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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17458 times)

Rockeater

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #120 on: May 08, 2022, 10:51:46 am »

Soul blast

Even the most secretive organisation has lesser kept secrets and the Magi are no different, we were able to translate several of their tablets and of them one of the more useful ones was the descriptively named initiate Magi spell soul blast, which allows a s caster to blast the souls currently in a soul gem in a cone at enemies.

Even though we only have partial understanding of the power of soul gems, and our acolytes are not as capable as an initiate Magi, an acolyte carrying one of our gems is still capable of charging it  fast enough to being able to make a decent blast before the souls leak.
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #121 on: May 08, 2022, 11:03:28 am »

Pretty sure that’s a design not a revision
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #122 on: May 08, 2022, 12:32:01 pm »

Pretty sure that’s a design not a revision

Kinda fair, although it is based on the knowledge we have so hopefully it will work as a revision
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #123 on: May 08, 2022, 12:43:10 pm »

I think we could probably get away with soul blast as a revision since we’ve got the vast majority of the work done already (the soul gems), and the spell itself is pretty unshaped. It’s not quite easy to say because we have little spell experience, but that might haunt us in general anyway
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #124 on: May 08, 2022, 01:48:08 pm »

I’d prefer a stronger caster before the spells since a stronger caster is going to boost the murderin capabilities of the spells we already have
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #125 on: May 08, 2022, 01:56:40 pm »

Well, new spell gonna boost the murdering capabilities of the casters we already have, but I sorta understand.

Also, after some conversation in the discord (would have thought of doing it here, but it was pretty long), it seems that the bearer of the Magi meant to be Uncommon, so they do seem like the best option for a revision

Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (1): Rockeater
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Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #126 on: May 08, 2022, 02:01:28 pm »

Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (1): Rockeater
The Ancient Rites (1): MoP

I wanna push what we wanted to push out this turn, since doing anything else with the goal of doing the mummies we want later forces us to rely on our opponents and the dice both not interfering and forcing us to go another route. I’d actually be wholly against casters and advocate for cav or another sort of supplementary unit if it weren’t for the essentially one turn advantage we have over the goods.

Edit: to clarify, i mean because we gotta fill holes in our forces hopefully before our opponents do, but we have some space to fuck around and find out, so we should utilize it to get what we want, and not set up something we might not be able to get around to
« Last Edit: May 08, 2022, 02:03:18 pm by Man of Paper »
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #127 on: May 08, 2022, 02:06:07 pm »


Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (1): MoP

We missed our big swing with the magi, it makes sense to go with a less ambitious design that will still let us use future spells we design instead of trying the same thing over again.

And Bearers are indeed aimed at being Uncommon, I can edit that into the design.
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #128 on: May 08, 2022, 02:22:09 pm »

There's no reason a single swing and a miss should push us to shy away from ultimate power. Things fail all the time and we've been explicitly told we could pull off a "try again" revision with a catacomb token. While this could mean it stays ludicrous, one person commented, and I'm in agreement, that Nuke probably wouldn't have commented on the viability of a revision redo with the token usage if it was still going to be ludicrous.

We (figuratively) opened the door, all we need to do is step through the threshold. The argument for doing mummies later wholly relies, as I said, on us not being pushed to do anything other than a caster. This is still a half-step to the goals we wanted, but we already took a half-step in failing and adding these two steps together is falling short of the whole we could realistically achieve. I'm not gonna say Ancient Rites would be below Very Hard, but we've got the breathing room to try it now. If we fail again then...we're maybe back to square one, but with our token and influence advantages anyways, and mummies that would almost certainly be easy (relatively, not saying that'd be the difficulty) to bring to life with soul gems that would also be on the same page. If we succeed then we get badass magi that help us stomp them nerds even more.

If we do the powered-up acolytes a successful roll gives us an intermediate caster and the soul gems, but a failure would only give us the soul gem experience and shy away from the mummies which, in my opinion, should be a primary goal tied with the introduction of soul gems.

