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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393906 times)

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #495 on: April 08, 2017, 06:07:01 pm »

Well that was terribly dissappointing. Horses aren't even mentioned, despite having been a major power in the past.



Dragon's Head : A metallic Ram shaped like a dragon, designed to be fitted on a vessel or carriage. Inlaid runework allows it to fire a powerfull fireball spell.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #496 on: April 08, 2017, 06:09:23 pm »

Ah, oops.  Sorry, I forgot to mention it in the report.  Rest assured, their contribution was added into the rolls.  I'll edit the combat report to mention their effect.

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #497 on: April 08, 2017, 07:06:37 pm »

That doesn't sound that useful from what the report  reads, maybe we should design a Wand of Minor Fireball: A cheaper version of the Wand of Fireball, using a symmetrical runework to aid the casting of the spell to make it so anyone with magical abilities can use it.



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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #498 on: April 08, 2017, 09:48:38 pm »

Crystal Corsair:
 A small metal boat with oars and supplies enough for a day-trip that can act as an escape should the spell-work fail or a platform from which to reset the magic if repairs are required. Mostly, though, it is a combination of spell-language from the magic scrolls and power-regulation from gems. A large, ritual-pattern is etched across the boat using permanent magic script(experiment with materials such as silver studded with powdered gem off-cuts and such) centred upon an altar studded with many gems linked together. The end result being a combination of a permanent magic scroll and maintenance crystal to summon a crystal formation centred upon the metal boat. The crystal formation is, obviously, a long, large ship with a prominent blade at its leading edge and heavy crystal masts and oar-holes. As well as the obvious battlements and arrow slits. The hull should be at least two centimetres thick, preferably a good deal more and the masts should be as thick as existing masts, relying upon the extra strength to carry excessive sails.

The only new technology is a permanent ritual chamber for massive but standardised spells and their maintenance, which we largely already have with the forever frost but it could use some refinement. The rest is just crystal sculpting. But if it works then crystal tanks should be possible...

Helbirds: Expand the summoned pole-axes to be mounted upon a round body with two legs and a pair of wings shaped to catch the ground and right it should it fall and protect the legs. This will allow the pole-axes to be used independently as expendable troops that can just be resummoned if they get swarmed. Mostly it is just a pun, but being the first to weaponise puns is important!

Summoned Shelter:
 A two-storey covered tower of crystal thick enough that nothing short of siege-weapons will get through it that has no openings besides arrow/spell slits too small for a soldier to traverse. Gem-powered obviously it is pretty miserable to attack the things and ignoring them means being pelted from behind. Prone to getting our troops captured, but the soldiers surrender shortly before the shelter fails and the idiots let them march back home and all it costs us is some equipment...

Crystal Formation:
 Wizards can make any shape at all with crystals, it is just a matter of having the power to match its scale and the faculties to match its complexity. We should be pretty close to this point but it makes things crazy-vague for the poor G.M....

Tall Targets:
 No idea how those mosskegs got so lucky to use lightning against metal, but we have seen enough to know that it homes right in on our armour and anything elevated. So lets Build some big armour, and summon up some very simple walking crystals, about 6 metres tall. Just have them wade into the Keggers' formations and trample whatever they find and bring the lightning right back down in the middle of the idiots who summoned it. Obviously we have the sense to stay clear while storms are about and if they choose to avoid the things then let them break the enemy formations uncontested...
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #499 on: April 08, 2017, 10:26:54 pm »

Mage Control Collar

This neck band is summoned to create a highly stable and regular artificial crystal which holds magical energy.  When snapped around the neck it can not be removed until the crystal dissipates.  The artificial crystals drain magic not from outside like the wards, but from the subject with the collar directly whenever they channel magic.  The crystals release heat, weak at first but eventually enough to kill the mage if they try to complete a spell against the pain, as their throat, spine and carotid artery are burned through.

These devices are meant to help aid in capturing enemy mages using a special forces redesign of our anti magic teams.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #500 on: April 08, 2017, 11:19:34 pm »

Mage Control Collar
Ehh, sure, whatever +1... It'd be nice if they could be overcharged externally too so as to give non-mages the same threat, but that is not important.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #501 on: April 08, 2017, 11:45:39 pm »

The crystals absorb near magic much faster by inverse square law.  Once we can summon absorbing crystals we can try to create a long term battery of some kind for spells and wands.

The idea is to summon a highly structured crystal rather then use natural ones for this collar, they would last for a day or so like the ungemed axes, maybe.

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #502 on: April 09, 2017, 12:58:41 am »

Unless there's some special reason why we want to capture enemy mages alive instead of just killing them if we can, I'm not voting for that.

Also, just to confirm, our Anti-Magic Charms are suppressing magic in their presence, right? Not just warning of ambient magic? I think the Mosskergs upgraded the sleep spell's range to target our commanders as well. Or they might have built something in their capital, like our AAAA.

Oh, and +1 for Crystal Corsair. But for clarity, let's compile our votes:
Quote
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 1
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1

Please quote this and add in your new votes and designs to make it easier for the GM.
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stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #503 on: April 09, 2017, 01:24:24 am »

Quote
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 2
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
This is a actually neat and easy way of counting votes, this should be our standard way of doing it.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #504 on: April 09, 2017, 01:38:44 am »

Quote
Also, just to confirm, our Anti-Magic Charms are suppressing magic in their presence, right? Not just warning of ambient magic?

Currently they get hot in the presence of magic. 

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #505 on: April 09, 2017, 01:47:36 am »

Quote
Also, just to confirm, our Anti-Magic Charms are suppressing magic in their presence, right? Not just warning of ambient magic?

Currently they get hot in the presence of magic. 

I was asking if Mossberg were to cast a spell on the bearer of an Anti-Magic Charm, that spell would be shut down/of reduced effectiveness, right? Or are the Anti-Magic Charms only functioning as alarms, and don't in fact do anything to impede enemy magic?
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #506 on: April 09, 2017, 01:54:56 am »

Due to several poor rolls, all they do is get hot around magic.  Mechanically, this acts as a minor buff against skirmishes.

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #507 on: April 09, 2017, 02:04:41 am »

In that case I think our top priority for the later revision phase should be to make them actually work as anti-magic. But let's see how our design goes first.
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #508 on: April 09, 2017, 08:41:11 am »

Actually, I think this is important enough to throw an entire design actions against.

Quote
Dragon's Head: 0
Wand of Minor Fireball: 0
Crystal Corsair: 2
Helbirds: 0
Summoned Shelter: 0
Crystal Formation: 0
Tall Targets: 0
Mage Control Collar: 1
Actually Functional anti magic charms : 1
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #509 on: April 09, 2017, 11:37:57 am »

how about this?

Magic absorbing crystal charm This summoned crystal absorbs spells cast in the vicinity and stores them within itself, without converting them into unbearable heat. It will use the gathered energy to prolong its life and, if excessive, will use it to grow. An extra goal will be keeping this energy available for future use by wizards. Target cost expensive.
Should progress to make crystal gather magical energy fail, then an encased gemstone can be used.
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