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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17437 times)

Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #150 on: May 13, 2022, 12:13:08 pm »

….

This sucks
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #151 on: May 13, 2022, 12:46:08 pm »

we're gucci my man we're still technically ahead on the combat map and even in influence

Agony of the Soul (uses Catacomb Token)

Agony of the Soul is a spell designed from the very ground up to be used by Soul Magi and with Soul Gems. At its most base form, it is a competent spell, although not a weak one, being an orb fired off by the caster that, upon impact with the target area or foe, goes off in a blast of lightning of moderate power, which is capable of chaining over to a couple (or, in the case of weaker enemies or particularly strong casters, a few) other nearby enemies.

However, the real power of this spell doesn't come from the base form (although that base form is itself most assuredly meant to be more effective than the magic missile we have now, even if our Acolytes cannot likely cast it) - the truly terrifying power of Agony of the Soul comes from the inherent compatibility of the spell with Soul Gems, for the spell is designed to not only be fueled by the souls of the enemies of Nar-Carok and the Soul Magi, but use them - a process that was perfected through allowing our Soul Magi to absorb and use many a lost ghost of the region's cemeteries in the very prototypes of this spell, consigning them to a truly horrific fate in the name of magical experimentation. When Agony of the Soul is used with a boost from the Soul Gem, not only is its area of effect and power boosted much more significantly than a magic missile would be, but the spell gains a second effect - not just lightning, but a wail of the most pure, unearthly pain and fear that cuts through the battlefield. This scream is not some form of sonic attack - instead, it is felt at the very spiritual level, derived from the agony being experienced by the souls being used within the Soul Gem to power the spell. This scream functions as a direct attack on Good and good-aligned neutral souls, damaging enemies and either dealing mental and morale damage (if they're a mortal being) or damage to their physical functioning (if they are a being like Sea Servants that are dead or inanimate and connected to souls).
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #152 on: May 13, 2022, 01:16:09 pm »

Gaze of the Cobra
They cannot help but freeze in place. The terror of the prey, to know that they are doomed and can not but pray for deliverance. Salvation, however, never comes.

This spell has the Magi cast a soul gem into the air, where upon it shines a wide beam of unholy light, directed and controlled by the casting magi. Those the light touches freeze in terror, with those looking at the light and it’s source being more heavily affected.
« Last Edit: May 13, 2022, 01:20:54 pm by chubby2man »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #153 on: May 13, 2022, 02:31:35 pm »

Cryptarii

The deeper one digs into the city, the more one learns just how alive it is. Beyond the strata of the ratmen, below the chambers of the Cult of the Serpent, yet another species has come into being and learned from those that came before.

Roaches, much like the rats above, have been twisted by generations of total immersion in an Evil, violent environment. Their people grew many times their original size thanks to the unrestricted growth and plentiful food for the omnivorous creatures. Their society, while complex, is fragmented, very, very prone to corruption, and vulnerable to the influence of outside powers, and so we have stepped in to make something out of these freeloaders.

The military of the Roachkin is centered on a core of heavy infantry - The Cryptarii. Cryptarii are hooded roaches that stand slightly shorter than a man on their four rearmost legs. They represent the majority of forces used by each magistrate overseeing the various realms of the Roachman Empire, and are trained to fight in tight formations due to the environment they grew up in. While technically unarmored, the chitin on the Cryptarii is thick and resistant to physical blows. The hood of the roach does come over the top and around the sides of the head, but the face is left open, so a metal mask is worn for protection.

In order to combat the protection of Cryptarii fighting against their own, each Cryptarii is trained to use a spear made of a hardwood-like material from flora growing in the subterranean environment tipped with a sharp iron point. The spears have a small crescent beneath the head to act as a blade catch and to prevent overpenetration of an opponent and the potential loss of their primary weapon. The Cryptarii supplement their spearfighting by using gladius blattidae up close - short swords made for thrusting but still capable of cutting. In addition to these weapons, a large squared shield is held in the off-hand for extra protection.

The Cryptarii are a Common unit meant to replace the cultist spearguys.

----

Cryptarii - Spittyboi edition

The deeper one digs into the city, the more one learns just how alive it is. Beyond the strata of the ratmen, below the chambers of the Cult of the Serpent, yet another species has come into being and learned from those that came before.

Roaches, much like the rats above, have been twisted by generations of total immersion in an Evil, violent environment. Their people grew many times their original size thanks to the unrestricted growth and plentiful food for the omnivorous creatures. Their society, while complex, is fragmented, very, very prone to corruption, and vulnerable to the influence of outside powers, and so we have stepped in to make something out of these freeloaders.

