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Author Topic: Angel Team - Chiaroscuro 2 | Design Phase T6  (Read 23450 times)

TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #480 on: June 28, 2023, 01:25:18 pm »

Thinking on it. We can use a Revision to change the element of the magic missile.
Quote from: All-The-Cats-Box
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic

Revision: Burning Light
The Burning Light uses the magic as fuel for a flame, which is projected at a target. While lacking penetrating power, it does very well as a continual attack to set targets on fire, and is quite fast in application. The flame has been attuned through the use of liquid sunlight in the process of learning it, making it quite effective against undead. The color of the flames is rather prismatic.

Revision: Holy Wave
By attuning the frequency of Magic Missile to liquid sunlight, it can be condensed into a powerful splash spell. On hit the magic will burst and release a horizontal wave of magic around it. The effects are like getting a direct dose of liquid sunlight. This actually makes it both a healing and harming spell. The size and strength of this wave are dependent on the caster(s) themselves.

Revision: Wind's Aim
This spell makes use of Magic Missile not as a damaging effect, but a channeling one. The spell leaves a path of wind around it which draws in arrows into it's orbit before firing them along it's general path. As a modification the spell just gains more weight behind it. The swirling winds around the magical core are an incorporation of physical warding frequencies into it's casting, making it uncommon but effective at directing kinetic attacks. A strong enough strike to the core will dispel it.

Revision: Steros' Arrow
Through the use of the physical frequencies used in the Ymis ward, the basic Magic Missile changed from a pure magical attack into one with a solid core within it, much akin to a cannonball in hardness. And like a cannonball, it is launched to deal a lot of damage. Anything it hits is going to get crushed by the warding in it traveling at significant speed.


Just random magic revision ideas... The latter is funny to me since it's fusing our two basic spells for a physical attack.
But yeah, random magic revisions. Wind's Aim is probably better as a design. Holy Wave might work. Burning Light is just a Light/Fire spell. In any case, Amber gets saved for later I suppose. I kinda want the charms and and the catspaws.
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Happerry

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #481 on: June 29, 2023, 01:30:31 am »

Here's a posting of some of my ideas from the discord, as thought up during the last turn.

Design : A-Salt And Buttering
The aptly named A-Salt and Buttering spell is an exotic and advanced combat conjuration spell that summons at least one, though skilled and experienced casters can sometimes manage more, great salt crystals the size of a mortal man from the heavens above from which they rain down with great force. These crystals, being sharp, pointy, and most of all heavy while moving with extreme amounts of speed, tend to very much crush whatever they land upon, after which the second part of the spell activates and the outer layer of the crystals erupts with boiling butter, spraying across anyone nearby to deal painful and incapacitating burns upon their flesh. Being effectively a form of boiling oil, this molten butter tends to have little problem leaking through armor and into any crack or weak point a shell or thick hide might have to, as they say, 'share the heat'.

Design : 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.

Design : Rain of Crabs
Everyone has heard the phase 'raining cats and dogs', but have you ever heard of it raining crabs? Because that is what this spell makes it do. By summoning some very angry crabs from the ocean deep, pumping some raw elemental good into them so they'll focus on beings that radiate evil and consider other good beings friends, and then dropping them on a targeted area from above the caster who knows this spell can make a whole lot of bad people very unhappy with their lives when they find themselves being repeatedly crabbed in the toes, nose, fingers, and any other bits of pincer-vulnerable flesh they might have. After all, the swarm of crabs is going to be kinda angry from being summoned from the ocean and then being dropped ten or twenty feet, and they'll take that anger out on anything they can get their pincers ahold of.

Design : Call of the Ancient Blood
By spilling a pinpricks worth of blood upon the ground, the caster calls upon the spirits of ancient entities long forgotten by mortals... but still remembered by those that sleep beneath the waters. Soon, the soil will stir and tremble as ancient crustaceans never seen alive by human eyes awaken and begin the swarm in their ghostly hordes, erupting from their long forgotten hatching grounds by the deep and enduring ties of kinship all life has with one another. In Muu's name, these swarms will muster themselves to fight for the angel for the duration of the battle, opposing the darkness for as long as the caster can support their return to this earth.

Revision : Salt Bolt
By studying the ways of salt crystals, our spellcasters have learned to form their magic missiles into a crystalline shard shaped like a piece of salt. While still formed of magic, and of raw elemental goodness, and no more raw energy then is used in a normal magic missile, this crystal shape allows the bolt increased stability, therefor granting it improved range, flight speed, accuracy, and most importantly the fact that it is rather sharp and pointy and therefor hurts a lot more when it hits someone in the face. And then it explodes just like a normal magic missile tends to do.
« Last Edit: July 01, 2023, 04:11:17 am by Happerry »
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #482 on: June 29, 2023, 05:03:33 am »

Quote from: Schrödinger's catbox
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
« Last Edit: June 29, 2023, 01:41:49 pm by Quarque »
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Failbird105

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #483 on: June 29, 2023, 03:19:22 pm »

Quote from: Design: Akhlut
In the time since the war against the Demon Nar-Carok began, tales have trickled down to reach Muu from the far north. Tales that tell of fearsome beasts, with the form, power, and cunning of an Orca(which is not a whale, but rather a dolphin), yet which walk the land with the stride and ferocity of a wolf. Of course, such a distance is much too far to travel without costing us significantly in the war effort, so Muu has decided to make her own. Using a bit of our excess Wealth we should be able to hire a ship or two to aid in capturing some live Orcas, Muu has assured that this will be enough for her to work from.

The Akhlut, named after the tales they were inspired by, are immense, fearsome beasts. Roughly 20 feet in length from head to tailfin and standing at eight feet tall from their feet to the base of their fin. These titans of physical might can barrel through lines of foes unimpeded and can crush bone in their jaws with ease while their claws sever limbs and slice necks.

