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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32398 times)

Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #150 on: December 02, 2019, 11:06:44 pm »

Holy Harriers

The Holy Harriers provide a much needed element of mobility to the forces of Good, in the form of a unit of cavalry. The mounts are the special part of the equation - summoned horse-like beings, supernaturally intelligent and faster than any mundane mount. They are ridden by mounted soldiers trained to work with them - more of a partnership than a relationship of rider and mount. The intelligence and swiftness of the mounts combined with their cooperation with their riders make for fearsome flanking troops.

The riders flank around the enemy before crashing into their formation with great speed and strength, before riding away to make another charge. The riders are armored with similar armor to the average troops, while the horses have some armor plates mounted over the vitals to make it easier to survive a charge or arrows. The riders are armed with a pair of lances (one main, and one spare in case the first breaks) to make their charges, along with a sword for when they get into close combat and can’t disengage immediately.

Redemptionist Preachers:

Many are the sins of mankind, but in equal number are his virtues; even those who have lead lives of debauchery can redeem themselves and lead their followers to the same. The Redemptionist sect of our preachers is a specialized group of those with modest magical potential and a charismatic personality. They target their preaching and services to government officials, from simple secretaries to the up-and-coming nobles in society, seeking to convert them to the cause of Good, or at least to the cause of being better than their peers. The strategy, so it goes, is a top-down conversion; if we manage to convert some minor nobles, or get some minor officials to look the other way, our preachers and healers can operate in the lower rungs of the social ladder; and when there’s a power base of the faithful, the redemptionists can set their sights higher.
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #151 on: December 03, 2019, 11:31:45 pm »

Quote from: smotebox
Darrin:()
Xa-Nam:(1) Taricus

Fortified Frontier:()
Lawless Capital:(2) C2M, Twinwolf
Scholarly Towers:()
Trade City:()
Ostentatious Capital:()
Wartorn Wastes:()
« Last Edit: December 04, 2019, 06:03:57 am by chubby2man »
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #152 on: December 04, 2019, 04:53:01 pm »

Quote from: smotebox
Darrin:()
Xa-Nam:(1) Taricus

Fortified Frontier:()
Lawless Capital:(3) C2M, Twinwolf, Failbird
Scholarly Towers:()
Trade City:()
Ostentatious Capital:()
Wartorn Wastes:()
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 2
« Reply #153 on: December 08, 2019, 03:08:11 pm »

Angel Team: Battle Phase T2
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
The Lawless Capital, as expected, is the perfect location to utilise our new Shadow Walkers. Dark deals, perfidious plots, and sinister shakedowns are all disrupted by a well-placed Shadow Walker, earning the gratitude of the would-be victims, many of whom prove eager converts. Heliel herself helps coordinate these efforts, and participates directly when a squad of (relatively) honest watchmen are ambushed by thugs- the thugs in question having been tipped off by a corrupt watchman; while Heliel was tipped off by a Bright Shadow who watched this taking place. She (disguised as a robed traveller) leaps from a rooftop to land before the cornered watchmen, before laying a righteous beatdown upon the ne'erdowells. The stunned watchmen are immensely grateful; doubly so when she provides them with paperwork proving their co-worker's involvement. They are soon inducted into the cult, giving us a foot in the door of the city's embattled law-enforcement. Many others are converted throughout the city as well, including some of the less malevolent criminals; the sort who steal from greedy landlords to fund orphanages.
We also disrupted the demons' efforts to infiltrate the city, but for every shipment of Bootlegger's we stopped, four made it through unharmed; the demonic operations proving simply too extensive for us to completely halt. We may have slowed their work, but spies confirm that many criminals have joined the cult, undoubtedly giving Magoc's followers the same level of access as we have. Now that we have a powerbase in the region ourselves, however, future attempts to slow their work should be more successful.
0/5-->2/5

