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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 41769 times)

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #270 on: March 23, 2020, 11:42:42 am »

Don't really have the ability to argue that. Other than the fact that concentration and ability are needed for better spells.

That, and if CATS are made, we have enough to actually manage it as a potential design next turn, since the CATS I wrote can use the most basic of magic. (right now only magic missile...)




Design Or Revision?: I Cast Fist!

Magic Reinforcement, the method of using magical energy to greatly improve the body's performance. Primarily meant for physical combatants, energy is put into the body or a weapon to strengthen it, and can be expelled to increase the range of physical attacks. Needless to say, the stronger your body or weapon is, the greater the strength of the reinforcement that can be made. This also makes it possible to attack spirits and such directly due to infusing magical energy into the person or weapon.

Thanks to all our work in improving the body already. Also, Warcasters are the kings and queens of this particular spell, having both strength and magical power. Though the spell itself is simple enough for anyone to use with some basic training to boost themselves physically, even CHADS.
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dgr11897

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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #272 on: March 23, 2020, 01:27:04 pm »

Alchemical-Transformation Endurance/Agility Mixture: A-TEAM Supplement

Thanks to our work in alchemy, our Draughtsmiths have come up with a potion that can be drunk by all of our cultists. Though steady daily doses, the body of the cultist has it's bones, muscles, skin, and organs strengthened, which when combined with physical training brings their body to peak human condition and beyond. Anyone who drinks this will find that within the month, it would have been like they've trained their bodies all their lives to achieve the peak of human fitness.

Side effects include increased stamina, reduced need for sleep, increased Xxx drive, becoming sinful, increased food intake, and being admired by the opposite sex.
Sold to anyone who wants the best body possible in a short amount of time.




My version focused on improving everyone to peak human condition. Without things like magic or High Effort tacked on.
« Last Edit: March 23, 2020, 02:17:31 pm by TricMagic »
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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.

NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #274 on: March 26, 2020, 04:48:09 am »

Demon Team: Design Phase T5
TURNTURNTURN
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.
Cultist Baptismal Indoctrination (High Effort): Very Hard Hard: (1+4+3)-1=6: Above Average
"If at first you don't succeed, don't admit you tried"
-Magoc, regarding improving cultist equipment


Making slightly stronger and tougher soldiers would've been a walk in the park. Making the procedure simple enough to apply it to everyone... trickier, but still well within the Draughtsmiths' abilities. Providing them all with a reserve of Evil that could be used to power magic- also doable.
It was when you mentioned the requirement that every single cultist soldier should be capable of casting spells that people got nervous. But with plenty of time to work with, and your personal oversight of the matter, they did their very best.
A few magically talented individuals were cut open to check if there was some special trait they all shared that could be replicated. Unfortunately, their guts appeared to be fairly similar to those of the average sacrifice. Their brains were more magically conducive, though, so the Draughtsmiths decided to see if they could replicate that- without going over budget. Cultists were sent all over to search for alchemical ingredients. Some promising samples had to be discarded after it emerged the cost of acquisition would be too high, others when they turned out to have a 97% fatality rate. Eventually, however, they were able to strike a balance between cost and efficacy that allowed them to successfully stabilise a mutation that added a new lobe to the brain, specifically designed to channel magical energy. It put another dent into monthly income, but fortunately Bootlegger's sales still keep the ink black (for now).
The new lobe is, in the words of one Draughtsmith "[a] janky hack, mate", but it works. Those possessing this lobe are able to faintly feel the passage of magical energies (be they mundane, Good, or Evil) in a passable facsimile of how actual mages perceive the world. Actually manipulating the energy proved trickier, but with considerable training it is doable. Actually manipulating the energy in such a way as to form it into a working spell proved trickier still, and with the cost of training pushing the limit already, the Draughtsmiths had to come up with a creative solution to the problem. Which they did; in conjunction with scholars at the Warcaster's Keep, they devised a way to let a Warcaster (or similarly skilled magic user) impart a 'hard-coded spell template' into the artificial lobe. At the moment, this means Magic Missile, but in principle any Common spell could be installed. The procedure does take a while, so changing spells in combat is not feasible, but the template does not deteriorate, meaning the subject can cast the spell as many times as they like without needing to be 'reprogrammed'.

