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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 23476 times)

Happerry

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #420 on: December 29, 2022, 09:27:31 am »

Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
I got convinced out of the wealth token.
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #421 on: December 29, 2022, 10:07:51 am »

Suggestion for how to spend a wealth token on the Siren design.

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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #422 on: December 29, 2022, 07:59:39 pm »

As some people aren't feeling the various Influence proposals, have another option to dilute the pool...

Quote from: Cordy Stem Worms
Our current Worms have the best rate of return in morally ambivalent subjects, for they save someone who possessed a real risk of turning to Evil. However that still leaves a good half the population who do an average of more Evil than Good within reach of Nar-Carok, due to the toxic nature if our antithesis.

A routine inspection of prepared eggs revealed a more aggressive strain, that was not content with mere psychological reinforcement. With some encouragement from our specialist Worm Keepers, these Worms would seek out the brain stem of its host and spread thin cords through it, stimulating it directly and forcing the host to act against its wishes if it was about to perform an Evil act, or to force the hand when hesitation strikes.

With a few iterative improvements, these Cordy Stem Worms could reliably pilot a human host, and if they didn't face active resistance it could even pass as natural movement.
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #423 on: December 29, 2022, 08:21:07 pm »

Could left well enough alone.
Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #424 on: December 29, 2022, 09:15:42 pm »

Quote from:  Pearly Votebox
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3)  Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(4) Siren of the West: Iris, Happerry, EuchreJack, Quarque
- Use a Wealth Token?
-- (4) Yay: Iris, Happerry, EuchreJack, Quarque
-- () Nay:
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #425 on: January 02, 2023, 12:36:11 am »

Cultist Worms of Muu
The Worms have served us well, but a more specialized strain will prove useful.
Given these are intended for members of our cult, created from the egg or transmogrified in vivo with a ritual, the gradual sickness has been removed to make space for new and improved abilities. The new allows them to suppress the enwormed's pain, though total suppression kills the worms in a matter of minutes, so it's reserved for the mortally wounded for a last hurrah or last mercy. The improved first and foremost relates to the community building. This boosted camaraderie will improve morale and cohesion within the army. Lastly, the highlighting of good actions has been lightly modified to perform better in a military context.
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #426 on: January 10, 2023, 12:05:44 pm »

Angel Team: Design Phase T5
TURNTURNTURN
Quote from: Design: Five-pointed Star Witches
Design: The Five-pointed Star Witches
With the project of the Hussars still held in recent memory, and a new supply of arcane knowledge now in our possession, we have turned our thoughts to the field of Magic. Our Acolytes may be our best mortal magical minds, but that's not saying much when they're also our only ones. Many, many concepts where had, but in the end, none of them where the one. Some had a core issue too major to simply work around. Others simply did not hold Muu's attention, their benefits too small or mundane. Yet more still were not even related to the project at hand. Those designers were put on... time out. Regardless, for all the proposals made, none was quite right. Then one individual came up with an idea. Combine several of the best proposals that had been made, mitigating their weaknesses and amplifying strengths. Thus, a new being was crafted.

Volunteers among our ranks were taken by Muu, brought down into the depths, and when they emerged upon our shores once more, they had become something new. Purple skin, with three vivid emerald eyes, hair resembling a starfish stretched over their head, large flat hands with suckers upon the palmar side, and elegant garbs formed of melded sea stars. They were the Five-pointed Star Witches, or the Five-points for short.

Alone, each Five-point is superior in base casting ability than an Acolyte, even if not enough to truly push them up to the next level. The core of the Star Witches, however, is their ability to link themselves together, each connecting mind and soul with up to four others so long as they each remain within several meters of another in their team. This means that they naturally group themselves up into teams of five, forming close bonds of friendship. When linked, they are able to pool both resources and ability together, enabling them to cast more advanced spells and granting their spells more power than an individual mage of the same level by functioning as a single mage greater than their individual abilities combined.

Additionally, due to being starfish based, a sort of exclusive "spell" was created, with which the Five-points(and future Star Witches should we ever make any) can use magic, particularly Good, to empower their natural regeneration to combat viable levels. Sealing arrow wounds rapidly, dulling the impact sites of Magic Missiles, and even slowly reforming lost limbs, though the latter is infeasible to do during active combat.