In the Fortified Frontier, we made contact- through Shadow-Walker intermediaries- with some of the newly-promoted officers, who agree to turn a blind eye to our efforts (though they are by no means joining the cult). This allows us to establish temporary hospitals, attracting many more patients, earning us many more converts- including some career soldiers and government clerks, giving us basic access to the military/governmental structures of the province.
A combination of Shadow Walkers and Bright Shadow Acolytes were able to intercept and destroy a major shipment of Bootlegger's, which evidently put a spanner in the works for the demons; we have not detected significant demonic activity in the province.
1/5-->2/5

We were, as with last month, not able to send enough missionaries to the Scholarly Towers to make an impact, although next month should be different. The handful of Bright Shadows operating in the province report that the demons are clearly active in the region, with suspected cultists occasionally visiting various academic institutions, although the exact extent of their work is unknown.


Dolgoth Infiltration Report
With the King's paranoia at an all time high (it's still paranoia even if they really are out to get him), operating in the Ostentatious Capital is almost impossible. It is all we can do to keep our existing converts' spirits up.

In the Trade City, our efforts are likewise hampered by the watchful gazes of the King's men, and the locals' professed loyalty. People are not quite as afraid of the King in this province, but advanced operations are not on the agenda this month.

Fortunately, the Wartorn Wastes work out a lot better for us, as our medics operating out of the capital win many converts with their healing abilities. Our spies report that the demons seem to have lured not just citizens of the region, but also many rank-and-file soldiers into their cult. 0/5-->1/5



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #154 on: December 08, 2019, 04:03:58 pm »

Discipleship Training school
Our cultists, in spite of their great faith, are lacking in their oratory, so we've set up a school to teach them various proverbs, parables, and psalms, making it much easier for them to convert people without giving away their intentions to the authorities. Secondly, we've included some basic teaching to sidestep verbal traps, and avoid getting into arguments they just can't win.

Communications Cherubs WIP
The importance of communication, on the field of battle and in the field of intrigue, cannot be understated, so we've decided to make a relatively simple cherub to enable long distance communication.
Roughly 5 cm in diameter and like the bright shadows, invisible, the comms cherub is not an intimidating sight (or much of a sight at all really), but it's power lies in what it allows others to do. Capable of telepathically communicating with other comms cherubs within 500 meters and "Attuned" individuals and acolytes within a couple meters. Attuned individuals don't really need any magic potential, so long as they aren't literally antimagic.
« Last Edit: December 09, 2019, 02:30:40 am by m1895 »
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #155 on: December 08, 2019, 05:15:54 pm »

Design: Diamondback Wardens
Diamondback Wardens are, in the most basic and surface level of description, Blessed Turtle People. On a deeper level though, there's much more to it than that. For one, they're not exactly blessed, since that would imply they where made holy after the fact instead of being holy by nature due to being summoned by an angel, but that's semantics. The Wardens are humanoid turtles, roughly equal to a human in height with bulky proportions, their skin is thick and leathery, and their shells are as tough as solid platemail, with an appearance that brings to mind opaque stained glass, with each Wardens colors and patterns being different. This gives them an effective defense against enemy weapons, and they also are given metal caps for head protection much like our cultists. They also wield the spears and shields like our human soldiers, with enough skill built in to use them competently.

What truly makes them special, beyond of course being turtle people, is that they radiate an aura of mental fortitude and discipline. This not only makes them naturally disciplined, but guards the minds of those around them against mental manipulation as well. Indeed, when fighting on the front lines(which is where they'll be deployed) we expect they'll be able to allow our soldiers to fight through the enemies corruptive and mutative influence. Even better, due to their shells being a part of their body, we expect Heliels Love will heal it if the shell somehow does manage to get damage. Diamondbacks tend to be a cheerful and friendly sort, the kind to listen to the problems of those around them, and help their fellows, man or otherwise.

