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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17429 times)

Man of Paper

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Re: Demon Team - Chiaroscuro 2
« Reply #31 on: April 22, 2022, 08:49:30 pm »

Quote from: The Very Spookiest of Voteboxes
Demon & Base-Location:
Abyssal Jelly & the Crater of Arrival: (0)
The Observer & The Watcher: (0)
The Observer &url=http://www.bay12forums.com/smf/index.php?topic=179762.msg8369030#msg8369030]The Buried Capital: [/url] (1) Rockeater
Screams Into the Void & The City of the Dead: (0)
The Council of Five & The Bridged Plateaus: (1) Twinwolf
The Oldest Blade & The Grand Temple (possibly invalid)
Nar-Carok, the Death of Suns & The Buried Capital: (4) Powder Miner, C2M, Knightwing64, MoP

Designs:
Combat Unit: Hellghoul: (2) C2M, Twinwolf
Combat Unit: Unicorn: (1) Rockeater
Combat Unit: The Gluttonous: (1) MoP
Combat Unit: Those Who Remember: (1) Powder Miner
Combat Unit: Worm Cultists: (0)

Influence Unit: Hitchhiker Imp: (0)

Combat Spell: Rune of Flame: (0)
Combat Spell: !!Dark!! Fireball (40 foot diameter): (0)
Combat Spell: !Dark! Fireball (10 foot diameter): (0)
Combat Spell: Raise Zombie: (0)
Combat (Probably) Spell: Imbue Madness: (0)

Influence Spell: Dark Seduction: (6) Powder Miner, C2M, Twinwolf, Rockeater, Knightwing64, MoP

Spell Method: Runic Casting: (0)

Influence Design: Blood Banks: (0)
(Mostly) Influence Design: The Fly Networks: (0)

Champion: The Vampire Lord: (0)
Champion: The Vampire Lord (with thralls): (0)

I wanna use notZombies because the angels will have to deal with the fact that they're killing people who are still alive and can't help themselves. Lemme tell ya, nothing spoops me quite like when I slap a zombie in Dying Light and it squeals "PLEASE HELP ME!" as it tries to gobble my meats. I don't expect anything from that mechanically, but it is some pretty sexy thematics to add a little bit of that "aw man, what the actual fuck" evil undeaditude brings along with it. While the hellghoul does have a bit of the what the fucks coming along with it, I'd like to see us push out hordes for our initial moves.
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Taricus

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Rockeater

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« Last Edit: April 23, 2022, 01:19:32 pm by 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.

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.

NUKE9.13

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Re: Demon Team - Chiaroscuro 2
« Reply #39 on: April 24, 2022, 01:44:06 am »

Demon Team: Design Phase T0
TURNTURNTURN
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.
Dark Seduction: Easy: (2+2)+1=5: Average
As a Demon, you naturally possess a seductive charm- doesn't everyone want to try a little bit of evil now and again? This ability can be granted to your followers, simplified and standardised into a spell that any acolyte can learn. Doing so heightens your own appeal as well, as you make a methodical analysis of what exactly mortals like to feel.

While it cannot be used by non-caster missionaries, the resultant spell is simple, quick, and reasonably effective. Depending on the strength of the caster and the resistance of the target, the effects can range from undying devotion to a mild twinge of approval. The interaction of an average acolyte and an average human results in a surge of admiration followed by a lingering affection, sufficient to lure someone into further indoctrination efforts or provide immediate assistance with any semi-plausibly-reasonable task. The personality-warping effects are more subtle, but repeated castings (especially on the weak-willed) can eventually result in drastic shifts. Also brain damage, but whatever.

Dark Seduction will make infiltration efforts significantly more effective. As a simple spell, it is Common



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).
Those Who Remember: Hard: (2+4)-1=5: Average
Hatred is a powerful force. Perhaps even more powerful than Evil, at least when it comes to longevity. Those Who Remember need Evil to empower their dusty bones, but they require little in the way of motivation.

