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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17420 times)

chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #165 on: May 16, 2022, 06:11:00 pm »

I think restless spirits runs counter to our masters entirely. People will blame those responsible for putting their loved ones to rest of their spirits show up decidedly not resting. They’re in a good position to do it, sure, but that doesn’t mean they should.

Hmm, while the risk is there, I feel we can address it by just willingly dispelling the spirits for those afflicted who ask. It shouldn’t be a widespread epidemic, just focused on those we are trying to influence at the time. And when we solve their problem, we gain their trust even further.

And also, the risk is probably overstated. We could infer that the culture probably doesn’t place too much importance on burials, considering the clergy willingly handed it off to some strange clergy showing up and offering to do it. They will likely consider the spirits haunting them for unfinished business, or their lover’s desire was so great it shattered the bonds of death, over blaming the Masters of Rites who put the spirits to rest when asked. I doubt anyone’s first thought will think the Masters are secretly demonic cultists in disguise.

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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #166 on: May 16, 2022, 08:15:09 pm »

I do sort of agree with not liking the idea of explicitly tying the Masters of Rites (who work with the populace) to Restless Spirits (who terrorize them), mostly since it doesn't seem necessary to me, and even if we feel that the risk isn't massive, it is in the text and is therefore something that could well get cracked open by a poor roll.

With that said, in general I'm pretty happy with doing two combat designs this turn because the Impossible Thief is intended largely to be an Influence champion, and thus if we do my spell, my champ, and a combat design, the way I see it we'd more or less be doing 2 combat designs and an influence design.

While I would only change my vote off of the Cryptarii if we ended up in a jam, I will note that I'm not necessarily die-hard on them, since I do see validity to many of the points against doing them this turn - it is just that I am particularly concerned about the now-even state on the common level front line of battle, while the backline should be getting an extremely significant booster courtesy of the Soul Magi getting a spell worth all the investment (plus I would like to finish up my common plans, of course).

I do want to make one specific counterpoint to C2M, not actually because I think it's super relevant to this turn but because I think it's super important generally- the ratmen, as far as I can see and as far as the turns in the design went, are not a tarpit. They're agile, they tear apart fragile units like the cultist spears and the sea servants, and theoretically if they were on the flanks they could probably break cohesion, but they aren't bit, they aren't tough, and they break more in melee than other situations, meaning they don't have a particularly strong ability to slow down enemy units. They're an offensive horde unit more than a defensive horde unit, which came in large part out of me arguing that there was more pressing usefulness out of that than throwing a horde out as a tarpit.

As far as alternate combat designs go, I think the Osseoforms would probably be the most redundant choice, as that would be a second Uncommon melee unit when we've got advantage in terms of Uncommon melee units (and, if we want a unit to hold the line, the Cryptarii would likely be the better choice as they'd be more available and are meant for formation holding rather than just individual tankiness). I don't like Gaze of the Cobra, as I feel it would be a waste of the potential of the Soul Magi (tying down the mages against the gulls instead of having them use all that investment to wreck a lot of face). The Shades I mostly like, as they support a bunch of other stuff I like, but unfortunately I don't know if that's quite enough to justify a design. Lesser Path to Victory isn't relevant to our casters, who aren't melee combatants.

The Hateful Bows are probably would I would vote for for our second combat design if I weren't voting for the Cryptarii, as I think our archers (being totally unchanged) do seem like the other most pressing matter to me. The Hateful Bows are a little unambitious imo (I think we could actually probably accomplish their current effects with a revision) and they do tie us to our cultist archers - but because we have the Soul Magi depending on mortal souls, this isn't actually necessarily a bad thing.
« Last Edit: May 16, 2022, 08:29:35 pm by Powder Miner »
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #167 on: May 16, 2022, 08:48:53 pm »

I do sort of agree with not liking the idea of explicitly tying the Masters of Rites (who work with the populace) to Restless Spirits (who terrorize them), mostly since it doesn't seem necessary to me, and even if we feel that the risk isn't massive, it is in the text and is therefore something that could well get cracked open by a poor roll.


