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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 41732 times)

Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 5
« Reply #315 on: March 31, 2020, 10:05:54 am »

Quote from: Votes
Where go Magoc?
(4) Mountain Passes : Kashyyk, MoP, Rockeater, Jerick
(1) Ostentatious Capital: TricMagic
Quote from: Siding with the Beast
Scholarly Towers
(1) Green Uni: TricMagic
(5) Orange Uni: Detoxicated, Kashyyk, Rockeater, Jerick, MoP

Wartorn Wastes
(5) Victory: TricMagic, Kashyyk, Rockeater, Jerick, MoP
(1) Peace: Detoxicated
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #316 on: March 31, 2020, 04:07:02 pm »

Potential Design

Ritual of the Blue Shell

The Ritual of the Blue Shell requires one to source a turtle shell, bones from a mammal, and a blue feather from a bird. Along with a bottle of BB and some explosive components sourced from the Orange University. This is then placed inside a cauldron, filled with water, a few drops of human blood(as needed, the more magical the better), and magical herbs(sourced from the Draughtsmiths for being magically conductive), then has a channeling circle drawn around it.

We then imbue the materials with magical energy through the circle, with a specific chant and image. The water melds and dissolves the materials into the shape of a spiked blue shell with wings.

In use, these blue shells only require the user to use a drop of blood and a bit of magical energy, at which point the shell starts flying according to the user's will. When triggered by the caster, the shell will race forward to the area the caster designated, before breaking on contact, and releasing all the energy stored up in an explosion. In case it misses and doesn't break, it can be redirected again, though it's flight lines are very straight with only a slight curve, and unsuited for hitting anything moving faster than your average horse. For bombarding the enemy though, they are very useful.

These Blue Shells are filled with huge amounts of magical energy(and supercharged explosive material), but once made at home, can be transported with the army for blowing up bunched up armies and forts alike. Along with that damned angel if she ever shows her face. [Note that these Blue Shells are projected to have a shelf life of about two to three months. They steadily leak energy back into their environment if not stored properly, and so should be made and then used within the month if possible. Do not reuse any that have run out, but safely dispose of them via dropping off a cliff above an empty area.(At which point they will in fact explode, just the normal kind.)]
« Last Edit: March 31, 2020, 04:11:16 pm by TricMagic »
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #317 on: March 31, 2020, 05:39:28 pm »

I Like it. IT opens Up the possibility of mind-controlled flying  Surf-Boards too
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #318 on: March 31, 2020, 06:03:18 pm »

Potential Revision

Ritual of the Red Shell

Once more, take a turtle's shell and a mammal's bones. However, forgo the wings this time, and also grab a bottle of BBs and the same explosive components from last time. Secondly, use blood and the magical herbs to fill the cauldron until the turtle's shell is submerged, and once more draw the circle.

The Chant and imagery, imbuing magical energy into it, the blood melding with the materials to form a smooth blood red shell and bone-white bottom. Unlike the Blue Shell, the Red Shell is a mine. One can bury or place it somewhere, and it will go off whenever a source of good gets close enough. And like it's cousin, the boom is very big and very strong. To activate it, just a drop of blood and a bit of magical energy is needed from a caster. The same method can be used to disarm them for reuse. They also have the same shelf life as their cousins as well. Unlike their cousins, it is in fact possible to kick or chuck them, as they will only go off from Good Magical Energy, rather than from being broken. [Still best not to though since their is the chance they might go off... Magic is tricky at times.] If one runs out of energy, it is effectively an inert decoration..


Design idea.

Ritual of the Dry Bones

Take some animal bones, the animal's skin, and place them in the circle. And then use a chant to draw the soul into the bones, and imbue the circle with evil energy, using a wind-based and earth-based material as the catalyst. The Result is a Dry Bones, a necromanced animal warrior with plates of bone where the skin once was, animated through fel magics. They hold a similar strength and agility as they held in life, and the only way to truely destroy them is to break apart most of their bones, otherwise they will just pull themselves back together.

