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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17391 times)

Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T5
« Reply #240 on: January 10, 2023, 01:19:51 pm »

Spell: Faltering Step (Lurch of Fear Revision)

Faltering Step is a simplification of Lurch of Fear, reducing casting time and area fairly drastically, targeting individual entities and only mildly affecting those surrounding the target. Faltering Step is an immediate cast that plants the targets feet to the ground for the short duration of the spell. It is intended to be available even to Common-level casters. When empowered, the downward pull affecting the feet spreads throughout the body to various degrees based on the caster's power and the target's strength of mind/will.


The Ancestral Guard (Ancestral Prophet Revision)

The Ancestral Guard consists of two ancient warriors handpicked by the Ancestral Prophet to engage in close quarters combat and keep the Prophet out of reach of enemy hands. Their skeletal forms have been fused to highly decorative golden steel armor and they wield a large two-handed sword that'd be considered unwieldy by mortals but is manipulated perfectly by these magic-infused warriors.

Of course while their combat prowess from their old lives has carried over and augmented by their undead resilience and magical bindings, the real star of the show are those swords. The hilts of the swords are decorated with Glass Steel. As with the Ancestral Guard themselves, the weapons are linked to the Ancestral Prophet and may be temporarily enchanted by them to create a spell's effect on strike.

While incredibly powerful and intimidating, the Ancestral Guard are limited by their distance to the Ancestral Prophet. Their bonds and binds weaken with distance and so they naturally stay very close to the source of their power.
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Design Phase T5
« Reply #241 on: January 12, 2023, 08:48:02 am »

The Dark Enhancement V2

The effectiveness of our base units have gone down and down, and we are tired of it. Any basic troop that stands out in training is to be given a mild dark enhancement and curse to increase the power and durability of everything they are using and/or wearing. Although each piece of equipment empowered in this way increases the aggression of the wearer cumulatively.





Quote from: votebox
Faltering Step: 0
The Ancestral Guard: 1 (Knightwing64)
The Dark Enhancement V2: 1 (Knightwing64)
« Last Edit: January 12, 2023, 09:15:52 am by Knightwing64 »
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Design Phase T5
« Reply #242 on: January 12, 2023, 01:54:41 pm »

Quote from: votebox
Faltering Step: 1 (Rockeater)
The Ancestral Guard: 2 (Knightwing64, Rockeater)
The Dark Enhancement V2: 1 (Knightwing64)
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Re: Demon Team - Chiaroscuro 2 | Design Phase T5
« Reply #243 on: January 12, 2023, 07:14:16 pm »

Quote from: votebox
Faltering Step: 2 (Rockeater, Powder Miner)
The Ancestral Guard: 3 (Knightwing64, Rockeater, Powder Miner)
The Dark Enhancement V2: 1 (Knightwing64)
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T5
« Reply #244 on: January 12, 2023, 08:29:57 pm »

Quote from: slightly reformatted votebox because apparently someone has slight compulsions regarding voteboxes
Faltering Step (3): Rockeater, Powder Miner, MoP
The Ancestral Guard (4): Knightwing64, Rockeater, Powder Miner, MoP
The Dark Enhancement V2 (1): Knightwing64
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T5
« Reply #245 on: January 18, 2023, 01:32:12 pm »

Demon Team: Revision Phase T5
TURNTURNTURN
Spell: Faltering Step (Lurch of Fear Revision)

Faltering Step is a simplification of Lurch of Fear, reducing casting time and area fairly drastically, targeting individual entities and only mildly affecting those surrounding the target. Faltering Step is an immediate cast that plants the targets feet to the ground for the short duration of the spell. It is intended to be available even to Common-level casters. When empowered, the downward pull affecting the feet spreads throughout the body to various degrees based on the caster's power and the target's strength of mind/will.
Faltering Step: Normal: (2+4)=6: Above Average
Mind your step. Mind your step. Mind your step.