Thus, after a much quicker process that added some physical boosts to the mixture, the first Uruk was born. Or made, rather. Emerging from their muddy pool slightly taller than they went in, with not a hair on their head, skin stained grey, and face flattened, the Uruk is quite clearly no longer human. It is stronger and tougher than an unaugmented cultist (though not nearly as strong or tough as a CHAD), and- crucially-, possessed of the ability to cast two or three spells per hour (at a lower power level than an Acolyte, but still respectable). Its mind remains reasonably sane, although thoroughly tainted by Evil.
Some basic training is provided to help Uruks to get used to their newfound strength, although more time is spent teaching them how to use their new magical abilities.
The cost is just about doable. The number of cultists you can field will be reduced, but not massively so- 10% less, give or take-, and the reduced numbers are easily made up for by their improved quality. And magical abilities. Mustn't forget about those.


Uruks will replace all non-caster combat cultists. They will not modify rarity, although unit sizes will be slightly smaller. They can be programmed to cast all Common spells (unless noted otherwise).



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




Spoiler: Equipment (click to show/hide)



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

Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #275 on: March 26, 2020, 06:18:34 am »

I like Leg Breakers, and I'm bringing back Runes of the Soul Eater. Also got two more suggestions.

Quote from: Votes
(0) Leg Breakers :
(0) Runes of the Soul Eater :
(0) Projections of Desire :
(0) Sanctioned Bodyguards :

Quote from: Runes of the Soul Eater
Using the same script as our Language of Inception, these runes are carefully engraved into solid surfaces, such as the outside of a castle wall, the entrances to a bootlegger warehouse, or upon wooden panels erected at the edge of camps.

Any one who sees these runes will have their gaze drawn to their center, where the script will proceed to drain the viewer's soul to feed both the rune and Magoc. This can be circumvented by concentrating on praises to Magoc as you pass, although anyone with particularly weak affirmations may still come out with less of their soul than when they came in.

Quote from: Projections of Desire
Consorts of Desire are able to heighten the experiences of those around them, but that doesn't help when their experience is "stabbing the hot chick".

However, a solution has been discovered. When a Consort focuses on one or more individuals, they can choose to give them more than just a feeling of euphoria, by layering the Consort's own wants within the effect they will be able to make other people also want them. If a Consort wants to pass through a guarded entrance, the guards will them to pass. If the Consort wants to have a drink with a high-ranking official, the official will want to have a drink with them too. If some good-for-nothing Heliel worshipper threatens to make things incredibly unpleasant for our Consort, they may instead find themselves carefully escorting the Consort home, where some rather burly cultists will take them into custody.

This one may be design-grade, but I wanted to pitch it anyway. This one has been deemed "too combaty" for the Influence lanes by Nuke. Will keep it here as a reference of something that stretches the boundaries too much.
Quote from: Mercenary Contracts
We have established ourselves as a (mostly) legitimate business within Lesimor and Dolgoth, thanks to our sales of Bootleggers. With this capital, we should be able to purchase the required permits to allow us to operate the "The Legion of Ash", a mercenary company of exotic Uruk warriors. Whilst this obviously won't let us wage full scale war on the forces of Good in this regions, we will be able to bring arms and armour into the cities for legitimate purpose. We will thus be able to pick up contracts to fight alongside national forces and noble retinues. In addition, we can offer our services as bodyguards and private security to businesses and affluent individuals. This should net us a tidy sum and contacts among the military and other high-level individuals. If a complete separate and unrelated organisation that supplies a truly delightful black-bottled liquor needs security, or some very attractive socialites require a bodyguard or two, then all the better.