The reward is greater for the Rites, with the appropriate increase in risk, but a failure to perform for them would be decidedly better for accomplishing the goal we set out for for this turn (than if we failed the other guys).
« Last Edit: May 08, 2022, 02:33:20 pm by Man of Paper »
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #129 on: May 08, 2022, 02:44:46 pm »

Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (2): MoP, Knightwing64

MoP convinced me, but if it fails…. I want you to know it wasn’t my idea and they totally mind controlled me
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #130 on: May 08, 2022, 03:37:35 pm »

Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (3): MoP, Knightwing64, Twinwolf

I'm actually not as strong on this as MoP is, I wouldn't mind some variety of spell revision instead. That being said: the GM said it was feasible. "I wasn't using word tricks there. It is feasible to Just Try Again by using at least one Catacomb token." I read that as "if you try again you have decent odds", or else it wouldn't have been called out in the design results or said by the GM. It would probably be easier if we did something else first, and potentially more impactful as a result? But that's committing resources of a turn where we may have significantly more metaphorical fires to put out than this one.
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Taricus

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #131 on: May 08, 2022, 09:22:24 pm »

Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (4): MoP, Knightwing64, Twinwolf, Tricus
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #132 on: May 09, 2022, 02:15:55 am »

I gotta do the ancient rites if the alternative is the bearers, they REALLY feel like a design that is intended to be Uncommon but written to be Rare (if you understand my meaning), and I’m just not willing to take the risk.
Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (5): MoP, Knightwing64, Twinwolf, Taricus, Powder Miner
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T2
« Reply #133 on: May 09, 2022, 06:49:57 am »

Demon Team: Revision Phase T2
TURNTURNTURN
The Ancient Rites (uses a Catacomb Token)

As is inscribed on a tablet within the Buried Capital, "nihil sub sōle novum" - there is nothing new under the sun. Even today's various funerary rites and superstitions regarding the dead have the most ancient roots, and we have the capacity to follow these roots as deep as they go.

Utilizing our wealth of bone- and ratmanpower we were able to map out and then excavate a culturally significant tomb related to the priesthood that came before. The walls, perfectly preserved in spite of time, are marked in hieroglyphs detailing the proper rituals for preparing and treating priests who reach the end of their days. Of note is the section of the preparatory ritual in which the vitals of the priest were removed and stored in canopic jars. A second step also took place that the keen, modern magical mind would identify as trapping the bound soul of the priest to their own soul gem. The heart was then removed and replaced by the priest's soul gem. By utilizing a modified reversal of this process we can release and rebind the souls of the Soul Magi to the magi, reanimating these ancient mummies and allowing the Prideful creatures the opportunity to continue perfecting their skills with our backing.

The specific ritual involves cracking open the mummy's torso and filling it with the dusted remains within their canopic jars, making sure the soul gem is surrounded if not covered by the ash. An incantation is spoken while the ash is lit. The fire from the ashes burns a bright green but does not spread and burns out quickly. Once the fire burns out the soul gem glows with an inner fire of its own as the soul within "awakens". The final step requires the removal of the soul gem, breaking the binds keeping the priest's soul trapped and freeing both the soul and the gem for proper use by the Soul Magi.
The Ancient Rites: Very Hard: (3+3)-2=4: Below Average
That is not dead which can eternal lie.

