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Hydra
01-09-2018, 12:10 AM
Army
Note: All Soldiers in this army are of the Althanian Species, a species that has just appeared because of the unsealing of the TAP.

Original Althanian Description: The Althanians are small, weak, and physically outmatched in almost all ways. They come in at about 3’5 and weigh about 75 lbs. They also are not humanoid in shape but rather octopus like in shape. They wear robes that cover their tentacle like legs to give them an effect that looks like they are floating. They do have arms but just like their legs they are more tentacles than arms. They come in many shapes and colors but their primary color depends on what clan they belong too.

Common Traits: All of Mages are also proficient weapon users.

555 - White Mage Clan: Specializing as Infiltrators the White Mages can bend light around themselves and sneak into enemy camps. You have to be really observant to notice the SLIGHT blur that they produce when they move. They can also be used to try to assassinate people if they want. They can use the invisibility for two hours total each day.

555 - Black Mage Clan: Specializing in Shadow Manipulation, the Black Mages are known for their Shadow Techniques. They can extend their shadows out and make it look sinister to instill fear into their opponents and even make the shadows take physical form to choke their opponents as if a human was choking them. They can manipulate their shadows for an accumulated amount of 2 hours a day and up to six feet away.

555 - Silver Mage Clan: Silver Mages are known for their ability to take a hunk of metal and change it into any form they like. Because of this they can have any weapon they want and can even hand out new weapons to the other mages. They also can fix and sharpen broke blades like new without a forge. But each weapon takes 25 minutes to mold and they can't mold it without touching the metal. They also have to be able to concentrate to mold the metal so they can't do so while in a fight.

555 - Grey Mage Clan: The Grey Mages are Ambushers. They have the ability to shapeshift into inanimate object for up to 1 hour at a time and 3 times a day. They will shapeshift into things that wouldn’t look out of place in the surroundings, wait for the enemy to walk by and quickly shift back to attack the enemies from behind.

555 - Red Mage Clan: The Red Mages really aren’t mages; it’s more of a berserker clan. Though they use magic to increase their rage thus making them stronger, they don’t do much else. They attack wildly and usually kill anything that gets in their way. It’s why they are usually sent out first to try to clear as many people as possible. They gain 5X their normal strength for the loss of any and all strategy. This lasts two hours and can only be used every 5 hours

555 - Pink Mage Clan: The Pink Mage Clan is the best when it comes to summoning. Their favorite summon is the wolf which is all they will use.

555 – Flame Mage Clan: The Flame Mages are, as you probably guessed, Fire Mages. They have the ability to shoot fireballs that can give second degree burns. They will also catch most trees on fire. One fireball every half hour with a circumference of two feet.

555 – Orange Mage Clan: Kind of like the Red Mage Clan, the Orange Mage Clan is more close and personal. However, unlike the Red Mage Clan who loses there mind, the Orange Mage Clan keeps it even as they gain 3x their normal strength which lasts 2 hours and can be used every 5 hours.

555 – Gold Mage Clan: The Gold Mage Clan has probably one of the most annoying abilities ever, the Midas Touch. They can turn any small object into gold or even a part of the human body into gold.

555 – Yellow Mage Clan: The Yellow Mage Clan has the ability to shoot lightning that will paralyze an opponent. They can only use this three times a day and only once every three hours. Paralyzes lasts 15 seconds.

555 – Lime Mage Clan: The Lime Mages are actually healers. They will heal a minor wound up to four times a day, a major wound 2x a day and will revive one solder per Lime Mage Member

555 – Green Mage Clan: The Green Mages are the food suppliers as well as the defenders of the camp. They have the ability to grow one fruit bearing tree which they control. They can make the tree swing its limbs to try to destroy an enemy. The tree can grow to about 10 feet tall. Only one tree per Green Mage.

555 – Cyan Mage Clan: The Cyan Mages are ice users. They can shoot unmelting ice out of their "Hands" to act like an arrow. Upon piercing the body it will explode into spikes of ice of about 5" making it look like a mini cactus. can only be done 3x.

555 – Blue Mage Clan: The Blue Mages can shoot a water gun. that can push a human back 15 yards, 3x a thread

560 – Indigo Mage Clan: The Indigo Mages can control wind. They can use it to create a wind barrier around 14 people. Because of this every clan except for the White, Silver and Red Clan has 40 Indigo mages that can create a barrier that can protect them. This barrier is shaped like a dome and redirects arrows up and away from the intended target. Lasts about an hour then they can't use it again for another 5 to make a total of 4 every day.

