Angel Team: Revision Phase T2TURNTURNTURNServant Motor Skills
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Servant Motor Skills: Normal: (4+2)=6: Above Average
Tentacles are just a different kind of limb. There's no reason they can't be used just as effectively as their more terrestrial counterparts.
Though there is a limit to how much can be done with the simple process that is creating a Sea Servant, it is nevertheless possible to make improvements. Finer motor control, better situational awareness, and an increase in the intellect of the Sea Servant hivemind render the undead shamblers noticeably less shambly, and capable of performing moderately complex tasks. This allows them to serve in a wider variety of industrial roles, further bolstering their economic impact
(+1 Wealth Token)(note that further improvement seems unlikely).
In combat, they will move faster and strike with more skill, bringing them close to the level of Cultist Spears in that regard (though their vulnerability to
blee- brining out remains, and their tactical reactiveness is still slow without Muu present). At the very least, they will have a much better chance of hitting the shifty demonic Ratmen, and will be more effective versus against other foes as well.
In your direct presence, not only is the Hivemind able to directly take orders from you, but you can use their bodies as if they were your own limbs. Not every Sea Servant on the field at once- even you would be overwhelmed-, but one or two small clusters can fight with your own skill, in perfect harmony. These lucky few would easily be able to overwhelm an equal number of Cultist Spears, even when taking their inferior equipment and resilience into account.
This upgrade provides a welcome economic boost and a marked improvement in combat ability. It does not affect the unit size or rarity of Sea Servants.
It is now the Strategy Phase. Decide where to send Muu. Also choose which of the Merchant's items you would like.
Muu: The benevolent leader of your faction, a being of immense power. There is very little she cannot do. Needless to say, she is Unique
Mundane Units:
Cultist Spears: Reasonably equipped with an iron dagger, a bone-wood-amalgam shield, and bone-wood-shaft iron-tipped spear, though still lacking training. These are not elite warriors- they'd usually lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~50 Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~25 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their angelic patron. 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. Unit Size: ~25 Uncommon
Cultist Missionaries: Cultists with a modicum of charisma and subtlety, sent forth as emissaries of their eldritch master. Unarmed and untrained, they serve no role in combat. Unit Size: ~10 Common
Summoned/Mutated Units:
Sea Servants: Deceased cultists, returned to unlife by the grace of Muu. Their mind and soul bound to a hivemind, their body strengthened and transformed into a more tentacle-y version. More vulnerable to damage than humans, but heedless of pain and danger. Used both as labourers and warriors. They are more effective in the presence of Muu, as she can control the hivemind (and a limited number of individual bodies) directly. Unit Size: ~100 Common
Drakegulls: Sea gulls, on a much bigger scale. Three-piece beak, extra eyes, sporadic tentacles, claws on both feet and wingtips. Ridable by cultists, who direct the beasts in battle. Very hungry- will sometimes stop mid-battle to snack on a corpse. Too heavy to fly, though they can glide. Unit Size: ~20 Uncommon
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Mana/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
Ymis Ward: A simple magic barrier that can reduce the impact of attacks both mundane and mystical- or be tuned to focus on one over the other. However, the physical and arcane versions cannot be used in the vicinity of each other. Won't last long, but can be useful in a pinch. Common
Magical Equipment:
Bottled Sunlight: Sunlight, infused with Good, in liquid form. Can serve as a light source (either extremely bright but short-lived, or quite bright but lasting an hour), applied directly as first-aid (with risk of mutation), or thrown at enemy troops where the concentrated Good will burn Evil beings. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, but it keeps the cult growing. Common
Worms of Muu: Parasitic/symbiotic worms that produce a worsening malaise unless the host engages in Good-producing acts. Worm will starve if deprived of Good for a week. Encourages good behaviour in a community, and causes the affected to be drawn together by exuded pheromones, forming strong bonds between Good-aligned individuals, who will easily trust angelic operatives while being extremely hard to lure into Evil. Uncommon
Gadflies: Individuals willing to die for a cause, trained in rhetoric and infused with emotion-amplifying hexes that trigger on death. They deliberately seek to be executed for standing up against evil, using the spectacle as an opportunity to give an impassioned speech that is amplified by their death. Even if they are killed before giving their speech, the hexes will still cause a significant swelling of sympathy for the Gadfly and their cause, even amongst the embittered. Unit Size: 1 Rare
Infrastructure:
Forge of Cleansing: A magically-enhanced forge, where specially blessed water is used to make materials malleable (instead of using heat). This allows for greater use of metals, as well as the use of more exotic materials such as bone. Infrastructure
1 Wealth Tokens (of which 1 loaned)
THPENOS (Influence)Bountiful Quarries:
2/5 |
1/5Gridlocked Polis:
1/5 |
1/5Restless Satrapy:
1/5 |
3/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
0/8 |
8/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
2/5 |
0/5Schism'd Capital:
1/5 |
1/5Raiders' Roost:
1/5 |
2/5WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
2/8 |
6/8Pestilent Marshes:
0/8 |
8/8