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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237547 times)

Karakzon

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #615 on: February 02, 2012, 06:14:04 pm »

we can easily gather the corpses and distribute them for baneghoul creation and food supplies. We can also use some of the injured beyond use as sacrifices.

As for the human who fought our champion, the safest option is to kill him. The fun one is to corrupt and convert him.

We should try get ahold of some of the witches and priests, alive. Magical knowledge, even that of our opponent and what harm it can do, will be a great boon to future conquest.
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NUKE9.13

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #616 on: February 02, 2012, 06:21:10 pm »

Fun fact: Baneghouls (and regular ghouls) are not undead. They are living, breathing humans. They are created via the process of mutation, which only works on living things.

Edit: is this supposed to be right "of which 10 are 20 kids". Does this mean 10 out of 20 are kids? or 10 are kids?
2 kids are equivalent to one adult cultist. So there are, say, 40 cultists, of which 10 are 20 kids, means that there are 30 adult cultists and 20 kiddy cultists.
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Deamonpies

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #617 on: February 02, 2012, 06:22:46 pm »

Ah ok then. That makes sense, cheers for the clarification.


I think we should convert the hero soldier. It would be good fun for us. (I was worried thathe would escape and become and actual hero though  :D)
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Karakzon

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #618 on: February 02, 2012, 06:31:26 pm »

Fun fact: Baneghouls (and regular ghouls) are not undead. They are living, breathing humans. They are created via the process of mutation, which only works on living things.

So we just use 1 living human as a base and fuse the raw meaty material into them? it gets rid of their multipersonality problems. But it is less fun and probably less morphemically adaptable since it has less souls to work with, unless you raise the specters of the dead and forcibly fuse them in as a kind of dummy replacement.

Also fun fact:

It takes ages for the cells in a body to die. They have energy storage. so long as you convert them within 4 hours of their death their shouldnt have even run out of basic food supplies.
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JackOSpades

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #619 on: February 02, 2012, 06:46:59 pm »

yes yes

we should replace our losses as we should have passed the point where we are a source of Evil.

-sacrifice/mutate the wounded. (we need more Baneghouls we'll armor them later.)
-Raise the dead if possible. (some Arshbones would be nice but regular zombies or skeletons would work.)
-see what if anything we can salvage of our poor lost Baneghoul. (an undead armored thing with bits of masonry sticking out of it would be nasty.)
-now is the time to create Sintaurs from those stabled horses mentioned previously.
-enslave the remaining 200 captives arm them as a ragtag army.
-corrupt the "Hero" into another champion (see if we can twist his sword into something dark and tainted.)
« Last Edit: February 02, 2012, 06:56:44 pm by JackOSpades »
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Alternatecash

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #620 on: February 02, 2012, 06:59:16 pm »

Oh. I just had a positively wicked idea. Fission off a fragment of our power directly into the mind of the captured hero. Make sure he can't kill himself or speak of his condition, then let him go. Think about it. We've taken a pure and noble man and infused him with corruption, while taking away any hope of relief. The constant anguish generated should be a mobile power source, moreso if he taints the land he walks on.
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Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #621 on: February 02, 2012, 07:12:18 pm »

NUKE, Can we get fire elementals into the glossary?

I think it should be a long, reorganizing, army creating turn:

Part one, looting:
100 evil healthy citizens: recruit as cultists
500 healthy citizens : Enslave
100 good citizens  : torture, (source of evil for an army raising more in part 3 designing)
Dead and wounded will be used as a source material for army raising
Loot anything valuable
_______________________________________________________

Part two, Cult reorganization:
I propose to merge all cults into one cult move the champion, new recruits, slaves  and remaining Amberashs to the cult

Current rules of our cult:

