Chiaroscuro 2Demonic Team ThreadCore Thread LinkDiscord LinkPS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.
The world is a wicked place. Malicious acts take place every second of every day, every one making the world a little darker. In fact, every evil deed creates a small amount of Evil (the tangible magical element). Ordinarily, Evil simply suffuses the world, providing all with a measure of subconscious discomfort. At times, however, the swirling currents of Evil spiral inwards on one location, forming a cluster. Brought together by the unspoken twisted thoughts that lurk in mortal minds, a consciousness emerges, and draws more Evil towards itself. A being that radiates disharmony and malice, the newly formed Demon is charged by his very nature with the mission to corrupt the minds of mortals, and to destroy Good.
Such is the seductive charm of a Demon, that those who see him fall to their knees with a mixture of fear and greed, and readily swear an undying loyalty to his cause. Within weeks, his following has swelled, the area of his birth firmly under his command, and any righteous souls consumed as fuel for his reign of terror. Now is the time to strike against his nemesis; the sanctimonious Angel who has taken form in distant lands, whose mere existence is the cause of constant irritation. His followers are ready, his powers primed; all that remains is to actually develop the means of defeating the 'righteous' rabble.
Welcome to the Demonic Team Thread. If you are a member of the Angelic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).
If you have familiarised yourself with the basic rules, and have decided to join the Demonic Team, then welcome aboard. No need for formalities, feel free to get started.
There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Demon your team controls:
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Name: Demons tend to have harsh, sharp names, with an eldritch feel. Merely hearing the name pronounced can elicit feelings of terror in people, and may also render them insane.
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Appearance: A Demon's true form is hideously disconcerting to the human eye, so it fills in an approximation. This can be anything: a shadowy mass of tentacles, an amalgamation of crystalline shapes, a black orb burning with unholy fire- go nuts. Note that a Demon can shapeshift fairly freely, this is just his default form.
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Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).
You have until the end of this turn to decide on these things.
Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.
Demon (Choosing a name will be one of the first choices in the game): The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are 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
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
Summoned/Mutated Units:
You don't start with anything in this category. Feel free to ask whether a proposal is viable, at least until you have a grasp of difficulty.
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
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