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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 23525 times)

evilcherry

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #135 on: May 05, 2022, 03:54:39 am »

Muu's Mercy(Staff Aid)
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.
As I apparently misunderstood the intent of Muu's Mercy when I originally reviewed it (as a revision, but I also mentioned the design difficulty on Discord), I will now re-review this version to give a better idea of what a battlefield-use version would take.
The version of this that is a ritual used on corpses, lasting a few hours, would be Normal and Common.
To make it a spell that takes effect in a few minutes at close range would be Hard and Uncommon. The effect being sought is rather extreme. Body parts, as a general rule, do not function independently. To get them to rapidly transform into such independent entities requires control and power beyond what an Acolyte can wield- at least without the aid of considerable preparation and a lengthy process. Muu is obviously not on remotely the same level as an Acolyte, so her being able to do something instantly on the battlefield is not a clear indication that an Acolyte can do the same.
To make the spell capable of being fired over longer distances into enemy formations adds to the complexity, ramping it up to VH (still Uncommon).
Using a fancy staff to channel the spell makes things slightly easier to do, but not enough to bump it back down to Hard. The majority of difficulty comes from developing the spell in the first place- a Tome Token would be a better fit for making this easier.
I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?

NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #136 on: May 05, 2022, 04:54:07 am »

I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?
Uh. Not sure what you're asking here. No version of Muu's Mercy resembles a turn-undead spell. It deals with regular corpses, purifies and burns the soul for power, and converts the body parts into autonomous undead murder machines. The question is how quickly it does so.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #137 on: May 05, 2022, 07:47:44 am »


Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (3) Kashyyk, evilcherry TricMagic
- Use Wealth Token: (3) Kashyyk, evilcherry, TricMagic
Muu's Mercy: (2) Failbird,
Sea Bone Charms: (1) m1895
-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895, TricMagic
[/quote]
In light of this information, switching over.
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Secretdorf

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #138 on: May 05, 2022, 08:01:07 am »

So both sunlight bottles and breath do (sort of?) the same thing. Still bottles will be useable by anyone who posseses them, while breath is a spell (and we do need to progress our spellcasting but...) breath can be countered by a wind and bottle also counters the vampire guy better and can also lead to more light-y designs. So I'll just go for the bottles.
As for the second design, while I would like goats mowing through rats and crushing skellies, drakegulls will (hopefully) do good too in assaulting their weak points (spellcasters/archers/other loww hp guys) and also in scouting and the like so I am voting drakegulls.

... I might be making assumptions by myself though.

Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895 , Tricmagic
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #139 on: May 05, 2022, 08:11:59 am »

So both sunlight bottles and breath do (sort of?) the same thing. Still bottles will be useable by anyone who posseses them, while breath is a spell (and we do need to progress our spellcasting but...) breath can be countered by a wind and bottle also counters the vampire guy better and can also lead to more light-y designs. So I'll just go for the bottles.
As for the second design, while I would like goats mowing through rats and crushing skellies, drakegulls will (hopefully) do good too in assaulting their weak points (spellcasters/archers/other loww hp guys) and also in scouting and the like so I am voting drakegulls.

... I might be making assumptions by myself though.

Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf,
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf,
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Tricmagic
Barricade Coral: (1) TricMagic
Of note Secretdorf (and others), Muu is going into the fray this month, so having a spell which isn't magic missile would be very effective in pushing back.


Another option is thus, one of failbird's designs. a common spell that can give us the fortifications needed to defend. This also gives us a bit more height for the Bottled Sunlight, which should also help repair the walls while hurting our enemies. Plus something that isn't an open field. It's also something for Muu to use, and is a Normal Common Spell.
Also, fortifications were never something that got used in the last game, so it's a new wrinkle.

Quote from: Barricade Coral
Design: Barricade Coral
So, here's something we learned from Muu: Coral, those colorful branching sea-rocks? They're alive! And what's more than that, they aren't even plants, they're animals! Fun-facts out of the way, Muu has delivered an ingenious way to make use of these fascinating creatures. The Barricade Coral comes in the form of small "Polyps", which can take root under the water. These polyps feed on Good, when Good is actively fed to them(generally only possible with direct infusion from our spellcasters and Muu) they will begin to grow their coral shell rapidly, forming a smooth wall on the outward facing side, which slopes downwards and grows craggier toward the 'inward' side, meaning the side it was fed from.