Name: Cult of the Tall Man.
Organization: Each location will have a council of three or so, who rule the local cultists in our absence by majority vote. We cannot know the best solution for every area, so each council will decide on their own governance. Should they fail, they'll experience extreme regret over their failings. Should the cult thrive under their governance, they'll largely be left alone, perhaps with the occasional boon from us.
They'll be free to abdicate so long as they don't try to hide from us, and the remaining/new council will have the right to determine whether they need culling.
Looks: Elaborate symbolic body paintings. Paintings should be chosen that express the individual's personality. They should brand their left palms with our symbol once the need for subtlety in the area is gone.
Places of worship: Fire, industry, and domination are themes. From a simple pyre, to a forge, to the ultimate temple being built over an active volcano. The centerpiece is always the main fire, which also acts as the altar equivalent, and it's a requirement that something be made at each place of worship (in this case the dolls). The main architectural theme could be four arm-like horizontal offshoots, each representing one of our symbols.
Laws
1) Murder of cult members is  punished by death.
2) Sacraficing children is punished by death
Practices: Arson of structures deemed 'useless' to our cause. Crafting and forging things, often pointlessly impractical symbolic weaponry. Primary weapons used by our militant followers should be battle-axes and crossbows.
Symbols: a burning man with 4 hands,fire, industry, domination, rage, the number 4.

Do we need any updating? I think not. Everything is fine, but we need to create a council for the united cult, I suggest :

1) Dal'Kahh the Avaricious (represents warriors, responsible for training, defense)
2) Kid acolyte (represents mages and kids, we have a lot in our cult, responsible for kids, magic)
3) Mother of our daughter (represents women, responsible for raising daughter, resource managing)

So the chain of command is  Krlnkir Yrlvnt>Alyshtr Yrlvnt>The supreme council appointed by Krlnkir Yrlvnt>democratically elected local councils

Orders for the united cult: (in order of importance)

1) Do anything necessary to make part 1 happen
2) Improve organization, elect local councils
3) Arm (with weapons from Akataki) Conquer area around Akataki, recruit\enslve population, organize food producing and stockpiling
4) Raise Aamberashs (they are weak, but our acolytes should find some work)
5) Learn how to use Stargates the circles
6) Send 18 (in groups of 3: male, female, kid) missionaries in another kingdoms. give them food\weapons\gold\something valuable to make it easier (60 resources)
7 Plant magical and mechanical traps in and around former Asylum

Part 3 designing and raising:
Need ideas
« Last Edit: February 02, 2012, 08:01:22 pm by Ukrainian Ranger »
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Karakzon

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #622 on: February 02, 2012, 07:12:24 pm »

Oh. I just had a positively wicked idea. Fission off a fragment of our power directly into the mind of the captured hero. Make sure he can't kill himself or speak of his condition, then let him go. Think about it. We've taken a pure and noble man and infused him with corruption, while taking away any hope of relief. The constant anguish generated should be a mobile power source, moreso if he taints the land he walks on.

Add in violently repelled by holy individuals and places and youve got it so he cant be cured eather/will activly avoid places that can cure him.
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Koliup

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #623 on: February 02, 2012, 07:25:27 pm »

If we're going to add our mortal mate to the supreme council, I say we give her the smarts to handle it well enough, and modify her body to more easily bear demonic children. We need more champions.
Suggested revised chain of command(for things to be more smooth in the future): Krlnkir Yrlvnt> Children of Krlnkir Yrlvnt> The Supreme Council>...
For part 3, I would, once again, like to suggest flesh trees. Just to cement the fact we OWN this place, bitch.
Also, perhaps we should give Dal'Kahh, our 'wife', and the acolyte(who will stop aging, mentally and physically) immortality, if they're going to be THAT important to us. Maybe Dal'Kahh should be given the option as to whether he wishes to take our 'hero' as a right hand man, or let us corrupt/eat/whatever him? Then we tell him to go enjoy himself and loot.
Perhaps we should build our base in the evil-ified ruins of the biggest church/cathedral in Akataki, just for evil irony points?
And finally, the most important thing of all: are there enough bones of the dead we can get a bone throne? If yes, please, we must. It must be on fire and walk around so we can slouch while we walk. It will be amazing.
Note on the acolyte: He can still learn and become wiser, but will have the general mood and whatnot of a child.
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Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #624 on: February 02, 2012, 07:26:04 pm »

Brainstorming  new creatures, Let's look what we need:

Light infantry:
IMO, Armed cultist\slaves are good enough for that

Heavy infantry:
None

Light cavalry:
sintaurs?