Generally, crushing and bludgeoning are their weakness, though that's normal for skeleton necromancy. As of right now we have 3 types.
The Dark Jungle Cats which are fast, low to the ground, and deadly in close range, retaining a touch of their native dark element to strike from shadows.
The Eggbear, with massive paws and sharp claws which wend through armor, and enough bone armor to render crushing weapons dangerous to use against it, and a lot of strength. A hit from one of the arms can kill a normal man even in armor.
And the CHADSkell, which uses the bones of dead CHADS to resurrect them, even more terrifying in having most of the power they held in life, but without being able to be easily killed. Though killing CHADS is already difficult enough, and not having a brain does not stop CHADSkells from being smarter than other undead skeletons in the art of killing and combat.
« Last Edit: March 31, 2020, 06:16:39 pm by TricMagic »
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #319 on: March 31, 2020, 07:05:10 pm »

Mariolover

Edit
CLadiators
We Take Our Most astonishing CHADs and give them the garments and weaponry of gladiators and throw them Into Gladiator pits all over the world. There they will gain Fame and followers elevating them to celebrity Status. This Fame will get them noted by important Figures WHO would likely Like to meet them.
The CLadiators would also Like to meet important Figures but only when accompanied by consorts of desires and their cool bodYguards.
Their true purpose is to be Hero Type Bodyguards to the consorts but  secondarily they sway the masses to Magoc with their stylish ways to Finish their enemies.

They are trained with all weapon types and given a detect danger Sense with the auf of alchemy. Furthermore they are especially trained in Close Counter Combat and the usage of the net, so they can capture the enemy's Spies.
« Last Edit: April 03, 2020, 03:31:07 am by Detoxicated »
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #320 on: April 06, 2020, 02:39:49 pm »

Demon Team: Battle Phase T5
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
Of course Orange University was the side for us, as their wild experimentation, unrestricted by petty 'morals', had already led them into study of magics of a morally dubious nature. The step into straight-up demonic magic is relatively small for them. Those we made contact with eagerly accepted our offers of forbidden knowledge, bringing their own (admittedly unfocused) magical expertise to the table- which should make breaking into new fields of magic easier for us. Unfortunately, Devil-Crows confirmed their warnings that members of Green University had made contact with angelic agents, no doubt seeking their aid to counterbalance the assistance we may provide OU.
Our progress in the province was rather slow, even though more (though by no means all) of our operatives managed to survive long enough to do their jobs. The problem is that while students and lower-ranking scholars are easily swayed by the promise of forbidden knowledge, those with a bit more stature want to see actual results. When one visiting the Warcaster's Keep forces a Warcaster to admit that the only spell he can cast is Magic Missile, the scholar laughs in his face, and promptly leaves. Without more to show, it is unlikely that we will be able to advance much.
Fortunately, our rival doesn't seem to have made much progress either- we've spied their Chosen Apostles visiting scholars, only to leave later looking dejected. The uptight GU scholars are also slightly less open to new ideas, which will hinder their progress a little (even if any progress they do make will give them access to the superior mages of GU). 
3/5

Despite the efforts of our Keepers, the Lawless Capital proves the perfect place for mugging and sabotage. Even as Heliel's followers claim to be fighting for law and order, they murder and destroy with the best of them.
A few Consorts manage to slip through their net, however, and one of them is contacted by a slick young nobleman, who introduces himself as a supporter of a People's Republic; they seek to end the chaos of Lesimorian politics by doing away with kings altogether- and enshrining their ability to grow rich off of the nation's wealth by installing themselves as the leaders of the new republic, while getting directing rabid mobs to execute their rivals for 'monarchist tendencies'. That's the plan, anyway- for now, it is only an idea, a whisper. To execute such a bold move, they will need to convert more nobles to their cause, and gain the cooperation of the city's divided criminal syndicates. He assures us that if we can win over his fellow Republicans, we will be able to recruit excellent rabble-rousers from amongst them. We detected a hint of desperation in his elegant introduction- it seems likely they will do anything to gain our support, and we will be able to steer their efforts in our preferred direction.
Our rivals, on the other hand, have been noted to be in bed with those supporting a Stable Monarchy. Seeking to stabilise the country for the good of the people (blech), they represent lifelong political operators, whose shrewd ability to manoeuvre the halls of power will soon be at Heliel's beck and call. Hopefully they will be wary of Heliel's own potential to destabilise the country, slowing down their efforts to infiltrate.
2/5