555– Purple Mage Clan: The Purple Mages have the most feared ability of all the clans Telepathy. They can connect with anyone telepathically and make them question their reason for fighting by pretending to be their conscience. They can connect with their victim for 30 minutes, all that time they are putting ideas in their heads. They are defenseless during this time which is why they tend to stay near an orange mage.

555 – Magenta Mage Clan: The Magenta Mages have the most unusual ability. They create a mist that makes pheromones start to be produce at such great amounts that people who weren't trained to resist such things will most likely be distracted. The mist can move out to about 10 feet diameter per Magenta mage. This means if all Magenta mages were to combine their magic they could cover a field of about 5550 feet or little over a mile.

555 – Brown Mage Clan: The Brown Mages are yet another Defensive Clan. When working together, turn a grassy field into a rocky terrain with many boulders that they and other clans can hide behind, great for the purple mages though the Green mages can get annoyed by it since trees can't grow in rocks. Anyway, the Browns can make this terrain up to three Radius around each one or if they gather together they can send it out forward two miles.

Heroes
Lintagoko the Gold:

Abilities:

Midis Touch – Can turn anyone or anything to gold every minute.
Rogrolma the Brown

Abilities

Earth Magic

Earthquake – Can cause the earth to shake for 30 seconds, making it hard for anyone in a 10 foot radius to stay standing. Only usable 3 times a thread
Earth Arena – Can build a circular wall appear 10 feet from him prevent outside interference, except by other earth users, allowing him to fight anyone in that circle. Wall is 20' high and 1' thick.
Rock Boxing Gloves – Covers his hands with rock boxing gloves.
Lovana the Magenta

Abilities

Amokinesis

Loving Recruiter – Increases the likelihood of recruiting more men after each battle by 2x

Lye
01-09-2018, 09:00 AM
Hydra, make sure you post in the Army Registration Rules thread to reserve your spot. We'll review your army shortly.

Kitsune
01-09-2018, 09:23 AM
Sorry this is actually for Kitsune. I forgot I was on Hydra's profile.

Lye
01-09-2018, 09:24 AM
Roger, never mind then.

Lye
01-23-2018, 11:14 AM
555 - White Mage Clan: Specializing as Infiltrators the White Mages can bend light around themselves and sneak into enemy camps. You have to be really observant to notice the SLIGHT blur that they produce when they move. They can also be used to try to assassinate people if they want. They can use the invisibility twice a day for 2 hours in game time.

I'm going to need a little more work on this. The way it reads is for two hours, these guys can move practically unseen for two hours and kill while invisible for that time. For a level 3 unit/ability that's a bit strong. So, I'd like to work on this and meet you half way. If they stand still, they are completely invisible. If they move, it's as if seeing a pane of glass move. Noticeable, but at distance, not so much. Drop the time limit to two hours in total throughout the day. So that's a two hour window straight or a few minutes here and there.


555 - Black Mage Clan: Specializing in Shadow Manipulation, the Black Mages are known for their Shadow Techniques. They can extend their shadows out and make it look sinister to instill fear into their opponents and even make the shadows take physical form to choke their opponents. They can manipulate their shadows for an accumulated amount of 4 hours per mage.

Technically causing fear and choking are two abilities, but I assume you mean the fact shadows are moving are creepy in their own right. That said, I need a range in which they can reach with their choke shadows, a tier strength of physical shadow, and if I read you correct, they can continuously do this for 4 hours?


560 - Silver Mage Clan: Silver Mages are known for their ability to take a hunk of metal and change it into any form they like. Because of this they can have any weapon they want and can even hand out new weapons to the other mages. They also can fix and sharpen broke blades like new without a forge. But each one can only fix/make one weapons every hour.

This is a pretty flexible ability that makes me uneasy. I need you to change it. Manipulating metal in a field full of armored soldiers is pretty loose ended. Practically means you could turn any armored soldier into an iron maiden and call it a day. So, I'll need you to stick to fixing weapons or reforming weapons into other weapons. IE, sword into spear, spear into flail, flail into grappling chain, etc


555 - Grey Mage Clan: The Grey Mages are Ambushers. They have the ability to shapeshift into anything (Not anyone) for up to 1 hour at a time and 3 times a day. They will shapeshift into things that wouldn’t look out of place in the surroundings, wait for the enemy to walk by and quickly shift back to attack the enemies from behind.