Well my reasoning was that the Masters are the ones with access to the catacombs, and then they would be some of the ones to get approached to put down restless spirits in any case, so it makes sense to include a plan in that case.

Another point to our boys not being instantly thrown under the bus.  is that their clergy doesn’t see burial rites as very important. If they thought that messing the rites up would cause angry spirits, they would probably be more hesitant to delegate those duties. (And if they kept their role for the rich and powerful, all the more cover for us since that is who we are targeting.)

And finally, we are the Demon team, and I will make the appeal that we should do this for Evil’s sake!

 I don’t think we would be punished for doing Evil cartoon stuff (especially when we can provide a cover story!). Bad rolls could certainly hurt, but if it actively damaged us I would assume we wouldn’t use it.  Now if they had Investigators like last game I would be more hesitant. . . :p





I do want to make one specific counterpoint to C2M, not actually because I think it's super relevant to this turn but because I think it's super important generally- the ratmen, as far as I can see and as far as the turns in the design went, are not a tarpit. They're agile, they tear apart fragile units like the cultist spears and the sea servants, and theoretically if they were on the flanks they could probably break cohesion, but they aren't bit, they aren't tough, and they break more in melee than other situations, meaning they don't have a particularly strong ability to slow down enemy units. They're an offensive horde unit more than a defensive horde unit, which came in large part out of me arguing that there was more pressing usefulness out of that than throwing a horde out as a tarpit.


I don’t disagree that a more disciplined and armored unit would do better.

I think it should take a back burner is because right now I don’t think they would “boost the ratmen”. Like we wouldn’t be able to take the ratmen from the center because on a flank a gaggle of poorly disciplined light infantry is going to be torn to shreds by their cavalry.

We got other holes to fill. Another infantry unit is not going to add much to our current capabilities versus a spell or filling another tactical niche.
« Last Edit: May 16, 2022, 10:00:40 pm by chubby2man »
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #168 on: May 16, 2022, 11:42:26 pm »

Hateful Bowmen

Some corpses and souls retain their strong hatred of Good, but not enough to animate a body. Some souls are simply too fractured, too broken, to be put to use as even an ingredient in a proper One Who Remembers or Recalls. But Nar-Carok is not one to let a good Evil soul go to waste.

The Hateful Bows are new bows imbued with yet more angry souls of the deeper reaches of the buried cities. These bows give every shot they take the same hatred, enhancing their impact against Good foes. More importantly, these angry arrows actively seek the most damaging targets they can find - often finding themselves shifting their trajectories in the air to ensure they hit a foe. Such weapons allow our archers to actively aim for the enemy's mages with the confidence that they'll hit (unless perhaps blocked by a ward), or shoot into a melee with little risk of wasteful friendly fire. The increased draw weight of the bow should also give it a good bit more oomph on the arrow itself.

The spirits imbued into these bows influence their wielders. The angry dead begin to take hold of them as a means towards their vengeance on Good. Movements come faster, bowstrings drawn tighter, increasing the fire rate and draw strength as the archers focus on their murderous goal to the expense of even their own bodies.

Ideally, these bowmen replace our normal archers.

[TLDR: Good-seeking bows and angry possessed archers]

Reanimated Centaurs

Not every civilization buried in Nar-Carok's domain was a human one. The centaurs of old, created by a past Demon, thrived in the outskirts of the city, hunting and raiding, until they too lost their homes and lives to Good. Evil still permeates the corpses, preventing their total decay, and their souls lingered. Reuniting their souls to their bodies, the centaurs rise again to stampede the newest incarnation of their ancient foe. In death, they are even stronger than before, without the limitations of a living body holding them back from using all the strength in their muscles. With their long lances they can skewer the foe on the move.

The Reanimated Centaurs act as light cavalry, harrying the flanks of the enemy, or charging into a group and withdrawing before it can close back around them using the agility granted by horse and rider being one and the same.

Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (5): MoP, Taricus, Powder Miner, C2M, Twinwolf
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (1): C2M
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):
Hateful Bowmen (1): Twinwolf
Reanimated Centaurs:


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (5): Powder Miner, MoP, Taricus, C2M, Twinwolf
« Last Edit: May 17, 2022, 11:49:49 am by Twinwolf »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #169 on: May 17, 2022, 01:01:28 am »

I'm thinking we do a High Effort ranged unit next turn. Something like

Soulbound Archers (High Effort)

Soulbound Archers are spectral semi-physical beings resembling humans with naught within the flesh. These walking skinbags are each permanently tied to a Soulbound Bow. Soulbound Bows are long composite bows made of wood and bone (surprise!) with a soul gem embedded within the leather-bound hand joint. Soulbound Archers use the soul gems to infuse their arrows with the effects of Common-level spells on impact. The Soulbound Archers charge their soul gems with each kill they rack up and can modify the intensity of their enchanted arrows accordingly.


Just as a basic idea I'm working on
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #170 on: May 17, 2022, 08:49:29 am »


Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (5): MoP, Taricus, Powder Miner, C2M, Twinwolf
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):
Hateful Bowmen (2): Twinwolf, C2M
Reanimated Centaurs:


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (5): Powder Miner, MoP, Taricus, C2M, Twinwolf
[/quote]
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Taricus

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #171 on: May 17, 2022, 09:42:32 am »

Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (5): MoP, Taricus, Powder Miner, C2M, Twinwolf
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (0):
Osseoforms (0):
Hateful Bows (0):
Hateful Bowmen (3): Twinwolf, C2M, Taricus
Reanimated Centaurs:


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (5): Powder Miner, MoP, Taricus, C2M, Twinwolf
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Design Phase T1
« Reply #172 on: May 18, 2022, 10:10:25 am »

The moving mass

The Buried city have more Evil in it then any single being that was buried with it, what limit this Evil is it being stuck in place, bounded by stone, but those problems are not as big a problems to those with less morals.
By taking a particularly Evil filled parts of the city, entombing them in flesh and merging a soul inside using a soul-stone, we can create a being large and hardy, and by placing blades and nails inside the flesh before the merging of the soul we give it the ability to flow around it enemies while cutting and stubbing them.


Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (6): MoP, Taricus, Powder Miner, C2M, Twinwolf, Rockeater
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (0):
Osseoforms (0):
Hateful Bows (0):
Hateful Bowmen (4): Twinwolf, C2M, Taricus, Rockeater
Reanimated Centaurs:


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (6): Powder Miner, MoP, Taricus, C2M, Twinwolf, Rockeater

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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #173 on: May 18, 2022, 01:53:55 pm »

Bombardier Beetles

Bombardier Beetles belong to a multispecies society of insects that, much like the rats, have developed into semi-humanoid, roughly intelligent beings. Their massive hive stretches beneath the foundations of the lowest levels of our city and stretches out for miles in all directions. Their complex society mirrors many that came before above them, all mashed into one cultural collage.

Bombardier Beetles are green thin-shelled beetlemen who stand on two hind feet. These insectoids make up the policing force across the entirety of the hive and are trained to work together in small groups to fight in a melee if need be using a short sword. Their preferred method of engagement is with a slingshot-bow of sorts held by their two upper arms. This device resembles a crossbow but utilizes a sling to fire fist-sized metal balls at a high velocity. The slingbow is designed with the strength of their four arms in mind, allowing it to hold up to the stresses that let it fire its ammunition effectively.
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #174 on: May 18, 2022, 06:37:08 pm »

I bet the angels are making something stupid like better sea servants again. What dummy’s amiright?
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #175 on: May 25, 2022, 11:48:08 am »

Demon Team: Design Phase T3
TURNTURNTURN
Agony of the Soul (uses Catacomb Token)

Agony of the Soul is a spell designed from the very ground up to be used by Soul Magi and with Soul Gems. At its most base form, it is a competent spell, although not a weak one, being an orb fired off by the caster that, upon impact with the target area or foe, goes off in a blast of lightning of moderate power, which is capable of chaining over to a couple (or, in the case of weaker enemies or particularly strong casters, a few) other nearby enemies.