This, in essence, allows us to create walls rapidly in preparation for battle, which we can then climb over with comparative ease while our opponents will be forced to break through or go around entirely. And without being regularly maintained with further Good, these walls will starve and crumble, which does distract our spellcasters somewhat, but also means our enemies will not be able to take these fortifications for themselves.
A nautical twist on a basic terrain-shaping spell. Walls are specified to be temporary and not incredibly strong, so not very ambitious. Normal, and for gameplay purposes considered a Common spell.


« Last Edit: May 05, 2022, 09:38:11 am by TricMagic »
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Secretdorf

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #140 on: May 05, 2022, 09:52:48 am »


Quote from: Dope Box
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
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Madman198237

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #141 on: May 05, 2022, 09:59:36 am »

Quote from: Dope Box
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
- Use Wealth Token: (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf

I would prefer Shipwrecked over the Drakegulls as a monstrous unit to deploy right now, but Drakegulls are probably good enough, even if they definitely aren't a logical or intelligent choice of cavalry mount, being, y'know, based on a bird, with all of a bird's problems.

But what's logic when you have enough magic, right?
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #142 on: May 05, 2022, 10:16:47 am »

.... Why are the angels plagued by dropped votes?

Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (1) Failbird
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic

Barricades means better defenses at night. So no vamp just tearing into our forces so easily. With proper lighting, we can see them coming, hopefully.
That said, Breath of Muu/Sunlight is fine...(Still lame, but eh. Least Muu has a spell she can use.)
« Last Edit: May 05, 2022, 10:18:31 am by TricMagic »
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #143 on: May 05, 2022, 10:21:34 am »

Discussion in discord made me realise that we have everything we need to build basic fortified camps in the field. Thus.

Quote from: Revision: Ditches and Palisades
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.
« Last Edit: May 06, 2022, 02:23:23 am by Kashyyk »
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #144 on: May 05, 2022, 10:25:20 am »

Of note, Breath of Muu and Bottled Sunlight are not targeted at the same thing. Bottled sunlight is primarily meant as a healing, morale-boosting fuck you to their skellies and possibly the Vamp. Breath of Muu is built to isolate and fuck up their living troops morale in general and the little rat bastards especially. Sure, the Bottled Sunlight *may* hurt the rat morale, and Breath of Muu *may* prematurely detonate the explodoskellies,  but I wouldn't count either as a given.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #145 on: May 05, 2022, 10:36:34 am »

Discussion in discord made me realise that we have everything we need to build basic fortified camps in the field. Thus.

Quote from: Revision: Ditches and Palisades

Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and saws to fell and work lumber, and are strong and tireless enough to carry them great distances. With some basic direction and planning, our Sea Servants can erect basic fortifications for each camp, digging a trench, moving the earth into a berm and building a wooden wall along it all around the camp. A simple measure, yet it will slow intruders and allow us to a degree of terrain advantage on the defense.
True. And with the forge we shouldn't have too much problem producing the gear since there isn't anything really special about it.
Of note, the steppes restrict us to earthworks, so pits and trenches, and whatever wood we can carry. So having the coral barricade behind them would make using bottled sunlight fairly easy, and any that break through has to deal with the ones inside through a limited opening.
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Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #146 on: May 05, 2022, 11:50:55 am »

Arms of the Deep
Muu's connection to the depths of the ocean are as hard to miss as the oceans themselves are. However, there is more there than simple appearance. Muu knows the depths, what lies deeper than any man can witness, and she would teach one how to wield them. Arms of the Deep is the first step in this process.

Simply put, the spell opens a small gateway, a portal, and through it emerges the tentacle of some unknown abyssal creature. These tentacles are large, upwards of ten feet long and six at the shortest. With their gripping suckers and muscular mass the tentacles lash around wildly, grabbing and slamming foes, crushing limbs, and all around disrupting formations rapidly. While it cannot be aimed far enough back to easily bring down likely key figures of the enemy forces, it can go past the enemies front line without putting our Acolytes directly into range of the enemies assault.

The spell does have its vulnerabilities however. For one, the arms are not proper summoned minions, or even extensions of our Acolytes will, they are literally the limbs of a deadly sea creature. As such, they direct their attacks at anything nearby, not specifically the Demonic army. Two, the spell can only last for about a minute when used by an average mortal caster, which is still potent but certainly not a long lasting obstruction. Three, the spell must be maintained, the primary reason for the minute long limit, the caster must remain in range, focusing constantly on the portal and keeping the gate open despite the great distance. And finally four, the gate must be "anchored" on a sufficiently solid surface, a portal cannot be made to appear in the air, and even a shield would just move around far too much to be properly focused on, it must be cast on the ground, a wall, or a similar stable base.

Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic
Arms of the Deep: (1) Failbird
« Last Edit: May 05, 2022, 12:07:01 pm by Failbird105 »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #147 on: May 05, 2022, 01:14:09 pm »



Quote from: Dropbox
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
[/quote]
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Madman198237

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #148 on: May 05, 2022, 01:35:51 pm »

Quote
The Horrors Below
Muu is a creature of the sea, as much as any Angel is particularly attached to any part of a physical realm. And she knows that deep beneath the sea there are things best left undisturbed. Being an Angel, though, she's not particularly concerned about leaving such things undisturbed, and made friends with one or two beasts that are very large, very covered in octopus tentacles, very hungry, and very indiscriminate about what they eat.

The result is a personal garbage disposal system for anything that annoys the angel too much, like uppity friendly cultists, uppity enemy cultists, uppity unaligned cultists, and that one raccoon that kept getting into the camp garbage can a couple weeks ago. Thanks to the power of magic, this wondrous creature can be accessed from any point on the planet, through a four-foot-wide portal summonable by Muu (naturally) or any of her Acolytes, the weaker ones working in a group and using a ritual formula devised by Muu herself to allow a sufficient number of even the weakest of Acolytes to perform it.

The ritual opens a portal to the lair of the terrible sea beast, who will throw its arms through the portal, seeking to grab whatever is closest for a snack. Tentacle arm after arm will lash out of the portal and grab whatever it can find, dragging it back into the depths to be consumed. The portal doesn't allow water to pass through (that would be....problematic) and can only allow a few arms to pass through and back before it is overwhelmed and collapses, hopefully with nothing important caught between the two points it has connected. The beast will generally only grab the closest target, preferring one sure snack to three or four potential missed chances, and so this spell must be aimed at individual targets. It always appears at the same spot in the beast's lair, but the beast is intelligent enough (and lazy enough) to almost always be at the right spot to see the portal appear. After all, free food is free food.


Quote from: Dropbox
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
The Horrors Below: (1) Madman

I know, I know, not helping the voting situation. Oh well.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #149 on: May 05, 2022, 03:19:02 pm »

Sea Servants Part 2: Mental Boogaloo

Our Sea Servants were a first step into immortality, but their minds are not particularly well preserved nor used to wielding their new limbs. A solution is to better preserve the mental structure by removing the brain and placing it within each of the converted limbs, chest, and leave the part responsible for locomotion within the head. This allows them to more fully mutate into the 8-limbed creatures with better control over their movements, and most importantly their souls can be pressed to connect to each piece and segmented into a working mind, fully capable of connecting with others or working apart.
Wealth Token: We originally used them in their new life as laborers, but there is more that can be done. With enough resources we can create a number of stakes, axes and hammers, shovels and picks,  for them to use in creating fortifications in the field. Be it building a wall, cutting down trees, placing down spikes to interrupt charges, or digging out pits and trenches, their ability to work together makes them well suited to the proccess, and the better mind behind it should insure you can put the basics of the planning and execution of the work into their head(s). And the use of the Forge of Cleansing will hopefully allow us to turn the wood and bone into fairly sturdy examples that won't break under their strength.
Their old clubs have been pressed into use as material for the above, and they now carry the gear instead, depending on what they need for the area. There is also talk of sleds or wagons to pull stakes along in when needed, though such would likely need to be bought or 'donated'. It's expected for most Sea Servants to get at least 1 tool made of our wood/bone mix with iron heads, though in the case of hammers and stakes being made of wood or wood/bone mix, as those don't need iron to do their job. As well, the number of stakes means those without proper tools can use those in combat either to stab or bash.

Quote from: Original revision idea
Our Sea Servants are not natural-born warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.

Thus each Sea Servant will be tasked with carrying a shovel, pick, haer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.


So, Better Mind/Control, and Gear/Ability. The ability is something they already do some of, just that with better mind and control of their body, should be easy? Mind, not so much, but since there is already something there. And an improved mind should confer improved control.
Overall, I'd say Normal Difficulty, with the Wealth Token mainly being towards making sure we can arm them all with at least 1 tool for combat/building, if not 2 to take advantage of the segmented mind. (Plus, well, they can still crush things in their grip.)
« Last Edit: May 06, 2022, 09:15:06 am by TricMagic »
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