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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17413 times)

NUKE9.13

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Re: Demon Team - Chiaroscuro 2
« Reply #15 on: April 22, 2022, 01:39:00 am »

Design: Hellghoul

Lesser demons can be brought into this world directly by Us, of course. The nastiest denizens of Our hellish home are always eager to make a mess of the mortal realm. But why go through the effort of bringing them directly into this world, when it's so much easier to stuff them into a pre-prepared vessel? Even Our pathetic cultists can arrange corpses, after all.

The Hellghoul is a lesser demon brought forth to reanimate corpses of the dead; human bodies twist and mangle and occasionally merge to accomodate the fickle soul of the new hellspawn. Most of those who come to this world so easily are ambitious, yet simple, making of their new bodies hulking brutes. Wielding huge clubs befitting their size and strength, the Hellghouls wade into the fray without a care for injury; after all, this isn't their body, so they feel no pain as they sweep the enemy from the field.
(Minor, inconsequential lore note: there is not, so far as anyone can tell, actually a 'hell' dimension. Demons exist on the mortal plane just like humans. This is inconsequential, because whether you are summoning demons from hell or creating them from scratch, the difficulty and effects are the same. (In terms of other dimensions, there are some. The Gods themselves seem to reside outside of reality, and the spirits of the dead usually depart this world for some form of afterlife (although spirits who are called back from the afterlife have no recollection of what it was like)))
Basic reanimation of the dead would be Normal. Using a Lesser Demon for this purpose does not make things (much) harder, but it would make them more expensive- you need more Evil to summon a Lesser Demon to possess a corpse than you do to just give the corpse motion and crude intelligence (the demon-possessed corpse would be stronger and more intelligent). This would be a Normal design, with the end result being Uncommon with a large unit size (~100).

Quote
Rune of Flame

Runes are a means of delaying the impact of a spell beyond the cast, and this Rune of Flame is as the name suggests - a spell that will make a delayed flame. When cast, the rune embeds itself on the surface targeted by the caster; the caster can then activate the rune when they wish, creating a pillar of flame around the rune. These spells can be cast before the lines meet, allowing the casters to open the battle with a flaming surprise as the soldiers charge towards one another.
A fairly elementary entrance to runic magic. This would be a Normal design, and the resultant spell would be Common.

Quote from:  !!Dark!! Fireball

Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving…

Channeling dark magics, a spell caster can summon forth and cast a Dark Fireball. Upon reaching its destination it causes a large explosion of fire. This flame is mostly similar to normal fire, but tends to burn better on living flesh (and accordingly less so on “deader” things).
A 20ft radius is a pretty big explosion. While a basic fireball would be Easy, and the burns-the-living-more-than-the-dead aspect wouldn't by itself tip it over into Normal, the large scale would both make it Hard and, perhaps more importantly, make the end result Uncommon.

Runic casting

As fun and educating it is to have your spell hit someone and melt their skin or whatever, sometimes it's better to not be in the area of the spell when activating, by putting a rune on a surface or item a magic user can have the spell cast from a far by either invoking it or a trigger determined in the creation of the rune
Assuming that the idea is to make a system wherein all spells can be cast as a rune, this would be Hard. Runic casting would not modify the rarity of Magic Missile or Novice Ward, although spells that are on the cusp of being rarer might be affected.

What about a charm spell? Something called like dark seduction that our acolytes can use to very heavily increase recruitment rate?
While a more fleshed-out proposal would be nice, I can tell you that the basic concept you are describing would be quite doable, probably between Easy and Normal, and a Common spell.

Quote from: Combat Unit: The Gluttonous
The Gluttonous represent the lowest rung of an undead society: those who are permanently kept in a state just before death. The Gluttonous are mortals tainted by The Death of Suns and, being deemed unworthy of the gift of unlife, are instead cursed to an insatiable, withering hunger. This gnawing hunger breaks the mortals as their bodies weaken, resulting in The Gluttonous barely being able to shamble themselves forward. They desire food in the form of warm meat and death, and gladly seek both. The Gluttonous represent the current base of the cult's army, being extremely numerous and requiring incredibly low to no actual upkeep but are also a very imprecise and unintelligent tool.
This would be a Normal design, with the end result being Common with a large unit size.