The military of the Roachkin is centered on a core of heavy infantry - The Cryptarii. Cryptarii are hooded roaches that stand slightly shorter than a man on their four rearmost legs. They represent the majority of forces used by each magistrate overseeing the various realms of the Roachman Empire, and are trained to fight in tight formations due to the environment they grew up in. While technically unarmored, the chitin on the Cryptarii is thick and  resistant to physical blows. The hood of the roach does come over the top and around the sides of the head, but the face is left open.

In order to combat the protection of Cryptarii fighting against their own, each Cryptarii is trained to use a spear made of a hardwood-like material from flora growing in the subterranean environment tipped with a sharp iron point. The spears have a small crescent beneath the head to act as a blade catch and to prevent overpenetration of an opponent and the potential loss of their primary weapon. The Cryptarii supplement their spearfighting by using gladius blattidae up close - short swords made for thrusting but still capable of cutting. In addition to these weapons, a large squared shield is held in the off-hand for extra protection.

The Cryptarii have one final trick up their sleeve: in the before-times, their people used a powerful bacteria in their guts to break down and digest wood. As time passed (something we're keen not to mention around one guy in particular) this digestive juice became more potent and was moved into glands in the mouth to aid in ingestion. This acid can be spit at-will (with some refractory period), and can significantly weaken wood, but can also act to weaken other materials and cause irritation of the skin. 

The Cryptarii are a Common unit meant to replace the cultist spearguys.

----

The Skeleton Key/Keybearer

Sensing the energies of Jilganheim, God of Chaos and Mischief and the like on the Broken Shackle, it was obvious that the busted device should be forged into an artifact worthy of the troublemaker.

The shackle itself was removed from the chain and melted down in magically stoked fires overseen by Nar-Carok itself - such a task was too important to have otherwise. The molten metal was then poured into a cast to form a very stereotypical skeleton key. The chain was repurposed and modified into a chain, but more for wearing around the neck than securing to a wall. Infused with remnants of Jilganheim's interaction and stoked by Nar-Carok's evil, The Skeleton Key is a magical artifact capable of changing the bearer from mundane mortal to magnificent miscreant.

When worn around the neck, The Skeleton Key grants the bearer the ability to "bypass the barriers that inhibit them". Doors, windows, and chests all find themselves unlocked at the Keybearer's touch. Even magical entryways or those hidden via magic are revealed to the Keybearer. In combat, the Keybearer finds their attacks passing through shields as though the shield was made ethereal at the point of contact.

That is all well and good, but a very good thief or duelist could replicate that. In order to ensure the Keybearer is able to work at maximum efficiency, The Skeleton Key makes them harder to focus on. Whether it be shifting shadows obscuring their movements, a guard suddenly unable to pay attention to that door over there, or appearing to others as a hazy blur, The Skeleton Key makes it very, very, very easy to ignore the Keybearer and their activities.

If The Skeleton Key is forcibly removed from the Keybearer or the Keybearer dies their body ruptures violently and the artifact fades away, reappearing where it was forged to be granted to the next Keybearer.

----

Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well

The Broken Shackle resents restrictions almost as if it was a thinking entity on its own. To appease the shackle's desire to be used we have melted it down and reforged it into a cap that sits on the skull - yes, the skull. The flesh of the skull is peeled from the top of a living subject's head and the cap placed on the exposed bone, where the metal and bone fuse. The resulting image resembles a fucked up crown (the flesh is left peeled away but still attached, complete removal is unnecessary work). When the cap fully fuses, the mage's mind is bombarded with unrestricted knowledge. This does have the side effect of withering their body, but their mind remains intact and is in fact improved upon by magnitudes.

The Untethered Mage's body is unable to move of its own free will, so they sit upon a comfortable but not extravagant palanquin. This Palanquin is hauled not by bearers, but by the Mage's own will. The Untethered Mage likewise does not speak with their own mouth, instead imposing its messages into the minds of the people it seeks to communicate with (and can even communicate with living (or dead) things that don't necessarily have a coherent language).

The Untethered Mage has unrivaled magical powers thanks to Jilganheim's Unbound Skullcap, enough so that even Nar-Carok's magical capabilities are surpassed (although Nar-Carok could easily bully the cripple otherwise). This is made evident by the unique magical power granted to the Untethered Mage - the Gravity Well.