An Akhluts powerful legs and sleek, streamlined body make it capable of great feats of speed on land, and even more so in water. Even in terms of agility they excel, being able to turn and maneuver with ease when moving at more moderate speeds. We can expect them to be able to function as powerful line breakers thanks to these aspects, able to charge ahead of our force and carve a deep, bloody path into the enemies army.

The greatest weaknesses of the Akhlut are not with their abilities, but with their personalities. Orcas and Wolves both hunt in groups, however when combined they become far more tight knit. A pod of Akhlut numbers only 10, they are also greatly territorial, bringing two pods together will invariably result in attempted infighting even while enemies are about. It is because of this, and the difficulty in breeding, raising and providing for them, that we can field very few pods of Akhlut. We estimate only one pod for every 100 Drakegulls.

More than that is the need for riders to command them, riders in the plural sense. Commanding an Akhlut cannot be done with divided attentions. As such, the Hussar rider must devote their full attention to commanding the Akhlut, preventing them from fighting from its back. It also requires a very close bond that must be gained over time. If an Akhlut's rider is slain, no other rider will be able to tame it until the next lull in the war. While it will continue to loyally follow and fight alongside its pod, it will do so without the command of a trusted rider to temper and reel in its fickle nature.

Still, while our Akhlut may be small in number, we estimate even 10 at a time will be 10 too many for our enemies liking.
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #484 on: June 29, 2023, 05:02:49 pm »

I'll lock in at least this one while I mull things over.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
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Quarque

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #485 on: June 30, 2023, 10:32:44 am »

Orca's are underused :)
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #486 on: June 30, 2023, 11:02:52 am »

Cats vs Orca.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #487 on: June 30, 2023, 12:59:06 pm »

I still don't think the Rainbow Starshower is anymore than a revision.
Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #488 on: June 30, 2023, 03:03:59 pm »

Depths of Muu
A summoning spell enacted through ritual, the Depths of Muu are vast and filled with pressure. It's designed to be cast by Star Witches working in conjunction, and even Muu needs a bit of windup time for it. By forming a portal to the deepest point of the Tendril Islands sea, water is blasted outwards, flooding the land and battering the forces of evil with the good-tinged sea. It acts much like a mild acid to them, but the force behind it is enough to crush bones and send them downriver. Not mentioning aid acid is tinged with salt for maximum pain A good portion of our forces are aquatic, so it won't have much effect on us once the waters sweep back. And we're better with water anyway.
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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #489 on: June 30, 2023, 03:27:46 pm »

I'm still of the opinion we need heavy Infantry that can stiffen our battle line. Our cultist spears are not armoured, poorly disciplined and susceptible to Skeleton shock troops, skeleton bombers, Agony spells, magic missile/arrow volleys and Cryptarii shield walls.

We need a heavy Infantry unit to resist as many of those as possible with heavy armour, close coordination and combat skill.

The Akhlut is a potent Heavy cavalry unit, but we've already got the LLEs as a shock unit and the Drake Gulls as cavalry. Nothing the Demonic army fields currently is heavy enough to resist those, and so the Akhlut is wasted.

The Catspaw is also a fun design, but we don't need another Imfluence unit this turn.

Thus I'm voting Crabfolk for an Uncommon Heavy Infantry unit.

I'm also in support of a spell thus turn, and the Rainbow Starshower feels very much like a revision to produce a Five-Point variant of the Magic Missile.

Quote from: Schrödinger's catbox
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): Quarque, TricMagic
 - Use Amber Token (2): Quarque, TricMagic
Ceabfolk Warriors (1): Kashyyk
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #490 on: June 30, 2023, 03:34:44 pm »

I'm not a big fan of just throw fire at them either. (I'd rather douse them with a ton of pressured water summoned from the deep.)

Also, we totally need INF to keep up on that front, Thief is going to be back this turn. We fall behind, hard to catch back up. (Given the Demon victory plan last game.) We're not inherently weaker than them on our strong side. And on our weak side we're still pretty tough.
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m1895

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #491 on: June 30, 2023, 03:56:19 pm »

The Catspaw is also a fun design, but we don't need another Imfluence unit this turn.
The Catspaws aren't just an influence design, they fill a specific role of targeting the enemy's influence, and their allies powerbase, something we've been sorely lacking since before the latter became something we really had to deal with. If there wasn't a gaping hole in our arsenal there, the horrible knifefight around the Octopodal Infiltrators wouldn't have gone on and on and on.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #492 on: June 30, 2023, 04:42:20 pm »

As a note, right now they can leach influence from our Gadfly through the funeral service, not counting the others they do. Catpaws can help with that. And having our own sort of street-level units in case they deploy their own. Their cat forms are also good for watching said units, finding their bae, then going to end them. Right now most of our influence is passive besides the Gadfly, and they're a one time event each turn the funeral parlor messes with.

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Kashyyk

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #493 on: June 30, 2023, 04:47:32 pm »

I agree these are all reasons the Catspaw is a good Influence unit, and something I will vote for next turn. This turn we need a combat unit.
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TricMagic

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Re: Angel Team - Chiaroscuro 2 | Design Phase T6
« Reply #494 on: June 30, 2023, 04:49:26 pm »

I agree these are all reasons the Catspaw is a good Influence unit, and something I will vote for next turn. This turn we need a combat unit.
Influence waits for no angle. We don't need a combat unit, we need a combat design. Which an Uncommon spell would fill the role of.
This turn we need an Influence Unit, lest the demonic presence run completely unchecked. Once they make progress, it's very hard to push them back.
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