Demon Team: Revision Phase T0TURNTURNTURNThose 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.
Those Who Recall: Easy: (2+1)+1=4: Below Average
Hatred so strong it almost rips the hater apart: nice. Hatred so strong it
does rip the hater (and hated) apart: wonderful.
Those Who Recall are, if anything, too effective. Ideally, they will leap into the middle of an enemy formation, where the sheer presence of so many Good-aligned individuals and the impact of any counterattacks will drive their already boiling hatred to overflow, resulting in an explosion that can shred cultists in a 2 meter radius, and shower those beyond that in shards of bone and burning hatred.
The problem is that being struck by one too many missile attack will
also cause their hatred to overflow, resulting in a premature explosion (potentially causing friendly fire). While friendly troops will be
less affected thanks to their Evil alignment, the majority of damage will still apply. This leaves you with a conundrum- embed Recallers within regular Rememberers to disguise them, risking them exploding amidst their comrades, or keep them separate, risking the enemy prioritising their destruction before they reach their destination. Now, Those Who Recall are fairly agile, capable of dodging incoming attacks (which they will attempt to do in order to get closer to the enemy), so it's not like destroying them at range is
easy, but it's still a downside.
Those Who Recall are an even more shocking variant of Those Who Remember, capable of causing major havoc in enemy formations. Due to the increased levels of Evil involved in their creation, and the fact that not every Rememberer is suitable for being made into a Recaller, they have a small unit size (~10), but are still
Uncommon
Dark Empathy
Dark Empathy is a self-targeting spell that allows the caster to feel the emotions of nearby mortals enough to identify their most prominent feelings while having the caster emanate a temporary aura of Dark Seduction.
Dark Empathy: Hard: (1+4)-1=4: Below Average
A truly mystical skill that some mortals are said to possess- the ability to tell what other mortals are feeling just by looking at them. No, no, it's not mind reading- it's, like, the shape of their face, and something called 'body language'??
Dark Empathy can be thought of as backwards Dark Seduction, in that it enhances the emotional receptiveness of the caster rather than a target. It's not quite that simple, of course- it doesn't make the caster infatuated with those around them, and there are some safeguards necessary to prevent the caster from being overwhelmed. The seductive aura also complicates matters, but was resolved by reducing the strength and having the seduction affect the surrounding mortals by tracing their own emotional emanations backwards.
It all works. Just like Dark Seduction. And, uh, just like Dark Seduction, repeated use can cause brain damage. While not as severe, acolytes are still limited to using Dark Empathy for a few minutes a day- more than that, and they will start to permanently damage their brains.
The spell is still useful despite the danger, allowing missionary acolytes to respond better to those they interact with- to disengage when someone is becoming suspicious, to push harder when someone is on the cusp of being convinced, to avoid being tricked by lies and scams, etc.
Dark Empathy will further enhance infiltration efforts. It is also
Common
A month has passed since your birth. We are almost ready to begin the war against Muu and her followers.
Scouts have been sent forth, finding the borders of Chegitha and the Western Protectorate all-but undefended, and have plotted a path through the Deserted Urbs and the Pestilent Marshes that our armies could follow without opposition. However, the Thpenian and Xyranian borders were far more secure- the Restless Satrapy naturally has a sizeable standing garrison, while the Xyranian army would be happy to have someone to fight to take their minds off of the religious conflict.
Missionaries have also been sent out. We found willing converts in the rebellious citizenry of the Restless Satrapy, while the peasantry in the Raiders' Roost are disillusioned by the fragmented faith and boundless greed of the adventurers. The few people we encountered in Chegitha, however, were highly suspicious of strangers, and defiantly proclaimed their loyalty to the regent, while the tribes in the Pestilent Marshes barely understood our language, and seemed surprisingly content given their living situation.
Rumours from the north indicate that the angelic forces are also on the move- the time of conflict is fast approaching. We had best be prepared.
It is now the Design Phase. You have two designs. After the coming Revision Phase will be the first Strategy Phase.
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
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:
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
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
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
THPENOS (Influence)Bountiful Quarries:
1/5 |
0/5Gridlocked Polis:
0/5 |
0/5Restless Satrapy:
0/5 |
1/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
4/8 |
4/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
1/5 |
0/5Schism'd Capital:
0/5 |
0/5Raiders' Roost:
0/5 |
1/5WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
4/8 |
4/8Pestilent Marshes:
0/8 |
8/8