Quote from: Influence Design: The Blood Banks
Everybody knows those with wealth tend to have an unparalleled amount of political influence, and none are in control of more wealth than the banks. A number of vampires have come together to utilize their unlife as a means to identify, track, manipulate, and capitalize on various markets from the shadows. Their secret network of banks, the Blood Banks, are made to be some of the most secure locations available to store the wealth and secrets of even the most prestigious of mortals.

The Blood Banks make some money from secure storage of wealth, but their real income comes from extremely predatory loans of gold with incredibly steep interest rates targeting middle and lower class mortals. Material possessions can be used as collateral and are auctioned off for additional income once confiscated if the loan recipient fails to make adequate payments negotiated on a case-by-case basis.
So this is an odd proposal.
Banking: surprisingly difficult, actually, given a lack of capital or experienced merchants. Training bankers, finding customers, and building up the reputation and facilities needed to be an effective bank- Very Hard. (A more modest entry into the field could reduce the difficulty to Hard)
Sneaking In Vampires Like It's No Big Deal: Impossible. That is, a difficulty beyond Ludicrous. Obviously vampires are possible, but they aren't like a free toy in a box of cereal. I'd suggest splitting them off into their own design.
« Last Edit: April 22, 2022, 01:43:24 am by NUKE9.13 »
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Taricus

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Re: Demon Team - Chiaroscuro 2
« Reply #16 on: April 22, 2022, 01:52:06 am »

Design: Unicorn

The most foul-tempered, bloodthirsty and downright malicious beasts ever to grace the world, the stunningly beautiful Unicorns are liable to be the closest things to pure evil the mortal world has ever produced. When Evil waxes, those Unicorns inclined to taking orders make their way towards the nearest demon, and though aggressive and ill-tempered, their sturdy, magically protected hides and unnaturally sharp horns make them a fearsome foe to deal ith, especially as they charge headfirst into an enemy formation.
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Knightwing64

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Re: Demon Team - Chiaroscuro 2
« Reply #17 on: April 22, 2022, 07:33:19 am »

Design: Dark Seduction

The demon grants its acolytes, and to a slightly lesser extent, missionary’s the power of dark seduction. This is a very simple spell of the dark. It requires only a bit of training to use and when cast it causes the victim to think of the caster in a much more favorable light as well as aligning their minds to evil. It enhances their negative traits and lessens and buries their positive ones. The spell requires its caster to be of evil alignment and continuously using it can lead to slight brain problems to the victim.
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Powder Miner

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Re: Demon Team - Chiaroscuro 2
« Reply #18 on: April 22, 2022, 09:57:57 am »

Version of the Champ that maybe could be doable this turn or next:
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.

Version with an additional feature that probably makes him inordinately difficult but could be worth considering if he's done later, depending on how inordinately difficult:
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.

There is one more particularly sinister ability that the Vampire Lord possesses. By feeding on mortals and injecting Evil magic bound to his ritual into them, he can turn them into vampire thralls. These creatures are a curious paradox indeed, technically still with a mind of their own but bound to his will, granted moderately increased strength and speed but being a pale shadow indeed of his form - while the Vampire Lord is not harmed by the sun, merely not at his full strength, vampire thralls are harmed by it, perishing if they spend enough cumulative hours in the sun, which drains the Evil out of them. In combat, these thralls are used for the twin purposes of gaining knowledge on enemy troop movements before a battle, by turning enemy commanders, and causing further chaos after the Vampire Lord leaves as the Angelic forces are forced to fight their former comrades until they are either slain or the next day drains them. In influence, the Vampire Lord can forcibly turn individuals of interest for as long as he's present and create information networks using his vampire thralls - but although being off a battlefield increases their survivability significantly, allowing him to use them as long as he's present, without him to guide them, the thralls are not capable of doing much but hiding away in seclusion and probably dying off.