While it involves several differences, the underlying structure of Lurch of Fear is suitable for adaptation into Faltering Step. Significantly reduced scope and a simpler effect enable it to be cast by Acolytes. It was also possible to leave out some of the problematic elements of Lurch, thus streamlining Faltering Step into a spell that can be cast fairly rapidly. Soul Magi can cast it at a moment's notice, providing them with a reliable last-ditch defensive option, though ideally it would never come to that.
The spell has a range equivalent to Magic Missile, but must be targeted more precisely- one can fling Magic Missiles in the vague direction of the enemy and hope to hit something, but Faltering Step is not a missile; if the range is off, it will not affect the target, even if cast in the right direction. Timing the casting so as to catch the target (as moving the focus mid-casting is still challenging) is in a way less of an issue than with Lurch due to faster casting speed.
The effect on those caught will range from being dragged flat to the ground, totally immobilised, to briefly stumbling (depending on the resistance of the target and strength of the caster). Acolyte v Cultist, the effect is likely to be like the cultist stepped into thick mud- some risk of falling over initially, followed by significantly slowed movement for a few seconds before the spell wears off. 


Faltering Step is a simple but effective means of restricting mobility. It is Common



Quote from: ibid
The Ancestral Guard (Ancestral Prophet Revision)

The Ancestral Guard consists of two ancient warriors handpicked by the Ancestral Prophet to engage in close quarters combat and keep the Prophet out of reach of enemy hands. Their skeletal forms have been fused to highly decorative golden steel armor and they wield a large two-handed sword that'd be considered unwieldy by mortals but is manipulated perfectly by these magic-infused warriors.

Of course while their combat prowess from their old lives has carried over and augmented by their undead resilience and magical bindings, the real star of the show are those swords. The hilts of the swords are decorated with Glass Steel. As with the Ancestral Guard themselves, the weapons are linked to the Ancestral Prophet and may be temporarily enchanted by them to create a spell's effect on strike.

While incredibly powerful and intimidating, the Ancestral Guard are limited by their distance to the Ancestral Prophet. Their bonds and binds weaken with distance and so they naturally stay very close to the source of their power.
The Ancestral Guard: Hard: (2+1)-1=2: Utter Failure
Excuse me?
You think that I need a bodyguard?
And then suggest a pair of mangy skeletal sword-flailers?
I would rather die. I mean that literally. I can recover from death, I would not be able to recover from such unbridled humiliation. 

...well, fortunately the project wasn't going very well anyway, so you didn't lose much. And if you try again, you'll just need to tune things to fit his aesthetic tastes a bit more- you get the feeling that he'll forget about his objections if you can just find the right shade of gold.
While you have nothing workable to show for your efforts, you did gain some insights into the creation of elite warriors.



It is now the Strategy Phase. Decide where to deploy your Unique units. Also decide whether to side with the Myriadites or the Revisionists.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens & Misc Bonuses (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)
« Last Edit: January 18, 2023, 02:13:09 pm by NUKE9.13 »
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #246 on: January 18, 2023, 02:30:01 pm »

As we saw last turn, investing in combat with actions is not necessarily a guarantee that we'll win a combat turn, especially because our rolls were not very good, to say the least. I think the prophet will probably bitchslap whatever lane he's in, especially if he's there with Nar-Carok, but I'm not entirely sure if Lurch and Step will be enough to overturn a lane if they've also invested well; but if we're able to reapply the effect of the Vampire, that might be enough. I'm pretty certain that bringing the Thief along will be able to cuck the fucking shit out of the Doctor and cause other problems like screwing over their elementals, and with the Gem of the Daywalker I don't think the Angels have the ability to handle an undoc'd Vamp.

Also, the Myriadites fit the Buried City in terms of fluff, and the Revisionists don't quite, imo.

