Demon Team: Design Phase T7TURNTURNTURNAs long as there are two people who do not see eye to eye there will be crime in some form, and criminals are notoriously touchy about people moving in on their turf.
Thankfully our existing connections to these organisations (be it business or pleasure) offers a solution. By applying just the right amount of financial, violent and sensory pleasure, we should be able to take over all the existing street gangs, smuggling rings and other crime families in one fell swoop.
This will give us complete access to their assets, including the following:
- Protection rackets, providing a form of income
- Informants, who can track down angelic operations
- Enforcers, who can then remove those operations
- Smugglers, to ensure people and products can get in and out of the city safely
Criminal Syndicates: Normal: (2+4)=6: Above Average
You drive a devil's bargain. By definition. Even those who see the costs and dangers of hitching their criminal enterprise to your diabolical cause are persuaded to join- refusing is not an option, after all.
Of course, you cannot feasibly hope to bring every criminal under your thumb, or even every criminal organisation. There are simply too many to keep track of, and there are some organisations that break the law for Good reasons which are not worth the effort of corrupting. But your new 'persuasive arguments' allow you to easily bring large swathes of the criminal underworld under your influence. For various reasons, the existing structure will usually be maintained, with only the top ranking criminals inducted directly into the cult (although others may be converted on an individual basis as usual), and divisions between gangs remaining in place- indeed, internecine conflict may occur, as competition helps prevent complacency.
As a result of this, you will now be able to leverage regular criminals into doing footwork for the cult. The extent to which they can help depends on the level of crime in the region (eg, the Lawless Capital will benefit greatly, whilst the Ostentatious Capital will be much less affected)(the crime rate could be inflated by various means, also bolstering the effects). It is worth noting that, not being properly converted, these criminals will not have the same zeal for the cause, and will never be as effective as a properly trained cultist- if you want something done right, do it yourself. However, there are a lot of them, and they have skills your cultists presently lack.
The ability to siphon income from gangs (no need to limit yourself to protection rackets) will provide only a modest revenue stream, as taxing too heavily is liable to lead to them abandoning your cause- turns out criminals don't like paying taxes, who knew?
The information gathered by criminal networks will certainly be helpful, as they have ways of obtaining intel that devil-crows do not possess (torture is such a beautiful word), although for many purposes the crows will remain superior (due to their aerial vantage and less conspicuous nature).
The muscle that gangs can provide is probably their greatest utility, given your lacklustre homegrown efforts. They can dispose of identified angelic operatives- mugging medics and missionaries, and overwhelming Shadow Walkers with greater numbers. Though Heliel's followers do not have the equivalent of Bootlegger's to burn, they do still need resources to fuel their operations, which can be stolen or destroyed. While direct bodyguarding is not their forte, a gaggle of thugs loitering outside a warehouse can be useful in discouraging saboteurs as well. Should we need something stolen, then some thieves could be convinced to do so- provided it isn't too well guarded.
Smuggling channels could be useful for missionaries and other operatives in and out of places when security is on alert. Smugglers get in everywhere, sort of like sand. Even the Ostentatious Capital has routes that the guards don't patrol regularly- provided you don't mind the smell.
All these techniques fall under the umbrella of Leverage Criminals.
Leverage Criminals will grant you increased effective manpower in all Influence provinces, performing a wide variety of tasks that will shore up operations. The rarity is effectively dependent on the local crime rate.
Our first foray into enchanted weaponry, a Blood-drinker Blade resonates with Evil, giving it a malign aura and emitting a dark light. Otherwise, it appears to be a fairly standard steel weapon. It technically doesn't even have to be a blade, as the enchantment takes just as well to hammers and maces. (Officially named a Blood-drinker Bludgeon)
The enchantment kicks in when the weapon causes harm. Any blood that would be spilled is instead absorbed into the weapon itself, energizing the wielder and healing their wounds. Thus a suitably skilled combat could fight constantly for hours, recovering any injuries or fatigue they may suffer along the way, so long as they were able to keep up a body count.
Blood-drinker Blades: Normal: (3+2)=5: Average
Blood. It's good stuff. Human doctors will tell you it carries life essence from the heart around the body, and while this is not entirely accurate, it is true that it can easily be used a conduit for one's vital essence. You (and others like you) only bleed for show, as your body is wholly sustained by Evil, but almost all corporeal beings have some variant on blood. Consequently, it makes an excellent vector for stealing vitality and stamina.
