Angel Team: Design Phase T5TURNTURNTURNDesign: 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 sub
nautical 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
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.
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
Champions:
The Good Doctor: Venturing forth with her trusty sword Moonlight (and an unnamed parrying dagger), with traces of Truesilver flowing through her veins, the Good Doctor strikes with surgical precision at enemy weak spots, absorbing their vitality (she's definitely not a vampire). Her sword is especially potent versus non-human foes. Unique
The Siren of the West: Once a distant relative of the Silver Emperor, living in luxury in a court in the Vast Steppe, she was driven from her home by demonic forces, and now seeks revenge under Muu's guidance. Augmented with a supernaturally enchanting voice, as well as modest shapeshifting abilities (necessary to hide the fish-like tail and wing-like fins that form a 'dress' around her legs), and provided with the funds needed to act as a respectable socialite, she is well-placed to infiltrate noble circles and hypnotise people into joining the Good cause. 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
Five-pointed Star Witches: Purple-skinned cultists mutated with the regenerative power of starfish, and infused with the power of the deep sea. Working in groups of five, they share power and knowledge to become greater than the sum of their parts, with the drawback that losing one member will weaken the remainder disproportionally. They can cast Uncommon spells individually, and can cooperate to cast Five-point spells with far greater impact. Unit Size: 5 Uncommon
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 OBSOLETE
Hussars of Muu: Humanoid Cuttlefishkin, riding Drakegulls into battle. Armed with a brace of Spears of Light- javelins infused with Bottled Sunlight, that unleash their charge on impact. Also reasonably well equipped with a leather vest, coral-covered shield (very pretty), and iron sabre. Unit Size: ~20 Uncommon
Liquid Light Elementals: A self-propelled mass of Liquid Sunlight, bigger and stronger than a human. A Cherub forms the core of the Elemental, and only by destroying said core will it fall for good. Unfortunately, the Cherubs burn with righteousness, and refuse to dim their light, meaning they must be transported in stasis, and introduced to large barrels of Liquid Sunlight prior to battle. Unit Size: ~15 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. Opposite frequencies can be layered (with a small gap). 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
Gadfly Funeral Expenses: By spending a (relatively) small amount of money to organise funerals for Gadflies (who specify it to be their desired funeral in their will), a large gathering is assembled where angelic missionaries can mingle with a receptive audience. The Gadfly's spirit lingers during the funeral, either instilling or reinforcing the effect of their death on attendees.
Corals of Community: Mutant coral, harvested from the waters around Tendril Village, sold as a decoration for aquariums (targeted at the wealthy). Being around the Community Coral will instil a desire to do Good and find a community, as well as rendering the customer susceptible to angelic suggestions. Uncommon
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
THPENOS (Influence)Bountiful Quarries:
3/5 |
2/5Gridlocked Polis:
3/5 |
3/5Restless Satrapy:
2/5 |
2/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
1/8 |
7/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
3/5Schism'd Capital:
2/5 |
3/5Raiders' Roost:
2/5 |
3/5WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
8/8 |
0/8Pestilent Marshes:
0/8 |
8/8Reminder: This spoiler provides a brief summary of the factions in each Influence province- their goals, wants, and bonuses. When considering these elements, bear the following in mind:
Goal: To reach 5/5 control, your supported faction must dominate the province, and you must dominate your supported faction (either converting or replacing their leadership). The other faction does not need to be eliminated, but they must not be able to operate freely. You do not technically have to help your faction achieve their goal, as you could also just crush their opposing faction and elevate their position without pursuing their goals, but their control of the province will seem more credible if their goals are being advanced.
Want: A faction's wants are not absolute- they are guidelines as to what will most please (and aid) a faction, but more generic infiltration actions can still be effective.
Bonus: A faction will only provide a mechanical bonus if you have 3+/5 influence in the province. Any action where a faction's bonus is applicable will be easier, with the difficulty reduction depending on the level of Influence you have. At 3/5, it is roughly +0.25; at 4/5, +0.5; at 5/5, +1. If you aren't certain whether a faction's bonus is applicable to a proposal, you can always ask me.
Bountiful Quarries:
Angels sided with the Communalists.
Goal: Communal ownership of the mines and quarries.
Want: Unite the workers, protect the revolution from reactionaries.
Bonus: Mass Production
Demons sided with the Meritocrats.
Goal: Reform the administration for greater efficiency.
Want: Uncover corruption, ensure their members are promoted.
Bonus: Efficient Management
Gridlocked Capital:
Angels sided with the Centrists.
Goal: Build a broad political coalition.
Want: Persuade politicians to join the coalition.
Bonus: Negotiation
Demons sided with the Extremists.
Goal: One-party state.
Want: Rile up voters, suppress rival voters.
Bonus: Intimidation
Restless Satrapy:
Angels sided with the Assimilators.
Goal: Assimilate the Satrapy into Thpenos.
Want: Educate locals on Thpenian culture, prevent conflict.
Bonus: Conversion
Demons sided with the Federalists.
Goal: Provide the Satrapy with local autonomy.
Want: Sabotage the government, rile up locals.
Bonus: Harmony (of distinct elements)
---
Pirate Haven:
Angels sided with the Privateers.
Goal: Regulating pirates, so they act as state-sanctioned privateers.
Want: Persuade pirates and magistrates to work together, organise/facilitate backroom deals.
Bonus: Stealth
Demons sided with the Blockaders.
Goal: Build up Xyranian navy, defeat the pirates at sea.
Want: Military tech (especially naval), discourage locals from pirate sympathies.
Bonus: Discipline
Schism'd Capital:
Not determined yet.
Raiders' Roost:
Angels sided with the Reliquars.
Goal: Stockpile and safeguard relics.
Want: Find relics, protect Reliquar vaults.
Bonus: Security
Demons sided with the Archaeologists.
Goal: Acquire and study relics.
Want: Find relics, unlock their secrets.
Bonus: Finding Things