The Gravity Well creates a point in space that draws in [nouns] nearby, crushing them together in a terrible mass as they pass through the event horizon (the line with which events begin to happen, obviously). This powerful spell is a unique gift for the Untethered Mage, and therefore we unfortunately cannot glean much of anything from it in the way of making similar spells.

——

Shades

When the merciless sun is brought to bear, the intelligent seek out the shade.

Shades are ethereal beings made of tortured souls, shadow, and evil, and dedicated to the causes of Nar-Carok. They are thin and nearly formless, resembling a cloak more than any living being. Their preferred method of transportation is flight. Their bodies notably absorb or block all light that contacts it much like a solid, physical object would.

While the shades are capable of causing fear and uncertainty in Good entities by passing through them, their primary goal is their own death and sweet release. Shades flitter across, above, and within the battlefield seeking opportunities to find their final reward. Their formations can blot out the sun over portions of a fight, and they are quick enough to intercept and wrap around, say, phials of thrown liquid sunlight. Magic and weaponized light both destroy the shades’ form and release the soul.

The final benefit of the Shades comes upon the annihilation of its ethereal form. The souls of these shades, or what is left of them, are utilized by casters wielding soul gems to empower their spellcraft. Only then do they get the reward they seek.

Shades are also known for pairing with specific entities closer to the points of contact between forces, and the Good forces are just going to have to deal with it, scrub.
« Last Edit: May 14, 2022, 08:47:51 am by Man of Paper »
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #154 on: May 14, 2022, 10:02:43 am »

Lesser Path to Victory

This complicated piece of dark divination has the user ask a question, and the spell gives them the easiest method of success for that question available for them. Example: How can I kill a sea servant? Aim for puncture wounds, they bleed out easily. Example: How can I kill Muu? You can’t. Your best bet would be to kill all of her worshippers and do a ambush.

It has a few flaws, for one, it is a very complicated (uncommon) spell that requires a trained spellcaster to use. As is customary, extended use over a short period of time may cause brain damage.

Also, as seen above, some things are impossible for you or this spell to accomplish so it gives you your best bet instead of a sure fire way. at least with this version of the spell.


(Is that good for a uncommon spell? Should I make it weaker, stronger or what?)

(Before you ask, yes. This is a extremely watered down version of Contessas PTV from Worm.)
 

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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #155 on: May 14, 2022, 04:52:59 pm »

Restless Spirits
( Uses a Catacomb token)

Using our Master of Rites uncontested access to the tombs and catacombs, we plunder the dead not for riches or gold, but for their secrets and service.

We call upon the dead families and lovers of the powerful and rich, sending them to torment and encourage damnation of those they were close to in life. First we drain them of any useful secrets they might remember, to use to blackmail and influence our way to greater power.

During the night they whisper of how they might be satisfied in death, how if they really loved them they would fulfill this task. This may be to make a donation, leave a door unlocked or support a political party. If the victim is suitable as a convert, the price for peace may be to sell their very soul to Nar-Carok.

This practice will not be used for just our own gain, but to the advantage of any political party we may align with buy tormenting their foes, and encouraging favorable deals to be passed.

Some discretion is needed, for the victim may trace their torment to our Master of Rites. If that is done and the Master of Rites approach, they will make a story of uneasy spirits and how strong their loved one must have been in life, but they will of course put the spirit to rest. The spirit will indeed be put to rest, and hopefully trust will be deepened between the community and our Masters of Rites.
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Taricus

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #156 on: May 15, 2022, 10:00:06 am »

Cryptarii - Steel Edition

The deeper one digs into the city, the more one learns just how alive it is. Beyond the strata of the ratmen, below the chambers of the Cult of the Serpent, yet another species has come into being and learned from those that came before.

Roaches, much like the rats above, have been twisted by generations of total immersion in an Evil, violent environment. Their people grew many times their original size thanks to the unrestricted growth and plentiful food for the omnivorous creatures. Their society, while complex, is fragmented, very, very prone to corruption, and vulnerable to the influence of outside powers, and so we have stepped in to make something out of these freeloaders.

The military of the Roachkin is centered on a core of heavy infantry - The Cryptarii. Cryptarii are roaches that stand roughly at the height of a man on their two rearmost legs and possessing four arms. They represent the majority of forces used by each magistrate overseeing the various realms of the Roachman Empire, and are trained to fight in tight formations due to the environment they grew up in. The chitin on the Cryptarii is thick and somewhat resistant to physical blows.