Our Dove contact informs us that the official Dove story is that the Hawks recruited more soldiers than they were supposed to, and that led to the pay shortage. In truth, the Doves have been siphoning money from the coffers for a while. A small amount of said money is gifted to us, as a show of goodevil-will. Our contact also provides us with a little information that helps us smuggle Bootlegger's into the province by safer routes. Our Keepers are useful here, not so much for their ability to guard Consorts- they and the Consorts are almost all killed... but doing so takes away angelic resources that could otherwise be blocking our smugglers and missionaries. We managed to convert a number of frustrated soldiers, as well as gain a decent number of new Bootlegger's Club members.
The Angel's operatives... keep on keepin' on. They remain in close contact with a number of Hawks, but what happens behind closed doors we do not know. 
1/5-->2/5


Dolgoth Infiltration Report   
The fanatical Victory faction was clearly the only choice we could have made. They see war as a game of numbers, having no care for the lives lost and property destroyed, except insofar as it diminishes their chances of victory. They are also more loyal to the kingdom, which will make getting them on our side slightly harder- but those we do convert are seasoned officers and masters of aggressive tactics. However, if we wish to win over the leaders of the faction, we will need to demonstrate our value- they want to see evidence that we can swiftly crush their foes in battle.
Of course, the angelic nuisance has sided with the Peace faction. They are more interested in negotiation due to having seen too many lives lost already- or, to put it bluntly, they are cowards. After the most recent defeat, they panicked, and went running to the Angel's missionaries to beg for their assistance. Which would be amusing, except that this has given the angelic operatives a foothold amongst the officers and nobility.
3/5

With the King gone, we thought it the perfect time to send in Consorts en masse. They established themselves amongst the party-going sorts, and tempted many a nobleman/woman into a 'private meeting', in turn winning us a number of important converts. But... despite our success, it seems the Angels have edged us out. We believe that Heliel herself was present in the Ostentatious Capital this month, using her angelic charisma to win hearts and minds- even though she has little in the way of exquisite experiences to offer, it seems the her words are enough to satiate the populace. While we have heard rumours of some sort of desire to replace the King, the details remain murky- for the moment.
2/5-->3/5

The small-scale merchants we have converted in the Trade City brought us some news this month. It seems that Heliel has expanded her moralising to economic policy, as she aligns herself with those who favour Intervention- sharing the wealth, in other words, ensuring that everyone has a slice of the pie. The Guilds, unsurprisingly, favour the rules that keep them in power, but not everyone approves of this system. Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?
As for our efforts to expand our reach... not much came of them this month. The good news was bad news for us, as it meant that everyone felt confident in the current system, and saw no need to side with eldritch forces to supplant it (fortunately, the same applies to our rivals).
2/5



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)

E: Changed 3+ to 3?, to prevent confusion. 3?/5 means that the angels have at least 3/5, but you don't have the spying ability to know if they have a higher value.
« Last Edit: April 08, 2020, 01:44:12 am by NUKE9.13 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #321 on: April 06, 2020, 03:04:37 pm »

Ritual/Spell: Dark Clouds

Dark Clouds are on the Horizon. Rather, with Orange University, we've tapped into weather spells and created this uncommon one. It creates low-hanging dark clouds which then spread according to the caster's will. These clouds block the vision of those within them, as well as being able to float above the battlefield to block the light. What makes them uncommon is the fact that the casters can spark leader bolts, which then turns the entire cloudmass gathered into lightning bolts striking down on a target.

