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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 23514 times)

Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
« Reply #390 on: September 02, 2022, 02:00:52 pm »

Quote from: Snek-eyed Votebox
Sides:
Communalists: (3) TricMagic, m1895, Kashyyk
Meritocrats: ()

Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (3) TricMagic,  m1895, Kashyyk
Good Doctor to> Vast Steppe: (3) TricMagic, m1895,  Kashyyk

Sure, let's do all these things. I can't think of any particularly good reason to do otherwise.
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
« Reply #391 on: September 02, 2022, 04:33:46 pm »

Quote from: Snek-eyed Votebox
Sides:
Communalists: (4) TricMagic, m1895, Kashyyk, Quarque
Meritocrats: ()

Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()

Unique Assignments:
Muu to> Sheltered Fjords: (4) TricMagic,  m1895, Kashyyk, Quarque
Good Doctor to> Vast Steppe: (4) TricMagic, m1895,  Kashyyk, Quarque
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m1895

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
« Reply #392 on: September 08, 2022, 08:12:32 pm »

Spoiler (click to show/hide)
« Last Edit: November 30, 2022, 09:18:33 pm by m1895 »
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NUKE9.13

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Re: Angel Team - Chiaroscuro 2 | Strategy Phase T4
« Reply #393 on: December 25, 2022, 03:32:43 pm »

Angel Team: Battle Phase T4
TURNTURNTURN
Battle Report



The Chronicler's Gift:
Having finished interviewing your bewildered cultists, the Chronicler gives her thanks, and haphazardly grabs a few books from her cart and hands them over. Despite her nonchalant attitude towards them, on inspection they are revealed to be very valuable tomes, containing secret wisdom that would greatly benefit upcoming projects. There's also one on badger husbandry, but whatever.
((Gained 1 Tome Token))



It is now the Design Phase. You have 2 designs. You will receive 2 revisions this turn.



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)
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #394 on: December 26, 2022, 06:31:34 am »

We have a lot of tokens. In my opinion it would be best to utilize them now, in an attempt to turn the tide.

My preferred way to go for the designs would be:

  • One influence design. Siren of the West? I say let's boost it with a wealth token. Sounds fitting if we're winning high nobility for the cause.
  • One advanced caster design. Star witches? Boost with the tome token, maybe even a wealth token too.

From the battle reports it's clear we desperately need better spells too, but one thing at a time. Casters first.
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #395 on: December 26, 2022, 09:23:58 am »

I am whole heartedly behind using the Tome Token to create an Uncommon-grade Caster unit. I also really like the Veteran Infantry idea Happery had in Discord.

However I also got a rare visit from my muse, and I wanted to capitalise on it.

Quote from: Hippotaur Clan Warriors
The scars of ancient wars between Good and Evil can be felt even now, some more readily than others. Cracked mountains, shattered coasts, lands stained with Eldritch energy, mutations of man and beast living in the crevices of the world.

It's unclear whether the Hippotaurs originated as mundane Hippos, or ancient humans. Its also unclear whether they were the product of Good or Evil mutation. We do know that they have been denizens of the Swamps and Fjords for generations, living in close family units.

Standing two or three times as high as a human, they are barrel chested, with a considerable paunch, whilst the Hippotaur's limbs are similar thick and muscled. Each hand three large stubby fingers opposite an equal stubby thumb, making them ill suited to dextrous movements. Instead, they prefer large and weighty implements that match their own prodigious frame. Whilst they maintain a decent speed in water, and are very dangerous over short distances, they are not fast on the march.

Hippotaur family groups, self-referred to as Clans, are tightly knit, although rarily go above one hundred members. When they march to war, Clans will send out their largest and strongest members, and they wil live and fight together, covering each other closely, however they are loath to rely on an "outsider" to protect their flanks, meaning they are instead deployed as small blocks of Heavy Infantry. ((Read: Small Uncommon units))

On their own, Hippotaurs struggle with the delicate work required for fine arms and weapons, relying instead on clubs, large shields, and tanned hides. Whilst our own smiths may be able to produce more effective equipment, that is not a priority at this time.

As I said. Not a thing for now, but I would like your opinions.
« Last Edit: December 26, 2022, 09:26:25 am by Kashyyk »
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Happerry

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #396 on: December 26, 2022, 10:27:44 am »

Here's the veteran infantry write up that was mentioned.
Quote
Veteran's Academy
With the war with the forces of evil having persisted for some time now, the forces of Muu have begin to develop a surviving core of veteran soldiers among the ranks of Muu's followers. These veterans can be identified and extracted from the ranks of the common spearmen to be given three months of extra drilling and superior equipment to best utilize their proven skill and ability to survive in the face of evil. Being granted actual armor and a proper helmet, as well as spare javelins not used by the Hussars, though also not infused with liquid light, should allow them to counter or outmatch the new enemy Cryptarii. Such Veteran Spearmen would give the forces of Muu a solid core of infantry in the war, which could be vitally important against Nar-Carok's newfound allies.