However, the real power of this spell doesn't come from the base form (although that base form is itself most assuredly meant to be more effective than the magic missile we have now, even if our Acolytes cannot likely cast it) - the truly terrifying power of Agony of the Soul comes from the inherent compatibility of the spell with Soul Gems, for the spell is designed to not only be fueled by the souls of the enemies of Nar-Carok and the Soul Magi, but use them - a process that was perfected through allowing our Soul Magi to absorb and use many a lost ghost of the region's cemeteries in the very prototypes of this spell, consigning them to a truly horrific fate in the name of magical experimentation. When Agony of the Soul is used with a boost from the Soul Gem, not only is its area of effect and power boosted much more significantly than a magic missile would be, but the spell gains a second effect - not just lightning, but a wail of the most pure, unearthly pain and fear that cuts through the battlefield. This scream is not some form of sonic attack - instead, it is felt at the very spiritual level, derived from the agony being experienced by the souls being used within the Soul Gem to power the spell. This scream functions as a direct attack on Good and good-aligned neutral souls, damaging enemies and either dealing mental and morale damage (if they're a mortal being) or damage to their physical functioning (if they are a being like Sea Servants that are dead or inanimate and connected to souls).
Agony of the Soul (uses Catacomb Token): Easy: (1+3)+1=5: Average
So this is what soul music is? Seems a little grating.

The core of this spell was not a significant challenge. Lightning is surprisingly easy to conjure, and although it requires some magical tweaking to make it chain between targets (turns out that by nature it just wants to go into the ground), this was soon resolved. 
The more interesting aspect- the 'soul thunder' to accompany the bolt of lightning-, could have proved a more serious developmental hurdle. Fortunately, thousands of lingering spirits 'generously donated' their existence to the cause of progress, smoothing over the challenge by allowing for large-scale trial-and-error testing. And hey, they can't even curse your name in the afterlife, cos their souls were destroyed in the process!

The un-boosted version of the spell, when used by Soul Magi, has a range roughly equivalent to that of Magic Missile, but deals about two times as much damage to the initial target (in most cases; some may be more or less resilient to lightning-based attacks (for example, people in metal plate armour would be completely immune)). The lightning will then 'chain' to a nearby target, losing some potency in the process (preferring Good-aligned entities, although if none are nearby, it can also chain to Evil-aligned ones (so don't cast at a single enemy surrounded by friendlies)); it will do this until it can't overcome the target's resistance. In the case of Soul Magi targeting Cultists, it will generally hit five targets (always killing the first, but causing much less damage to the fifth)- it would hit more Sea Servants but fewer Acolytes, due to their lower/higher magic resistance.
When boosted, Agony of the Soul gains two main benefits. First, most simply, more power- with the spell designed ground-up to use the power of a Soul Gem, it is almost four times more potent when boosted (thus adding many more links to the chain, with the first target suffering immense damage (a Cultist would be disintegrated- which is actually somewhat wasteful)). Second, the soul-thunder, an effect that centers on the primary target, spreading an inaudible but deafening wail across the field. This wail damages (at decreasing intensity the further they are from the epicentre) souls (primarily Good ones, although avoiding all collateral damage is not viable), shaking the resolve of living beings and threatening the integrity of souls not connected to a living body (note that not all Undead necessarily have souls- some are mindless constructs, animated by magic alone; these would be immune. The effect on the gestalt soul of Sea Servants is not clear, but it is speculated that it could break the connections between it and individual corpses- and possibly have more significant effects if near the epicentre).


Agony of the Soul is a powerful damage-dealing spell, that will greatly enhance the lethality of Soul Magi (and yourself). The spell is too complicated for Acolytes to use, although without the Soul-Gem-integration aspects, it could be made usable. It requires more power per casting than Magic Missile- approximately twice as much (but the total damage output is much more than doubled). Uncommon



Hateful Bowmen

Some corpses and souls retain their strong hatred of Good, but not enough to animate a body. Some souls are simply too fractured, too broken, to be put to use as even an ingredient in a proper One Who Remembers or Recalls. But Nar-Carok is not one to let a good Evil soul go to waste.

