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  1. #1
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    Erik's Avatar

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    1,037

    Name
    Erik Dranglein
    Location
    Corone

    The Army of Bane and Bone (The Army of Death XP)

    Army of Bane and Bone
    The Dead shall rise and wage war on the living. A dark necromancer is making his debut on the fields of battle, drawing the dead forth to answer his banner call.

    An Army of Death: Normal assimilation cannot be performed by the Army of Bane and Bone. Living units cannot join this army - only those have fallen. However, to ease this fact, the Lich can attempt to raise fallen foes for his army, but success is no guaranteed. Normal assimilation cannot work for the Army of Bane and Bone. Assimilation attempts by the army are treated the same, but thematically are the Necromancer attempting to summon the dead to his banner

    Legion Of Bone: (2500 Units, One Unit Cost)
    Half of the unit of the Necromancer’s army. Loosely disciplined, held together as a nightmarish hivemind by the unholy will of the Lich that controls them. This is an army of the most base of the undead - skeletal minions. They strike hard and fast - with light weaponry and armor.

    Equipment: Bone and Chitin weapons and armor - quite often, taken from other undead that fall. They utilize a hodgepodge of weaponry.
    Ability: Undead. They’re undead. No mind, no body. A foul force that defies nature’s course. Sharp weapons are less effective against the Legion of Bone, while crushing weapons have increased effect.

    Baneful Flesh: 2500 Units, One Unit Cost
    Rotting, shambling, foul. The living dead, corpses risen while meat still clings to them. The second half of the main force of the Army of Undeath. Shambling corpses with some thought between them, a hunger.

    Equipment: Rotting clothes. Broken farmer’s implements. A foul, disgusting sludge.

    Ability: The living dead. Hard to put down, as they cannot feel pain, and will just keep coming. Their weapons and bites are infectious, as they carry the living rot of death within their flesh.

    Abomination Horde: Large, 500 Units (1500 Cost)
    Unholy nightmares of flesh and sinew sewn, woven together, defying understanding. Towering over fifteen feet tall, nightmarish and grotesque amalgamations of bodies merged and sewn together in a gruesome display of macabre magic and science. Multiple normal bodies make up each abomination, melding into a large, disgusting seam where they join.

    Equipment: Clad in heavy bone plate, armed with massive, reinforced steel scythes. A slow moving force, but a crushing one.
    Ability: Undead amalgamations: Each one has roughly four times the strength of a normal man; but they are slow, lumbering beasts.

    Undying Ones: 249 Units (498 Cost)
    An odd squadron of soldiers. Men and women who for some reason or another, die, and come back to life. Weakwilled, they have been pulled into the Lich’s thrall, their individuality crushed beneath his dark weight.

    Equipment: Steel ringmail for armor, and half of the group is equipped with shields and swords or axes, while the other half has trakym and bone composite bows. These units still have some level of human intelligence, and are one of the more specialized, cohesive groups within the army of bane and bone.
    Ability: Rebirth: Upon death, these units can return once before their power is exhausted. Surviving a battle resets this counter.

    Special Undying One: 1 Unit, 3 Unit Cost
    Erik Dranglein:
    An odd undead serving within the Undying Ones, Erik seems more cohesive and aware than the others of the forces. He keeps himself at a distance from the majority of the undead.

    Equipment: Iron Sword and Shield, Yew Greatbow with Iron Arrows (Think, small javelin sized for the arrows)
    Ability: Hollow’s Curse: Erik comes back in a different manner than the other Undying Ones. While they return right away - he does not. It takes half a day for Erik to revive, effectively removing him from battle whenever he dies.

    There is something odd going on with this one….

    Wights: 400 Units (1200 Unit Cost)
    Spectral, wailing fiends that have returned to answer the Lich’s call, but came back without flesh. A terrifying shriek is all the warning you have, that these beings are coming for you. The Wights normally only respond to the commands of the Nightmare Wight - who obeys the Lich.

    Equipment: None
    Ability: Ghost Form: Wights are closer to the ‘dead’ side of death, and are spiritual beings. Non-magical attacks have reduced effectiveness against them. Holy Magic has increased effectiveness against them. All other magic affects them normally.