I'd also support using the tome token to create an uncommon grade caster unit like the Five-pointed Star Witches.

For the Hippotaur Clan Warriors, I like the write up, but tactically they seem to fill the same role as the Liquid Light Elementals in that they're a Light Monster of the blunt force type, so... they're cool, but yeah, not a thing I'd support right now.

Also here's my other write up even if people don't seem as interested in it.
Quote
Breath of Muu
Using a single drop of liquid sunlight as a catalyst, the Breath of Muu allows the caster to call up a shimmering fogbank that shines with the lights of distant auroras... and the light of good, of course. While the raw elemental good in the mists created are not enough to cause such dramatic effects as causing beings of evil that enter to spontaneously melt, unless something unusual is effecting said being or they are already unusually unstable, it is still an actively uncomfortable environment for them while being reassuring and comfortable in turn for beings of good that enter the fog as said good beings are ever so slightly empowered by the ambient atmosphere of good energy. The fog can also be thickened to block enemy lines of sight.
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #397 on: December 26, 2022, 10:45:16 am »

some feedbacks:

  • Hippotaurs are cool, although like Happery I think they're not what we need right now. Maybe add an explanation why they'd join our cause?
  • Veteran Academy (as an uncommon unit) is something I'll definitely support once we're at 5/5 influence in the bountiful quarry. Right now I feel it would be smarter to invest one design into influence.
  • Breath of Muu Is a great idea for a spell to do next turn, although I'd add a line that it specifically hinders enemy ranged attacks..
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #398 on: December 26, 2022, 10:53:31 am »

Hippo Rituals demand you must "Flex". Muu certainly has the muscles.

Also, any clue where the star witches write-up is?


LLE Righteousness Channeling
The Righteousness of the Cherub's is a powerful force of Good. They do not wish to hold anything back in their fight against evils big or small. The issue is that liquid light only has so much energy within itself, and they burn it to enlighten all around them. Some may see it as a flaw, but perhaps instead it can become a boon. By tuning this Righteousness, it can become a magical force that envelops the body, changed with the rage of the light. This acts as a shell around the Liquid Light, containing it's force. It bends the light in an unnatural way, and allows it's channeled emotion to maneuver the liquid light as smaller orbs around it's body, or even to change it into an all-out attack.

By channeling this emotion, the LLE can no longer provide an aura around itself. Rather that aura is constrained entirely within the liquid light even when separated. It attacks by either bouncing around, throwing pieces of itself at foes, simply sweeping them up. Or charging, all concerns for stability or collateral thrown to the wayside. These new LLE cannot recover by drinking more liquid light, as the light they are born with is heavily dyed by their own emotional colors. However their control of this liquid is such that it becomes it's own method of combat, blunt force combined with devastating drowning of evil caught within it's light.

It should be noted that this method is not without it's drawbacks. The cherubs are unruly and have a habit of wandering on their own crusades. They do not hide themselves and are the first to charge into combat. And while their ability to float under their emotional power is solid, it's by no means fast. And last is of course the fact that the added ability to channel their energy makes them a Rare sight due to the added complexity in their core.


idea.

Summoning: LLE
Summoning. The basic premise behind it is simple, if complex in applications. It' used to access other realms and bring forth creatures from them, or even to form new ones from the energy provided from those realms. However, nothing says it has to be another realm being accessed. By setting up a ritual circle at home, and then making one in the field, it should be possible to transport beings across space.
Of course, the goats we tried this with went mad(not to mention the strange muutations they underwent), but further testing seems to allow certain things through, so long as the ritual requirements are met. A sword for a sword, a fish for a fish, or liquid light for liquid light elemental. This last one is the most important, since it provides a method of transporting them as needed. A receiving circle is made by acolytes and the ritual performed, and the sending circle at home sends forth a newly born Liquid Light Elemental.
« Last Edit: December 26, 2022, 03:07:01 pm by TricMagic »
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #399 on: December 26, 2022, 05:22:03 pm »

Just throwing a spell idea out there for later. At least I had fun writing it.  :D

Quote from: Holy Fire of Muu
Only Muu herself could cast this spell on her own; otherwise, it requires an intricate group ritual by a group of casters that are especially attuned to each other.

After they finish a chant and dance, a ball of holy fire launches from their midst and flies off in an arc. Subtle details during the cast will determine where it will land; once the spell has been cast, it is no longer in their control.

Wherever the ball lands, it will explode with a purifying heat that consumes friend and foe alike. Very few things can withstand the intense flames. Anything made out of liquid light is resistant, though; liquid light elementals even heal from it.

After the blast, a mushroom cloud of dust rises on the scene, which spreads good radiation that causes random mutation in anything that lives or even (to a lesser degree) undead. Servants of Muu, while not immune, won't typically mind the effects much, as it is part of their nature.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #400 on: December 26, 2022, 06:06:13 pm »

Quote from: LLE: Dark Mode
The cherubs hate to dim their light. But there are those hidden away in the dark that scatter from it. This is the rhetoric Muu uses to convince them that shining brightly all the time is not always the correct option, even if it is Good. Rather, shining brightest for a brief moment and absolutely annihilating evil within the dark is also good. Through specialized training the cherub learn how to condense light around them, becoming invisible wraiths waiting for the chance to strike at evil that dares approach. This allows their light to stay contained for that single moment when they shine. They are not truly invisible, there are clear distortions when bright light hits them, but in the darkness they serve as able sentries. The fact this also solves their energy problems is a bonus.