The Hateful Bows are new bows imbued with yet more angry souls of the deeper reaches of the buried cities. These bows give every shot they take the same hatred, enhancing their impact against Good foes. More importantly, these angry arrows actively seek the most damaging targets they can find - often finding themselves shifting their trajectories in the air to ensure they hit a foe. Such weapons allow our archers to actively aim for the enemy's mages with the confidence that they'll hit (unless perhaps blocked by a ward), or shoot into a melee with little risk of wasteful friendly fire. The increased draw weight of the bow should also give it a good bit more oomph on the arrow itself.

The spirits imbued into these bows influence their wielders. The angry dead begin to take hold of them as a means towards their vengeance on Good. Movements come faster, bowstrings drawn tighter, increasing the fire rate and draw strength as the archers focus on their murderous goal to the expense of even their own bodies.

Ideally, these bowmen replace our normal archers.

[TLDR: Good-seeking bows and angry possessed archers]
Hateful Bowmen: Easy: (3+1)+1=5: Average
If you weren't a Demon, I might suggest counseling. You seem to be fixated on hatred and revenge.

It is not a major challenge to improve the bows used by Cultist Archers. The method used is a fairly mundane enchantment, building on previous work with hate-filled soul fragments.
The results are promising. Hateful Bows strike harder, further, and with greater accuracy, while the archers wielding them fire faster. None of the improvements are staggering, but put together they offer a significant boost in performance. The archers do have a tendency to over-exert themselves, but this should not present a significant problem during battle (unless a fight drags on for hours), though after a battle they will require more time to recuperate.

Hateful Bowmen are a significant upgrade to Cultist Archers. There is a little more work involved in producing their bows and training them to use them effectively, reducing unit size slightly. Unit Size: ~20 Common



Quote from: The Impossible Thief
In order to unlock the true potential of the Broken Shackle of Jilganheim, God of Chaos and Freedom, discussion among the cult of Nar-Carok and Nar-Carok himself ultimately turned towards using his mischievous power to empower a thief of epic proportions. In the end, the cult melted down the shackle and turned it into a fine thread, with a particularly masterwork weaver (inducted into the cult after one too many Shitty Feather breakdowns) combining this thread with lace to turn it into the Glove of the Impossible, a glove intended to allow the wearer to steal impossible things (such as stealing foreign objects out of someone’s body without rupturing it, or stealing a magical spell/effect from the caster or holder, or thoughts out of minds) or steal possible things in impossible ways (such as stealing people out of prison right through the walls, or stealing items out of somebody’s possession from meters away). This glove was left in the storage rooms of the cult for a short while, as Nar-Carok sought an ideal member of the cult to wield it.

And then some fucking jackass stole it.

Said fucking jackass was an adventurer from the Raider's Roost, actually one of the best in the business at thieving, but also one of the best in the business at getting himself ostracized by even other adventurers for being a huge dick. He had been attempting to join the cult of Nar-Carok for a while now, but had been failing, because he had quite simply been too annoying for the mortal agents of Nar-Carok in the Roost. Now, he had taken matters into his own hands - and, perhaps, Jilganheim had taken matters into his as well, seeking out an ideal wielder for the artifact of his energies. Deftly avoiding execution on account of being a veteran adventurer who was nigh-impossible to actually catch and kill, and being in fact probably a better user of the artifact than any of Nar-Carok's actual cultists, the now-Impossible Thief swore himself to the cult.