Quote from: Those Who Remember
Thousands of Skeletons lie within the Buried Capital, waiting to be unearthed. It has been two thousand years since the Buried Capital fell and the people within it died - there should not be thousands of skeletons in the Buried Capital. It is because the Buried Capital remembers. It is because the Buried Capital hates.

With that said, the skeletons preserved by Evil have to be put to use by the actual ritual magic of the cult of Nar-Carok - but who better to spin Evil into the dead than a Demon and his cultist? To create One Who Remembers, a cultist gathers evil energy and remnants of the souls of the dead (preferably from the Buried Capital, but strictly speaking anywhere with an abundance of dead warriors and hatred and vengeance will do) and spins them together into the skeleton of a warrior. The resulting being is a skeleton that doesn't actually contain the spectre of a warrior, but instead essentially is amalgamated together from the spiritual remains of many and the feelings which bound them together - it is perhaps a single-minded being, focused on slaying the forces of Good, but possessed of surprising skill and intelligence when it comes to battle, composed as it is of warriors.

Those That Remember are not actually strictly speaking all that tough - although they often carry the armor of their life, that armor is OLD as can be, and is prone to flatly crumbling when it takes any real strike, serving really only to grant the skeletal being one more hit in its "lifespan" - when it even has that armor, which isn't guaranteed. Further, they're just skeletons, physically bound together by Evil magic - it isn't actually much tougher to destroy the bones of one of these than it is to destroy the bones of a mortal. We have furnished the skeletons with actual heavy weapons, primarily slashing pole-arms and greatswords - because what the advantage of Those That Remember is is their aggression and adroitness at using their bodily makeup to their advantage. They don't have muscles, they have magical force binding their bones, so they can do things like rotate their hands in rapid sweeping circles with those weapons, creating areas of bloody death, especially since they are significantly stronger than mortals. They don't have tendons limiting their range of motion, it's joint bones at most - and their force is unnatural, so they can do things like fold back and spring forward in large leaps. They don't have to support a whole body and organs, just bones - so if a fibula is broken, or some ribs go, it's hardly the end of the world. To stop One That Remembers, the key is to separate the pieces of their body or tactically smash them into physical non-functionality (unless you're powerful enough to just hit one so hard it can't realistically move around).
« Last Edit: April 24, 2022, 09:01:40 am by Powder Miner »
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chubby2man

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Re: Demon Team - Chiaroscuro 2
« Reply #19 on: April 22, 2022, 11:13:25 am »


Quote from:  !Dark! Fireball

Each creature in a 5ft radius Sphere, centered on that point must make a Dexterity saving…

Channeling dark magics, a spell caster can summon forth and cast a Dark Fireball. Upon reaching its destination it causes an explosion of fire. This flame is mostly similar to normal fire, but tends to burn better on living flesh (and accordingly less so on “deader” things).

The size of the explosion is roundabouts five feet from the point of the fireball.

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Twinwolf

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Re: Demon Team - Chiaroscuro 2
« Reply #20 on: April 22, 2022, 12:09:15 pm »

Hitchhiker Imp

A small and ethereal creature that can implant itself in a target and see through their eyes. Capable of jumping between hosts through eye contact in order to get to higher positions, the goal of the Hitchhiker Imp is to get itself behind the eyes of someone influential and listen in on their conversations and actions, so that it might take this information back to our agents, both to act on directly and to make sure our agents are informed on the wider goings-on of their target locale. Generally, unable to move on it's own power - it needs to transport itself between the eyes of it's hosts.

Imbue Madness

This spell worms it's way into the subject's mind, riling their baser instincts and driving them to uncontrollable rage. On the weak-willed (or for some god-forsaken reason willing), this spell will drive the subject to temporary unstoppable rage. Their own health and safety loses all meaning as they go into a wild rampage, not caring for injuries sustained until either the spell wears off or those injuries stop them from actually attacking anyone.
« Last Edit: April 22, 2022, 01:30:37 pm by Twinwolf »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2
« Reply #21 on: April 22, 2022, 12:23:51 pm »

Quote from: The Cult of Worms/Worm Cultists
The Cult of Worms is a subsect of the cult of Nar-Carok, and one of its primary pillars. The Cult of Worms acts functionally as an exclusive mage’s guild where the more academic and scholarly approaches to evil and the necromantic and arcane arts are studied.

