade from the baseline of CHADS into a hulking variant of one that utilizes advancements in experimental magic techniques, more Evil and alchemical manipulation, to reach a giant’s presence.

Hypnotic Pattern (Spell/Concoction Mix): As we have made the most attractive possible mutants through our alchemical mutating we have discovered another form of a way to shift the way a human thinks, we can combine the processing with our Warcaster’s Keep to discover a new powerful form of mind-enchanting magic but on a usage during combat and as a distraction during intrigue, with combination of an alchemical mixture. Energizing an aura of mystical hallucinogenic colors through an alchemical made mist, this very difficult to resist these psychedelic air created through advanced magic can a cause a group of men and beasts to stop dead in their tracks on what they were previous doing, even magical singing and the shouting of war will make them difficult to wake from their stupor, and mainly the sharp sense of pain will help them understand back on track what is happening if they haven’t become incapacitated by an enemy’s attack yet. This spells can be casted by our dedicated Warcaster, and allow them to crowd control the main melee bulk of the angels, as well as cast this spell farther anyway allowing a bunch of archers and mages into a delusional trance where they will have much difficulty in returning focus fire back to us.
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