Quote from: Strategy Vote
Deploy Nar-Carok to Rolling Hills: (1) Powder Miner
Deploy Nar-Carok to Pestilent Marshes: (0)
Deploy Nar-Carok to (insert influence province here): (0)

Deploy Vampire Lord to Rolling Hills: (0)
Deploy Vampire Lord to Pestilent Marshes: (1) Powder Miner
Deploy Vampire Lord to (insert influence province here): (0)

Deploy Impossible Thief to Rolling Hills: (0)
Deploy Impossible Thief to Pestilent Marshes: (1) Powder Miner
Deploy Impossible Thief to (insert influence province here): (0)

Deploy Ancestral Prophet to Rolling Hills: (1) Powder Miner
Deploy Ancestral Prophet to Pestilent Marshes: (0)
Deploy Ancestral Prophet to (insert influence province here): (0)

Side with Revisionists: (0)
Side with Myriadites: (1) Powder Miner
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #247 on: January 18, 2023, 02:36:49 pm »

In light of how some rolls went, I begrudgingly agree with Powder on the deployment of the thief to combat as opposed to influence. This turn ended up fairly limp, so we're just going to have to accept that we'll be sacrificing something, and I don't think the position of the front lines is what we should be compromising for some influence lane work.

Myriadites are really the obvious choice for us when you think about it. I briefly mentioned before that they really do reflect how we've constructed our own cult, so we can all be best demon buds.

Quote from: Strategy Vote
Deploy Nar-Carok to Rolling Hills: (2) Powder Miner, MoP
Deploy Nar-Carok to Pestilent Marshes: (0)
Deploy Nar-Carok to (insert influence province here): (0)

Deploy Vampire Lord to Rolling Hills: (0)
Deploy Vampire Lord to Pestilent Marshes: (2) Powder Miner, MoP
Deploy Vampire Lord to (insert influence province here): (0)

Deploy Impossible Thief to Rolling Hills: (0)
Deploy Impossible Thief to Pestilent Marshes: (2) Powder Miner, MoP
Deploy Impossible Thief to (insert influence province here): (0)

Deploy Ancestral Prophet to Rolling Hills: (2) Powder Miner, MoP
Deploy Ancestral Prophet to Pestilent Marshes: (0)
Deploy Ancestral Prophet to (insert influence province here): (0)

Side with Revisionists: (0)
Side with Myriadites: (2) Powder Miner, MoP
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #248 on: January 18, 2023, 05:44:40 pm »


Quote from: Strategy Vote
Deploy Nar-Carok to Rolling Hills: (3) Powder Miner, MoP, C2M
Deploy Nar-Carok to Pestilent Marshes: (0)
Deploy Nar-Carok to (insert influence province here): (0)

Deploy Vampire Lord to Rolling Hills: (0)
Deploy Vampire Lord to Pestilent Marshes: (3) Powder Miner, MoP, C2M
Deploy Vampire Lord to (insert influence province here): (0)

Deploy Impossible Thief to Rolling Hills: (0)
Deploy Impossible Thief to Pestilent Marshes: (3) Powder Miner, MoP, C2M
Deploy Impossible Thief to (insert influence province here): (0)

Deploy Ancestral Prophet to Rolling Hills: (3) Powder Miner, MoP, C2M
Deploy Ancestral Prophet to Pestilent Marshes: (0)
Deploy Ancestral Prophet to (insert influence province here): (0)

Side with Revisionists: (1) C2M
Side with Myriadites: (2) Powder Miner, MoP
[/quote]

No strong opinion on the strat side.

I like the Revisionists. I think they are clear choice for us considering how we unite various factions and races under our banner. I don’t think our influence designs particularly synergize with one faction over the other, but I do think that the Angels have a potential strong synergy with their mind bending Worms being interesting to a faction determined to shift people’s minds to one way of thinking.