This spell mostly requires multiple casters to be of use. Thankfully, we have the Warcasters to do so. Though any single caster can make a dark cloud if not the lightning bolts.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #322 on: April 06, 2020, 05:40:08 pm »

Quote from: Spell: Skin-Walking
A tale told often from the many vestiges of battles past, is that of the Skin-Walker. Rumoured to be a fell witch who had lain with Demons (plural, so obviously false), she can apparently seize control of beasts in the vicinity, and then use them as servants and guardians.

Thus, Magoc traveled to the swamp said to be her home. After a few weeks of searching, and several cultists lost to skin rot, He found a ramshackle cottage that fit the description. Within was a withered old crone who thoroughly overestimated her abilities.

After ripping the knowledge from the remains of her fractured mind,  Magoc determined that this Uncommon spell will allow a caster to form a lasting bond with one or more animal companions, instilling ultimate loyalty tooi their master and the ability to issue orders telepathically. In addition, the caster can transfer their consciousness to and from a bonded creature, giving direct control. In theory, one could use this to survive the destruction of your humanoid body, however the witch seemed to be too proud to do so.

Quote from: The Screaming Foundry
Named for the ear piercing noise it produces along with its yield of weapons and armour,  the Foundry is made up of three distinct parts. The Mines (where slaves bleed to extract every ounce of ore from the ground), the Furnaces (where slaves sweat over the rivers of molten metal) and the Forges (where slaves cry tears of desperation to ensure their products meet the standards of the overseers). This complex should ensure a respectable standard of equipment amongst our forces:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Mail hauberks and corselets over padded gambesons, for flexible and reliable protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit

Additionally, CHADs and Commanders will be given well made suits of half-plate, as fits their elevated status. Commanders and CHADmanders will have their red berets replaced with red crests upon their helms for ease of identification.
« Last Edit: April 07, 2020, 08:24:06 am by Kashyyk »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #323 on: April 06, 2020, 05:53:55 pm »


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.

Also, NO to the over-complicated weapons production. Let's just go for basics. Good basics. And as we need something to show off..

Ritual of the Blue Shell

The Ritual of the Blue Shell requires one to source a turtle shell, bones from a mammal, and a blue feather from a bird. Along with a bottle of BB and some explosive components sourced from the Orange University. This is then placed inside a cauldron, filled with water, a few drops of human blood(as needed, the more magical the better), and magical herbs(sourced from the Draughtsmiths for being magically conductive), then has a channeling circle drawn around it.

We then imbue the materials with magical energy through the circle, with a specific chant and image. The water melds and dissolves the materials into the shape of a spiked blue shell with wings.

In use, these blue shells only require the user to use a drop of blood and a bit of magical energy, at which point the shell starts flying according to the user's will. When triggered by the caster, the shell will race forward to the area the caster designated, before breaking on contact, and releasing all the energy stored up in an explosion. In case it misses and doesn't break, it can be redirected again, though it's flight lines are very straight with only a slight curve, and unsuited for hitting anything moving faster than your average horse. For bombarding the enemy though, they are very useful.

These Blue Shells are filled with huge amounts of magical energy(and supercharged explosive material), but once made at home, can be transported with the army for blowing up bunched up armies and forts alike. Along with that damned angel if she ever shows her face. [Note that these Blue Shells are projected to have a shelf life of about two to three months. They steadily leak energy back into their environment if not stored properly, and so should be made and then used within the month if possible. Do not reuse any that have run out, but safely dispose of them via dropping off a cliff above an empty area.(At which point they will in fact explode, just the normal kind.)]
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #324 on: April 06, 2020, 06:50:34 pm »

Spell: Demons Laugh
This Spell is an incantation. By changing Evil Magic words while doing Hand gestures of the greater demon Gaglaugaleid, the Fiend of Dark Humor and cruelty, the mage invokes unstoppable laughter within the enemies. The mage can inflict this on one powerful enemy or a group of weak willed enemies.
The magical incantation lets the enemy throw fits of uncontroled laughter which confuses their allies whilst breaking the concentration of those affected by the Spell. Some verY weak that are affected will never Stop their insane laughter. This will weaken their morale AS Well AS becoming easy pickings in open Battle. An intelligent Placements of the Spell can invoke grave faux pas at noble courts or such.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #325 on: April 06, 2020, 08:51:10 pm »