In influence, the Impossible Thief serves many purposes for the cult, laying the best-laid plans of both men and Muus to ruin. The Thief throws a galaxy-sized wrench into mortal nations' attempts to damage either our cult or the factions our cult sides with. His ability to use his glove to, as the examples given above, steal men out of jail and to directly steal intel from people, of course, is very powerful here, allowing warnings to be provided when policing or attacks are attempted - but he himself also delights in finding new and creative ways to fuck people over and ruin their plans and days, stealing small vital things that send massive plans completely derailing. And if you're Muu? Well, if you brought some fancy expensive object, he's going to find out how much the copper sells for on the black market if he strips it out. If you brought Worms, he's going to steal it every now and then. Steel his resolve? No, he's going to steal your resolve, the ability to steal magical effects potentially even letting him neutralize Gadflies. He should also be able to function positively in influence, providing our allies with valuable objects, money, and useful pieces of intel purloined from around the region, especially when there's something particularly valuable to steal. There is a vital limit to his abilities, though: he cannot perform direct, harmful attacks via the glove (like stealing hearts out of people's chests). Perhaps if the glove were a different god, or had a different wielder, it might be possible - but Jilganheim and the Impossible Thief himself are in concord about something: using an artifact like this to be a hitman is fucking BORING, and a waste of the potential creativity provided - after all, one would be likely to default to it every time. Thus, the glove actively resists it, and the Thief goes along with that resistance, preventing this course of action.

Despite being very much primarily intended for influence, the Impossible Thief is nonetheless not useless in combat, if maybe not as powerful as someone like the Vampire Lord. Although he won't use the glove for direct attacks, and he prefers not to be wasting his time trying to do something like stab people, he isn't a pacifist. At a minimum, for example, he has combat options such as stealing a Magic Missile right out of an enemy Acolyte's hands and then literally dunking on them with it. The only combat attribute the Impossible Thief has is one also useful for not getting murdered in influence lanes - he is a fast, squirrelly bastard who is damn near impossible to get one's hands on, although he's not very physically strong, and he uses this to dart around a battlefield, stealing combat plans and delivering them to our side, perhaps stealing powerful artifacts and enchantments from enemy Champions for a fair portion of the battle, even doing things like trying to steal the soul connection of the Sea Servants from Muu, although he would only be able to disrupt her strengthening presence and only while holding onto the connection.
The Impossible Thief (uses Broken Shackle of Jilganheim): Hard: (3+4)-1=6: Above Average
The Impossible Thief is objectively an irritating twerp. However, you can put up with it, and nobody else is annoyed enough to do anything about it- because if they do make a fuss, the Thief can just steal their annoyance (provided he isn't too entertained by their reactions).

Making the glove was a bit of a challenge, but at the end of the day it's just one glove. Disruption, by means of 'liberating' items from their owners, is a fine use of Jilganheim's energy. There was some interesting debate as to how it could even be possible to grasp hold of spells, let alone thoughts or other intangible things... but the weaver (whose mental state is, uh, turbulent) told them all to shut up. She then locked herself in her workshop for three days straight, before emerging with the finished glove (and coffee poisoning). For some reason, the finished product menaces with spikes of oyster shell.
The glove was kept under heavy security, as befits such a valuable item. When it disappeared, you had some stern words with the cultists on guard duty. After picking your teeth, you cast out feelers to try and locate the item- a process that proved unnecessary, as the Impossible Thief was waiting for you in your- similarly well guarded- inner sanctum. No longer hungry, you simply opted to bury the guards alive. You then spent several minutes in discussion with the Thief, a process which destroyed most of your sanctum, and barely ruffled the Thief's hair. Realising that killing him would require more effort than ignoring him, and that he did present a potent ally, you reluctantly accepted his vows of loyalty.