 So while I really do think the flavor of each faction could work with us either way, I think the angels don’t really mesh well with the Myriadites so we should stick them with each other.
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #249 on: January 20, 2023, 07:15:39 am »

Quote from: Strategy Vote
Deploy Nar-Carok to Rolling Hills: (3) Powder Miner, MoP, C2M
Deploy Nar-Carok to Pestilent Marshes: (0)
Deploy Nar-Carok to (insert influence province here): (0)

Deploy Vampire Lord to Rolling Hills: (0)
Deploy Vampire Lord to Pestilent Marshes: (3) Powder Miner, MoP, C2M
Deploy Vampire Lord to (insert influence province here): (0)

Deploy Impossible Thief to Rolling Hills: (0)
Deploy Impossible Thief to Pestilent Marshes: (3) Powder Miner, MoP, C2M
Deploy Impossible Thief to (insert influence province here): (0)

Deploy Ancestral Prophet to Rolling Hills: (3) Powder Miner, MoP, C2M
Deploy Ancestral Prophet to Pestilent Marshes: (0)
Deploy Ancestral Prophet to (insert influence province here): (0)

Side with Revisionists: (2) C2M, Knightwing64
Side with Myriadites: (2) Powder Miner, MoP
[/quote]
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #250 on: January 21, 2023, 09:03:44 pm »

Quote from: Strategy Vote
Deploy Nar-Carok to Rolling Hills: (4) Powder Miner, MoP, C2M, Twinwolf
Deploy Nar-Carok to Pestilent Marshes: (0)
Deploy Nar-Carok to (insert influence province here): (0)

Deploy Vampire Lord to Rolling Hills: (0)
Deploy Vampire Lord to Pestilent Marshes: (4) Powder Miner, MoP, C2M, Twinwolf
Deploy Vampire Lord to (insert influence province here): (0)

Deploy Impossible Thief to Rolling Hills: (0)
Deploy Impossible Thief to Pestilent Marshes: (3) Powder Miner, MoP, C2M
Deploy Impossible Thief to Raider's Roost (1): Twinwolf
Deploy Impossible Thief to (insert influence province here): (0)

Deploy Ancestral Prophet to Rolling Hills: (4) Powder Miner, MoP, C2M, Twinwolf
Deploy Ancestral Prophet to Pestilent Marshes: (0)
Deploy Ancestral Prophet to (insert influence province here): (0)

Side with Revisionists: (2) C2M, Knightwing64
Side with Myriadites: (3) Powder Miner, MoP, Twinwolf

Mostly fine with stuff but just don't like the idea of sending an influence-focused hero into combat; Raider's Roost could have some interesting loot with all the relics and stuff.
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T5
« Reply #251 on: June 25, 2023, 08:57:04 am »

Demon Team: Strategy Phase T5
TURNTURNTURN
Design phase, two designs, go.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens & Misc Bonuses (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)

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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T6
« Reply #252 on: June 27, 2023, 09:06:56 pm »

Quote from: Amalgam Worms and Worm Cultists
Amalgam Worms and Worm Cultists
The Amalgam Worm are semi-intelligent fleshy tubes a dozen meters long who live in and feed on dirt and rocks beneath the surface. Their incredibly muscular bodies propel the creature forward in what initially might be seen as random thrashing, but serves a purpose covered in a moment. Amalgam worms don't have teeth, and instead rely on the previously mentioned muscles and multiple stomach chambers filled with a variety of acids to thoroughly break down materials that pass through the worm. The materials that can't be used by the Worm are pushed out of the worm's rear in a thick sludge. The acid bath treatment the worm's stomach contents receive create a dense generic grey paste that hardens into solid blocks when heat-treated. The worm's flailing while it digs is used to widen the hole it is creating and leaves small pools for the...evacuated contents to build up into for collection. These tunnels hold shape thanks to a thin layer of slime secreted by the worm’s skin. This keeps it from getting too hurt ans it travels while allowing them (and others) to pass through the tunnel regardless of the material burrowed through. Amalgam Worms aren't always starving, but they are never fully satisfied. They can digest materials outside of a lithovoric diet, but do not receive as much sustenance and would prefer to stick to their favorite meal. The output of the Worm is consistent regardless of input.