It’s not an uncommon occurrence for a mage to die, we all know this, but it is slightly less common for them to die with their bodies intact. When this does occur, their bodies are feasted on by colonies of wriggling creatures. By ingesting the corpse and it’s dwindling magical energies, and with a little Fell influence, these maggots and worms can function is a singular being within the dead wizard’s corpse, and inherit the ability to channel magics.

The bonds of these hive minds are extremely fragile, and disrupting the worms through physical means can see them rapidly lose cohesion and collapse into a mass of individuals once more. This fragility is balanced by the raw power and control these hive minds can manifest. These decaying husks are known as the Worm Cultists.

Worm Cultists are intended to replace acolytes as the base spellcaster unit, with much better magical capability at the cost of unit size and being extremely fragile.
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chubby2man

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Re: Demon Team - Chiaroscuro 2
« Reply #22 on: April 22, 2022, 01:01:42 pm »

Quote from: Raise Zombie
Raise Zombie
Channeling their magic, a spell caster can force those recently slain back into a vicious unlife. The magic is released from the caster and travels to the nearest recently dead body. This can be both allied bodies and those of the enemy.

The zombie, being recently alive, retains a very basic understanding of weapons, being able to thrust with a spear. The magic carries a rudimentary will of the caster, and the zombie will attack the foes of the caster.

The magic fades rather quickly and the zombie ceases after about an hour.
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2
« Reply #23 on: April 22, 2022, 01:09:37 pm »

Design: Unicorn

The most foul-tempered, bloodthirsty and downright malicious beasts ever to grace the world, the stunningly beautiful Unicorns are liable to be the closest things to pure evil the mortal world has ever produced. When Evil waxes, those Unicorns inclined to taking orders make their way towards the nearest demon, and though aggressive and ill-tempered, their sturdy, magically protected hides and unnaturally sharp horns make them a fearsome foe to deal ith, especially as they charge headfirst into an enemy formation.
Normal, but the end result would be Rare with a medium (~25) unit size.

Design: Dark Seduction

The demon grants its acolytes, and to a slightly lesser extent, missionary’s the power of dark seduction. This is a very simple spell of the dark. It requires only a bit of training to use and when cast it causes the victim to think of the caster in a much more favorable light as well as aligning their minds to evil. It enhances their negative traits and lessens and buries their positive ones. The spell requires its caster to be of evil alignment and continuously using it can lead to slight brain problems to the victim.
Yeah, that'd be an Easy design, and a Common spell.

Quote from: The Vampire Lord
lots
This would be a Normal design. There's a lot of strength, but Champions are easier to do than regular designs.

Quote from: The Vampire Lord avec thralls
more
Adding in thralls bumps it up to Very Hard.

Quote from: Those Who Remember
not quite as much
More potent than your common or garden skeleton, boasting greater strength, skill, and resilience. The more involved creation process increases the cost but lowers the difficulty. I'd call it Hard, Uncommon, standard unit size.

Quote from:  !Dark! Fireball
Each creature in a 5ft radius Sphere, centered on that point must make a Dexterity saving…

Channeling dark magics, a spell caster can summon forth and cast a Dark Fireball. Upon reaching its destination it causes an explosion of fire. This flame is mostly similar to normal fire, but tends to burn better on living flesh (and accordingly less so on “deader” things).

The size of the explosion is roundabouts five feet from the point of the fireball.
More reasonable, certainly. A ten-foot diameter is respectable, but not excessive. Normal, Common.