Quote from: Sanctioned Bodyguards
We have established ourselves as a (mostly) legitimate business within Lesimor and Dolgoth, thanks to our sales of Bootleggers. With this capital, we should be able to purchase the required permits to allow certain members of our cult to bare arms and armour for legitimate purpose. Whilst it would be impractical to equip an army, assuming the Guard didn't crack down on such a blatant attempt to disrupt the peace, we will be able to provide security to our own bootlegger operations as well as the Consorts of Desire. If we are able to get Uruks into a city, we could even hire them out as exotic muscle to other businesses and rich individuals.
« Last Edit: March 26, 2020, 08:37:41 am by Kashyyk »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #276 on: March 26, 2020, 08:43:00 am »


Counter Assassin Tracker Servants- CATS

Females of particular strength go through alchemical/evil treatment to increase their limberness, gain the ability to see in the dark, and balance like a cat. They also gain the senses, able to detect danger before it arrives and sense good and evil. They are then taught some basic magic to make use of the evil energy flowing through them, and daggers sourced from one of the cities in good condition.

While limited to the most common of spells, they make for especially effective anti-operatives against the forces of good, both physical and immaterial, capable of detecting danger to those they guard and in the midst of operations to discredit and disrupt their operations, through any and all means. Likewise, in the field of combat, their mutations make them great forward scouts, as well as give them an edge in combat, not having to worry much about terrain in addition to their danger sense.

CATS

Females of particular strength go through alchemical/evil treatment to increase their limberness, gain the ability to see in the dark, and balance/reflexes like a cat. They also are given the new lobe, however with some of the better materials for it used, which allows them to sense magical energies and better get a feel for spells, as well as an ability to detect danger before it arrives. They are then taught some basic magic, and daggers sourced from one of the cities in good condition.

While limited to the most common of spells, they make for especially effective anti-operatives against the forces of good, both physical and immaterial, capable of detecting danger to those they guard and in the midst of operations to discredit and disrupt their operations, through any and all means. Likewise, in the field of combat, their mutations make them great forward scouts, as well as give them an edge in combat, not having to worry much about terrain in addition to their danger sense.


This may be more a design, but eh.



Quote
There will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.

Quote from: Even Evil has Standards
Our armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:

- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets

With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
Additionally, a area of land has been set aside for development of the workshops, and we are currently looking for skilled workers to bring into the fold from our connections in the Wartorn Wastes..



This should be normal difficulty now.


Magic of Desire

As with everything, Magic. By using some of the better materials found, we can give our Consorts a Node which allows one to sense magic and work with it. They can then focus their powers into a type of Charm Magic with which to defend themselves. And the ability to sense good will also help warn them of assassins. So long as the target can think, a Consort can Charm them into doing their bidding. Which in most cases will be avoiding attack, since their own abilities are already enough.

This will require them to train a bit to be able to focus the Charm Magic, but better that than dead.

Quote from: Votes
(0) Leg Breakers :
(0) Runes of the Soul Eater :
(1) Projections of Desire : TricMagic
(0) Sanctioned Bodyguards :
(0) CATS :
(1) Even Evil has Standards : TricMagic

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:

Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:


« Last Edit: March 26, 2020, 01:01:26 pm by TricMagic »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #277 on: March 26, 2020, 09:48:10 am »

Whispers of Desire

Our consorts are known for their skilled tongues, so it's only natural that we spread their unnatural talent to speaking with them.

Our Consorts are now not only amplifiers of pain and pleasure, but whispers of their own wants and desires take on magical influential properties. A Consort's whispers worm their way into the ear of the listener, compelling them to act in a manner that would most please the unnaturally beautiful consort. While this power can be used on any target with a brain (the magical properties of the whisper affect the mind even in the deaf), Consorts are to use this power primarily to weasel their way into the arms and beds of government officials, military commanders, and captains of the guard in order to compel them to do the cult's bidding. While the focus is to ensure the protection of Cult assets, the Consorts are not really limited in their orders past "make sure they help our cult".