The ritual is short and sweet. And by sweet, I mean the tortured souls of buried warriors fill the air with horrendous screeching that rends the fabric of reality. As Evil fills the chosen skeleton, it rattles into unnatural motion, rising from the ritual circle with a visible aura of hatred suffusing their being. They are then quickly bound to your service, which is necessary to prevent them from grabbing a weapon and charging off by themselves. The One Who Remembers is subsequently equipped with a glaive or battle-axe (greatswords being somewhat harder to acquire)(neither are of great quality, but they're not terrible either), while retaining whatever armour they came with- the occasional helmet, sporadic greaves and armguards, very rarely the fragile remnants of scalemail (usually it has decayed beyond utility). 
In a fight, Those Who Remember demonstrate the skill of a trained warrior, which combined with their surprisingly agile motion and inhuman strength makes a very capable combatant. While their ancient bones are fragile, the sheer hatred that drives them will hold their bodies together even if a few bones are broken, letting them fight on despite injuries. Arrows are rather ineffective against them, for they have no blood to spill or organs to pierce. They are more vulnerable to magical damage than cultists, but their main weakness is a lack of self-preservation instinct. So obsessed are they with slaying the forces of Good that they do not care if they are destroyed in the process, and so will often focus on offense at the cost of blocking or avoiding incoming attacks.

Those Who Remember are powerful shock troops capable of dealing a lot of damage very quickly, although vulnerable to counterattack. Unit Size: ~50 Uncommon



It is now the Revision Phase. You have two revisions. Note that you will also have two revisions next turn as well, but from Turn 2 onwards you will only receive one.



Spoiler: Equipment (click to show/hide)
« Last Edit: April 24, 2022, 02:13:07 am by NUKE9.13 »
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Long Live United Forenia!

Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T0
« Reply #40 on: April 24, 2022, 06:59:36 am »

Uhh, why does muu’s appearance feel more demonic then ours?
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T0
« Reply #41 on: April 24, 2022, 11:18:19 am »

Hateful Retribution

Those Who Remember are beings of Hatred nearly as much as Evil. While they are amalgams of a dozen anguished souls rather than any single whole being, this has not in fact inhibited their capacity to gain new hatreds and grow ever angrier and more vicious. As One Who Remembers takes damage their binding magic begins to buckle under the strength of each new grudge and new pain, driving them to further acts of anger and rage culminating in a suicidal charge into the enemy ranks. Normally this would be a bad thing, if it wasn't for the fact that when the forces of Good finally manage to put down the skeletal berserker their bindings detonate, creating a violent explosion of Hate and Evil around the defeated One Who Remembers, a last laugh at their killers and spiteful strike on the world that made them feel such pain.

(Bare-bones(heh) without fluff; As a skeleton gets more damaged they fight harder until they charge into the enemy to explode and take as many with them as they can.)
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<Caellath>: Twinwolf, your thirst for blood has been noted.

Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T0
« Reply #42 on: April 24, 2022, 12:21:29 pm »

Cultist Mercenaries

There are many parts of the world where plenty of opportunity exists for armed men to run around loose wreaking havoc, whether it be the pirate gangs reaving the north of Xyrania, the mobs fighting in the streets in the capital of that country, the raiders and treasure hunters roaming across the same country's South (really, Xyrania in general) and into the wastelands - and, as a bonus, quite likely the southern satrapy conquered by the phalanxes of Thpenos, should its rebellion pick up steam.

There also, if the talks among the inner circles of mages in Nar-Carok's cult are any indication, is likely to be rather a surplus of mortal manpower among the cult of Nar-Carok's manpower in the near future. Even now, the most promising sources of combatants seem to be in the depths of the Buried City rather than among the ranks of those in Nar-Carok's hopeful followers without magical talent. There is a coincidence of interest here.