Anything? Let's maybe keep it to inanimate objects or non-sentient plants? Anything means an additional ability per different thing... And a bear is much different than a barrel.



555 - Pink Mage Clan: The Pink Mage Clan is the best when it comes to summoning. They can summon most animals but will try to stay as far from the action as possible. I will say what they summon when I use this group. Don’t worry, all animals are level one and only include non-mythical creatures.

One summon per solider. No bigger than a common wolf. If the summoner dies, the summon dies. And again, I don't like the flexibility. Pick one kind of animal they can summon. I'd suggest wolf. Any more than one will be treated like an additional ability.


555 – Flame Mage Clan: The Flame Mages are, as you probably guessed, Fire Mages. They have the ability to shoot fireballs that can give second degree burns. They will also catch most trees on fire.


How many fire balls per mage? How large is the blast radius?


555 – Orange Mage Clan: Kind of like the Red Mage Clan, the Orange Mage Clan is more close and personal. However, unlike the Red Mage Clan who loses there mind, the Orange Mage Clan keeps it even as they gain 3x their normal strength which lasts 2 hours and can be used every 5 hours.

I'm allowing you to keep 3x strength since you've described this species as pretty small and lightweight. Try not to convey that they're as strong as a full grown human male multiplied by three. Same for your red clan


555 – Gold Mage Clan: The Gold Mage Clan has probably one of the most annoying abilities ever, the Midas Touch. They can turn any object into gold at any given time and turn one being into gold every hour. More importantly they can decide when to use this power preventing them from leaving a trail of gold for the enemy to follow.

You're going to need to hard nerf this. You're pretty much giving this unit an instant kill by touch alone once every hour. That also means you're giving your army a massive income boost you could use in-thread for hiring mercenaries, purchasing weapons, etc. Maybe they turn small items to gold or a small patch of living flesh into gold. Enough to be fatal if touched on the head or chest, but otherwise debilitating on limbs? Something of that nature.


555 – Yellow Mage Clan: The Yellow Mage Clan has the ability to shoot lightning that will paralyze an opponent and even jump 3 times from one opponent to the next to disable 4 opponents at once. The paralyzes last 10 minutes, just enough time for the lightning clan to kill them.

Lightning is light and by definition of how it works, really not something you can dodge once polarized. To have that immediately hit, jump to 3 others, and render them immobile for 10 minutes is excessive. You also haven't given them a limit to the usage or a range. Thing about how to make this more fair.


555 – Lime Mage Clan: The Lime Mages are actually healers. They will heal all minor wounds, up to three major wounds, two mortal wounds, or revive one dead solder. Every two hours

I'm going to ask that you limit the revivals to after battle. Essesially giving your army a guaranteed number of assimilation units depending on how many of these units lived. Meaning 555 units if they all lived or 324 units if only 324 units lived. The every two hours thing is a problem as well, that's a massive and efficient healer. I'm going to say they can heal minor to moderate wounds 4 times per thread, and major to fatal wounds twice. This will not include catastrophic wounds such as crushing, or severe dismemberment/mutilation.


555 – Green Mage Clan: The Green Mages are the food suppliers as well as the defenders of the camp. They have the ability to grow one tree which they control. They can make the tree swing its limbs to try to destroy an enemy. They can also make the tree bear fruit which is all the Althanians can eat.

How tall can the trees be? You'll also need to word it so that the trees always bear fruit otherwise you're getting two abilities: making food and summoning a "creature" to attack. I am limiting this to one tree per person per thread. You'll need to tactically decide when and where to use these.


555 – Cyan Mage Clan: The Cyan Mages are ice users. They can shoot unmalting ice out of their “Hands” that can either freeze a small lake or one opponent solid permanently. They can only use this ability once every ten minutes.

These abilities are stronger than some characters on Althanas. I need you to take this down a notch. A whole lake per person is a bit excessive. And an instant kill on an enemy soldier per person every 10 minutes is also excessive. Especially since you're volleying into an enemy force where a hit is pretty much guaranteed.



555 – Blue Mage Clan: The Blue Mages can shoot a water gun that feels like being hit by a giant. They are able to use this ability once every 5 minutes.

How about with enough force to knock a human back 15 yards/meters? Make this three times per thread.


