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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17412 times)

Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Design Phase T1
« Reply #60 on: April 28, 2022, 10:31:01 am »

Quote from: lazybox
Ratmen: (3) MoP, Taricus, Powder Miner
Everpriest Acolytes (Mummy Snowball Edition): (1) MoP
Vampire Lord (no thrall version)(3): Rockeater, Taricus, Powder Miner
Explosive Fury (1): Rockeater
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Twinwolf

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Re: Demon Team - Chiaroscuro 2
« Reply #61 on: April 28, 2022, 10:36:06 am »

Quote from: The Vampire Lord
The Buried Capital, with its millions of bricks and its thousands of skeletons, laid dead for millennia. On the other hand, the Vampire Lord slept.

Although the Vampire Lord is the likely the only survivor of the days of the Buried Capital's life, whether or not he technically survived is a matter of some debate - and a matter of some fascination for Nar-Carok. A sarcophagus was excavated from the wreckage of the city, and within it was found a man - a noble, in extraordinarily fine raiment and jewelry, glistening with greed and no small amount of Evil. But while he was undeniably a man, it was questionable indeed that he could be called a human - not only did his chest not rise and fall despite his shifting in his sleep, but his was skin pale, and claws adorned his fingers, a thick aura of Evil magic hovering around him. Once he was pulled out of the City, this was confirmed. After two thousand years of sleep, his eyes opened, and as he focused on the Demon in front of him, a fanged grin spread across his lips. Evidently a mage and close associate of the city's previous Demon in life, the man had cast a powerful ritual on himself, turning himself into a powerful vampire - and had waited along with the city for its next Demon, for the next opportunity to be unleashed on the world. Nar-Carok, for his part, was thrilled; who could better represent ambition and decay and those outcast by Good than a vampiric noble from the Buried City?

Something about the Buried Capital and its long rest erases names - the Vampire Lord doesn't remember his. But he remembers his noble bearing, and on the battlefield during the day, rather than fight with claw and fang unless pressed, the dux contends with a cruciform sword and a straight back. He can fight respectably like this (having been an experienced warrior in his more undisputable life), but perhaps not like one might expect of a super-powerful being - he could take out a few soldiers or successfully contend with one or two mutated heavy infantry, but not much more.

But, oh, friends, that is not the point. Once night falls, the true strength of the Vampire Lord is revealed. At night, his strength and speed are increased explosively, his claws lengthen and they and his fangs are laced with Evil, and most importantly he becomes nearly (if not quite) invisible, his movements becoming a streak of darkness in the pitch night. He goes from a mere noble fighter to a ribbon of black that passes by enemy cultists and not so much slices into them as simply removes parts of them entirely - even oftentimes if they are armored. This allows him to fulfill his true role on the battlefield - devastating the enemy army in their camp or on the march before or between the battles, obliterating enemy patrols foolish enough to move in the night. Woe betide the enemy who undertakes a pitched battle in the night or darkness in his presence, but if the armies of Nar-Carok are his right hand, the Vampire Lord is his left, presenting a disruption that weakens the enemy before the battle and disrupts their retreat or advance afterwards.

Of course, the Vampire Lord was a noble in life and he has some ability to leverage this in the halls of mortal man as well. He really by no means should be performing public diplomacy or reaching out to the commonfolk (the man is as foreign as is probably physically possible, being that he is from a city two thousand years old, and is visibly pale, clawed, and fanged), but though he isn't familiar with individual countries' customs, he knows well how maneuvers of power and backstabbing work among the halls of power generally, and can assist our agents in navigating these halls of power or meet with more unscrupulous elites himself. Of course, he's also EXTREMELY useful at murdering any Angelic agents foolish enough to be out in the night, as well.

Quote from: lazybox
Ratmen: (4) MoP, Taricus, Powder Miner, Twinwolf
Everpriest Acolytes (Mummy Snowball Edition): (1) MoP
Vampire Lord (no thrall version)(4): Rockeater, Taricus, Powder Miner, Twinwolf
Explosive Fury (1): Rockeater

I'm voting for the vampire lord though I do want the hitchhiker imp, trying to avoid the "chicken and egg" issue of having information but nobody to act on it.
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Man of Paper

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Re: Demon Team - Chiaroscuro 2
« Reply #62 on: April 28, 2022, 12:59:05 pm »