Worm Cultists are the cultists responsible for training and directing the Amalgam Worms. The Cultists follow behind their Amalgam Worm with a torch and a whistle, and command the Amalgam Worm through various different whistle bursts. The torch is used by the handler so that they can see, and not for directing the Worm. We may be Evil, but we're not evil.

Quote from: Hunger Of The Void (Common Spell)
Hunger Of The Void

Hunger Of The Void is not as dramatic or terrifying as the name may suggest. Probably.

All spellcasters should be capable of casting HotV, bringing forth a strange dark sphere in a targeted area of the space around them. This strange, pulsating, black-purple swirling mass absorbs arrows, spells, even light itself. As the mass draws in and devours incoming attacks it begins to fade to grey. Once the mass greys out completely it fires off based on the caster's relative location as if they were throwing it. When it strikes an object, the projectile bursts open and releases a mildly intoxicating and disorienting gas concentrated based on the amount of material and magic absorbed by the Void.

When empowered, the payload in the projectile goes from a light intoxicating gas to highly concentrated caustic solution, in large part because the Hunger Of The Void can be maintained for longer before it satisfies it's hunger.

Quote from: Flying Carpets (aiming for Cheap or Expensive)
Flying Carpets

Flying Carpets are fairly sturdy carpets that fly. They are generally large enough to carry three or four normal human-sized things as well as the "pilot", who uses a grip on the front corners of the carpet to control it in flight. Leaning forward and backward adjust speed (faster and slower, respectively), while releasing the corners causes the carpet to come to a stop. Although not expected to haul large amounts of cargo, Flying Carpets should provide the forces of Nar-Carok with additional mobility both in and out of battle.


ADDITIONAL PROPOSAL!!!


Quote from: Soul-Tethered Ancient Creature Summoning (STACS) + Slavering Ghoul
Soul-Tethered Ancient Creature Summoning

STACS is the method by which the forces of Nar-Carok have learned to temporarily conjure facsimilies of select creatures at will. A group of "explorers" found a previously undiscovered temple similar to those that brought about the Soul Magi, yet oddly different, and clearly much older. Massive stone tablets lined the entrance hall leading to the central chamber, and once translated they unlocked the secrets of STACS. The STACS Tablets instructed on ways to bind creatures to altars which could infuse soul gems with the essence of the creature they contained. Purer soul gems allow for more powerful souls to be infused, with the soul gems gaining a lustrous, reflective quality the more powerful the bound soul is. The process of infusion by the altars also burn a hieroglyph into the soul gem to easily identify what exact creature is tethered to it. Some magic is required to trigger the gem's effect, meaning their use is restricted to casters, and the caster's skill determines both the rarity of STACS they can use and the number of simultaneous summons they can maintain. A creature can be summoned in a position chosen by the caster (ex. face down in defense mode), with maximum distance from the caster being determined by their skill level. Once killed, a summoned creature will be ripped back into the soul gem it is tethered. Creatures within their gems and in a caster's possession will recover as the gem absorbs souls, meaning they can potentially redeploy summons multiple times throughout a battle. Each creature gains a special additional effect if they are Empowered Summoned.

[In short, flavor for soul gem-style summoning with holographic rare gems that totally isn't a bastard combo of yugioh and pokemon. Since it's conjuring but different I figure it won't make things more difficult than boring normal conjuration flavor, especially as we have all this (I gesture everywhere) soul gem experience.]


Slavering Ghoul

With a STACS Altar immediately available to cult, there was obviously a test performed of the STACS system. This has resulted in the successful [please, whatever god of dice and gambling nuke has made] summoning of Slavering Ghouls. Slavering Ghouls have mottled grey skin stretched tightly over their deceptively small muscles, with a noseless, black-eyed face and a mouth crammed full of pointed teeth. Their long, lanky limbs end in large claws they use to grip onto and rend their caster's targets. Slavering Ghouls run on all fours and use this stance to better pounce on their prey. Slavering Ghouls, like all STACS summons, are obedient to their summoner.