    Mummy’s Pallbearers: 400 Units (800 Unit Cost)
    Accursed beings, enslaved for eternity as a part of the Mummy’s retinue. These ghouls are divided into two groups: The large part of the unit roams the battlefields, descending upon their targets and feasting upon raw, freshy dead, or still living, flesh. A small cadre, at all times, is devoted to carrying the Mummy’s Sarcophagus/Dais.

    Equipment: Sharpened bone claws, capable of piercing iron and rending flesh. They wear leather armor, ‘leather’ in this case, being flesh that they have flayed from corpses that they feasted upon.
    Ability: Faster than a normal man, and stronger (2x in both cases) the real terror of the Ghouls comes in the fact that they are ‘cannibals’, and consume living flesh. Their reputation precedes them, and it has a debilitating moral effect on the enemy - for if you fall to them, they will eat you.

    Necromancer’s Cadre: 332 Units, 996 Unit Cost
    A cadre of Necromancers, serving under the command of the Lich. These fel sorcerers are the ‘healers’ of the Army of Bane and Bone. Utilizing their dark magics, they come after the dead, and restore broken bones and shorn flesh.

    Equipment: Heavy cloth robes; bone and gem staves.
    Ability: Necromancy. These dark mages can curse and debilitate a living foe, while also restoring damage to the undead that they are supporting. (Each Necromancer can cast three spells per battle, in either offensive or ‘healing’.)

    The Dark Mount: Large, One Unit, 3 Unit Cost
    A massive skeletal horse, wreathed in black ‘flesh’ that moves and shifts as if it were smoke, or fire. The steed is a foul being in and of itself, and its mere presence screams of an abomination against reality. This horse is never seen, except when the Lich takes the field.

    Equipment: Heavily enchanted leather barding, giving the protection of steel while no restriction to movement.
    Ability: Black Smog: The Dark Mount exists, and in its existence, creates a foul, pervasive smoke that rolls across the nearby battlefield. Living, sane units, will feel great terror, and a desire to flee. (Only affects up to 2-cost units, 3-cost units and above are immune to the unnatural terror of the Smog)



    -----
    Hero (Villain) Units
    Lich:
    The Necromancer Lich, leader of the Dead Legion. As powerful Necromancer who found the key to life after death, he has amassed his army to march upon the living. With his terrible generals at his side, this foe seeks to begin his dominion of the world with a foul army, bringing forth the days of endless death.
    Gear:

    Powers:
    Dead Rising: A terrifying power, the Necromancer can cause the corpses of those slain by his nightmare army to rise once more and join the battle. Ware those you see fall beside you - they may be the one to plant their blade within you as well. This power causes a random number of fallen units (previously living) to rise again as temporary soldiers in the Necromancer’s army. These units do not persist after battle’s end, and the Necromancer can only control a maximum of 10k units worth - meaning if none of his forces have fallen, he cannot raise any more.
    Can raise 35 people at max in one go, has to have line of sight on the fallen corpses - cannot be used on undead units that have been killed. Duration of these 'temporarily raised' is three hours (three posts).

    Your Life is Mine: The Necromancer utilizes dark, foul magics. In combat, he is capable of casting spells that directly damage an opponent’s life force, ignoring non-magical protections up to tier 3. This includes a spell that rips life from a foe and uses it to heal the Lich - deals moderate damage to any unit caught by the spell, which resembles a dark, smokey tendril that lashes out. This spell can be used seven times per day, and has a range of thirty feet.
    A Lich’s Phylactery: The Necromancer is a Lich, a sorcerer of the Darkest arts. He has bound his soul to an artificial construct, a specialized gem inside a metallic cage crafted of fine delyn. This phylactery is stored within his staff - hidden in plain sight, and always kept with him, but it appears to be a normal part of a magical staff.

    Gear
    The Lich’s attire and weaponry is rather simple, but terrible nonetheless. Swathed in dark colors, etched with nightmarish symbols, the Lich cuts a terrible figure even just upon a glance.