This revision mostly makes use of condensing light around them, so none of it escapes the liquid light. It's fairly easy to see even in shadows during the day. During the night far less so, as there isn't much light hitting them. They are also very obvious once they strike since they throw off that cover. This revision makes use of the Stealth bonus we have from the privateers. Stealth Blobbos. As they aren't throwing it around outside combat, they can last for far longer.

I'll be honest, the electronic reference is also fun, given most things these days have a Dark Mode.


Bonus: Mass Production
Bonus: Negotiation
Bonus: Conversion
Bonus: Stealth
? ? ?
Bonus: Security

For current reference of 0.25 bonuses.
« Last Edit: December 26, 2022, 06:14:25 pm by TricMagic »
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Happerry

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #401 on: December 26, 2022, 06:19:40 pm »

  • Veteran Academy (as an uncommon unit) is something I'll definitely support once we're at 5/5 influence in the bountiful quarry. Right now I feel it would be smarter to invest one design into influence.
That's fair enough.
  • Breath of Muu Is a great idea for a spell to do next turn, although I'd add a line that it specifically hinders enemy ranged attacks..
That's what the part about 'The fog can also be thickened to block enemy lines of sight.' is supposed to do, because blocking the enemy line of sight usually screws over ranged attacks.

Also here's something for another turn.
Quote
Coral Diftwracks
Scavenging driftwood, stray flotsam, and excess coral growth from local reefs, lumbering constructs, generally four legged but sometimes six legged, are built by trained craftsmen to serve as unflinching and untiring beasts of burden and living siege machines. Vaguely evoking sealife of the abyssal deeps in shape, these great machines function through an ingenious system of internal pumps and pipes that allow for an installed Liquid Light Elemental to puppet and control the construct, bringing it to lumbering and tireless life.

In battle, these Driftwracks serve as living siege weapons, using their great size and strength, as well as the aura of innate goodness caused by their propulsion and motivation system, to literally batter down anything that stands in their way. They are also large enough to theoretically mount light siege weapons on their backs, but that would probably require a later revision to properly implement.

Out of battle, the uses of a tireless giant of coral and driftwood lends itself to many other uses, as few forms of labor can not be added by such a colossi lending aid and brute force to whatever job they may be assisting.
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Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #402 on: December 26, 2022, 06:49:10 pm »

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.
« Last Edit: December 27, 2022, 05:17:36 pm by Failbird105 »
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T5
« Reply #403 on: December 26, 2022, 09:20:55 pm »

I've adjusted the proposal slightly, to improve wording, explain how we recruited them and hopefully emphasised their defensive focus.

I've also got a couple of other ideas. One for logistics, allowing us to make up for our slow movement. The other is a spell for influence.


Spoiler: Transport Golems (click to show/hide)


Quote from: Votebox
2 Designs
(1) Five-Piinted Star Witches: Kashyyk
- Use a Tome Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use  Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
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m1895

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Re: Angel Team - Chiaroscuro 2 | Revision Phase T2
« Reply #404 on: December 26, 2022, 11:55:47 pm »

Found this because it demonstrates the more mutie direction I'd prefer to take veterans in, will probably still vote for "The Plan" this turn though.
Veteran Cultist Spears
The veterans of our campaigns tend to end up somewhat, uh, distorted looking, but we've managed to work this to our favor.
In a relatively simple ritual, the veteran has their various... blessings shaped into more useful forms; scale hardens enough to turn a blade, rubbery flesh becomes tough enough to withstand clubbing, and well, the tentacles can probably be made useful for something. While normally this may be expected to warp their minds, the war has already done enough of that, and for better or worse has subdued further change.
After this they receive their new equipment, armor made from hexagonal plates of toughened bone with a padded steel cap, a spike or hook set just underneath the spearhead to well, hook enemies and their weapons, and finally a cheap Messer as a very long knife (some may say shortsword, but it's made by knifemakers and is legally a single-edged knife, so there) to provide a better close quarters option.

Drill Squares
It's a simple fact that if you want to effectively train for close-order fighting, you need a drill square.
The drilling improves a soldier's ability work with their comrades more than their personal skill at arms, and also noticeably improves endurance. a small section is set aside for simple "acrobatics" training, and while the average soldier obviously isn't going to put that into practice directly in the field, it should provide a modest improvement in agility and flexibility, or at least limit the instances of "Jim tripped and the entire column humorously tripped over him."

Drakegull Leg Strengthening
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running and quick. It also allows the Drakegull to have a mean sprint when it needs to, outrunning a galloping horse over short distances, though the horse would win a marathon.
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