This power comes with downsides, however. While their synchronization with their Team is practically perfect the lack of connection with those outside of the group means that they have a harder time coordinating with others beyond the team, outside of Muu herself who can tap into these bonds directly, than they did before mutation. They also all share each-others pain to an extent, meaning that the death of one will temporarily send the others into disarray in addition to weakening their magic.

Finally, Muu understands the deep importance of these connections and bonds, those who spend all their time even outside of combat together, from singing in perfect harmony to bathing together. Where a less caring leader would simply force the teams to adapt to replacement members, Muu takes mercy upon them. The minds of Star Witches who die remain contained within their collective consciousness, and time that would otherwise be spent creating new Five-points is instead spent creating new bodies for those who fell. While their tight-knit groups naturally lead them to be fielded in small units of 5(so a single team per unit), we expect that their abilities will allow them to make up for this limitation, especially as we develop new spells for them to wield.

[Tome Token]: To make up for our own lack of magical expertise, we will utilize our new supply of arcane knowledge to educate and empower the Star Witches, allowing them to cast spells of greater complexity, and gaining yet superior willpower to strengthen their magic.
Five-pointed Star Witches (uses Tome Token): Normal: (3+4)=7: Superior Craftsmanship
Nar-Carok is a hack. What kind of self-respecting eldritch being relies so heavily on scrounging up subterranean creatures to fill their ranks? Obviously subnautical is the way to go.
Having said that... the ocean is pretty deep. There are things down there that give even you pause. Maybe you shouldn't be too reckless.
...on the other hand tentacle, what's the worst that could happen?

There is no shortage of volunteers amongst your acolytes to take a trip beneath the waves. So unwavering is their faith that they do not falter even as water fills their lungs and the beasts of the deep tear their flesh. And their faith is rewarded, for in sacrificing their frail human bodies, they are by your grace reborn. The thrumming powers of the deep sea flow into their water-logged lungs, and the regenerative power of the echinoderms permeates their shredded skin. Echoes of long-forgotten lore are absorbed into their minds, and they emerge onto the beach with newfound insights and understanding. The ancient tomes the Chronicler left behind are suddenly comprehensible to them, and in short order their spellcasting advances by leaps and bounds.
 
The Five-points' third eyes are able to see the flow of magical energies (Good, Evil, Mana) more clearly than regular Acolytes can. This aids their spellcasting, but also improves their ability to defend themselves from magical attacks (as they can anticipate the attack better) and identify unseen magical dangers.
Their flowing robes of speckled orange, though thicker and heavier than normal cloth, are easy to move in- as they retain a degree of animation, moving together with the wearer. Though by no means heavy armour, the robes are able to mitigate some amount of damage, improving survivability. The robes slowly regenerate damage dealt to them, though this is not relevant mid-battle.
Most notable, however, is the regeneration of the Five-points themselves. Minor lacerations to their purple skin are healed in minutes. Damaged organs, broken bones, and larger wounds are patched up on a similar timescale, and completely recover in under an hour. Lost limbs regenerate fully, with the duration depending on a variety of factors, but rarely exceeding two weeks. All these feats are accomplished without the Star Witch having to divert concentration (their sense of pain is also dulled, reducing the distraction potential further), using a combination of Good and Mana as fuel (this can reduce the impact of their spells, but is remarkably efficient, so shouldn't pose a problem unless a large number of grievous injuries are inflicted at once (in which case they have bigger concerns)).
They exude an elegant otherworldly beauty similar to your own, meaning that despite their unusual appearance, they are considered inspirational and aspirational figures by your followers. Unfortunately, though this also affects unaligned mortals, it is unlikely to overcome the fear/revulsion stemming from their inhuman aspects, meaning they cannot act openly in influence contexts.

