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Author Topic: Dark Designs: Turn Two-Battle Phase  (Read 12405 times)

chubby2man

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Re: Dark Designs: Turn One-Design Phase
« Reply #45 on: November 11, 2021, 11:00:34 pm »

TURN ONE: DESIGN PHASE

Quote
Shaping: The Wall-Breaker, Champion
There are times when even a powerful and skillful Dark Lord with myriad tools and methods might wish to take the direct approach. Times in which an obstacle might not need to be circumvented, reduced, enchanted, or even avoided entirely, but confronted. Smashed into a thousand pieces and scattered with the swing of a mighty hammer, reduced to dust and tread underfoot. The Wall-Breaker is a manifestation of inexorable advance, unstoppable power. A ruined figure, what race it may have been is unknown and quite probably unknowable. It is a massive bipedal figure, almost thirty feet tall and bearing thick armor and a massive two-handed warhammer. Its brutal hands have three fingers, tipped with adamant claws, its head bears a horned helmet, its sleek form disrupted by reinforcing plates. Its torso seems for all the world to be a slab of armor steel shaped into the mockery of a humanoid form, its arms and legs covered in thick mail and heavy plates. The only adornment upon it is the forged symbol of the Dark Lord on its breastplate, a hammer aflame set beneath a crown rent apart. It has no will but the Dark Lord's own, not even the lowest form of cunning or desire. It fights with simple, brutal swings of its hammer or claws, and is capable of tearing apart even the mightiest of soldiers or fortifications through pure brute strength. The Wall-Breaker might be mortal, but if so none have ever struck a blow hard enough to kill it. It has been forced to retreat, even left unconscious for centuries, but it always wakes again.

The Wall Breaker: Normal (roll:6) Champion
                Standing over a deep pit, the Dark Lord stretched forth with his power and called an old servant to heel. Summoned forth from the depths of the earth, the Wall Breaker towered over the Dark Lord and his Council. A War-Beast, a relic from the days before the Fall. Thick slabs of armor cover it from head to toe. It carries a heavy hammer, only suitable for one with monstrous strength, and the claws which bear it are forged in adamant. It is strong, and incredibly hard to kill. It is also very slow. Its armor bears the ancient sigil, the hammer aflame set beneath a broken crown.
 
                The Wall Breaker is a force of destruction, and that alone. It does not lead or command. It makes no tools or weapons. It smashes and destroys. To aid in this pursuit, The Dark Lord invested in its claws and hammers a dark power. Its adamant claws, blessed can shred through stone and steel easily, and the hammer multiplies the force with which it strikes tremendously. Only the Armaments of Heaven themselves could possibly resist the power of these weapon, and then they would have the brute's pure strength to deal with.
Bonus! Gain Enchanted Wall Breaker Weapons.


Quote
Artifice: The Silent Hand (unit, tier 3)
We have a few humans amongst our ranks, and will likely be able to recruit more as we go. For now, however, we must use what we have. Luckily, having only a few humans available anyway allows us to train them to very high proficiencies in such arts as we wish them to know. The Silent Hand is a division of our forces composed exclusively of humans or other creatures whose polities are our enemies, for now just humans, and trained in the side of warfare nobody sings many songs about. They know how to infiltrate a populace, assuming positions of responsibility, power, and importance amongst our enemies' defenders and rulers. Disguises, cloaks, daggers, poisons, it is all their domain.

Operationally, the Silent Hand works to remain completely hidden. While individual members might occasionally take action during, say, a pitched battle, they have always been placed there such that no connection to the rest of the infiltrators can be determined. Most of their operations revolve around quietly sabotaging enemy efforts; slight misreadings of scouting reports provided to commanders, falsified documents substituted by subverted diplomatic couriers, trusted advisers temporarily or permanently replaced by disguised agents. Ideally, these agents are never discovered and never questioned, but if they are discovered, they take a painless poison and die without ever being interrogated.

For equipment they get the aforementioned disguises and various concealable weapons and ominous cloaks for leading enemies into ambushes. They also get not-ominous cloaks, for when they want to actually get sneaky things done without looking like they're getting sneaky things done.