Of course, the Wardens aren't without flaws. They are somewhat slow and lacking in agility, though this is not so much because they're turtles as it is because they are permanently equipped with what is effectively a bulky and somewhat oversized metal chestplate while being not much stronger than the average human. And of course, because of their differently proportioned bodies, any armor(gauntlets, helmets, greaves, that sort of stuff) we make in the future will need to be modified in order to fit them specifically. And finally, while they are not incapable of learning magic, what spellcasting reserve they do have is constantly being spent on their aura, meaning they never have the power necessary to cast spells.
« Last Edit: December 09, 2019, 02:37:36 pm by Failbird105 »
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #156 on: December 08, 2019, 05:25:38 pm »

Quote from: Design
Helio
Beings of light that floats above a holy host, providing encouragement and controlling the very wind.

Shaped as a crystal, it looks like it was made of the same stained glass material as Heliel. It shines with a brilliant light, illuminating all around it. It floats into air, a combination of it ethereal nature and control of the wind providing its locomotion.

It sings and exhorts, praises and condemns, and emits a feeling of holy joy, one that can stand against any darkness. It also uses its control over the local winds to aid friendly arrows, or scatter the arrows of the enemy, or blow away enemy gas either back into their ranks or into a harmless area.

It has no attack of its own, though it may summon a localized gale of wind that could slow a strong man down. It supports and depends on it allies to carry the day.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #157 on: December 09, 2019, 12:26:45 pm »

Resubmitting these dudes:
Quote
Redemptionist Preachers:

Many are the sins of mankind, but in equal number are his virtues; even those who have lead lives of debauchery can redeem themselves and lead their followers to the same. The Redemptionist sect of our preachers is a specialized group of those with modest magical potential and a charismatic personality. They target their preaching and services to government officials, from simple secretaries to the up-and-coming nobles in society, seeking to convert them to the cause of Good, or at least to the cause of being better than their peers. The strategy, so it goes, is a top-down conversion; if we manage to convert some minor nobles, or get some minor officials to look the other way, our preachers and healers can operate in the lower rungs of the social ladder; and when there’s a power base of the faithful, the redemptionists can set their sights higher.

Also going to do my own morale and mental-resistance design, sorta inspired/based on the Helio and the song of soothing.

Quote
Cherubic Choir

Heliel's mere presence inspires strength and mental fortitude in her followers. With her light by their side, her congregation will stand steadfast without fear of evil, and resist it's stronger impacts on their psyche. But an Angel's grace can only extend so far, and only be at it's strongest in proximity to the angel.

The Cherubic Choir brings the light of an Angel beyond her reach. They are angelic creatures, the size and to a degree shape of children made of stained glass, not unlike Heliel herself. They are dispersed among the congregation as it takes to the field, leading them in song. The singing of the Cherubic Choirs has an effect reminiscent of Heliel's presence upon her followers: the kind, but strong, song inspires discipline in the ranks, and protects against the corrupting influences of demonic magic. With a cherub in their ears, the forces of Good should be able to push on against the demonic runes of Magoc and the blind rage inspired by his mutations.

The effects of the song extend to those who are aligned with Good and can hear it - it will not be inspiring the shambling rabble of the Demon to discipline and restraint. While the singing of a soldier can help with the effect simply by the discipline of singing with his fellows, the magic effect persists as long as the cherub sings even as the soldiers' song turns to battle cries.
« Last Edit: December 09, 2019, 12:28:48 pm by Twinwolf »
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #158 on: December 09, 2019, 01:53:15 pm »

Quote
Spirits of Wonder [Better name pending]

In common folklore, these spirits are creatures of evil. They're known as the Will-o'-the-wisp
, fools fire, mirages and much more. In the stories, they lead travellers to their deaths. The stories are right, but the spirits are not evil. They're merely naive creatures, attracted to the cries of the lost and desperate, easing their final hours with visions and illusions of hope.