    Armor: Cloak of Darkest Night
    The Lich's main attire is a black and purple robe that covers the majority of his body. While the fabric itself seems to be fairly standard, if of high quality, it has been magically reinforced to be capable of withstanding punishing attacks. (Armor strength equivalent to Damascus metal) Foul runes are sewn into the cloak, shimmering in bone white threads that stand out vibrantly from the dark material of the cloak.

    Gauntlet of Foul Shadows
    Upon the Lich’s left hand is a blackened gauntlet with terrible, curved claws. How the Lich managed to get the metal to seemingly absorb light that falls across it is unknown, but he has done it nonetheless. The gauntlet is meant to disrupt hostile magic, as it is constructed of dehlar.

    Staff of Howling Death
    The Lich’s staff, constructed of bone-white wood, with foul runes upon it in pulsing black and sickly green. Upon the head of the staff is a human skull, missing its lower jaw. The eye sockets glow with an eldritch green light as the Necromancer Lich works his magic. (staff is made of Talymer wood, bleached to a boney white instead of the normal waxy hue, while the skull is a normal human bone skull. Inside of the skull is a small cage of delyn around a crystal gem.)
    "Fires Fade, the dimming of the embers. Come reignite this hopeful flame."

    A member of the NevCrew:
    Nevin: Thread count: please, don't try.
    Erik: Thread count: five or six. Maybe seven...
    Huntsman: seven. Maybe eight. Shhhhhhh.
    Telli' thread count: zero. I just can't get into writing the little hellion.

  2. #2
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    An Army of Death: Normal assimilation cannot be performed by the Army of Bane and Bone. Living units cannot join this army - only those have fallen. However, to ease this fact, the Lich can attempt to raise fallen foes for his army, but success is no guaranteed. Normal assimilation cannot work for the Army of Bane and Bone. Assimilation attempts by the army are treated the same, but thematically are the Necromancer attempting to summon the dead to his banner.
    Bending rules right out the gate huh? Ballsy. To clarify, this army can still "lose" units like all other armies, but for the sake of your written example here, it is guaranteed a replenishment of 1,000 units after each match, correct? This also ONLY applies to after battle to where the magic can gestate and take hold, uninterrupted, yes? Not during the engagement where the army is constantly reanimating the dead, yes?

    Baneful Flesh: 2500 Units, One Unit Cost
    Rotting, shambling, foul. The living dead, corpses risen while meat still clings to them. The second half of the main force of the Army of Undeath. Shambling corpses with some thought between them, a hunger.

    Equipment: Rotting clothes. Broken farmer’s implements. A foul, disgusting sludge.

    Ability: The living dead. Hard to put down, as they cannot feel pain, and will just keep coming. Their weapons and bites are infectious, as they carry the living rot of death within their flesh.
    So this is a two for one ability. Can't feel pain and infectious weapons. So, for the sake of fairness they either can still reel from pain or have the infectious weapons. Or, the infections are standard grade infections. The human mouth is already foul enough a weapon as is fettid weapons. That said, the actual infections would progress as normal and likely not take grip on an enemy until a day or two has passed. If it is an abnormal infection that takes effect within minutes or hours, it'd be more around ability grade. So a little clarity please.

    Undying Ones: 249 Units (498 Cost)
    An odd squadron of soldiers. Men and women who for some reason or another, die, and come back to life. Weakwilled, they have been pulled into the Lich’s thrall, their individuality crushed beneath his dark weight.

    Equipment: Steel ringmail for armor, and half of the group is equipped with shields and swords or axes, while the other half has trakym and bone composite bows. These units still have some level of human intelligence, and are one of the more specialized, cohesive groups within the army of bane and bone.
    Ability: Rebirth: Upon death, these units can return once before their power is exhausted. Surviving a battle resets this counter.
    This is interesting. So if I read this correctly, you technically have a unit of 498 men, but only 249 are usable at any given time. If that unit "falls" it comes back as the second group or second phase unit? If these units survive to the next battle, their counter is reset. Meaning, you operate your army 249 units short, but can technically regain 249 units each round if they only die once? Am I getting this right? If so, this is approved. I may need to know how long it takes for reanimation and of course you'll need to include devastating injuries as something they cannot come back from. IE, turned into ground beef, blown to bits, turned to ash, etc.