No agent of the Silent Hand would ever carry a badge or identifying symbol, but the banner that hangs to the left of the Dark Lord's is theirs; a steel dagger held by a golden hand, inverted, in golden flames below a broken crown in gold on a black field.

The Silent Hand: Normal (roll:3) Tier 4
                Some of the cultists, in between worshiping the Dark Lord, scrounging arms and armor, and scaring orcs by telling them about the sun,  prepared themselves for re-entry into normal life. It took some convincing, but they ditched the Dark Robes, tried not to constantly praise the Dark Lord, and ,perhaps most importantly, stop hissing at the sun.
                Overall The Silent Hand are quite adapt at keeping an eye on the enemy. While not quite up to the level yet at editing reports and assuming positions of additional responsibility, they can quite certainly get word of enemy movements and layouts of castles and fortifications. They are also quite handy with a dagger and poisons.
                Being more of a more strategic Asset, their presence on the battlefield will be at a Tier 4 level, where they are quite deadly at surprise attacks, but their staying power in a fight, particularly against well-equipped foes, is lacking.
 

Quote
Artifice: Legio I Deeping Guard (unit, tier 2)
We need somebody to guard the tunnels and hallways of our fortress, and to take fortresses and hold them. Luckily, fighting in confined spaces is pretty similar whether there's a thin roof above you or miles of solid rock, and a wall is a wall is a wall, whether it's carved into the bones of the earth in a vast cavern close to the very mouths of the underworld or built out of some mud bricks next to a river. We've raised a unit of orcish soldiers in heavy armor, bearing tall rectangular shields and warhammers. With protection enough to make them seriously obnoxious to actually kill and weapons short enough to wield in confined spaces and deadly enough to kill even armored foes, the Deeping Guard makes for a useful addition to the orcish rabble. Most importantly, they are disciplined fighters capable of operating in formation and, even more importantly, they will obey orders. Including such orders as "don't pillage that village" and "prisoners of war are not food" and "civilians are not enemy combatants that just aren't fighting right now". They are also therefore responsible for enforcing order and the rule of law in captured settlements and amongst the lesser soldiers of our forces. We might be a Dark Lord's evil army but we're an evil army with standards and a desire to not spend every minute of every day crushing revolts and hunting down ragtag bands of heroes fighting for freedom or whatever.

Their armor is thick mail, burnished black, over a steel-grey gambeson. A white surcoat bears the symbol of a hammer with a golden head and steel-grey shaft with golden flames burning up the handle. The shield is white and bears the symbol of the Legions which hangs to the right of the Dark Lord's own, an inverted hammer in grey and gold again, topped with a helm reminiscent of the Dark Lord's crown; steel-grey with a black gem in the middle. Their full helms also recall the Dark Lord's crown, but more practical and less ornate, as befits a line unit.

Legio I Deeping Guard: Normal (roll:4) Tier 2
                To join the ranks of Legio I, an orc must past the test of Darkness and Light, where they must cross 50 meters without being caught by the Light, a cultist who periodically turns around to catch any movement. If the orc is seen moving, they are “eliminated”. Despite being a test of the utmost gravity, orcs often continue to “practice” even after passing.
   Armored in mail, burnished black over a thick gray gambeson. They bear tall tower shields into battle, and wield vicious war hammers as their weapons. They are trained to fight in formation, and hold together even when pressed dearly. The need to obey orders are heavily ingrained in them during training, so while they are unlikely to break discipline, they seldom take the initiative on their own.
   At the moment they also lack a strong leadership structure, their lack of initiative making them poor candidates for proper captains. They are generally better on the defensive than on the attack. They make excellent guards, and often protect important persons and positions.


Quote
Sorcery: Cunning Disguise (I)
A basic spell but no less useful for it, Cunning Disguise temporarily changes the appearance of a (willing) target to match that of another person that the target knows. Its duration is a mere couple of hours, and it is reliant on how well the target knows the person they're trying to look like. It can't change someone into something with a different number of placement of limbs or joints since the movements would be extremely wrong and it can't do much to change the height of the target (though some disparity in height and build is acceptable), and the appearance change is merely an illusion. It won't be disrupted by physical contact but the contact occurs with the person wearing the illusion and not the illusion itself, i.e. if your target was wearing wide sleeves you should probably wear some yourself so there's actual physical contact should you inadvertently swipe your sleeve across a table full of breakable objects.