As an Angelic being, communication even with these ethereal creatures is feasible. By providing them with proper homes (engraved oil lamps are a particular favorite), the wisps can leave their desolate homes, and help spread hope throughout the world. With their powerfull illusions they work both as an excellent misdirection tool in combat, and to impress the common people with amazing theathrics and stage magic.
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Twinwolf

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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Jilladilla

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #160 on: December 09, 2019, 02:13:34 pm »

Resubmitting this; I think the time is now for it. It addresses the issues we face, and lays a groundwork for collaborative magic.

Quote from: Song of Soothing
Music is something that has become a symbol of pride and unity among our cult. Through the communion of our voices, the worries of the world seem further away and duller. All a placebo, of course; but it doesn't have to be. One acolyte with a tendency to lead our choirs developed the means to weave magic into the song. By doing so, the ultimately minor magical potentials of our cultists can be pooled together to help in fueling this magic, reducing the strain on the choir master in maintaining the effect; though of course it will need someone actually competent at magic to set up the spell-song.

While the 'Song of Soothing' has no exact set words, they nearly invariably sends a message of healing, community, of being a shoulder to cry on for those hearing, and, for the times when discretion isn't mandated for the situation, that Heliel will always be there for us, no matter our troubles. Again, so far, only placebo; this is where the magic comes in: anyone hearing the spellsong who isn't irrecoverably tainted by Evil will experience feelings of calm and serenity, that tomorrow will be a brighter day. It will give them increased mental health and fortitude to help them move past their problems. These effects are, quite frankly, relatively minor; right up until the point that they start singing along, where they will be hooked into the spell and indeed their magical potential added to the effects; though even if said potential is non-existent, they will still open a path for the spellsong to affect them directly, amplifying the effect to be much stronger. While said connection should naturally fade eventually once singing stops; it should persist for a time.

All in all, a magic to not only bolster the spirits of our soldiers, but also those of the people as well.
« Last Edit: December 09, 2019, 08:50:00 pm by Jilladilla »
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #161 on: December 09, 2019, 02:22:51 pm »

Quote from: Votevox
Discipleship Training School
Communications Cherbus
Diamondback Wardens (1): Failbird
Helio
Redemptionist Preachers (1): Twinwolf
Cherubic Choir (1): Twinwolf
Spirits of Wonder:
I do want to vote for an Influence design to go along with the Combat design(which I am choosing Wardens simply because I really like their whole general deal), but I'm just not sure I like any of the ones proposed.
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Jilladilla

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #162 on: December 09, 2019, 03:19:33 pm »

Not fully sold on the Redemptionist Preachers, but at the same time I don't want to go for two combat designs.

Quote from: Votevox
Discipleship Training School
Communications Cherbus
Diamondback Wardens (1): Failbird
Helio
Redemptionist Preachers (2): Twinwolf, Jilladilla
Cherubic Choir (1): Twinwolf
Spirits of Wonder:
Song of Soothing (1): Jilladilla
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #163 on: December 09, 2019, 04:09:00 pm »

Quote from: Votevox
Discipleship Training School
Communications Cherbus
Diamondback Wardens (1): Failbird
Helio
Redemptionist Preachers (3): Twinwolf, Jilladilla, Powder Miner
Cherubic Choir (1): Twinwolf
Spirits of Wonder:
Song of Soothing (2): Jilladilla, Powder Miner
I wouldn't have voted for Revolutionary Preachers, but Redemptionist ones seem fine by me. I really want that song, though, it's just too useful and too adaptable to influence, and too apropos to some of what we already have not to.
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Strider03

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 3
« Reply #164 on: December 09, 2019, 04:18:01 pm »


Quote from: Vovevox
Discipleship Training School
Communications Cherbus
Diamondback Wardens (2): Failbird, Strider
Helio
Redemptionist Preachers (3): Twinwolf, Jilladilla, Powder Miner
Cherubic Choir (1): Twinwolf
Spirits of Wonder:
Song of Soothing (3): Jilladilla, Powder Miner, Strider
I just like the idea of turtle people. And Song of Soothing is just a weak but broadly applicable base to build up from.
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