560 – Indigo Mage Clan: The Indigo Mages can control wind. They can use it to create a wind barrier around 14 people. Because of this every clan except for the White, Silver and Red Clan has 40 Indigo mages that can create a barrier that can protect them. This barrier can last for 1 hour and must wait 1 hour to be used again after that.

Okay, so how does this barrier work? Is it skin tight? A dome? A wall? Does it move? Is it stationary? Does it block everything? How many hits can it take? Can it stop an arrow? Can it stop a melee hit? Can it stop lightning or similar fast moving energy spells? I'd rather these barriers be once per fight for an opening salvo instead of having armored squids every other hour.


555– Purple Mage Clan: The Purple Mages have the most feared ability of all the clans, the ability to take complete control of one person his level and down for 10 minutes. Enough time to cause havoc in the ranks of the enemy’s army and can only do so once every 4 hours. However, he can’t move during that time. Only someone who has a mental block can stop this process.

Nope. Neat idea, but it wouldn't pass on a character sheet, it won't pass here. You'll need to rethink this one.


555 – Magenta Mage Clan: The Magenta Mages have the most unusual ability. They can make people fall in love, distracting the enemy enough to kill them. Doesn’t always work but does most of the time.

Interesting. Not sure how the fall in love enough to kill them works? Unless you mean they fall in love with a squidboi. Then that needs to be nerfed because again, that's pretty much a guaranteed kill not to mention practically the same as your mind control squad which won't fly. Now, if it causes the enemy soldiers to begin feeling affections for one another, that could be quite interesting. It'd be a distraction, or, a reason for them to fight that much harder for one another. If you work the wording out so it's more like a mist that increases pheromone production and therefore makes the enemy more enticed to fall in love, I'd let this slide. You'll need to limit usage and describe how much ground it covers, etc.



555 – Brown Mage Clan: The Brown Mages are yet another Defensive Clan. When working together, the can make a canyon and mountains appear, turning their camp into a bottleneck area with a strong defense on all sides. After all, mountains are hard to climb.

They can make mountains. I'll need you to rethink that. Terra-forming is interesting, but not canyons or mountains. At least not in the way you're describing. Turning plains into rocky terrain, sure. It's hard to charge over boulders instead of flat land. Especially if there are horses involved. Or turn hard soil into silky sand. That drains endurance alarming quick, especially for armored soldiers. Since the new rules are pretty specific here, they can only make the earth rocky or sandy, not both. Otherwise that's two abilities.



Lintagoko the Gold:
Abilities:
Midis Touch – Can turn anyone or anything to gold every minute.

Since this is one unit and he is a hero and has only one ability, I will let you get away with this one.


Rogrolma the Brown
Abilities

Earth Magic
Earth Quake – Can cause the earth to shake for 30 seconds, making it hard for anyone in a 10 foot radius to stay standing.
Earth Arena – Can build a circular wall appear 10 feet from him prevent outside interference, except by other earth users, allowing him to fight anyone in that circle.
Rock Boxing Gloves – Covers his hands with rock boxing gloves.

Earth Quake: How many times can they use this?
Earth Arena: So this wall is 10 feet away from him in a circle, correct? 20' diameter total? How thick is this wall? How high is this wall? And how many times can he do this?


Lovana the Magenta
Abilities
Amokinesis
Loving Recruiter
– Increases the likelihood of recruiting more men after each battle by 2x

Totally fine. I'll increase your assimilation cap to 1,500 in total since this is the only ability this hero has.

Kitsune
01-23-2018, 02:38 PM
updated.

Lye
02-01-2018, 05:03 PM
555 – Yellow Mage Clan: The Yellow Mage Clan has the ability to shoot lightning that will paralyze an opponent. They can only use this three times a day and only once every three hours

How long does the paralysis last? Will they still be paralyzed if they properly ground themselves with say a sword jammed into the ground?


555 – Cyan Mage Clan: The Cyan Mages are ice users. They can shoot unmelting ice out of their "Hands" to act like an arrow. Upon peircing the body it will explode into spikes of ice of about 5" can only be done 3x

I need a little more specifics. Is this 5" spikes in every direction like a cactus or literally exploding into needles 5" long? If the latter, I'll need to know how many pieces are shooting out/exploding.

Kitsune
02-03-2018, 12:03 AM
update!

Lye
02-05-2018, 09:08 AM
Approved.