When Empowered, Slavering Ghoul gains the following effect: Acid Spit

Once a turn before your attack Empowered Slavering Ghouls can spray the contents of a now-active acid cavity in a high-pressure stream from the mouth at a target. The acid spewed by the Empowered Slavering Ghoul mimics that of a "living" ghoul's stomach acid and can eat through or severely weaken most materials. If the target has them, the Ghouls prefer to target eyes.

Quote from: Pachy Chargers
Pachy Chargers

It's not to uncommon to find eggs in the forgotten ruins and labyrinthine tunnels that cross over one another impossibly beneath the surface. Our "excavators" have come across a large cave full of seemingly perfectly preserved eggs from a time and place that can probably be explained logically. Either way, dark magics can be applied to the eggs to accelerate their development and growth. Out of these eggs comes our new best friend - the Pachycephalosaurus. The evil magic that has helped create these creatures manifests itself visibly as thin wisps of blackish smoke emanating from ruby red eyes.

The corrupted Pachycephalosaurus is a strong, nimble crime against the natural order. These solid creatures are saddled as they grow large enough to support a rider and are trained to follow both physical and verbal commands from the rider. The scales of the Pachycephalosaurus are nice, but additional protection is provided to their front, sides, and upper legs using (metal) scale barding. The Pachies are trained to use their thick skullcaps to bludgeon foes as they charge and to aid their rider in combat, and their tails come with a leather sleeve that tops off the tip with a solid steel ball for extra oomph. Pachy riders use a spear and shield to fight from Pachyback, and have a curved one-handed blade as a backup weapon. Heeled steel boots and greaves protect the legs of the riders and give them sturdy grip in the stirrups, while their upper body is protected by ringmail over padded armor. Their steel helmets include a faceguard that can be flipped up and down. 

Pachy Chargers are expected to be costly to properly train and equip, so it is within our best interests to ensure that the Pachy Chargers are drawn from the highest tier of warrior in the cult.
« Last Edit: July 05, 2023, 02:36:20 pm by Man of Paper »
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Design Phase T6
« Reply #253 on: July 04, 2023, 03:21:31 am »

Quote from: vote
Amalgam Worms and Worm Cultists (1): Rockeater
Soul-Tethered Ancient Creature Summoning (STACS) + Slavering Ghoul (1):Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T6
« Reply #254 on: July 05, 2023, 02:45:45 pm »

Quote from: vote
Amalgam Worms and Worm Cultists (1): Rockeater
Soul-Tethered Ancient Creature Summoning (STACS) + Slavering Ghoul (2): Rockeater, MoP
Pachy Chargers (1): MoP

Voting for chargers instead of the worms because, as much as I like the worms, I don’t think they or stacs do much to combat the advantages provided by the angel heavy cav. While pachy might not counter their cav, it will hopefully provide us similar advantages and result in something closer to net zero. Worms could definitely be hella useful, but they’re probably going to be most effective against static formations and fortifications.


ANOTHER PROPOSAL:

Quote from: Loreyers
Loreyers

Loreyers are orators whose skills rival the Masters of Rites, but while the Masters of Rites are experts on religious texts from wherever they work, Loreyers are experts on the historical, especially when it comes to law.

Loreyers are well-versed in regional dialects, culture, and mannerisms out of necessity, and ensure they use the appropriate toolset based on the target audience. Regardless of the status, standing, or size of the target audience, the goal is always the same: manipulate their vast knowledge of historical events and precedents in order to align targets with beliefs that would benefit the Cult of Nar-Carok. Loreyers work closely with Demon-aligned factions (as well as Demonic agents) free of charge in order to act as lawyers, advisors, negotiators, and perhaps even lawmakers or councilors in royal courts. Wherever history can be misused or law corrupted in order to benefit Demonic goals, and maybe hinder Angelic efforts, a Loreyer should be able to reach out and provide their skills (within seven to ten business days).
« Last Edit: July 05, 2023, 07:32:42 pm by Man of Paper »
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