Bootlegger's Boats

Smuggling goods is a complicated process, requiring a high level of logistical support from the production line to the customer's hands. One leg of our operations involves smuggling goods into the island of the Trade City. While it's isolation makes smuggling a bit of a hassle, we've decided to tackle that issue directly and head-on.

The boats used for smuggling currently, while effective enough, could be even moreso. The new Bootlegger's Boats have an expanded cargo hold for transporting greater numbers of brew (and the boys) across the waves. The Bootlegger's Boats lay low in the water, just high enough to allow for rowers onboard to, well, row, and are covered by a wooden canopy. The front half of the canopy can be pushed open to allow loading and unloading of goods (and the boys). The wood construction of Bootlegger's Boats is relatively light, as even with a full load they are intended to be rowed with great speed.

And of course we produce a surplus of them in regard to smuggling so that we can appropriate them for use in the military wing of the Cult.


Bootlegger's Balls

Bootlegger's Balls are thin-walled spherical canteens with a cork stopper containing Bootlegger's Brew distributed among our troops. When entering combat our Uruks are encouraged to toss their Balls into enemy formations, with any Uruk who does getting a double-ration of the stuff once the force is allowed to rest. As Bootlegger's is ignited by magic, and our forces are wholly capable of casting the most basic of spells (even if the stuff isn't set off by being in contact with someone affected by their abhorrent singing), we are burning to see how effectively the stuff can be applied when intended for use in a combat situation.


Coordination Drills

Our forces are somewhat lacking in their cohesiveness. Luckily for us we have Warcasters and Uruk Commanders to take the lead in training and drilling their troops. Uruks and acolytes are trained to fight as organized units under their individual Commanders/Warcasters, with the Commanders and Warcasters being more thoroughly trained on reading the battlefield and how to appropriately react to friendly and hostile activities. Casters and soldiers receive instruction on how to work as a force of combined arms, while retaining a level of mobility from the old horde-structure of the army - especially as our slightly reduced numbers could see a straight-up line battle tilting in Angel favor. On an individual level, Uruks are trained to always fight in pairs, sticking close to their partner until one falls and they need to find a new battle buddy.
« Last Edit: March 26, 2020, 09:51:50 am by Man of Paper »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #278 on: March 26, 2020, 11:52:51 am »

Spoiler (click to show/hide)

Raging Missile: Raging Missile is a specialized Magic Missile deeply infused with the corrupting forces of Evil capable of poisoning the minds of targets with hatred, anger, and irrationality. While it's physical impact is heavily reduced, it has a fairly small area of effect on impact.

Mass bombardment of hatred, anger, and maybe a dose of the wyverns attacking their own forces/potential rider.

Corruption Missile: A Magic Missile that is made to corrupt, it poisons the target with evil, causing mutations, loss of rationality, and rage.

Mist of Weakness: Using Magic that is kept dispersed rather then concentrated, a stream of ethereal energy is pushed ahead from the caster. This energy carries the death attribute, studied from the Pale Crow's feathers. This weakens those touched by it, so long as they do not have evil energy running through them.
 Despite the name, it is not a water mist but an energy mist.
« Last Edit: March 26, 2020, 12:50:38 pm by TricMagic »
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #279 on: March 26, 2020, 06:48:54 pm »

Quote from: MagocBox
Projections of Desire: (0)
Whispers of Desire: (1) MoP
Coordination Drills: (1) MoP
Bootlegger's Boats: (0)

Keeping the box pared down to the two options I'm currently voting for, as well as the Projections and Bootlegger's since my votes could also sway towards either of them.

The difference between Projections and Whispers is, as Kashyyk and I seem to agree, largely what the primary target focus is. PoD focuses more on slummin' it with the normies, while WoD directs our Consorts towards officials and people in office. Both have their uses, but at the moment I think we can leverage our Consorts to improve how deeply ingrained we are in the Influence Lanes very well with Whispers. With a level of influence in an area they could also see to making enemy actions more difficult, boosting the effectiveness of our Influence equipment overall as enemy agents get stymied by City Guard ordered to watch over an alleyway that just so happens to contain the entrance to a Bootlegger's stockpile, for example.