Heavy cavalry
Sintaurs + heavy armor?

Assault units:
Have Armored baneghouls

Commando:
Have Spectres

Ranged units
Need something

Non-combat designs:

Workhorses:
We need some big creatures that can aid our cultist in construction, idealy not very resource-consuming and not very dangerous

Spies:
Always useful, need something

Diggers:
Tunnels, anyone? Useful in many tasks, both in industry and sieging

Resource producers:
Fleshtrees is a must, IMO. But I am sure that our hivemind have  many more ideas

Evil generators\corrupters
Another nice to have thing
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #625 on: February 02, 2012, 07:32:33 pm »

For spies, I think we need to go the visceral route. Former children who eat their way into a victim and absorb memories, crafting a skin-suit kept fresh and pliable by black magic.
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Elvisdogs

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #626 on: February 02, 2012, 07:39:14 pm »

For UR's light infantry selection I'm thinking amberarshes/stupid slaves are already good enough there. Armed Cultists could be heavy infantry because after all we are a forge demon thus we can make armor.
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Shootandrun

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #627 on: February 02, 2012, 07:39:28 pm »

Ideas for creatures/units:

Light infantry:
Cultists could do that, but they are few and very precious. I think creating a simple undead unit (zombies, to keep things simple) that do not need a constant supply of power could work as light infantry (cheap and in great numbers, they would be perfect). And I have an idea to stop them from costing energy all the time: have them take the energy of living things around them. Some kind of aura that drains life out of nearby things (plants, animals, enemy humans) over a long period of time (after a week or so, a zombie could kill an old tree simply by standing there). That way, they'll corrupt and destroy the lands where they go, perfect for us.

Heavy infantry:
Cultists could do that job. If we equip them with Barrspring steel and have them trained by the dude with the axe, they'll make fine soldiers. In battle, they could be sent to clear anything that survived a first assault.

Light cav:
Sintaurs! They're awesome!

Heavy cav:
Sintaurs, but made with bulls instead of horses. Add some armor into the mix and a band of these will break any shield wall as if it was made of paper.

Assault units:
Armored baneghouls are good for that.

Commandos:
Spectres are fine, but something more physical could be cool. Amberärshs birds, anyone? They'd simply fly over the enemy town/camp and set things on fire by landing on them for a few seconds. Cheap and efficient. Perfect for spreading chaos before an attack.

Ranged units:
Humans with bows will be fine for light ranged units.
For heavy ranged units, I have an idea that's complicated, but EVIL.

Make mini baneghouls (with two or three ghouls instead of seven) and give them some armor. Make sure they have four/six arms, place a weapon in all of the arms. Then have the baneghouls throw these little abominations over the enemy walls/lines. They could land in the middle of the enemy and start a carnage (they'd get the job done quickly with alot of arms). While these would be somewhat hard to make in great numbers, you'd only need a few of them (5-10) to destroy an archer regiment or other forces that lack defense in melee.
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Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #628 on: February 02, 2012, 07:50:22 pm »

Quote
Also, perhaps we should give Dal'Kahh, our 'wife', and the acolyte(who will stop aging, mentally and physically) immortality, if they're going to be THAT important to us.
No, we can always change the triumvirate

Quote
I think creating a simple undead unit (zombies, to keep things simple) that do not need a constant supply of power could work as light infantry (cheap and in great numbers, they would be perfect). And I have an idea to stop them from costing energy all the time: have them take the energy of living things around them. Some kind of aura that drains life out of nearby things (plants, animals, enemy humans) over a long period of time (after a week or so, a zombie could kill an old tree simply by standing there). That way, they'll corrupt and destroy the lands where they go, perfect for us.
Like it, but skeletons are better, they can be raised either from freshly killed men ( and note, their flesh can be used for other tasks ) or from graveyards

Quote
Make mini baneghouls (with two or three ghouls instead of seven) and give them some armor. Make sure they have four/six arms, place a weapon in all of the arms. Then have the baneghouls throw these little abominations over the enemy walls/lines.
No, short range, and they are too stupid to use weapons
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Shootandrun

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #629 on: February 02, 2012, 07:52:14 pm »

They can talk but they can't use weapons?  :(
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