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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 23479 times)

m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #45 on: April 25, 2022, 12:47:15 am »

Gadflies
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #46 on: April 25, 2022, 06:44:22 am »

I think we've got enough options to start voting. I'm on my phone, do I'm only gonna put my own in here.

Quote from: Votebox
(1) Consumable Sea-Bone Charms : Kashyyk
(1) Seneschals of the Sea : Kashyyk
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #47 on: April 25, 2022, 08:38:12 am »

I think we've got enough options to start voting. I'm on my phone, do I'm only gonna put my own in here.

.... Why? Why do votes get ignored? Also this is revision phase. Sea Bones were designs.
... This isn't even in the same formatting at that.
Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (1) TricMagic
Ýmis Ward: (1) TricMagic
Senschals of the Sea: (1) Kasyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kasykk


As for arguments. Bonesmiths fix our gear's one issue and open up the use of exotic materials such as bone.
Ymis Ward alters our base spell and gives valuable knowledge for further improvement. As well as allowing us to apply such to every ward upgrade going forward.
Senschals give our chaff a better command structure. Which isn't sorely needed at the moment. We don't fight until next turn.
Sea-Bone Charms were reviewed as a design.
Next turn will likely be Worms and 1 other design.

The Ymis Ward, when layered properly, gives our forces a boost in survival, since we can reduce physical and magical attacks at range. Bonesmiths fix the forge's one issue and help out with the use of bone later down the line, or other tricks. Like, we can engineer wood, among other products like ivory. That's probably a wealth project all it's own, given compressed wood is a lot stronger and can be made from sawdust and wood chippings, or branches and deadwood/driftwood.
« Last Edit: April 25, 2022, 12:42:34 pm by TricMagic »
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EuchreJack

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #48 on: April 25, 2022, 12:23:17 pm »

Sea Servants- New Flesh
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.

This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
I really like this.
+1

TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #49 on: April 25, 2022, 12:41:46 pm »

Honestly not my fare.

Sea Servants - Hiverbody
Sea Servants tend to take injures and 'die'. While they can be retrieved with enough time to be healed, there is still plenty of flesh leftover right there, and given it's a hivemind there isn't any reason why another can't use it. So by taking advantage of their makeup, a Sea Servant can take up the body of another, combining their forms into an ever more frightening creature to evil and patching up any damage the initiator has taken in the process. This also allows them to exhibit greater strength and skill than before, since the have more tentacle brain power. And after the battle is done and the Sea Servants return, they can split back apart, sinking underneath the waves to regenerate as normal.

Of note, still want Ymir this turn. Good is better at defensive stuff, even if they can do stuff demons can do.
« Last Edit: April 25, 2022, 12:45:02 pm by TricMagic »
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #50 on: April 25, 2022, 01:00:55 pm »

Ward Frequency Shifting: Ýmis Ward
A difficulty check was requested for this, and I guess there's some merit to answering.
This is essentially two very closely related Trivial revisions combined. It is Easy. To be clear, this doesn't mean that you can combine any two Trivial revisions and have them be Easy- being closely related is key. It makes sense that one could make changes in both directions in the same project.
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Long Live United Forenia!

m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #51 on: April 25, 2022, 01:06:07 pm »

Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic,  m1895
Senschals of the Sea: (1) Kashyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kashykk
Might as well, it shows our hand less than the alternatives
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #52 on: April 25, 2022, 01:40:32 pm »

Sea Servants - Rehydration Solutions
In the alchemical theory of Four Elements, it is generally accepted that humans are three parts water out of every four. Brine is also primarily water. The tentacle suckers of our Sea Servants are enhanced so that with a good grip on an unyielding "donor" they can extract the required fluids to revitalise the Servant. This is not fast enough to occur mid-combat, and is inferior to the rejuvenating caress of the Sea, but it will allow all but the most severe damage to be recovered in the field., and leave curiously dessicated corpses with many circular wounds.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #53 on: April 25, 2022, 02:51:50 pm »

18.75% for 8+s
18.75% for 7s
25% are 6s
18.75$ are 5s
12.5% are 4s
6.25% are 3s

Broken down, we have an 81.25% chance of success on Easy rolls. 37.5% is Superior+ with 25% being above average, and 18.75 as Average. And a 18.75 percent of below that. (6.25 for buggy mess). Just to give a breakdown on what Easy Roles are.

Trivial gets 62.5% of Superior Craftsmanship+. Though as they are trivial that isn't the best use of designs at times. And Below Average chance is just 6.25%.

So yeah, Ýmis Ward has a high chance of success at worst. Same with Bonesmiths. While the Ýmis Ward won't change the course of battle, it does offer a path forward where we don't have to sacrifice one thing or the other when making magical wards, we can adjust things. Or we could go the other way, and use our knowledge to reinforce an aspect by building upon the basic principle behind that part of the Ýmis Ward.
Meanwhile Bonesmiths gives us pretty solid gear.

Just figured I'd post this. High-efforts that get turned down to Easy have a 55.86% chance of an 8+, by the way. 79.69 for a 7+, 92.19% for a 6+, and 98.05% for a average 5+. So 2 percent chance of failure. In comparison, Hard design brought to normal have a 7.86 chance of failing.(though in reality, it's 1.95% of a 3 or below) Nuke did link an AnyDice in the 2d4 section of the rules.

This has been Math Magiic, brought to you by Nuke feat.TricMagic
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #54 on: April 25, 2022, 04:35:42 pm »

Still think we should push the boat out on the Charms, and I want more mutation experience.

Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic,  m1895
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #55 on: April 25, 2022, 04:42:57 pm »

Still think that Charm was reviewed as a design, and we have no enchanting experience.
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Iris

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #56 on: April 25, 2022, 05:02:23 pm »

Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (3) TricMagic, m1895, Iris
Ýmis Ward: (3) TricMagic,  m1895, Iris
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

Failbird105

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #57 on: April 25, 2022, 09:29:11 pm »

Quote from: Bonebox
No bones about it, just Revisions.
Bonesmiths: (4) TricMagic, m1895, Iris, Failbird
Ýmis Ward: (4) TricMagic,  m1895, Iris, Failbird
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T0
« Reply #58 on: April 26, 2022, 05:00:30 am »

Angel Team: Revision Phase T0
TURNTURNTURN
Bonesmiths
Given the circumstances with the forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Bonesmiths: Easy: (1+2)+1=4: Below Average
It'll do. A proper training regime has brought your smiths up to scratch with regards to working bone and other exotic materials in the Cleansing Forge. They still lack finesse, but at least the basic equipment is now of a reliable quality, and any future bone-working projects should not confound their abilities (so long as you don't try anything too advanced).

Bonesmiths bring the Cleansing Forge up to spec, and offer a tentative inroad into more exotic equipment.



Ward Frequency Shifting: Ýmis Ward
While the Ward protects from physical and magical attack, what exactly causes that? By studying the mechanisms behind the spell, it may be possible to make a new variant, one that can shift magical protection down in exchange for more physical protection, or the other way around. A high arcane ward frequency could stop spirits, shades, and magical sensors. While a high force ward frequency could result in reducing physical attacks even more, and perhaps stopping small vermin like rats, crows, and insects from bothering you, anything without enough strength and mass to break through. If you can create the, let's call it a Ýmis Ward, it would be a huge boon for you and your cultists against the Demons, letting your mages working together overlap both types for maximum protection.
Ward Frequency Shifting: Ymis Ward: Easy: (2+1)+1=4: Below Average
Okay so let's start by saying that if you think I'm going to add that accent-mark to the Y in Ymis every time you got another thing coming.

This wasn't especially complicated, and the results are more or less what you expected. Ymis Ward can be cast in three different modes; physical, mixed, and arcane. The mixed version is essentially the same as Novice Ward. Physical is forms an almost solid shield that stops most physical attacks (or objects in general) from passing through it. The arcane version is completely permeable to physical objects, but stops magical attacks and magical effects with far greater efficiency. Physical objects with a magical component, or magical effects with a physical component, are affected less proportionally (eg a monster which is 90% physical and 10% magical will be only 90% affected by the physical ward).
There's one main flaw, which is that the physical and arcane forms are incompatible with each other. Not just in the sense that they can't be layered, but in the sense that using one within a dozen meters of the other will cause both to fail, causing magical feedback that will give the casters a painful shock.

Ymis Ward replaces Novice Ward, offering the possibility for more specialised defence. It may even have applications off the battlefield, depending on what sort of things we run into.



A month has passed since your birth. We are almost ready to begin the war against Nar-Carok and his followers.
Scouts have been sent forth, finding the borders of Chegitha and the Western Protectorate all-but undefended, and have plotted a path through the Sheltered Fjords and the Windcarved Mesas that our armies could follow without opposition. However, the Thpenian and Xyranian borders were far more secure- the western seas are carefully patrolled by the formidable Thpenian navy, while pirates asea and armies ashore would slaughter our forces if we tried to invade Xyrania.
Missionaries have also been sent out. We found willing converts in the downtrodden workers of the Bountiful Quarries, while the inhabitants of the Pirate Haven have no doubt that the government does not care about them- nor has the faith kept pirates at bay. The few people we encountered in Chegitha, however, were highly suspicious of strangers, and defiantly proclaimed their loyalty to the regent, while the tribes in the Windcarved Mesas barely understood our language, and seemed perfectly content as Imperial citizens.

Rumours from the south indicate that the demonic forces are also on the move- the time of conflict is fast approaching. We had best be prepared.

It is now the Design Phase. You have two designs. After the coming Revision Phase will be the first Strategy Phase.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
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Iris

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Re: Angel Team - Chiaroscuro 2 | Design Phase T1
« Reply #59 on: April 26, 2022, 05:13:18 am »

If you're still doing difficulty checks, could I get a check on this one? Confirmed on the discord that checks are not being done, disregard.

Quote from: War Lobsters
What was once a common lobster, of the kind found swimming or walking on the seafloor close to the shores of the Twisting Isles, has been, using the application of Good energy, turned into a beast the size of a warhorse. Its gills can breathe air as well as water, making it fully amphibious; while its land speed suffers greatly compared to a warhorse, they are capable of devastating bursts of movement - both forwards and backwards. In the water, they are capable of much the same, yet magnified, and their sustained speed is much higher. Their carapace is capable of deflecting most low-quality weapons, and the pinch of their claws is enough to sever limbs, yet their beady eyes do not see the best above water.

Their intelligence is dim, and they are best used directed by a beastmaster - or used as a mount, both in and out of water. When carrying a rider, they will swim on the surface. While they are not very intensive to create, their training for use as a war mount is intensive, thanks to their low intelligence. They are vaguely capable of telling Good-aligned from Evil-aligned creatures and cultists, and will try to attack the latter and defend the former - yet their beast brain is not suited for tactics.

As a side effect of the application of Good energy, the insides of the War Lobster are a little...stringy.
« Last Edit: April 26, 2022, 05:15:31 am by Iris »
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

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