Quote from: lazybox
Ratmen: (4) MoP, Taricus, Powder Miner, Twinwolf
Everpriest Acolytes (Mummy Snowball Edition): (0)
Vampire Lord (no thrall version)(5): Rockeater, Taricus, Powder Miner, Twinwolf, MoP
Explosive Fury (1): Rockeater

time to make nuke be responsible for progress
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Design Phase T1
« Reply #63 on: April 29, 2022, 01:20:43 am »

Demon Team: Design Phase T1
TURNTURNTURN
Ratmen

Every human settlement, regardless of age or origin, has had to deal with rats. They're everpresent vermin, and so obviously they existed in some capacity within The Buried City. Ages of being left to their own devices after the destruction of the city let their numbers grow and expand beyond reason. The passive energies in The Buried City twisted and mutated the rats with each generation, rapidly evolving the pests into semi-intelligent creatures, and eventually sentient beings.

Ratmen are two to three foot tall bipedal rats. Their bodies are more slender than a typical rat's, and most of them have large patches where fur no longer grows in. These scavengers trust very few outsiders and are barely more than a collection of primitive clans, but this allowed Nar-Carok to appear before them as a god, and they were quickly convinced to mobilize themselves as one for the glory of Nar-Carok.

Ratmen are quite nimble in combat and tend to utilize small ratman-sized blades made for stabbing and slashing. Their armor is made from the most common local resource, with a human skull for a helmet and various ribs, fingers, and other smaller bones to make greaves, chestplates, and bracers.

Ratmen are meant to be a very numerous unit to act as the core of Nar-Carok's forces.
Ratmen: Hard: (2+2)-1=3: Buggy Mess
Unguided mutation is rarely beneficial. But those lucky few with beneficial mutations will survive, and pass it on to their descendants, which over the course of centuries can result in... these things. You think you will call this phenomenon "Survival of the Skittish".

Oh, yes. The Wastelands are teeming with Ratmen- provided you know where to look. The average explorer may spend years in the region, and never see one- perhaps a glimpse of a shadow, if they're lucky. If they're really unlucky, they'll stumble across one of the well-hidden entrances to their burrows, and thinking it to be an ancient ruin, enter in search of treasure. In this case, the Ratmen will overcome their inbred fear, by virtue of outnumbering the intruder a thousand to one. Nobody survives this, and so no tales ever spread.
Of course, a Demon is different. You can detect the warrens just from the faint emanations of Evil that the Ratmen give off (multiplied by a thousand, it becomes noticeable), and they cannot so much as scratch you, let alone kill you. Having realised that murder is not an option, they try to flee- but your imperious command brings them to heel, binding them to your service. Repeating this process several times throughout the Wastelands builds up a sizeable following of the critters.

Having recruited them, there is no need to arm them- they bring their own equipment.
Their blades are... technically capable of cutting things. Ranging from home-made flint daggers, through ancient bronze knives, to actual (small) swords scavenged from adventurer corpses. Maintenance is a foreign concept to them- if something breaks (or becomes unusably dull), throw it away and find or make a new one.
Their armour is more impressive, which admittedly isn't saying much. Skull helmets are easy, but their tunics take more effort- with ancient bones cunningly woven in such that they provide a degree of protection without rattling against each other (which would make it harder to sneak around). Unfortunately, the ancient bones are, ah, somewhat fragile. At best, they will survive a single hit before breaking, although even if they are broken immediately, they will absorb some of the strike.
Why do they have this armour if they are so skittish? It seems to be partly ceremonial- an impressive suit of armour enhances prestige within their society. There is also a degree of inter-warren conflict between Ratmen- while they avoid humans like the plague, they can jussst about muster the courage to attack other Ratmen. And one final reason- their much alluded to cowardice means that a Ratman will do anything to increase its odds of survival.

Ratmen are numerous, and willing* to fight** for you***.
*barely coerced
**be present at a battlefield
***a stay of execution

Let's address the main issue. Cowardice. Inhuman levels of cowardice. You can consider yourself lucky if Ratmen on the field of battle make it to the enemy line before breaking. Any injury whatsoever, and a Ratman will bail out. Any Ratman bailing out in their vicinity, and a Ratman will seriously consider bailing out. A large group of Ratmen bailing out in their vicinity, and a Ratman will definitely bail out. This cowardice is not a learned behaviour (although it is reinforced by habit), it is in their blood- they are survivors, living in a very dangerous environment; the ones who were less cautious got killed before they had offspring.