Some of the more physically and martially talented of the Cultist Archers and Cultist Spears are pulled from the battlefield and redirected to the lands of mortal kingdoms that require a more subtle touch - instead of serving as front-line warriors, they are to act as mercenaries, raiders, recruits for pirate organizations, members of religious mob fighting, potential rebels, and in general try to get themselves positions within the armed groups around Xyrania and Thpenos. The more successful of them are instructed to attempt to use money to make to survive, improve their skills, and improve their equipment (since we can't exactly afford to equip them well) so they can live to get into higher positions and eventually begin to help us influence these armed groups and the battles they wage from inside.
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T0
« Reply #43 on: April 24, 2022, 02:24:22 pm »

Acidic Retribution

Revision for the Ones Who Remember, adding a flesh eating acid that spurts out when the skeleton warriors bones are broken.

Poisonous hate, drawn forth and distilled into an acidic concoction that burns away living flesh. It is secreted where the marrow of the bone would go, and remains pressured to squirt out when the bone is broken, hopefully drenching the attacker and eating away at their flesh.

It has little effect on other materials, though it would eat away at once living materials given time. One must be careful when wiping it away, for even soaked through a cloth it can still burn.
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T0
« Reply #44 on: April 24, 2022, 02:31:18 pm »

Those Who Recall

Those Who Remember are certainly deadly and fearsome in their own right, but not all of those intended to become Those Who Remember are content with the capacity to enact retribution that they have been gifted with. Instead, a small subset of Those Who Remember return with an even deeper hatred and thirst for vengeance than their kin and are known as Those Who Recall.

Those Who Recall are almost perfectly identical to Those Who Remember in the physical sense, but the magic holding them together is more heavily infused with their intrinsic anger. This has the result of a release of said magic if or when they are, say, struck down in combat.

Those Who Recall eschew all forms of equipment, instead using superior agility even over their Remembering brethren to push, jump, or otherwise force their way through enemy lines in a suicidal charge to take out as many of those Good fuckers as possible once they themselves are stricken down.

----

A different take on Retribution, making it a specialized type of the skelly instead of just making them all 'splodermen in the hopes that it'll allow us to make changes specifically to facilitate their suicidal tendencies.

----

Warding Arrows

The best way to avoid getting hit by arrow fire is to avoid missiles altogether. This can prove to be difficult in a pitched battle. In order to defeat enemy arrow fire we have enchanted a number of our own arrows to emit an approximately man-sized Novice Ward centered on the shaft behind the head of the arrow (where the enchantment itself is inscribed) while in flight. While certainly capable of disrupting enemies in a melee, their primary purpose is deflecting opposing arrow fire.

Warding Arrows are meant to fall within the Rare/Uncommon range, being given out in small number to multiple individuals as opposed to full quivers to just a couple folk scattered across the battlefield.

----

Something dumb I thought would be fun to try. Defensive archery!

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Cultist Criers

Cultist Missionaries are...quite acceptable for the role of infiltrator and proselytiser. These mortals use their skill with words largely off the battlefield, but we may have discovered a place for them on the field as well.

Cultist Criers are unarmed and unarmored as always, and keep themselves from getting too close to points of contact in a battle line. Their job is to use their ways with words to shout and cry over the sounds of battle (which, with undead involved, means there's slightly less shouting from one side of the field (but hopefully more coming from the other)) and assault the morale and will of enemy entities capable of being affected by plain old words. Words that are admittedly amplified through the conversion ritual for Criers to be higher volume and lower pitch, a rumble that carries uncertainty along with it.

Criers are encouraged to say whatever they feel will impact their foes more - promises of what they will gain should they let Evil prevail, vivid descriptions of the ways in which the corpses of Nar-Carok's foes are "utilized", and detailing the lies their Angel is having them fight and die for, just as a few examples. 

----

Figured this might be a way to integrate mortals on the field doing something we can't better do with the undead: use their words. I saw cultist mercenaries and went "sure but could we also do something the other direction?" and that's what I could come up with.
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