Anyway. Moving on. The Glove works. Don't ask how it works, it just does- much of the operation hinges on Jilganheim's unpredictable power (although you did gain some experience, replicating the Glove's powers would be a major challenge). Money can't buy everything, but the Impossible Thief can steal it (with enough time and preparation- you asked about the possibility of stealing the sun, and he said he could do it if you give him three centuries and unlimited resources. He did add that stealing the sunlight over a small area may be possible, though). Some of the things he steals vanish forever- possibly consumed by the glove as fuel-, though he has control over this, so there's no risk of something important vanishing. Some of the other things are put to immediate use. And some of the things show up in a vault in the Buried City. Like gold. Quite a lot of gold. Stealing gold is sort of boring, but the Thief can't help himself- it's an involuntary reflex; the Thief sees a fat merchant with a swollen purse walk by, the Thief is going to take it, the rings on his fingers, the memory of his wedding day (minor note- when stealing thoughts, memories, and the like, the Thief can choose to steal a 'copy', or to remove outright), and his shoelaces. The Thief has no need for gold, so it goes into your coffers ((+1 Wealth Token (this is modeled as a one-off, but represents a continuous income stream))).
In an Influence role, the Impossible Thief will severely hamper angelic operations that rely on scarce materials- he can indeed steal the hexes from a Gadfly (rendering them useless), or the parasitic Worms of Muu from within an important target (removing that as an obstacle to conversion). He is just one guy, though, so large-scale operations are harder for him to disrupt. Additionally, his ability to acquire intel, blackmail, and various other things will provide missionaries with the leverage needed to make (more) progress with key conversions (again, generally not useful for large-scale operations). It is also likely to improve other infiltration efforts developed in the future. In all, while the Thief cannot singlehandedly convert provinces, he can certainly make it a lot easier for the rest of your agents to do so.
Also, in addition to the gold he steals on an accidental basis, the Impossible Thief can and will deliberately steal things that could help your research process. He can nick tools and blueprints, as well as skills and knowledge (manifesting as a fuzzy cloud, that the Thief can transfer to a cultist (or keep for himself)). Because of a very sensible and well-thought-out reason, these research boons can only be used for a brief period. Whenever deployed to an Influence province (he is too busy during combat deployments to do this), the Thief will make projects of a specific type easier in the coming month (related to the province (but not the same as the faction bonus)).
 
He is less useful in Combat, but not useless. He can steal plans from the heads of enemy commanders (although so far Muu's forces operate based on pretty simple plans that we could guess regardless), and spells as they are cast (although Muu's has not demonstrated many spells worth stealing- taking a few Magic Missiles or Ymis Wards is barely worth the effort), and indeed the courage from enemy troops (again, best employed against elite troops- Drakegulls might be worth the effort; Acolytes would be, except that their mental defences would slow progress). When asked about his potential front-line performance, the Thief spent about ten minutes laughing at you- he would only ever stand in the rear, and quickly escape the minute things look hairy (which he is extremely good at). Stealing the 'connection' between Muu and her Sea Servants is obviously not something you can test right now, however you speculate it to be possible but impractical to disrupt the connection, and intensely impractical to outright take over.


The Impossible Thief presents a very potent asset in infiltration, and a potentially disruptive element in combat- not to mention a modest source of income and knowledge. Unique



It is now the Revision Phase. You have TWO revisions, in light of the extra design.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
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Long Live United Forenia!

evictedSaint

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T3
« Reply #176 on: May 25, 2022, 12:35:21 pm »

I quite like this thief.

Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T3
« Reply #177 on: May 25, 2022, 09:31:03 pm »

New Age Recovery Centers And Rehabilitation Of Kin (uses Wealth Credit)

We have trained Masters of Rites to deal with the events concerning the proper disposal of the deceased, but the dead do not stop their influence there. The deceased live in the memories of their families, and often survivors find themselves stricken with grief.

When not out performing ceremonies, Master of Rites now work out of humble structures when not in the field performing their namesake rites. Therapeutic services are offered to those who attend the funerals hosted by Masters of Rites, with prospects being directed toward their nearest New Age Recovery Center for proper Rehabilitation of Kin. While some help is offered in finding peace with their loss, the Masters of Rites are tasked with continuing their manipulative work on a private, personal basis - secrecy guaranteed! The goal of these finer manipulations is to twist the aggrieved into agents of Nar-Carok, acting according to his will and bolstering his influence in their home regions.

Importantly, the Masters of Rites never do direct recruiting themselves. To keep their association with the cult secret, prospects are instead gently nudged in the direction of people who would recruit them or otherwise instruct them to act on behalf of the cult. While more influential and cautious people will take a good few sessions to recruit, we hope those of lesser will will see things our way sooner.