A single Star Witch is able to cast Magic Missiles approximately 1.5 times stronger than an Acolyte, at triple the speed ((this is not as strong or as fast as Soul Magi, for reference)), with similar improvements in performance for wards. They can also cast Uncommon spells, although this requires considerable concentration. Of course, solo casting is not their forte. When in a Five-point team, each Star Witch can cast Magic Missiles at 2x strength and 4x speed ((this is as strong and fast as Soul Magi)), and has no issues casting Uncommon spells. However, this is still not the pinnacle of their ability. When a team combines their spellcasting together, their Magic Missiles come out at 4x strength and 6x speed- though it is worth noting that Magic Missile, being a rather inefficient spell at higher outputs, is not an accurate reflection of their combined power, hence why combining their strength to cast Magic Missile is significantly less efficient.
...regular Magic Missile, that is. For you see, a Five-point team would never actually stoop to that, when they have the ability to cast Five-point Missiles. Only usable with their combined spell casting talent, Five-point Missile entangles five bundles of magical energy together, forming a single super-missile with ten times the impact of Magic Missile ((stronger than the initial impact of Agony of the Soul, although not as strong as the initial impact of Empowered Agony of the Soul)), cast at 4x speed ((which is substantially faster than Agony of the Soul, although it is worth noting that unlike Agony, it only hits a single target, and requires the efforts of five casters at once, so it is by no means strictly superior)). Though overkill in most circumstances, it is a better demonstration of their potential, and a surefire way to break a shield wall or give a Demon a bloody nose.
Five-point Ward is also available for combo-casting, boasting a ten-fold boost in size and strength compared to regular Ymis Ward. It is anticipated that the Five-points will be able to develop Five-point versions of most future spells as well.

Their one weakness, of excessive attachment to fellow team members, may manifest itself in prioritising the survival of each other over the wellbeing of the army as a whole, and a decrease in efficacy when a team member dies.
Perfect revival would require extreme amounts of effort, but fortunately it is possible (and far simpler) to transfer a portion of the deceased Star Witch's memories to a newly created Star Witch, allowing them to integrate into the existing team.


Five-pointed Star Witches are potent and remarkably resilient casters, especially when using their signature Five-point spells. They will be a potent force on the battlefield, especially if provided with more advanced spells to cast. Unit Size: 5 Uncommon



Quote from: Siren of the West
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!

...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.

This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.

Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.

This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fishtail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.

Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted to her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. However, the more targets she dominates at once, the shorter it lasts. The effect, when used on a small number of targets (say,  the head of the table of a banquet) is long-lived enough to turn her victims into her informants.

Muu spends a wealth token to endow the Siren with generous funds, so she can buy her own equipment (such as expensive dresses) and hire personnel, as she was used to as an aristocrat. This may also help her to "convince" influential figures who prove difficult to manipulate otherwise.
Siren of the West (uses 1 Wealth Token): Easy: (2+2)+1=5: Average
Silver pupils, silver hair, silver voice. Unmistakably a relative of the Silver Emperor. Silver wings and silver scales fit right in.

You might think that a woman who lived most her life in the Vast Steppe wouldn't have much affinity for the sea. But the Siren is not one to conform to expectations. When Muu offered her the power to fight the demonic menace, she did not hesitate to accept the mermaid mantle. Or, well, the fish-chimera mantle. The fish tail will certainly come in handy when she's... uh... taking a shortcut from one party to another by swimming through a canal? And... she won't need to buy so many dresses?
Okay, yeah, the physical mutations might not be totally practical. Fortunately, she is capable of shapeshifting into a more conventional human appearance on demand, and the fishy features provide an outlet for excess mutative energy, making it somewhat easier to include the more relevant features. And hey, for someone who grew up in the steppe, the opportunity to swim like a pro is a fun new experience.

Anyway. Her voice, already quite enchanting before her mutation, is now literally so, capable of briefly mesmerising small crowds, hypnotising small groups, or brainwashing individuals (provided they are not irrevocably tainted by Evil, or extremely resistant to mental assault). This is made easier by her appearance and personality, the former of which she can change through small shapeshifting tweaks, the later of which she can change with acting learned from a lifetime of immersion in the overly theatrical politics of the Silver Empire- ensuring she can always appeal to the tastes of her target (although not all targets are equal, in this regard- she may have a harder time with targets whose sexual preferences tend to preclude women, or with those who prefer their partners extremely submissive).