The Cult of the Eternal Soul left its mark. While their Evil ways were forgotten, some of their funerary rites were not. Even today, traces remain in the burial habits of Thpenos and Xyrania. By studying several old tombs, your cultists were able to piece together some of their history, eventually leading them to the location of an even older tomb- ransacked by adventurers, nothing of value remained. But the walls were untouched, the faded illustrations and archaic script revealing secrets that when combined with what you learned of the Soul Magi already allowed you to reconstruct the Ancient Rites of the Eternal Soul.
Dusty canopic jars, that you had passed off as irrelevant, were gathered. The damaged Soul Gems that you had so thoughtfully replaced with new & unblemished stones were retrieved from the trash. Re-examining the damaged gems, a trace of soul energy you had previously overlooked was noticed, and by matching the frequencies you were able to assign the correct gems to each Magi. The vital force within the canopic jars was returned to the desiccated corpses, then consumed in magical flame to draw the key soul-fragment from the damaged soul gems into the husks- a process which caused the damaged gems to crumble into dust themselves, but not before returning a key spark to their former bearers. At first, it seemed like even this had no effect- but gradually, over the course of several days, some of the Magi began to stir. In fairness, they had slept for thousands of years- it takes a bit before mental processes can resume after such an interval. And though well-preserved, their mummified remains are fragile, so each Magi had to carefully draw upon Evil to strengthen their physical forms before arising.

But arise they did- a handful at first, though you expect more to awaken with time. The flash of green flame in their eyes startled the cultists watching over them. One had the wit to run to your august self to inform you of this, an action which also happened to save her life; the remainder found their souls drawn from their living bodies, consumed by the Magi to refuel their regalia. This will be a persistent problem, it seems- according to one of the Magi, the revival process you used was imperfect, and a steady stream of fresh Evil souls will be required for them to remain intact. The more active they are, the more Evil souls they will require. Regular survival only requires one soul every few days (a trivial concern), but they can be expected to drain several cultists per battle (exact number depends on the duration and intensity of the fighting). They can still be expected to cause a lot more damage to your enemies than your own forces, but it's something to keep in mind.

In addition to consuming Evil souls to survive, the Magi can and will also draw Good and neutral souls into their Soul Gems to empower their magic. Even without soul power, their magic is greatly enhanced compared to Acolytes- they can fling Magic Missiles about four times faster with two times the strength, and throw up Wards that are twice the size and last thrice as long. More importantly, they scoff at such child's magic, being quite capable of casting spells of greater complexity ((all Uncommon spells unless noted otherwise)). By adding in the power of souls harvested on the battlefield, the Magi can double the strength of Magic Missile and Novice Ward. These simple spells are not designed for such surges of power, so more advanced spells would benefit even more.
(Though their appearance cannot be disguised enough for them to operate in Influence contexts, if they could their use of Dark Seduction and Empathy would also be several times more potent. Dark Empathy especially so, since they have no brains to damage- while they will still suffer side effects from using the spell too long, these will never become permanent)

In terms of physical strength, the Magi are not as fragile as they appear, though as mentioned this is only thanks to their consumption of Evil souls. If cornered, with no nearby cultists to consume, they can easily be overwhelmed by even fairly weak enemies. But so long as they are surrounded by your cultists (or Ratmen, though their souls are less nourishing), their resilience will be significantly greater than human. Or indeed Rememberers, as while your skeletal warriors are somewhat strengthened, their compound souls have no knowledge of necromancy- whereas Soul Magis' undying souls are able to strengthen and (to some extent) repair their undying bodies on the fly.

Soul Magi are potent and remarkably resilient casters, so long as they have friendly cultists/Ratmen to consume. Though not usable outside of combat, their impact on the battlefield should be considerable (especially if given Uncommon spells to cast). They are Rare, unit size ~15.



It is now the Strategy Phase. Decide where to send Nar-Carok and the Vampire Lord. Choose whether to support the Federalists or the Assimilators, and also choose which of the Merchant's items you would like. 



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)
« Last Edit: May 09, 2022, 06:58:53 am by NUKE9.13 »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T2
« Reply #134 on: May 09, 2022, 08:56:42 am »

Quote from: Voteback Mountain
Nar-Carok Vacations In:
Fjords (1): MoP

Vampy Seeks Companionship In:
Satrapy (1): MoP

We Cuck The Angels By Taking:
Truesilver (1): MoP

We Doublecuck The Angels By Aligning With:
Federalists (1): MoP
« Last Edit: May 09, 2022, 09:04:23 am by Man of Paper »
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