    Special Undying One: 1 Unit, 3 Unit Cost
    Erik Dranglein:
    An odd undead serving within the Undying Ones, Erik seems more cohesive and aware than the others of the forces. He keeps himself at a distance from the majority of the undead.

    Equipment: Iron Sword and Shield, Yew Greatbow with Iron Arrows (Think, small javelin sized for the arrows)
    Ability: Hollow’s Curse: Erik comes back in a different manner than the other Undying Ones. While they return right away - he does not. It takes half a day for Erik to revive, effectively removing him from battle whenever he dies.

    There is something odd going on with this one….
    So not a hero then? And a three unit cost to offset the bizarre ability? I assume you'll be writing from this one soldier's perspective?

    Wights: 400 Units (1200 Unit Cost)
    Spectral, wailing fiends that have returned to answer the Lich’s call, but came back without flesh. A terrifying shriek is all the warning you have, that these beings are coming for you. The Wights normally only respond to the commands of the Nightmare Wight - who obeys the Lich.

    Equipment: None
    Ability: Ghost Form: Wights are closer to the ‘dead’ side of death, and are spiritual beings. Non-magical attacks have reduced effectiveness against them. Holy Magic has increased effectiveness against them. All other magic affects them normally.
    Non-corporeal units? Still wounded by physical attacks but to a lesser degree and otherwise wounded normally/gravely by magic? What about movement? Constrained to usual obstacles? What about damage from non-magic elements such as fire or explosive charges?

    Ability: Faster than a normal man, and stronger (2x in both cases) the real terror of the Ghouls comes in the fact that they are ‘cannibals’, and consume living flesh. Their reputation precedes them, and it has a debilitating moral effect on the enemy - for if you fall to them, they will eat you.
    The eating people is fine and not really an ability. Definitely horrible to see regardless. But, you have a two for one ability here. Strong and fast. One or the other please.

    Necromancer’s Cadre: 332 Units, 996 Unit Cost
    A cadre of Necromancers, serving under the command of the Lich. These fel sorcerers are the ‘healers’ of the Army of Bane and Bone. Utilizing their dark magics, they come after the dead, and restore broken bones and shorn flesh.

    Equipment: Heavy cloth robes; bone and gem staves.
    Ability: Necromancy. These dark mages can curse and debilitate a living foe, while also restoring damage to the undead that they are supporting. (Each Necromancer can cast three spells per battle, in either offensive or ‘healing’.)
    What does the curse do? Weaken bones? Weaken muscles? By how much roughly? And how much 'damage' can they heal to the undead? Enough to reanimate, or are we talking re-attach limbs from the limbs around the field?

    The Dark Mount: Large, One Unit, 3 Unit Cost
    A massive skeletal horse, wreathed in black ‘flesh’ that moves and shifts as if it were smoke, or fire. The steed is a foul being in and of itself, and its mere presence screams of an abomination against reality. This horse is never seen, except when the Lich takes the field.

    Equipment: Heavily enchanted leather barding, giving the protection of steel while no restriction to movement.
    Ability: Black Smog: The Dark Mount exists, and in its existence, creates a foul, pervasive smoke that rolls across the nearby battlefield. Living, sane units, will feel great terror, and a desire to flee. (Only affects up to 2-cost units, 3-cost units and above are immune to the unnatural terror of the Smog)
    Not necessarily an auto hit ability since fog can be avoided, but what is the radius and duration of this fog? And I assume the fleeing only applies so long as they get out of the fog? Then typical reactions would apply (ie fight around the fog, avoid the fog, screw this, I'm out. You can keep the gold or honor, but I'm not dying on this battlefield.)?

    I do not see heroes. Something you'd like to add or should we omit the heroes under a stipulation that you are essentially operating with a race bonus of a bunch of undead? Maybe increase your assimilation cap by sacrificing heroes?

  3. #3
    Member

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    Erik's Avatar

    GP
    1,037

    Name
    Erik Dranglein
    Location
    Corone
    So, so so. Alright. No, I was not attempting to skirt the rules there. What I was meaning is, that instead of after a battle, trying to assimilate units like other armies can, thematically they are attempting to raise the dead back to their ranks. It has the same chances of success or failure that standard assimilation would, just, flavored differently. But yes. The raising would only be possible after the battle for this purpose, for pretty much dead on the reason you saw - it takes time for reanimation to work properly, not something that's feasible in the heat of battle. The main hero(villain) unit I was working on had a temporary ability to do this, but I'm reworking that.