Having grown up with a literal silver spoon, the Siren was shocked to discover what living in poverty was like after Nar-Carok's forces saw her driven from her home with little more than the clothes on her back. To be clear, she is not avaricious- indeed, her brief dalliance with destituity has only made her more generous towards those less fortunate. But having money to spare again means she can use the tactics she is familiar with from her younger days.
Elegant clothing and ornaments open many doors; a retinue of servants lend considerable credibility, not to mention capability; and the right bribe in the right pocket can get things done in ways words never could. Though her resources are not endless- the cost of operations can rise to dizzying heights when one interacts with the upperest classes-, she is canny enough to manage her funds without running out unexpectedly.

In combat (should it come to that), she can stun enemies with her voice, then filet them with her wings. As a member of the nobility, she is familiar with basic self-defence as well, but is by no means an expert warrior.


The Siren of the West is an effective infiltrator of noble circles, suitable for direct conversions as well as information-gathering and (metaphorical) door-opening. Also she's a pretty good swimmer. Unique



It is now the Revision Phase. You have 2 revisions.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
« Last Edit: January 10, 2023, 12:52:24 pm by NUKE9.13 »
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #427 on: January 10, 2023, 12:38:00 pm »

Starform
The manipulation of the flesh is rooted in both magic and mutation. But there is not currently a spell for it specifically. By using the Siren as a base nd the star witches studying the flow of the magic when they shifts, they've gained a wealth of knowledge with which to develop something simular. Muu then offered advice on the different forms of sea creatures and other life. Not an easy talk given how alien Muu's mind is, but having a group capable of keeping up helped refine the result.

The result is the Starform spell which allows the manipulation of bodies. It induces a mutative effect which changes the flesh directly, a polymorph. Novices can only change the color of skin, but true masters can warp living beings forms. The Star Witches can help each other to blend in with humans. Muu can use it to completely mutate Sea Servants into extensions of her will within cities, giving them a human form and using them to speak and act beyond herself. The spell doesn't change the durability or effects of the target, but is extremely useful for infiltration. The spell has an upkeep cost to hold the effect on those with magical resistance, but is quite effective at it's purpose for infiltration or stealth.

It should be noted that those under the effect bleed out if they take forms too alien for the caster's minds to comprehend. It's a fairly complex spell and not really suited for combat casting, though star witches could form short-lived monsters from multiple sea servants melded together. Muu of course is an eldritch anomaly in that regard.



Transfigure
A spell developed from the Siren's native shapeshifting abilities and Muu's advice on mimic octopi and how they work, it allows cosmetic changes to help blend in with humanity. Changing pigments, shifting flesh, and altering one's form. Mass stays the same for the most part. Can be use by Muu or as a five-point to force larger changes to forms via focused mutative Good, such as merging Sea Servants into a monster of tentacles under one will and many brains, hearts and other organs.
« Last Edit: January 10, 2023, 12:50:10 pm by TricMagic »
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #428 on: January 10, 2023, 12:56:08 pm »

That's gone very nicely. I'm excited to see them in action. With the Five-pointed Star Witches being Uncommon, do they officially obsolete the Acolytes, or are we still wanting them to be available?

Anyway, we've discussed ways to ensure our Sea Servants maintain value despite their combat weaknesses, so I'm bringing this back, updated for our latest tech.

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 (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.

Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.

Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
« Last Edit: January 13, 2023, 03:18:13 pm by Kashyyk »
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Design Phase T2
« Reply #429 on: January 10, 2023, 01:07:20 pm »

With the Five-pointed Star Witches being Uncommon, do they officially obsolete the Acolytes, or are we still wanting them to be available?
While you will almost certainly deploy fewer units of Acolytes now, Acolytes do come in much larger unit sizes, and sometimes you might just need quantity. Not to mention the fact that Star Witches cannot (currently) be used in Influence lanes, so if you had spells you wanted to use there, you'd currently have to use Acolytes for that. In general, things will only be made obsolete if the replacement is strictly better in (almost) all ways- otherwise, the option will stay on the table.
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m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #430 on: January 10, 2023, 01:32:59 pm »

Quote from: Votebox
Rainbow Starshower (1): m1895
Ditches and Palisades (1): m1895
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #431 on: January 10, 2023, 01:47:21 pm »

Solar Sentinel.Patch
Clearly something went wrong in the cherubs we constructed for the LLE the first time. Further attempts failed due to a lack of focus. However, Muu still has the information from these attempts, and a good grasp of their creation. The solution is therefore fairly simple. Just try again, and focus your full attention to it.