Ratmen can technically be deployed in battle, perhaps as a brief distraction. Even with the effort taken to make their bone armour, they are extremely numerous, being Common, unit size ~100.



Quote from: The Vampire Lord
The Buried Capital, with its millions of bricks and its thousands of skeletons, laid dead for millennia. On the other hand, the Vampire Lord slept.

Although the Vampire Lord is the likely the only survivor of the days of the Buried Capital's life, whether or not he technically survived is a matter of some debate - and a matter of some fascination for Nar-Carok. A sarcophagus was excavated from the wreckage of the city, and within it was found a man - a noble, in extraordinarily fine raiment and jewelry, glistening with greed and no small amount of Evil. But while he was undeniably a man, it was questionable indeed that he could be called a human - not only did his chest not rise and fall despite his shifting in his sleep, but his was skin pale, and claws adorned his fingers, a thick aura of Evil magic hovering around him. Once he was pulled out of the City, this was confirmed. After two thousand years of sleep, his eyes opened, and as he focused on the Demon in front of him, a fanged grin spread across his lips. Evidently a mage and close associate of the city's previous Demon in life, the man had cast a powerful ritual on himself, turning himself into a powerful vampire - and had waited along with the city for its next Demon, for the next opportunity to be unleashed on the world. Nar-Carok, for his part, was thrilled; who could better represent ambition and decay and those outcast by Good than a vampiric noble from the Buried City?

Something about the Buried Capital and its long rest erases names - the Vampire Lord doesn't remember his. But he remembers his noble bearing, and on the battlefield during the day, rather than fight with claw and fang unless pressed, the dux contends with a cruciform sword and a straight back. He can fight respectably like this (having been an experienced warrior in his more undisputable life), but perhaps not like one might expect of a super-powerful being - he could take out a few soldiers or successfully contend with one or two mutated heavy infantry, but not much more.

But, oh, friends, that is not the point. Once night falls, the true strength of the Vampire Lord is revealed. At night, his strength and speed are increased explosively, his claws lengthen and they and his fangs are laced with Evil, and most importantly he becomes nearly (if not quite) invisible, his movements becoming a streak of darkness in the pitch night. He goes from a mere noble fighter to a ribbon of black that passes by enemy cultists and not so much slices into them as simply removes parts of them entirely - even oftentimes if they are armored. This allows him to fulfill his true role on the battlefield - devastating the enemy army in their camp or on the march before or between the battles, obliterating enemy patrols foolish enough to move in the night. Woe betide the enemy who undertakes a pitched battle in the night or darkness in his presence, but if the armies of Nar-Carok are his right hand, the Vampire Lord is his left, presenting a disruption that weakens the enemy before the battle and disrupts their retreat or advance afterwards.

Of course, the Vampire Lord was a noble in life and he has some ability to leverage this in the halls of mortal man as well. He really by no means should be performing public diplomacy or reaching out to the commonfolk (the man is as foreign as is probably physically possible, being that he is from a city two thousand years old, and is visibly pale, clawed, and fanged), but though he isn't familiar with individual countries' customs, he knows well how maneuvers of power and backstabbing work among the halls of power generally, and can assist our agents in navigating these halls of power or meet with more unscrupulous elites himself. Of course, he's also EXTREMELY useful at murdering any Angelic agents foolish enough to be out in the night, as well.
The Vampire Lord: Normal: (1+3)=4: Below Average
How to survive for two thousand years, buried in a forgotten city? Even an undead being would surely fade? There are actually several ways, but the one the Vampire Lord chose is to detach himself from Time. Tokchoko, God of (amongst other things) Light and Time, did not appreciate this, but either can't or won't actively prevent it- though the touch of sunlight does weaken the ancient nobleman. Holy symbols of Tokchoko are anathema to the Vampire Lord- as are clocks of any description. Even people just saying what time or date it is causes him discomfort. As a Vampire, he would ordinarily be cursed with bloodlust, but his 'timeless' situation actually allows him to forgo blood indefinitely (though partaking does help him regain strength). He is also weak to things that harm the undead, and will take more damage from Good-infused weapons or spells.