Spell: Choking Smog

Choking Smog is a dense, thick, impossibly black smoke conjured by demonic cultists. The caster mentally identifies the location of the conjuration, then funnels their magical energies into seemingly drawing the smog from the ground itself. The more the caster applies their magical reserves, the more smoke is created to cover a larger area. The smoke can be shifted and directed by the caster but is unaffected by other external influences. Once a caster stops maintaining the Choking Smog it remains static and slowly dissipates. Those caught in the Smog find it difficult to breathe - not impossible, but hampering at the very least.


Spell: Pinch

Pinch is a deceptively powerful spell. The caster focuses on a target, raises their fingers up so that they frame the target, and pinch, not unlike a kid pretending to crush someone's head betwixt their fingers - but with the favor of Magoc and magic to back them, a caster can actually cause significant damage and harm with it. Simple to describe, simple to attempt, but work within the Warcaster's Keep will determine if it's actually easy to cast.


Spell: Arena

Arena is a hefty, powerful spell requiring not only magical reserves but a sacrifice of blood as well [preferably a low amount, but hey, if we don't roll high and have to sacrifice a bunch of people for it then that could be intimidating if somewhat costly]. Arena covers a variable area in a magical shell based on the caster's will and acts as a physical as well as ethereal barrier. Once cast, Arena sustains it's presence until such a time that conflicting combatants or armies within the shell see absolute victory or defeat. There is no retreat within the Arena. There is no surrender in the Arena. There is only victory or annihilation.


----------------


Some spell ideas. And now for why I've proposed them!

Choking Smog: Self-explanatory, really. Their archer's won't be able to aim at what they can't see, and as we stray away from the horde mentality they're less able to just fire and expect it'll hit something. It could cover advances and movement on the battlefield, and may give our Infiltration guys a ninja smoke bomb to block off an alley or hallway while making like a tree and getting the fuck out.

Pinch: Something that could see use murderalizing and breakifying things in the whole spectrum of lanes. More powerful casters might see some devastating effects with this if it rolls well enough to work.

Arena: So two major reasons here, and I'll get the personal one out of the way first. I've been playing Tyranny again and fuck man, Kyros' edicts are neat. If you're familiar with the game at all, Arena is pretty much a small-scale copy of the edict you give during the toot oriole, minus the whole "everyone dies if this isn't done by my deadline" bit. Arena is definitely a double-edged sword: if we successfully make the spell, it could see more decisive victories for either side. The first time the angels see the spell they wouldn't have been able to prepare for it, meaning that a victory on the field would see the taking of their castle be made a bit easier as they don't fall back to reinforce, being dead and all. Afterwards we could see less guys put into the field in order to make sure they have reserves for a garrison. Yeah, this could bite us bad too, but the biggest issue we have with our enemies is their ability to press, skirmish, retreat, and skirmish as we counterattack. If we remove their ability to fall back and hold us off then, well, they can't fall back and hold us off.

Oh, and for the second major reason, since I went on a little tangent - Arena seems like the kind of spell that would draw the eye of magical scholars in conflict who might resort to magical duels to the death or something if we give them the fun tools. It's not flashy, but a powerful spell binding people like that is sure to draw the eye of a few higher-tier magicmans. While it would be nice to have it affect an area the size of an entire battlefield, if it rolls low and the biggest hit is to AoE, it should still get attention as long as it functions.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #326 on: April 07, 2020, 07:07:43 am »

Spell: Hypnotic Eye

A spell that allows one to hypnotize those you look at with your eye. After this you can implant suggestions or change behaviors, and even have them ignore you. It is difficult to do right, but allows us to buy and smuggle weapons and armor out of cities, building a supply line. Needless to say, Magoc can also use it to create servants out of people who aren't as easy to manipulate. At it's core, it's hypnosis.