Spell - Cunning Disguise: Normal (roll 6) Tier (I)
   For several weeks after the development of the Cunning Disguise, acolytes would disguise themselves and others to aid in various pranks and hijinks. This merriment ended after one foolish acolyte disguised himself as the Dark Lord. Upon discovery the Dark Lord only chuckled, and strengthened the spell cast on the poor acolyte to randomly change his appearance every few hours, and forbid its removal. No one, perhaps even the acolyte himself, remembers his true face.
   The Cunning Disguise spell changes the physical appearance of the target, and can draw upon either the caster’s knowledge or that of its recipient. It can include the clothing and accessories, but is more stable when it is focused on the body if the build is similar. The illusion improves based on knowledge of the target, and can even help imitate their voice.
 It is rather stable amd low maintenance for a spell, so even an new acolyte could cast one that last for a few hours. However, it is still indeed an illusion and does not alter any physical properties.

Bonus! Gain: Minor Champion*: The Shadow-Walker (II)
   The Shadow-Walker found she had a special affinity for the Cunning Disguise Spell, and so eagerly embraced training to best utilize her abilities. She is a capable agent and spell caster, able to go into the field and apply Cunning Disguise to other members of The Silent Hand. Her direct combat abilities are rather lacking, however.
 


It is now the REVISION PHASE. You get 2 Revisions this turn to modify, create variants, or train Minor Champions. Reminder that Minor Champions can and (probably will) die, depending on how they are used in battle.
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Madman198237

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Re: Dark Designs: Turn One-Revision Phase
« Reply #46 on: November 12, 2021, 08:37:39 pm »

Quote
Legion Officer Corps
Orcs are good, and they get better as they grow older, but right now our orcs are evidently a bit too inexperienced to fill every command role. Well, we've got humans as well, and humans can be very good at command. We're going to institute some reorganization to provide officers to orcish units. Officers will be drawn from amongst orcs and humans, based on merit of course, and they will be responsible for the training of their subordinates and  for commanding them in battle. Mages are disqualified from direct field command as they must instead be part of the mage units regardless of their tactical acumen.

With this officer corps in place our legion units will have much greater flexibility and usefulness in the offense, where unpredictable situations render fixed tactics less useful. A structure that allows all combatants to advance in accordance with experience and skill should also encourage improvements in those areas amongst the rank-and-file.

Quote
Legion Auxiliaries (tier 1)
With most of our effort focused on recovering the Wall-Breaker, infiltrating our enemies, and reviving our core heavy infantry force, we didn't have time to get serious ranged firepower going. The rabble that still composes most of the orcs has some ranged weapons, of course, and we've got mages, but we still need some guys to go out and sling some stones and throw some spears and shoot some arrows and to scout for our main forces, so we're going to raise some of the more promising orcs who remain in the rabble, selecting them based on skill with ranged weapons and ability to move in the open field. We'll equip them with said ranged weapons and the gambeson in use in the Legions and a simple round helmet, and a simple warhammer (They're easier to use than swords, thematically appropriate, and cheaper. What? We're operating on a budget right now!) in case they get into a melee fight.

These auxiliaries will be a scouting force and will form a large portion of our army, responsible for everything from scouting to foraging and will also shoot things during battle. They definitely deserve some more armor and better weapons but, well, they can get in line. We'll get to them when we get to them. We aren't asking them to be the first up the siege ladders in a few days, now are we?
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TricMagic

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Re: Dark Designs: Turn One-Revision Phase
« Reply #47 on: November 12, 2021, 09:26:03 pm »

Darkfire Bolt

An alteration to the base spell, creating a consuming flame of darkness on impact, eating the Light. Sets the target on fire and spreads to consume anything flammable. Good for burning down a granary, wooden defenses, or targets with more spirit than magical ability. Unlike Dark Bolt, this spreading fire will allow it to attack through armor if it hits.

