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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203561 times)

evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #195 on: March 24, 2017, 11:31:45 am »

I feel like developing weather magic is the way to go - I was hoping natural lightning would bridge the gap to lightning spells.  If we can just make it rain, then muddy fields would make holding the plains much, much easier.  It's a defensive spell we can later soup up into an offensive spell.

But if you still think it's too ambitious (incrimental developments are  key, after all) then what about this?

Design: Twister
The Cyclone Shield, but on a much, much larger scale.  Wind bent into a massive tube swirling at high speeds.  Is devestating in forests and jungles, where the readily available debris makes it a gruesome and deadly work of nature.  Powerful enough to lift men off the ground and throw them dozens of yards away, and terrifying enough to make the smarter ones run.

(Just to be clear, my +1 is still weather magic since fixed seige emplacements likely wont be as effective)
« Last Edit: March 24, 2017, 12:11:50 pm by evictedSaint »
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #196 on: March 24, 2017, 12:49:42 pm »

Revision Credit:  A cultured scholar, Jibril Saadiya, has come to the isle of Forenia, having heard rumours of magic.  He claims to be a mystic and alchemist, and whilst you have doubts about that he certainly seems sharp and would be a welcome addition to your design team.  He appears to be a Saracen and consequently enjoys culture, entertainment and erudition.  The nation that is the most cultured, entertaining or erudite will attract this scholar and his keen mind.
Now you're just handing them to us. Come on, give Arstotzka a chance to win one of these. Culture? Those northern barbarians don't even know the word.


Anyone else feel like chiming in with an exposition of some aspect of Moskurgian culture? I mean, I know getting a credit now seems like overkill, but at the end of the day, we play to win- and if that means stomping on Arstotzka whilst it's down, so be it.



Current votes for design:

Weather Control: NUKE9.13, S34N1C
  Storm Strike: evictedSaint (essentially a more advanced form of Weather Control)

Need more votes :/
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #197 on: March 24, 2017, 12:52:21 pm »

You can presume my vote is for weather control; I came up with it in the first place :P
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #198 on: March 24, 2017, 01:00:49 pm »

You can presume my vote is for weather control; I came up with it in the first place :P
Well... I actually suggested it last year, but whatever.
You also suggested Magic Potions, so it wasn't clear which one you preferred. But noted, Weather Control it is.

Current votes for design:

Weather Control: NUKE9.13, S34N1C, Taricus
  Storm Strike: evictedSaint (essentially a more advanced form of Weather Control)

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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #199 on: March 24, 2017, 01:03:28 pm »

Storm Strike is just a cool name for the spell and a description of what we ultimately hope for it to be. It's just Weather Control++

A spell without a cool name? What, are we Arstotzkans? Running around screaming "fireball" over and over again?

NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #200 on: March 24, 2017, 01:14:05 pm »

Storm Strike is just a cool name for the spell and a description of what we ultimately hope for it to be. It's just Weather Control++

A spell without a cool name? What, are we Arstotzkans? Running around screaming "fireball" over and over again?
Okay, fair enough. So long as we recognise that our average case scenario (ie, the result from a four) is just to be able to move storms around, and maybe strengthen them a little bit, not outright create them. Lest we suffer -1s for our hubris.

Current votes for design:

Storm Strike (né Weather Control): NUKE9.13, S34N1C, Taricus, evictedSaint

Alright, that seems like a decent majority for Weather Control Storm Strike. Now to hope for a merciful GM and some good rolls.
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #201 on: March 24, 2017, 01:16:02 pm »

Well, storm strike would be a bit of a misnomer, given the primary function is to remove storms.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #202 on: March 24, 2017, 01:16:45 pm »

Eh...I guess? But it gives us something to aspire to : )

And it does it just remove storms? Should we try for creating storms, too? Even bringing rain would help with putting out fireball fires and make holding the plains easier - marching through mud into a storm of arrows isn't easy.
« Last Edit: March 24, 2017, 01:20:14 pm by evictedSaint »
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #203 on: March 24, 2017, 01:44:12 pm »

Technically it does both. Well, that's the intent anyway, no doubt the dice will have other ideas in mind.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #204 on: March 24, 2017, 04:09:50 pm »

Jibril Saadiya
The Kingdom of Moskurg is the Jewel of the South.