In order to combat the protection of Cryptarii fighting against their own, each Cryptarii is trained to use a spear, the Hasta Antra, made of a hardwood-like material from flora growing in the subterranean environment tipped with a sharp steel point. The spears have a small bar beneath the head to act as a blade catch and to prevent overpenetration of an opponent and the potential loss of their primary weapon. The Cryptarii supplement their spearfighting by using gladius blattidae up close - short swords made for thrusting but still capable of cutting. In addition to these weapons, a large squared shield is held in the off-hand for extra protection. Moreover, with two sets of arms, the Cryptarii have a somewhat increased combat endurance, what with being able to swap their gear to fresh arms (Or at least, their weapons)

The Cryptarii are a Common unit meant to replace the cultist spearmen.

Osseoforms

With the soul magi up and about, and a plentiful supply of corpses to experiment with, Nar-Carok figured it would be time to make something magical and yet also something that would be worthy of adding into his military panoply. And between him and the soul mages, there's plenty of ambition and magical power being thrown around.

Enter, the Osseoform. Not strictly a 'raised' undead, the Osseoform is a two-armed, four-legged bonecrafted monstrosity that has a reasonable height of roughly 2.5-3 metres, towering above most mortal combatants and particularly durable due to it's construction from amalgamated bone, and outfitted with a particularly large, heavy blade in each hand, is capable of carving a terrible swathe through the angelic forces.

While the intent is for the Osseoforms to be uncommon, we don't expect too many per unit.
« Last Edit: May 15, 2022, 12:50:19 pm by Taricus »
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #157 on: May 15, 2022, 12:35:59 pm »

Hateful Bows

Some corpses and souls retain their strong hatred of Good, but not enough to animate a body. Some souls are simply too fractured, too broken, to be put to use as even an ingredient in a proper One Who Remembers or Recalls. But Nar-Carok is not one to let a good Evil soul go to waste.

The Hateful Bows are bows imbued with yet more angry souls of the deeper reaches of the buried cities. These bows give every shot they take the same hatred, enhancing their impact against Good foes. More importantly, these angry arrows actively seek the most damaging targets they can find - often finding themselves shifting their trajectories in the air to ensure they hit a foe. Such weapons allow our archers to actively aim for the enemy's mages with the confidence that they'll hit (unless perhaps blocked by a ward), or shoot into a melee with little risk of wasteful friendly fire.

[TLDR: Good-Seeking bows that hit a bit harder. Ideally replacing our normal bows. ]
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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #160 on: May 16, 2022, 10:44:45 am »

Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (3): MoP, Taricus, Powder Miner
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):


Special Mans
The Skeleton Key/Keybearer (1): MoP
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (1): Powder Miner

Quote from: The Impossible Thief
In order to unlock the true potential of the Broken Shackle of Jilganheim, God of Chaos and Freedom, discussion among the cult of Nar-Carok and Nar-Carok himself ultimately turned towards using his mischievous power to empower a thief of epic proportions. In the end, the cult melted down the shackle and turned it into a fine thread, with a particularly masterwork weaver (inducted into the cult after one too many Shitty Feather breakdowns) combining this thread with lace to turn it into the Glove of the Impossible, a glove intended to allow the wearer to steal impossible things (such as stealing foreign objects out of someone’s body without rupturing it, or stealing a magical spell/effect from the caster or holder, or thoughts out of minds) or steal possible things in impossible ways (such as stealing people out of prison right through the walls, or stealing items out of somebody’s possession from meters away). This glove was left in the storage rooms of the cult for a short while, as Nar-Carok sought an ideal member of the cult to wield it.

And then some fucking jackass stole it.

Said fucking jackass was an adventurer from the Raider's Roost, actually one of the best in the business at thieving, but also one of the best in the business at getting himself ostracized by even other adventurers for being a huge dick. He had been attempting to join the cult of Nar-Carok for a while now, but had been failing, because he had quite simply been too annoying for the mortal agents of Nar-Carok in the Roost. Now, he had taken matters into his own hands - and, perhaps, Jilganheim had taken matters into his as well, seeking out an ideal wielder for the artifact of his energies. Deftly avoiding execution on account of being a veteran adventurer who was nigh-impossible to actually catch and kill, and being in fact probably a better user of the artifact than any of Nar-Carok's actual cultists, the now-Impossible Thief swore himself to the cult.