Wet Markets

Masters of Rites deal with plenty of corpses, and a lot of that is good material. Properly treated and prepared, one could find many a potential buyer for a human's organs, whatever their aims may be. Corpses deemed unnecessary for use by the cult and those who no longer require viewing (they're supposed to be cremated or the body is already buried, for example) are cut open and their insides carefully removed (as well as the eyes and teeth) and sorted before being dried, powdered, pickled, or whatever the part in question may require. These parts are taken via couriers to separate nonstatic "shops" where the goods are sold for a nice price.


Those Who Rest

There isn't much as exhausting as an infinite well of rage, and some of our infuriated skeletons display this in a way we can manipulate.

Those Who Rest are more aged skeletons than their kin and instead of rushing headfirst in a rage-fueled outburst, prefer to find a nice place to lay down and finally rest. Those Who Rest are easily guided by friendly forces and will lay down when given permission to rest. They can be awakened by an Evil being without issue, but if a Good-aligned entity disturbs their slumber, Those Who Rest will Recall their immense hatred and detonate in a furious rage.
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T3
« Reply #178 on: May 26, 2022, 04:51:53 pm »


Agony of the Body


The spell, “Agony of the Body”, is intended to immobilize whole groups of units at a time, by taking the killing power of the Agony of the Soul spell and placing limits on the power sent into one person.

Noticing that the Agony of the Soul spell had incredible power, we decided to see how far we could spread its reach. Instead of aiming for outright killing it’s victims, we fine tune the spell to only deliver incredibly painful convulsions in the limbs of the targets before moving on to the next target.

The spell aims to have a broadly similar power level and casting requirements of the original, just with tighter limits on the power spent on one individual. When boosted the scream is similarly modified to produce a dullness or haziness in the victims.

Ideally when cast on a group of enemies it’s sends them screaming to the ground, easy pickings for follow up spells or infantry sent to clean up.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T3
« Reply #179 on: May 26, 2022, 05:28:28 pm »

boring FUCKING revisions coming thru

Lesser Agony

Lesser Agony is a version of Agony of the Soul, intended to be made significantly more accessible to the spell-casting abilities of mere mortal acolytes via stripping the Soul Gem portions of the spell off entirely. Thus, Lesser Agony is essentially just a spell equivalent to the unpowered form of Agony of the Soul.

Gem of the Daywalker

They say that sometimes in order to deal with the things that hurt you, you need to face your fears. And so the Vampire Lord got to face his fucking fears, because with the introduction of Bottled Sunlight to enemy camps, he no longer gets to avoid them, and we no longer have the ability to just let him. So, we began exposure training with the Vampire Lord, having him practice attempting to maintain at least part of his power level throughout even daylight.

This otherwise largely-marginal process, however, is something that we boosted with the introduction of a Soul Gem which the Vampire Lord now wears on his person and which, due to the conducting of a piece of soul transfer ritual stolen and highly modified from the Ancient Rites which brought the Soul Magi back to life, transfers any souls within it slowly to the Vampire Lord in the form of power, buffering his daylight (or faux-daylight or, like, clock-exposed) strength. Whenever he kills and takes their blood, their soul too is added to the gem. The Gem is also filled before each deployment of the Vampire with the souls of Cultists, because... it's one Soul Gem, there's absolutely no reason we can't do this.

Extra-Boring Daywalker
They say that sometimes in order to deal with the things that hurt you, you need to face your fears. And so the Vampire Lord got to face his fucking fears, because with the introduction of Bottled Sunlight to enemy camps, he no longer gets to avoid them, and we no longer have the ability to just let him. So, we began exposure training with the Vampire Lord, having him practice attempting to maintain at least part of his power level throughout even daylight. During this process, we had him feed on cultists and attempted to conduct several very slight variations on parts of the rituals that sealed him out of Time (mostly parts of ritual that aim to modify his current state rather than re-commit the whole "Exclusion from Time" thing again and anger Tokchoko all over again), hoping to bring this new "minimum" power level to his default even when confronted with his weaknesses.
« Last Edit: May 27, 2022, 01:47:50 am by Powder Miner »
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