Enough about weaknesses. The Vampire Lord is a decent combatant during the day, though his life was more characterised by study and socialising than fencing- while he easily outperforms Cultists and probably the average human soldier, most any skilled fighter can beat him back. During the night he is a terror, although his stamina is not endless- drinking blood (straight from the source, no bottled blood will do) is necessary to maintain a rampage for longer than half an hour. Of course, even a thirty-minute rampage is quite the sight not to behold (because of the blending into the darkness thing).
In more subtle capacities, the Vampire Lord is an able director of infiltration activities, but less recommended for direct action- his appearance ranges from very disturbing during the day to extremely disturbing at night, meaning only those who are effectively in your cult already can interact with him. You assumed a powerful Vampire would possess some form of glamour to get around this, but apparently not.

According to the Vampire Lord himself, he is capable of greater feats- but one problem with detaching oneself from Time is that one's memory becomes... erratic. There are ancient rituals that can empower Vampires, he believes, but he cannot for the unlife of him remember how they go.

The Vampire Lord is an adept night-time saboteur, and a decent director of infiltration. He is obviously Unique



It is now the Revision Phase. You have two revisions. Reminder that from next turn onwards, you will only receive one revision, though you can split a revision into two Emergency Fixes (see Design & Revision Phases spoiler in core thread).

Speaking of Emergency Fixes, I would also like to mention that if a revision is only attempting to fix bugs, then it will never backfire. It can still fail if you get a 2 or lower, but even a Buggy Mess will result in some improvement. This is intended to allow for Emergency Fixes to be a viable means of patching up the most critical bugs in a design, while retaining the likelihood of imperfect things being deployed.
If a revision is attempting to fix bugs and add features, it will be treated as a normal revision (ie, a Buggy Mess probably won't fix the bug, or will replace the old bug with a different one)(even in this case, a revision can't make a thing objectively worse- you won't forget how to make the original version if it is better). Creative bugfixes are fine- I also would rather not see "Just Fix Problem" as revisions. If you are unsure whether a creative bugfix crosses the line into new feature, ask me.

(Also note that the 2 designs 1 revision format is somewhat experimental, and I may revert to 2-2 if it doesn't work out the way I hope)



Spoiler: Equipment (click to show/hide)

Spoiler: Map (click to show/hide)
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Taricus

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #64 on: April 29, 2022, 02:17:29 am »

Ratmen Ambition
For all that can be said about our cowardly ratmen, they are apt at survival and particularly innovative. Once "coaxed" into service, they find themselves drawn into contact with our human cultists and other assorted minions. And now, some of them have started to have ideas beyond simple survival; They desire more than just a scrap of metal by their side and a small meal to fill their belles once a day. It is a simple task to find and elevate these particular rats; After all, that avarice makes the evil in them swell that much more than their common peers And that little bit easier for Nar-Carok to ensnare them.

From there, the rewards given to these rats should percolate down the ranks. While unlikely to entirely eradicate the cowardice, it should ameliorate the issue and provide some extra benefits for us should it go well.

Acolyte Armour
The Woven tunics of the ratmen are an interesting design; Protective, relatively lightweight and typically imperceptible as armour from a distance. Such characteristics would make for an idea light armour for infiltrators and light infantry, and as a result, some merit is given to teaching the ratmen armourers (such as they are) to work with metal. The end result is for a metal form of the Ratmen's armoured tunics in a vastly more durable form. However, the ratmen are not intended to be the primary recipients of this gift; That is reserved for our acolytes. The benefits of this form of protection would increase the survivability of our acolytes on the field without interfering with their spellcasting, and should provide an ideal entryway in teaching the ratmen proper artifice.
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #65 on: April 29, 2022, 10:18:35 am »

Skitterpriests

The ratmen are a primitive culture, but they do have one. And where there is culture there is almost inevitably spirituality and religion. Most rats don't have the time for it and don't think too hard about it, too occupied with survival - but that was before Nar-Carok found them.

Some of the ratmen were more amenable to Our presence than their brethren. Mostly those with some scant traces of magical talent. Those were granted visions, visions of that which happens to those who disobey Our will and disappoint Us. Then visions of what rewards exemplary service may bring. A fervor overtakes them, a desire to serve and force their brethren to serve in their highest capacity. Or at the very least put in a real effort.

These skitterpriests are seeded amongst the ranks of the common ratmen, screeching sermons in their native tongue. Augmented by the Dark Seduction spell imbued into them, the priests whip their flock into a religious fervor, fighting through the fear for their Dark Divinity.
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #66 on: April 29, 2022, 02:57:45 pm »

Ratmen Witherbrains

Ratmen are a curious species, and in order to best utilize them it is important to know how they function inside and out in any manner we deem necessary. Some Ratmen find themselves disappeared and in the ancient medicae facilities beneath the buried capital. These Ratmen have undergone extensive experimentation, and during these crucial working it was discovered that a portion of the brain, if properly targeted by magics both dark and mutative, could be killed off in a way that eliminates the fear response in Ratmen.