Though you and your cultists have no prior experience with enchantment of this sort, your work with Language of Inception, and the eagerness of your OU converts to experiment with a new field, ensured that this was not as big of a struggle as it could've been.
The process of enchanting a weapon requires some finicky engraving, as the appropriate demonic runes help anchor the magic to the blade. The blade is then submerged in a bucket of blood while the enchantment is woven from Evil and Magic and directed into the metal (itself a rather finicky process). The blood in the bucket is consumed in the process- one more factor in making the cost of production non-trivial.
The end result is reasonably effective. The Blood-drinker Blade, when causing injury, will absorb the victim's blood, and in doing so channel a portion of the lost vitality into the wielder. The blade can only 'drink' so much blood at once, and can only 'feed' the wielder so much energy at once. As the blade drinks, it takes on a faint red hue, which diminishes as it feeds the wielder.
Enchanting the weapons of Commanders and CHADS proved feasible. Doing so for significantly larger numbers was not. The cost of enchanting would allow for a few hand-picked veterans to be equipped, but even a veteran Heavy Uruk is no expert duellist, and the enchantment would be wasted on them (not cost-efficient).
Blood-drinker Blades are not able to sustain a fighter indefinitely, unless they are facing extremely weak opponents, but they do drastically extend their endurance and stamina. For obvious reasons, beings without blood (or equivalent) can not feed the blades. Commanders and CHADS are provided with Blood-drinker Blades, not modifying their rarity.
It is now the Revision Phase. You have two revisions.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique.
Mundane Units:
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists- and further enhanced by studies in the Warcaster's Keep. Their gambeson matches those of the Light Uruks. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Light Uruks: Equipped with a one handed weapon, a solid spear, and a sturdy kite shield- all made with steel-, make these remarkably well armed warriors (considering their ubiquity). A steel cap with nose/eye-guard and a padded gambeson provide decent protection. They have received enough basic training to reliably match a real soldier. They are plentiful, as well as being stronger and tougher than most humans. Their shield and gambeson are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Heavy Uruks: Light Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. They are specialised in tight formations. Uncommon
Uruk Archers: Uruks who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, although they wield well-made recurve bows, and have a quiver full of steel-tipped arrows, making them fairly effective. Their increased strength slightly improves their archery as well. Their gambeson and helm match those of the Light Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that poisons those exposed to it, as well as vastly boosting their aggression. The range is short, and the effects are temporary. Their gambeson and helm match those of the Light Uruks. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive Blood-Drinker sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk/CHAD units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Misfits: A small band of mutants. What kind of mutants? Who knows! Uruks who consumed a Mutagenic Draught or two and spun the wheel, ending up with some sort of beneficial mutation. Not substantially stronger than regular Uruks, but somewhat more effective, and kinda freaky, so that's fun. Uncommon
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. In their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield (both weapon options are of the Blood-Drinker variety), while their bodies are clad in sparse steel plate armour. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Ethereal Armament: A simple cantrip that can conjure any inanimate object the caster desires, with certain limits. Casting time depends on the complexity of the object and the caster's familiarity. Duration of magic depends on mass of object, and number of concurently summoned objects. Common
Dumb Drunkard's Detangibiler: An unusual spell that briefly turns the caster and up to two passengers intangible. Casting takes some time, but can be held at the edge of activation for an extended period. Uncommon
Magical Equipment:
Mutagenic Draught: A carefully selected assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids. Comes in three varieties; a beneficial-mutation type, a detrimental-mutation type, and an actually-poison type. Used sporadically by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Blood-Drinker Blades: Weapons (need not necessarily be bladed), engraved with demonic runes, enchanted to 'drink' the blood of injured foes, 'feeding' the wielder to bolster their vitality and stamina. Provided to certain units.
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
Leverage Criminals: Methods of taking control over existing criminal organisations, and having them work for the cult. Criminals can be encouraged to spy, kill, destroy, guard, steal, or smuggle on the cult's behalf- at which they are not as effective as a more zealous cultist could theoretically be, but it's definitely better than nothing. Also provides minor revenue stream. Effective rarity depends on local crime rate.
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
3/5Scholarly Towers:
3/5 |
4/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
3/5Ostentatious Capital:
3?/5 |
3/5Wartorn Wastes:
3?/5 |
3/5