Towers of sandstone rise from the dunes, visible from miles away.  The palace sits at the heart of the city like a bird of paradise among her eggs.  Though the palace is truly a work of art all on its own, the lifeblood of Moskurg pumps outside of its walls.  Our open air bazaars boast the widest selection of wares available on the continent.  No taste is too eccentric for those willing to pay, and it is here you can find anything from rugs and fabrics woven by local artisans to rare and colorful birds brought from the jungles to the west.  Spices of every flavor and color imaginable can be bought here, as well as precious jewels hewn from the earth.  For an alchemist such as  Saadiya there is no place better to be - rare and obscure concoctions and powders can be procured with ease from the stalls.  Even elements from other continents can be found here to a limited degree; brought back from the occasional trading voyage across the treacherous seas.

But surely there is more to life than research, no?  If so desired Saadiya could visit the race tracks, where proud Moskurg riders show off their mastery of our fine Moskurg horses.  It is a popular pass-time, with exciting events between races.  Mock fights, acrobatics, and short comedy sketches keep the crowd entertained while the next race is prepared.

Or perhaps he'd prefer the more subdued thoughtfulness of the art museum?  It is a humble place - little more than an offshoot of the palace - but it is here Artisans of all types display their noncommercial works.  Paintings line the walls, vases stand proud on pedestals, and statues hewn from sandstone reach towards the ceiling.

Should Saadiya choose to stay with us, we can promise free, unrestricted access to our library, as well as a stipend to encourage his forays into alchemy and even a room in his Sultans Palace.  If this man was ever a scholar, then he would know Moskurg is the best choice to further his research into the Mystical and Unknown.  We welcome him with open arms.

Iituem

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #205 on: March 24, 2017, 09:41:02 pm »

Storm Strike: [2, 5-2, 3-1]  It turns out messing with the weather is a little more complex than just spinning the air in circles, but you reckon you might be able to get something interesting if you do just that.  And, in a strict sense, you do.  A circle of skilled mages, distributed over a wide area, can create a cyclone over the course of a day.  A literal cyclone, not just some twister; by shifting vast quantities of air they twist the clouds around and create a massive drop in pressure over the target area.  Pretty soon winds pick up, rain starts to fall and a storm comes into being.

The good news is that the strong winds seriously disrupt ranged warfare, wrecking arrow trajectories.  The bad news is that you have no way to paint exclusions for your own men; this is large-scale manipulation of a whole weather system, something you discover to be a very imprecise art.  The storms prove much more useful to you on the defence, as your own ranged troops are as affected as the enemy, but at least in the rain you can take cover and make it harder for your enemy to reach you.  Very Expensive.
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #206 on: March 24, 2017, 09:46:14 pm »

Well, that is certainly going to wreck their melee, but it'd wreck ours without being on the defensive and it ruins our ranged units (Doubly so since the glue of the bows themselves is not waterproofed, unlike theirs.)

Revision; Clear Skies : Using our Storm Strike spell as a base, reverse it's effect to effectively create a spell to clear storms instead of creating them.
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #207 on: March 25, 2017, 01:07:02 am »

Oof. Yeah, I was afraid of that. Still, that could've gone a lot worse. And now we have an in into weather manipulation.

Revision; Clear Skies : Using our Storm Strike spell as a base, reverse it's effect to effectively create a spell to clear storms instead of creating them.
Hmm. Yeah, that'll fly, right? You just have to reverse the polarity. +1

E: Also I think we should

Order: Redeploy al-Mutriqa to the plains, to ensure we retain control.
« Last Edit: March 25, 2017, 01:15:14 am by NUKE9.13 »
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Kashyyk

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #208 on: March 25, 2017, 02:18:27 am »

Revise the teletalk wands. As they are now expensive again, we will lose the awesome effect they caused last turn. If we revise them to be cheaper, then we can maintain the previous level of coordination  permanently.
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #209 on: March 25, 2017, 02:21:23 am »

Revise the teletalk wands. As they are now expensive again, we will lose the awesome effect they caused last turn. If we revise them to be cheaper, then we can maintain the previous level of coordination  permanently.
Er, no. They were previously Very Expensive, and they are now permanently Expensive. We got the effect last turn from them being just Expensive. There is no need to make them cheaper.
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