In battle, this spell has a specific use in targeting spellcasters to disrupt their concentration, though it's hypnotic effect can be used on others to turn them into spies, saboteurs, and to mess with the mind.


Since Kashyk expressed interest, here it is.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #327 on: April 07, 2020, 08:49:28 am »

So I know we planned on doing a design for combat gear this turn, and we also wanted to do some more Influence stuff and do better in magic. So I'm going to support the Screaming Foundry. I'm not sure whether I want Hypnotic Eye, one of the following suggestions, or something else though.

Quote from: VoteBlox
(1) The Screaming Foundry : Kashyyk


Quote from: Spell: Ethereal Armament
By channeling magic into a small focus held the palm, the caster can form it into translucent objects that exist halfway between the mundane and spiritual realm, these objects could be tools, tankards or weapons. Whilst no better than an equivalent iron sword or shield, an ethereal set can be used in places that involve strict control of contraband, such as cities and fancy parties. Additionally, thanks to their ethereal nature, these items can harm spiritual targets.

We expect this spell to primarily be of use to our Keepers of Desire, but Warcasters and Acolyte in the field, as well as other magical influence agents may find use in terminating Shadows, or when they need a bit of extra punch.

Quote from: Spell: Cloak of Obscurity
These enchanted items cover the wearer to their feet, and come with hoods and throat clasps. When worn with the hood up, the cloak helps the wearer blend into their surroundings, be it a busy street, a dark alley or an exposed rooftop. They don't make the wearer invisible, as any action that would draw attention to the wearer will cause them to be spotted, but instead produces a variety of visual tricks, such as making them appear as a rooftop gargoyle, a deeper spot of shadow, or just another faceless person in the crowd. naturally, those with high mental fortitude will be able to pierce through the illusion, but even then, so long as the wearer is acting the part they'll be harder to spot.
« Last Edit: April 09, 2020, 11:46:53 am by Kashyyk »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #328 on: April 07, 2020, 09:19:46 am »

Assassinate: Assassins of Shadow

Assassinate: To Murder for Political or Religious Purposes, key word being murder. By doing so, enemy operations can be disrupted or brought to a halt.

To do so, we've developed an opposite to the Consorts of Desire, the Assassins of Shadow. They have been made indistinct, forgettable by the masses, and can use this power to sneak, hide, and kill their targets, then slip away unnoticed.

By using our gathered information, these assassins use their dagger and skills to murder the enemy agents and those under their sway, sometimes in plain sight in fact thanks to being trained as adept free-runners and being able to blend into a crowd. When no one can remember who killed someone, hiding in plain sight is made quite easy. And Mentally, these Assassins feel immense satisfaction having done their job and murdered their enemy/target. It bring them immense pleasure to pull off a tough kill, so much so that some may even want to do so in the battlefield.


Given that this can do well as a design too. For magic we could revise something from magic missile.
The AoS would give us a leg up in the influence lanes we sorely need.


Quote from: VoteBlox
(1) The Screaming Foundry : Kashyyk
(1) Even Evil has Standards : TricMagic
(1) Assassinate: Assassins of Shadow : TricMagic
(1) Spell: Choking Smog : TricMagic



Granted, I'm fine with a lot of them being voted. But we have 2 designs we didn't get.

Note the angels seem to have made an anti-aging spell, as well as a spell which ages the target.
« Last Edit: April 07, 2020, 09:26:08 am by TricMagic »
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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #329 on: April 07, 2020, 04:48:13 pm »

Spell: Summon Lesser Fiend
This Spell enables its caster to Summon a Lesser fiend. To enact this Spell the caster uses blood AS sacrifice AS Well AS Bones of animals. By chanting words of power, of Magoc and of the desire of the caster, and dropping the blood Into a heptagon of Bones, the mage Summons a small demon fit for the desired function the demon should have.

All Lesser fiends are catsized but some are poisonous while Others are knowledgable casters. Others can Turn invisible while some have a powerful bite and wings.
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