    Sorry, I'll fix that up. The infection is abnormal, and I'd like to keep that, so they're losing the inability to feel pain - unless the hero thing is viable and has influence on this, get to that down at the bottom.

    And I had not considered how the cost to troop number thing would weigh in, but that works out just fine for me, it that the reborn group is essentially half strength, because they come back. When I get a chance I'll go in and clarify up things, like how long they take to revive from various levels of traumatic death, and what they can't come back from.

    Correct. Erik is likely going to be the main focal character for my side of things. I have removed his other abilities for this (healing, throwing lighting, enhanced attributes) and kept his revival function, giving him an increased cost. But I don't think I'd classify him as a hero unit, most of the troops on the field are as strong or stronger than he is. Just a bizarre trooper.

    For the Wights, I was looking at it in terms of something like Dungeons and Dragons, spectral enemies. In the version I am used to, non magical attacks have something like a fifty percent chance to just flat out miss spectral enemies, or not do any damage at all, while magic affects them normally. I tried to equate that without being wonky or having to try forcing someone to throw dice rolls into posts to see if their attacks hit, hence the 'reduced damage'. But if that flies, then non magical things like fire or explosives would still do reduced damage since the Wights are really 'all there' physically.

    I'll edit out their enhances strength, the ghouls are fast first and foremost.

    The curse is less a physical weakening, and a direct damage spell that saps life force, roughly equivalent to one moderate wound. Which is the same level the 'heal' can restore - they won't be making the dead get up and walk again, but they'll be able to slap a new bone arm on a skeleton or give a zombie a new foot. I'll make that clearer when I have a chance to sit down at a computer.

    The mount - I'm looking into reworking what the Dark Mount does, might be changing the Dark Fog ability. But yes. Radius of approximately three yards, duration of two posts per use, and the mount can breath out once every five posts to activate the fog. Being caught in the fog is the worst problem, as it is a fear/terror based effect, but once you're out of it you can recover from that fear (or if you have a strong/altered will you can resist it already.)

    Heroes are taking me time. I had the Necromancer Lich, I the main general, written up, but the sub heroes are taking too long. I might actually go with your suggestion, and just put the Lich in, and sacrifice the other two heroes for army wide boosts. What do you think?
    "Fires Fade, the dimming of the embers. Come reignite this hopeful flame."

    A member of the NevCrew:
    Nevin: Thread count: please, don't try.
    Erik: Thread count: five or six. Maybe seven...
    Huntsman: seven. Maybe eight. Shhhhhhh.
    Telli' thread count: zero. I just can't get into writing the little hellion.

  4. #4
    Administrator

    EXP: 87,404, Level: 12
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    If you want to forgo 2 heroes, I'd be willing to let your assimilation cap rise by 500 per each hero, allowing your corpse army to be a bit more reckless. However, I'd like to up the ante and provide you a caveat as well. If the Liche hero falls, your army does as well.

    Fair?

  5. #5
    Senior Member

    EXP: 61,139, Level: 10
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    Nevin's Avatar

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    Name
    Nevin Aimaparapoiitis
    Age
    22 / 37
    Race
    Human (Godling)
    Gender
    Male
    Location
    Corone
    Hell yes deal. He's keeping it all up anyway. The only units that aren't undead and tied to his life force are the Necromancer cadre and the Undying unit. But I'll happily drop the other two heroes.
    - "We are born of the blood, made men by the blood, undone by the blood; Fear the old blood."

    Nevin: Formal, thoughtful, nurturing, bearer of tropey tentacles.

    "More threads! More! Threads for the Crimson Thread King!"
    A member of the NevCrew:
    Nevin: Thread count: please, don't try.
    Erik: Thread count: five or six. Maybe seven...
    Huntsman: seven. Maybe eight. Shhhhhhh.
    Telli' thread count: zero. I just can't get into writing the little hellion.
    Ronnel: Not even approved yet.

  6. #6
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    Approved.

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