Quote
Solar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.

The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.

With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
[EF] Solar Sentinels: Normal Hard: (1+4+1)-1=1: Utter Failure
So, yes. You are creating the Cherubs from scratch. You'd think this would mean you have complete control over how they turn out. You'd hope so. Alas, your control is quite so total. While you were able to try a number of different Cherub configurations, none of them turned out the way you hoped. You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but with your attention split between this and the Drakegull modifications, you weren't able to apply it this month.


Quote from: Votebox
Rainbow Starshower (1): m1895
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
« Last Edit: January 10, 2023, 02:44:25 pm by TricMagic »
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T3
« Reply #432 on: January 10, 2023, 03:09:24 pm »

Quoting from the failed patch:
[ .. ] You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but [ .. ]

We did learn a thing or two about artificial consciousness in general. Taking inspiration from Kashyyk's golems:



Quote from: animated barrels
Instead of improving the liquid light elementals themselves, Muu decides to improve their containers.

The barrels carrying them are animated. They grow eight surprisingly flexible limbs that allows them to walk on their own -- or swim. Their artificial minds draw power from the cherub within; using them to transport other goods will make them sleepy and then slowly become inanimate. However, they obey the acolytes rather than the will of the cherub.
While they aren't particularly intelligent, they carry out their tasks with cheer and tenacity. They do tend to annoy their masters with half-witted babbling while at it.
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Failbird105

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #433 on: January 10, 2023, 03:12:49 pm »

Quote from: Revision?: Rainbow Starshower
Rainbow Starshower
Inspired by the way the Five-pointed Star Witches collective FIve-Point spells work, the Rainbow Starshower spell attempts to use similar principles to allow for the unified might of the Star Witches to be manifest in a more advanced variant of the basic Magic Missile spell. By reverse engineering some of the basic mechanisms of the Star Witches mental matrix, it has proven possible to create a variant missile spell that allows for a collection of bolts to be generated within a single casting instead of a single overpowered blast. While each of these individual bolts are actually weaker then a normal magic missile, far more can be generated per caster then said caster could cast of normal magic missiles, and the spell grows more cost effective as multiple casters pool their efforts together, which the Star Witches are already pretty effective at anyway. This results in a great shower of magic bolts raining down upon the targeted area, and if each are individually inferior... well, as the enemy ratmen have proven, numbers have a power in and of themselves.

The rainbow part of the name comes from an unexplained quirk of the spell. For some reason, each individual caster generates bolts of a different, and specific to the caster, hue. This doesn't actually have much of any combat effect, but it certainly makes the spell more flashy and colorful.
Changed the start of it slightly to match up more with the finished Star Witch design, here's the thing m was voting for without it having ever been posted in the thread.

Quote from: Votebox
Rainbow Starshower (2): m1895, Failbird
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
« Last Edit: January 10, 2023, 07:35:51 pm by Failbird105 »
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Happerry

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T5
« Reply #434 on: January 10, 2023, 09:30:34 pm »

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Coral Elemental Shells
Shells crafted with care by our coral crafters to contain the Liquid Light Elementals, each is individually formed at the Forge of Cleansing with water taken from the Liquid Light Elemental that the shell in question is supposed to contain to attune it to that elemental's energy. Thus contained, our elementals can shine as bright as they want, but as long as they are in their shell the shell will trap the energy released and channel it back into the elemental, keeping them from vaporizing before battle. Of course, when battle begins the elemental can extend its limbs from its shell and begin to pull and smash its enemies apart like normal, now protected by said enemies by its mighty coral shell.
Persephone intends to write up a better version of the version I wrote out in five minutes as an example of what people were talking about to help settle definitions, but until then have this posted in the thread for the sake of something to vote on.

Quote from: Votebox
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Coral Elemental Shells (1): Happerry
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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