The Witherbrain Augmentation is ultimately a very focused but very weak blast of arcane energy that can be utilized by the magically adept to ensure our Ratmen remain combat-viable. While the original tests utilized open skulls, knowledge of the technique allows us to target Ratmen without exposing their brains.

With Ratmen so numerous and quick to breed it’d be impossible to modify them all, so we just modify enough of them to keep the rats as a whole from a cascading rout.

A side effect of this mutation is riskier behavior by the ratmen. This has resulted in the Witherbrains delving deeper beneath the capital than ever before and acquiring some fancy new diseases as a result. The rats do seem to be resilient enough to resist the detrimental effects of various mundane diseases, and at least the undead should remain largely unaffected. Those that engage in a melee with these Ratmen who are neither Ratmen nor undead will likely face some degree of an outbreak of disease, increasing strain on logistics and resources for enemy forces.
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #67 on: April 29, 2022, 04:07:27 pm »

Brand of the Murdered Sun

Fear is a potent tool, but one left unchecked turns and bites it’s owner.

The Ratmen have let fear dominate them for too long, curdling their blood and minds into near uselessness.


You do not suffer useless tools.


You forge a Brand of Iron, quenched in the blood and souls of Ratmen who disobeyed and tried to flee.  (You indiscriminately grabbed random rats.)

Blessed with your demonic taint, the brand burns a sigil of a Murdered Sun on a Ratmen. This puts a compulsion in them to obey their masters, fear of death transformed into fear of pain and failure as the brand burns when they disobey their master’s command.

Will this make them more disciplined? Probably not. It will heavily encourage them to charge forward enmass and not immediately break on contact.

Their only release is service or death.
« Last Edit: April 29, 2022, 04:14:20 pm by chubby2man »
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #68 on: April 30, 2022, 07:24:54 am »

Rats in the night

While the ratmen are too cowardly to fight in a proper fight, or maybe because of it, they are willing and fairly capable of fighting a less prepared enemy in the night, their life in small dark holes in the buried city gave them more of an ability to stay aware in night and improved their night vision, and their armour is quite and allow fast movement.
Using those abilities we use the more quiet of the ratmen for night raids on the angelic camp, hitting and running before a serious resistance could be mounted.

Quote from: vote
Skitterprists (1): Rockeater
Rats in the night (1): Rockeater
« Last Edit: April 30, 2022, 08:02:02 am by Rockeater »
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #69 on: April 30, 2022, 08:34:12 am »

Ratmen Witherbrains

Ratmen are a curious species, and in order to best utilize them it is important to know how they function inside and out in any manner we deem necessary. Some Ratmen find themselves disappeared and in the ancient medicae facilities beneath the buried capital. These Ratmen have undergone extensive experimentation, and during these crucial working it was discovered that a portion of the brain, if properly targeted by magics both dark and mutative, could be killed off in a way that eliminates the fear response in Ratmen.

The Witherbrain Augmentation is ultimately a very focused but very weak blast of arcane energy that can be utilized by the magically adept to ensure our Ratmen remain combat-viable. While the original tests utilized open skulls, knowledge of the technique allows us to target Ratmen without exposing their brains.

With Ratmen so numerous and quick to breed it’d be impossible to modify them all, so we just modify enough of them to keep the rats as a whole from a cascading rout.

A side effect of this mutation is riskier behavior by the ratmen. This has resulted in the Witherbrains delving deeper beneath the capital than ever before and acquiring some fancy new diseases as a result. The rats do seem to be resilient enough to resist the detrimental effects of various mundane diseases, and at least the undead should remain largely unaffected. Those that engage in a melee with these Ratmen who are neither Ratmen nor undead will likely face some degree of an outbreak of disease, increasing strain on logistics and resources for enemy forces.

+1
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #70 on: April 30, 2022, 08:46:36 am »

Splitter Missile

The Splitter Missile is your mostly standard magic missile, save for the fact that it divides itself in flight. Both missiles then continue on separate parabolic arc toward their intended target. A slight bit more effort is required to cast these and allow both halves to maintain enough power to have some effect if one misses.