Cause you know Tim is going to suggest Fire.
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chubby2man

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Re: Dark Designs: Turn One-Revision Phase
« Reply #48 on: November 13, 2021, 11:00:33 am »

FEEDBACK ON REVISIONS:



I realized I really haven't provided that much info on how I'll handle Revisions, so I'll use these proposals as a chance to flesh out my thinking some more.

So, essentially, my guiding thought on Designs and Revisions are that Designs are your big brush strokes of creation, with few restrictions. Revisions are you working with the paint that has already been on the canvas and working around and with the broad strokes you painted earlier.

What does this mean? Well, you have several different avenues. I generally want to avoid a basic "Just a +1 to power." You should be somewhat specific on what you want to change. So avoid "Same, just better" revisions.

So what can you do? You can make modifications, which can include making variants, and fix flaws. As long as your proposal is similar to those, you are probably good. Modifications can be stripping armor to make lighter infantry, adapting a sub-type to work better in absolute darkness, or changing the attributes of a spell. A variant can include officers, and other "elite" units which is allowed because I consider that taking "points" from "quantity" and changing it to "quality" (I am putting those in quotation marks because there are not actual points or stats (that you can see)).

Your revisions can and will make things more effective, but the main purpose is taking your units and making adjustments, or even entire reshaping of the unit into something unrecognizable, but you are mostly stuck with the "raw material" you got. You aren't getting a free lunch, but it does come with fries.

So yeah, revisions may be a bit less exciting that full on Designs, but this is chance to show your creativity! Or just fill in the cracks that you can't justify a full Design on fixing.

Now that I either laid that out better, or just confused you even more, lets take a quick glance at these revisions.

(Also, if you have any questions or comments about revisions, do let me know! Either here or in the Discord, both are fine!)

Quote
Legion Officer Corps
Orcs are good, and they get better as they grow older, but right now our orcs are evidently a bit too inexperienced to fill every command role. Well, we've got humans as well, and humans can be very good at command. We're going to institute some reorganization to provide officers to orcish units. Officers will be drawn from amongst orcs and humans, based on merit of course, and they will be responsible for the training of their subordinates and  for commanding them in battle. Mages are disqualified from direct field command as they must instead be part of the mage units regardless of their tactical acumen.

With this officer corps in place our legion units will have much greater flexibility and usefulness in the offense, where unpredictable situations render fixed tactics less useful. A structure that allows all combatants to advance in accordance with experience and skill should also encourage improvements in those areas amongst the rank-and-file.

I would say that this proposal is a bit broad for a revision, and I think unintentionally trying to do too much. It is attempting to draw from two types (Orcs and Human Cultists, with Human Cultists being the addition to the base), and create a variant (being that of Officers). In this case an Orc leader and a Human leader would probably have a different relationship to the Orcs under their command, and thus aren't really interchangeable. One option is not necessarily better than the other, but they are going to be different.

Continuing with the Officer Corps, I also think its a bit unclear. I would instead suggest focusing on describing one officer type, depending on what you want to do. If you want to make the Deeping Guard more aggressive, maybe give them more glory-seeking Champions. Or stalwart Defenders to better hold the line. Or maybe something in between!

So I would say clarify which Type the officer is going to draw from, describe what the officer does differently and how they look different (feel free to give them different/better equipment since they are going up a tier). We can have so there are "lesser" leaders leading smaller sub-units and a greater variant leading the whole unit.

Quote
Legion Auxiliaries (tier 1)
With most of our effort focused on recovering the Wall-Breaker, infiltrating our enemies, and reviving our core heavy infantry force, we didn't have time to get serious ranged firepower going. The rabble that still composes most of the orcs has some ranged weapons, of course, and we've got mages, but we still need some guys to go out and sling some stones and throw some spears and shoot some arrows and to scout for our main forces, so we're going to raise some of the more promising orcs who remain in the rabble, selecting them based on skill with ranged weapons and ability to move in the open field. We'll equip them with said ranged weapons and the gambeson in use in the Legions and a simple round helmet, and a simple warhammer (They're easier to use than swords, thematically appropriate, and cheaper. What? We're operating on a budget right now!) in case they get into a melee fight.