In influence, the Impossible Thief serves many purposes for the cult, laying the best-laid plans of both men and Muus to ruin. The Thief throws a galaxy-sized wrench into mortal nations' attempts to damage either our cult or the factions our cult sides with. His ability to use his glove to, as the examples given above, steal men out of jail and to directly steal intel from people, of course, is very powerful here, allowing warnings to be provided when policing or attacks are attempted - but he himself also delights in finding new and creative ways to fuck people over and ruin their plans and days, stealing small vital things that send massive plans completely derailing. And if you're Muu? Well, if you brought some fancy expensive object, he's going to find out how much the copper sells for on the black market if he strips it out. If you brought Worms, he's going to steal it every now and then. Steel his resolve? No, he's going to steal your resolve, the ability to steal magical effects potentially even letting him neutralize Gadflies. He should also be able to function positively in influence, providing our allies with valuable objects, money, and useful pieces of intel purloined from around the region, especially when there's something particularly valuable to steal. There is a vital limit to his abilities, though: he cannot perform direct, harmful attacks via the glove (like stealing hearts out of people's chests). Perhaps if the glove were a different god, or had a different wielder, it might be possible - but Jilganheim and the Impossible Thief himself are in concord about something: using an artifact like this to be a hitman is fucking BORING, and a waste of the potential creativity provided - after all, one would be likely to default to it every time. Thus, the glove actively resists it, and the Thief goes along with that resistance, preventing this course of action.

Despite being very much primarily intended for influence, the Impossible Thief is nonetheless not useless in combat, if maybe not as powerful as someone like the Vampire Lord. Although he won't use the glove for direct attacks, and he prefers not to be wasting his time trying to do something like stab people, he isn't a pacifist. At a minimum, for example, he has combat options such as stealing a Magic Missile right out of an enemy Acolyte's hands and then literally dunking on them with it. The only combat attribute the Impossible Thief has is one also useful for not getting murdered in influence lanes - he is a fast, squirrelly bastard who is damn near impossible to get one's hands on, although he's not very physically strong, and he uses this to dart around a battlefield, stealing combat plans and delivering them to our side, perhaps stealing powerful artifacts and enchantments from enemy Champions for a fair portion of the battle, even doing things like trying to steal the soul connection of the Sea Servants from Muu, although he would only be able to disrupt her strengthening presence and only while holding onto the connection.
« Last Edit: May 16, 2022, 01:50:01 pm by Powder Miner »
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #161 on: May 16, 2022, 02:51:25 pm »


Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (3): MoP, Taricus, Powder Miner
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (2): Powder Miner, MoP
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Taricus

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #162 on: May 16, 2022, 03:07:18 pm »

Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (3): MoP, Taricus, Powder Miner
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (3): Powder Miner, MoP, Taricus
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #163 on: May 16, 2022, 04:38:41 pm »


Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (4): MoP, Taricus, Powder Miner, C2M
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (1): C2M
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):


Special Mans
The Skeleton Key/Keybearer (0):
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (4): Powder Miner, MoP, Taricus, C2M

I think Agony of the Soul is a strong first uncommon spell, full support. I think the Gaze of the Cobra might be a good companion to it later on with some tweaks.

I don’t think Cryptarii are the best move right now. First I think we should go influence design as well, instead of double design into combat. Secondly, we have other bigger holes to fill than heavy infantry. If we double down, I would rather see Hateful bows, monster like Osseoforms, or our own cavalry. We have about 4 different types of infantry, from ratman, skelengtin warriors and explodey boys to cultist spears. In addition, two big roles of distracting and holding down the enemy (with the ratmen) and the infantry to cut through and wade in blood (skelly boys) suitably filled for this stage of the game. Sure, the Cryptarii might do the holding down better, but we still haven’t put any investment in archers or cavalry of any kind versus multiple designs and revisions already on melee infantry units. We should spread the love.

I don’t think it’s a bad design, just one we don’t need right now in comparison to other roles we could use. And I wonder about how easily we will be able to get heavily disciplined, armed and armored units to fill a common role, even if we can somehow sub them out for cultist spears.

And also love the Impossible Thief, no reservations there.

(I am voting for two designs using the catacomb token. I think the Spirits fit the token the better of the two, but no problems with using the token now with the Agony of the Soul.
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Design Phase T3
« Reply #164 on: May 16, 2022, 05:25:29 pm »

I think restless spirits runs counter to our masters entirely. People will blame those responsible for putting their loved ones to rest of their spirits show up decidedly not resting. They’re in a good position to do it, sure, but that doesn’t mean they should.
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