----

The Lord's Servants

Mortals can still serve a purpose in the armies of the dead. In this case we take humans, break their will, and enthrall them to the Vampire Lord. These servants are to follow his every command and tend to his needs outside of battle, and will offer themselves to the Vampire Lord to refuel himself during nighttime assaults.

----

Undead Spears

Mortals are, by definition and relative to the undead, not long for this world. Our mortal followers understand this, and those that would serve in an overt capacity are transformed (mostly willingly) into unliving soldiers for the cause.

Undead spears are recently dead, reraised with little to differentiate them from living cultists other than the open slit across their throats, the ashen tone of their skin, the flies, and their smell.

Undead Spears remember much of their time alive and still largely act as Cultist Spears would, but blessed by undeath they have gained a small amount of strength thanks to an innate hatred that seeped in from The Buried Capital. The Undead Spears are generally less worried about their well-being than the living, and will continue to fight until reduced to a pile of meat.

----

Undead Spears are intended to be an upgrade to the base Cultist Spears, revising the unit to be a little better and in line with our goals instead of making new equipment. Overall it's slightly stronger and more resilient, which should be on par with a weapon and armor upgrade.

Quote from: vote
Skitterpriests (2): Rockeater, MoP
Rats in the night (1): Rockeater
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64

As for voting, I'm torn between priests and witherbrains, but mostly because witherbrains keeps up the trend of brain damage in our forces :)
« Last Edit: April 30, 2022, 09:01:13 am by Man of Paper »
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #71 on: April 30, 2022, 09:52:14 am »

Rat-Packs

Taking the “bravest” of our “loyal” Rat-”Men”, we put their scavenger nature to “good” purpose. No longer scavenging for themselves, they will now put their skills to a “higher” purpose.

Enriching us and ruining our enemies.

Sent out in small bands, the Rat-Packs range ahead of our forces. Smaller or unaware foes they overcome and loot. Being still cowardly, they won’t directly engage larger forces, instead waiting till night falls and going after isolated guards, unprotected supply wagons, and occasionally cutting the throats of the sleeping. They don’t go for total destruction, just enough to satisfy their master.

So why would they do this instead of fleeing immediately? You place a small pebble of Evil power in a collar and place it around their necks. If interfered with or activated by your will, the collar tightens until it crushes their neck. The Rat-Pack that returns with the most is well rewarded. The one with the least is. .  disposed of, corpses and whatever they returned with given to the winner.

Of course you set a few examples, and during their training you discreetly follow the Packs and activate the collar of whichever speaks first of betrayal. That should make sure their survival instinct is firmly focused on keeping you happy.




Quote from: vote
Skitterpriests (2): Rockeater, MoP
Rats in the night (1): Rockeater
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun: C2M
Rat-Packs: C2M
« Last Edit: April 30, 2022, 01:55:53 pm by chubby2man »
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #72 on: April 30, 2022, 10:18:24 am »

Vampiric Thralls

Created by feeding cultists (or anyone really - but cultists are the easiest to acquire) the blood of the Vampire Lord, Vampiric Thralls are a selection of empowered agents devoted to the service of their undead lord. While the Vampire Lord at this time has trouble acting directly outside of a combat capacity, at least until some power is restored to him, his blood can serve to improve the capabilities of those cultists around him.

In exchange for gaining a dependency on further feeding, the thralls are given a taste of the power of a vampire. Especially at night, they become stronger and more attentive, senses heightened and minds working at a higher capacity. They're able to carry out the directions of their lord, clandestine and open alike, without being so monstrous that the sight of them would send people running. Given their connection to the Vampire Lord, they are only deployable in whatever province he appears in, but they serve to improve his impact in such locations.

Quote from: vote
Skitterpriests (3): Rockeater, MoP, Twinwolf
Rats in the night (1): Rockeater
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (1): C2M
Vampiric Thralls (1): Twinwolf
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Rockeater

  • Bay Watcher
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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #73 on: April 30, 2022, 12:54:51 pm »

Quote from: vote
Skitterpriests (3): Rockeater, MoP, Twinwolf
Rats in the night (0):
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (2): C2M, Rockeater
Vampiric Thralls (1): Twinwolf
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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.

Light forger

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #74 on: April 30, 2022, 04:51:51 pm »

Quote from: vote
Skitterpriests (4): Rockeater, MoP, Twinwolf, Lightforger
Rats in the night (0):
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (1): Twinwolf
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