These auxiliaries will be a scouting force and will form a large portion of our army, responsible for everything from scouting to foraging and will also shoot things during battle. They definitely deserve some more armor and better weapons but, well, they can get in line. We'll get to them when we get to them. We aren't asking them to be the first up the siege ladders in a few days, now are we?

This is a pretty good example of a Revision! In revisions you aren't really expanding the size of your army. So this fits well with drawing out the skirmishers from the rabble and setting them up as a distinct unit with a role and purpose. Normal difficulty, and probably either end up as tier 1 or 2 depending on the roll of the dice, due to archers and skirmishers requiring a bit rarer. (If this proposal is chosen, of course!)

Darkfire Bolt

An alteration to the base spell, creating a consuming flame of darkness on impact, eating the Light. Sets the target on fire and spreads to consume anything flammable. Good for burning down a granary, wooden defenses, or targets with more spirit than magical ability. Unlike Dark Bolt, this spreading fire will allow it to attack through armor if it hits.

Cause you know Tim is going to suggest Fire.

Good example of a spell revision, where you can modify the traits and attributes of a spell. It might go up a tier or two, depending on how powerful it ends up being. I'll allow you to be pretty creative with spell revisions since, you know, its magic.

Thanks to both Madman and TricMagic for their proposals!
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Nirur Torir

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Re: Dark Designs: Turn One-Revision Phase
« Reply #49 on: November 13, 2021, 12:43:56 pm »

We've invested enough in infiltrators that I want to give them some payload to deliver.

Disguise Sounds:
The Cunning Disguise spell can already be cast on others, and can modify voices. One particularly creative acolyte got it in his head to use these to prank one of his rivals, so it would seem his rival was saying prayers to the accursed light at dinner.
He soon realized the potential tactical uses and proposed a full re-design to the spell. By removing the visual components of the illusion, the aural ones can be strengthened and allow for far greater versatility, and allow using the spell to temporarily enchant objects. He's also proposed a trigger mechanism, so a infiltrator can prepare the spell at the target area, and activate it remotely. He suggests that it may be used to shout false orders to provide momentary distraction and chaos, provide a distraction for sneaking over walls, imitate screaming civilians to draw guards away from the front, or possibly make an area silent to aid in stealth.
« Last Edit: November 13, 2021, 12:49:58 pm by Nirur Torir »
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Nirur Torir

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Re: Dark Designs: Turn One-Revision Phase
« Reply #50 on: November 15, 2021, 04:28:06 pm »

I expect that human officers would be better for tactics and precisely coordinating unit actions, while orcs would be better for morale and having the officers be better warriors.

I'm inclined to vote for human officers, since they'll likely scale better, work better with support units like mages, and work better with our infiltrators for this first mission.

Darkfire Bolt is neat, and fire spells are nice for causing chaos. It likely scales better than Disguise Sounds, later, but if it ends up being tier 2 then we won't be able to make good use if it yet, and I'm not sure how useful it will be if we limit the power to be sure it's tier 1, so I think I prefer Disguise Sounds.
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TricMagic

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Re: Dark Designs: Turn One-Revision Phase
« Reply #51 on: November 15, 2021, 05:17:42 pm »

Why wouldn't a T2 spell be usable. Is this like Angels&Demons where we don't have anyone who can cast higher tier spells right out the gate?
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Sudurandom

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Re: Dark Designs: Turn One-Revision Phase
« Reply #52 on: November 15, 2021, 05:42:34 pm »

Why wouldn't a T2 spell be usable. Is this like Angels&Demons where we don't have anyone who can cast higher tier spells right out the gate?

None of our current mages would be able to cast it on their own. They have to work together to cast higher level spells.
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chubby2man

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Re: Dark Designs: Turn One-Revision Phase
« Reply #53 on: November 15, 2021, 05:43:34 pm »

Why wouldn't a T2 spell be usable. Is this like Angels&Demons where we don't have anyone who can cast higher tier spells right out the gate?

Yes and no. Your starting acolytes are magic tier I (using Roman numerals to signify magic tier/level), so individually they are limited to tier I spells. They can group together and cast higher tier spells, just less efficiently than a single higher tier magic user.

