Demon Team: Revision Phase T5TURNTURNTURNSpell: 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
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.
Nar-Carok: The diabolical leader of your faction, a being of immense power. There is very little he cannot do. Needless to say, he is Unique
Champions:
The Vampire Lord: An ancient Vampire, unearthed from the Buried City by Nar-Carok and his cultists. Relatively weak during the day, but comes to unlife at night as he rampages through enemy camps, though his stamina is limited. He is also familiar with the general behaviour of nobility, making him a decent director (but not actor) in Influence provinces. Unique
Gem of the Daywalker: A Soul Gem, attuned to the Vampire Lord, that he can fill with souls of his victims. This reservoir of power can then be used to alleviate his weaknesses, most notably sunlight. He can also manually draw extra strength from the gemstone, though this is inefficient.
Vampiric Thralls: Retainers of the Vampire Lord, who have been fed a small amount of his blood. Though alive, they inherit most of his strengths and weaknesses (at a lower intensity). They serve as extensions of his will, acting in his stead in Influence provinces and providing backup in combat. They cannot travel separately from their Lord. Unit Size: ~20
The Impossible Thief: [I stole my own description. I'm great. Best thief. I can steal literally anything.] Unique
The Ancestral Prophet: An ancient lich, who looks down upon regular Soul Magi as novices. His unique (ludicrously extravagant) regalia features dozens of Soul Gems which come pre-charged (though they need to be unsealed using souls, so cannot be used immediately), as well as a Glass-Steel Essence Trap that captures essences of spells cast by/around/at him, allowing him (or select allies) to cast hybrid spells. Highly resilient, though unsuited for melee combat. He can cast Rare spells. Unique
Mundane Units:
Cultist Spears: Being equipped with only a rusty dagger, a makeshift spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd 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
Hateful Bowmen: Archers wielding Hateful Bows- imbued with fragments of hate-filled souls, improving range, power, and accuracy (as the arrows will make slight adjustments in flight towards hated targets). The archers fire faster as well, although this comes at the expense of overexertion, meaning they take longer to recuperate after a battle. Unit Size: ~20 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their demonic 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
Masters of Rites: Cultists wearing elegant black robes trained in funerary customs of the region. They offer free funeral services, but weave inflammatory messages into the accompanying sermon, driving attendees to seek revenge for the fallen in ways the Masters encourage. They have also been given local cemeteries to manage by the priesthood. Unit Size: ~10 Uncommon
Summoned/Mutated Units:
Those Who Remember: Skeletal warriors, driven to return to the battlefield by relentless hatred of all things Good. They wield two-handed weapons and sometimes wear decaying ancient armour. Suffused with burning hatred and animated by the amalgamation of warrior souls, they are remarkably skilled and agile, as well as being quite strong. They are more vulnerable to magical damage, and are lacking in self-preservation instinct. Unit Size: ~50 Uncommon
Those Who Recall: An even more hateful variant, charging into combat unarmed, intending to leap into the middle of enemy formations where their overflowing hatred will cause them to self-destruct (explosively). May be set off prematurely by ranged damage. Unit Size: ~10 Uncommon
Ratmen: Rats living in the Wastelands, who mutated over time through a process of "Survival of the Skittish" into short, humanoid... Ratmen. They wear home-made bone 'armour' and wield a mixture of scavenged small blades. Unit Size: ~100 Common
Skitterpriests: Zealous followers of Nar-Carok whose screeching sermons drive their brethren into a frenzy that mitigates their inbred cowardice. Command units.
Soul Magi: Ancient spellcasters, revived- undying souls inhabiting a mummified body. Their magic is many times more potent than that of Acolytes, and they can cast Uncommon spells. Their physical forms are quite resilient, but this relies on a steady stream of Evil souls. Other souls can also be drawn into their Soul Gems to boost the power of their magic further. Unit Size: ~15 Rare
Cryptarii: Humanoid roaches, possessed of natural chitin armour (the equivalent of thick leather), and are trained to fight in tight formations with their spear, gladius, and rectangular shield. Unit Size: ~30 Common
Hound Spiders: Giant wolf spiders, captured from deep beneath the Buried City, imbued with dog souls to make them obedient. Fast, agile, and possessed of night vision. Saddled, then ridden into battle by Hateful Bowmen wielding compact recurved bows (albeit not very good ones). Unit Size: ~8 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
Novice Ward: A very simple magic barrier that will reduce the impact of attacks both mundane and mystical. Won't last long, but can be useful in a pinch. Common
Agony of the Soul: A powerful damage-dealing spell. An orb of lightning is fired at Magic Missile range, which upon impact causes major damage, then chains to nearby entities (preferably Good ones) dealing less damage with each jump. When empowered with a Soul Gem, there is an additional effect of 'soul-thunder', wherein the tortured wailing of the consumed souls emanates from the point of impact, fraying the souls of those in the vicinity. Uncommon
Lurch of Fear: A spell that disrupts gravity in an area- first briefly reversing it, then negating it for a few seconds, leaving enemy forces helplessly treading air before dropping to the ground again. When empowered, the negation is replaced with a chaotic roiling (in a larger area), sending the affected tumbling, and churning up the surface (resulting in poor footing even after the spell ends). Uncommon
Faltering Step: A scaled-down and simplified gravity-manipulation spell, that simply pulls down on a small area (unlikely to effect more than a single individual). Common
Dark Seduction: A simple spell that causes the target to have an improved opinion of the caster, ranging from undying devotion to a twinge of approval, depending on the strength of the caster and resistance of the target. Will also slowly taint the target's personality if used repeatedly, and cause brain damage. Common
Dark Empathy: Sort of an inverted version that enhances the caster's emotional receptiveness, and giving them a weaker but aura-based Dark Seduction effect. Also causes brain damage, so use is limited to a few minutes a day. Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil 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
Funeral Services: The default activity of Masters of Rites (not usable by others). Free funerals, with provocative sermons that steer the audience towards Evil. Uncommon
New Age Recovery Centers And Rehabilitation Of Kin: Counselling centres that allege to provide support to the bereaved, which allow the Masters of Rites to focus their manipulation on specific targets, enabling them to direct their thoughts and actions more effectively. Uncommon
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