The big debate on discord was trying equipment again vs training. I think we could get a relatively easy training revision out of leveraging the officer-type units we have available to us. While the equipment revision would almost definitely be Normal at most, if we shift it to a design for next turn it gives us two options: a) we do it as is and it gets reduced further in difficulty, eliminating the chance for an Utter Failure and improving the odds of an Unexpected Boon, or b) we get to add more equipment to the production of the workshops meant to make them - like chainmail or plate armor - without worrying too much about a leap in difficulty.

The training could also prove to be a force multiplier on the turn we introduce our Uruks, as they're quite fearsome combatants, and a little organization could go a long way, not to mention the primary inspiration was Rockeater mentioning a lack of troop cohesion in regard to the ability to lob a mass of magic missiles.

The Boats are on the list because they could also be quite the helpful tool in crossing the rivers we're going to be finding ourselves facing, and could also potentially boost our Influence with better Bootleggers smuggling and transportation.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #280 on: March 26, 2020, 06:56:08 pm »


Quote from: Votes
(0) Leg Breakers :
(0) Runes of the Soul Eater :
(1) Projections of Desire : TricMagic
(0) Sanctioned Bodyguards :
(0) CATS :
(1) Even Evil has Standards : TricMagic
(1) Whispers of Desire: :  MoP
(1) Coordination Drills:  : MoP
(0) Bootlegger's Boats:

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(0) Orange Uni:

Wartorn Wastes
(1) Victory: TricMagic
(0) Peace:


Rather Rude MoP... There are others. Not to mention cutting my votes entirely.




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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #281 on: March 26, 2020, 07:13:21 pm »

Quote from: MagocBox
(1) Projections of Desire : TricMagic
(1) Even Evil has Standards : TricMagic
(1) Whispers of Desire: :  MoP
(1) Coordination Drills:  : MoP
(0) Bootlegger's Boats:

My bad, totally blanked on the preexisting votebox. Still, paring the votebox down to the decisions being made this phase and the options being voted for presently or being mulled over.
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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #282 on: March 26, 2020, 07:31:04 pm »

My leg breakers version
Thugs
Sometimes even the safer areas require for defence or offense some violence , luckily, booze and pretty people attract many with experience with experience in that field and those could be spread throughout the influence areas protecting what ours and attacking or threatening what opposes us, to handle mundane threats they are given clubs, knives and other weapons of criminal elements in the areas and from non physical threats some are given pale crows as pets to release ones in a while to scout and hunt those.
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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: Revision Phase 5
« Reply #283 on: March 26, 2020, 10:36:45 pm »



Quote from: Votes
(0) Leg Breakers :
(0) Runes of the Soul Eater :
(1) Projections of Desire : TricMagic
(0) Sanctioned Bodyguards :
(0) CATS :
(2) Even Evil has Standards : TricMagic, Detoxicated
(1) Whispers of Desire: :  MoP
(2) Coordination Drills:  : MoP, Detoxicated
(0) Bootlegger's Boats:

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(1) Orange Uni: Detoxicated

Wartorn Wastes
(1) Victory: TricMagic
(1) Peace: Detoxicated
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #284 on: March 27, 2020, 04:36:03 am »

Quote from: Votes
(1) Leg Breakers : Kashyyk
(0) Runes of the Soul Eater :
(2) Projections of Desire : TricMagic, Kashyyk
(0) Sanctioned Bodyguards :
(0) CATS :
(2) Even Evil has Standards : TricMagic, Detoxicated
(1) Whispers of Desire: :  MoP
(2) Coordination Drills:  : MoP, Detoxicated
(0) Bootlegger's Boats:

Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(2) Orange Uni: Detoxicated, Kashyyk

Wartorn Wastes
(2) Victory: TricMagic, Kashyyk
(1) Peace: Detoxicated
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