Also your Avatar can cast all spells, and you now have a minor champion (The Shadow Walker) who can cast tier II spells.
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Nirur Torir

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Re: Dark Designs: Turn One-Revision Phase
« Reply #54 on: November 15, 2021, 06:15:10 pm »

Also your Avatar can cast all spells, and you now have a minor champion (The Shadow Walker) who can cast tier II spells.
Okay, that wasn't clear. Great. Since it's mostly single target, I'm still not fully sold on having groups of mages cast it, even if we have two single casters for it. I'm fine with trying it now for future use, since it's generally useful, and somewhat useful now.

If we accept it as a tier 2 spell, however, we might be able to let casters increase the AP factor as needed, from armor plating to a stone wall. A spell that can punch through knight armor or bunker-bust its way through a stone wall and explode into darkflame would be worth using a group to cast, remain useful for a long time, and cheaply force our enemies to invest in warding every important location.

Would that be an acceptable revision, or is it adding too much?
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Madman198237

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Re: Dark Designs: Turn One-Revision Phase
« Reply #55 on: November 15, 2021, 06:54:33 pm »

Quote
Orcish Officer Corps (Tier 3)
Our present legion unit is suffering a bit from a lack of leadership that leads to it being inflexible on the attack and our rabble is, well, a rabble, so we're going to search the legionary ranks for capable Orcs and raise them to officer positions. The qualifiers will be ingenuity and tactical acumen, granting the heavy-infantry Deeping Guard or any other forces we field a substantially increased capability for flexible operations such as what we expect to see during dynamic attacks or defenses...especially those with a possibility of random divine intervention. With Orcs being plentiful, we should be able to find more than enough Orcs with such qualities for our purposes, letting us raise Orcs to all command positions within Orcish units. They will assume leadership roles even within the Rabble, though with many, many rabble orcs per officer since we don't have that many officers and only need to give the rabble general directions. Any other units we field composed of Orcs will likewise get Orcish officers as they need.

Quote from: Votebox
(pick two)
Legion Auxiliaries (tier 1): (1) Madman
Disguise Sounds: (0)
Darkfire Bolt: (0)
Orcish Officer Corps: (1) Madman

I would like to improve our magic but for now I want our conventional forces to have enough roles filled that they'll be able to actually win the battle against our enemy's better-developed army through more simple and robust tactics. It's harder to cause a competent army to lose than it is to disrupt a handful of spellcasters or distract a single Champion, etc.
« Last Edit: November 16, 2021, 05:13:45 pm by Madman198237 »
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chubby2man

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Re: Dark Designs: Turn One-Revision Phase
« Reply #56 on: November 15, 2021, 07:12:41 pm »

Also your Avatar can cast all spells, and you now have a minor champion (The Shadow Walker) who can cast tier II spells.
Okay, that wasn't clear. Great. Since it's mostly single target, I'm still not fully sold on having groups of mages cast it, even if we have two single casters for it. I'm fine with trying it now for future use, since it's generally useful, and somewhat useful now.

If we accept it as a tier 2 spell, however, we might be able to let casters increase the AP factor as needed, from armor plating to a stone wall. A spell that can punch through knight armor or bunker-bust its way through a stone wall and explode into darkflame would be worth using a group to cast, remain useful for a long time, and cheaply force our enemies to invest in warding every important location.

Would that be an acceptable revision, or is it adding too much?

Hmm so a bolt that can go through armor/or walls and explode into magic flame is probably straddling the line between a revision and design. I would say I would need a bit more detail for a firm ruling, but remember Dark Bolt is just attacking life force, so it would be a smaller jump to burn living or once living things than it is to burn stone or metal.

(In general, if you can “justify” or come up with some good sounding hand-wavium you might get away with an easier difficulty!)

So a bolt that travels to intended destination than burst into an all-consuming flame would be hard or very hard as a revision (but probably normal as a design), but one that only burns living things or once-living things would either be normal or hard depending on exact details.
« Last Edit: November 15, 2021, 07:17:16 pm by chubby2man »
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Nirur Torir

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Re: Dark Designs: Turn One-Revision Phase
« Reply #57 on: November 15, 2021, 08:16:10 pm »

For reference:
Quote
Dark Bolt: A bolt of pure Darkness. Does damage to one’s spirit, enough to kill an average human. Ignores physical armor, but will gradually weaken over distance( and more so through physical barriers).