Hitchhiker Imp

A small and ethereal creature that can implant itself in a target and see through their eyes. Capable of jumping between hosts through eye contact in order to get to higher positions, the goal of the Hitchhiker Imp is to get itself behind the eyes of someone influential and listen in on their conversations and actions, so that it might take this information back to our agents, both to act on directly and to make sure our agents are informed on the wider goings-on of their target locale.
Requires the creation of a fairly compact intelligence, tied to an intangible and invisible frame. On the other hand, it's very specialised. Can it move by itself, or can it only jump between eyes? Depending on that, either Normal or Hard. Uncommon, small unit size. Will require overcoming the target's innate magical defences in order to hitch (so higher-ranking mortals and enemy cultists will be harder to target).

Quote
Imbue Madness

This spell worms it's way into the subject's mind, riling their baser instincts and driving them to uncontrollable rage. On the weak-willed (or for some god-forsaken reason willing), this spell will drive the subject to temporary unstoppable rage. Their own health and safety loses all meaning as they go into a wild rampage, not caring for injuries sustained until either the spell wears off or those injuries stop them from actually attacking anyone.
Easy, common.

Quote from: The Cult of Worms/Worm Cultists
The Cult of Worms is a subsect of the cult of Nar-Carok, and one of its primary pillars. The Cult of Worms acts functionally as an exclusive mage’s guild where the more academic and scholarly approaches to evil and the necromantic and arcane arts are studied.

It’s not an uncommon occurrence for a mage to die, we all know this, but it is slightly less common for them to die with their bodies intact. When this does occur, their bodies are feasted on by colonies of wriggling creatures. By ingesting the corpse and it’s dwindling magical energies, and with a little Fell influence, these maggots and worms can function is a singular being within the dead wizard’s corpse, and inherit the ability to channel magics.

The bonds of these hive minds are extremely fragile, and disrupting the worms through physical means can see them rapidly lose cohesion and collapse into a mass of individuals once more. This fragility is balanced by the raw power and control these hive minds can manifest. These decaying husks are known as the Worm Cultists.

Worm Cultists are intended to replace acolytes as the base spellcaster unit, with much better magical capability at the cost of unit size and being extremely fragile.
Creepy. As mentioned on Discord, there's no need to replace acolytes- they can work side by side (as described, they would be worse than acolytes in some situations, not to mention less common, so a mix would be sensible).
The design is Very Hard- you have little to work with currently as regards improving your spellcasters. They would be Rare, medium unit size.

Quote from: Raise Zombie
Raise Zombie
Channeling their magic, a spell caster can force those recently slain back into a vicious unlife. The magic is released from the caster and travels to the nearest recently dead body. This can be both allied bodies and those of the enemy.

The zombie, being recently alive, retains a very basic understanding of weapons, being able to thrust with a spear. The magic carries a rudimentary will of the caster, and the zombie will attack the foes of the caster.

The magic fades rather quickly and the zombie ceases after about an hour.
A rather elementary application of demonic magic. Their temporary nature makes this an Easy design. (And Common)



Alright, that should do it for difficulty checks this phase. I may do a few in the revision phase as well.
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Powder Miner

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Re: Demon Team - Chiaroscuro 2
« Reply #24 on: April 22, 2022, 01:48:14 pm »

« Last Edit: April 22, 2022, 01:59:27 pm by Powder Miner »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2
« Reply #26 on: April 22, 2022, 02:38:39 pm »

Quote from: The Fly Networks
Flies are often associated with rot and corpses, and for good reason. They are also associated closely with garbage and refuse, and civilized society as a result. Flies can reach many places and observe many things, so they make great spies and informants to those willing to manipulate and utilize them.

The flies in the Fly Network are identical to standard types of flies but with a small bit of added intelligence. The flies infiltrate foreign cities, enemy camps, isolated villages, and wherever else they may be needed, gorging themselves on knowledge to bring back to their master.

Fly Networks swarm together when transferring knowledge to their masters, creating quite the sight as a buzzing black cloud engulfs their “handler”. This is done less because it looks cool and more out of necessity - the information can be transferred all at once instead of slowly by individual fly over a very extended period of time (something that could drive even the divine mad)
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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.

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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.
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