Piercing Darkfire wouldn't burn through stone, but would ignore it like Dark Bolt ignores armor, and then explode once it's through to the other side. Presumably the caster would change something in how they cast it, which would shift enough mana away from range or attack power to give it more material-phasing power. More skilled casters might be able to align it better to the material type for more efficiency. I'll write it up as modifying it with a containment shell.

Would this count as a Hard or Very Hard revision?
Quote
Piercing Darkfire, Tier 2

An alteration to the base spell, creating a consuming flame of darkness on impact, eating both the Light and organic matter. Darkfire Bolt's ability to harmlessly pass through physical armor has been isolated and formed into a containment shell around the spell. Once the shell is breached, the spell explodes into Darkfire. The caster must keep the target in mind when deciding how much power to push into the shell, as a stronger shell will pass through more material before the spell is allowed to burst. This is helpful for phasing through a wall, but results in weaker Darkfire.

To help with targeting, organic material rapidly erodes the shell. It might explode prematurely if it passes through unexpected wooden supports in a wall, but if someone gets in the way of a spell meant for a wall, they'll suffer for it. A thin layer of paper is unlikely to trigger it.

Should the shell burst inside someone, it behaves much like a slightly more powerful Dark Bolt.
Should the shell burst in the air, the blast-wave both attacks the spirit of the living, or traces of it in once-living material it catches, while igniting the trace amounts of life force in the air into a fire. This ignites flammables, likely causing further harm to anyone in the blast. The darkness remains as a catalyst for a few minutes, giving the flames an appealing black aesthetic and making them harm the living marginally better.
While usually more powerful than the Dark Bolt, being undirected, the blast-wave is unlikely to kill the average human unless they're very close to the initial blast.
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chubby2man

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Re: Dark Designs: Turn One-Revision Phase
« Reply #58 on: November 15, 2021, 09:14:09 pm »



Would this count as a Hard or Very Hard revision?
Quote
Piercing Darkfire, Tier 2

An alteration to the base spell, creating a consuming flame of darkness on impact, eating both the Light and organic matter. Darkfire Bolt's ability to harmlessly pass through physical armor has been isolated and formed into a containment shell around the spell. Once the shell is breached, the spell explodes into Darkfire. The caster must keep the target in mind when deciding how much power to push into the shell, as a stronger shell will pass through more material before the spell is allowed to burst. This is helpful for phasing through a wall, but results in weaker Darkfire.

To help with targeting, organic material rapidly erodes the shell. It might explode prematurely if it passes through unexpected wooden supports in a wall, but if someone gets in the way of a spell meant for a wall, they'll suffer for it. A thin layer of paper is unlikely to trigger it.

Should the shell burst inside someone, it behaves much like a slightly more powerful Dark Bolt.
Should the shell burst in the air, the blast-wave both attacks the spirit of the living, or traces of it in once-living material it catches, while igniting the trace amounts of life force in the air into a fire. This ignites flammables, likely causing further harm to anyone in the blast. The darkness remains as a catalyst for a few minutes, giving the flames an appealing black aesthetic and making them harm the living marginally better.
While usually more powerful than the Dark Bolt, being undirected, the blast-wave is unlikely to kill the average human unless they're very close to the initial blast.

I would say this would fall as a Hard Revision.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Nirur Torir

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Re: Dark Designs: Turn One-Revision Phase
« Reply #59 on: November 15, 2021, 09:30:54 pm »

Quote from: Votebox
(pick two)
Legion Auxiliaries (tier 1): (1) Madman
Disguise Sounds: (0)
Darkfire Bolt: (0)
Piercing Darkfire: (1) Nirur
Orcish Officer Corps: (2) Madman, Nirur

I would rather have the ability to cast an incendiary bomb through fortifications than archers for a largely urban fight, and like ranged troops enough that I'd prefer see our first ones be better, from a design action.
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