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Author Topic: Rune Race: Iqua Thread  (Read 17580 times)

Happerry

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Re: Rune Race: Iqua Thread
« Reply #270 on: April 02, 2020, 04:17:17 pm »

Fortress Sages
While the Mire Monks turn mud on the enemy, Mud is so much more flexible then that. And while the Mire Monks mix their mud with poison, the order of the Fortress Sages, whom are associated with the Civil Mageineering Corps, mix their mud with Earth Elemental’s Fortifying Elixir (As well as drinking some to support their ability to use earth mana)... and use the resulting mix to craft. But they do not craft small, delicate objects. They craft walls. Fortresses. Barriers and shelters against the flame that comes from above and beyond using the chants of Spike of Mud and Spike, allowing them to shape the Earth (mostly) as they will. And when that flame comes? Well, it just bakes the mud into baked mud and finds that dirt and water together are not very easy to set on fire even before the Fortifying Elixir is mixed in.

However, the combination of the two runes allows them more flexibility then either rune alone would allow. For example, while it is possible to launch a mud spike and grow a fortress from where it lands, it is also possible to land a spike into the middle of an enemy formation and have it grow into, say, a field of spikes. Or into an enemy fortress which will then sprout spikes where the enemy soldiers are trying to live and off the back of the wall they thought would protect them. Of course, their first concern is fortresses for friendly units, not ripping down enemy fortresses. But once a friendly fortress is up, well, they do still need something to do when they aren't repairing it, right?

Edit : After discussion, I'm leaning towards making this a revision of the Earthmover's Order so we have commons and elites.
« Last Edit: April 02, 2020, 05:18:12 pm by Happerry »
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Twinwolf

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Re: Rune Race: Iqua Thread
« Reply #271 on: April 02, 2020, 05:18:46 pm »

Quote from: Spikebox
Living Bloodblade (1): Twinwolf
Earthmover's Order (1): Twinwolf
Fortress Sages:
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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.
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Happerry

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Re: Rune Race: Iqua Thread
« Reply #272 on: April 02, 2020, 05:19:30 pm »

Quote from: Spikebox
Living Bloodblade (2): Twinwolf, Happerry
Earthmover's Order (2): Twinwolf, Happerry
Fortress Sages:
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Rockeater

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Re: Rune Race: Iqua Thread
« Reply #273 on: April 02, 2020, 05:23:35 pm »


Quote from: Spikebox
Living Bloodblade (3): Twinwolf, Happerry, Rockeater
Earthmover's Order (3): Twinwolf, Happerry, Rockeater
Fortress Sages:
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NUKE9.13

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Re: Rune Race: Iqua Thread
« Reply #274 on: April 03, 2020, 08:52:12 am »

Quote from: Spikebox
Living Bloodblade (4): Twinwolf, Happerry, Rockeater, NUKE9.13
Earthmover's Order (4): Twinwolf, Happerry, Rockeater, NUKE9.13
Fortress Sages:
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Talion

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Re: Rune Race: Iqua Thread
« Reply #275 on: June 09, 2020, 10:12:24 am »

Design Phase

Living Bloodblade
Quote
"Those who have handled metal quenched in Blood Hydra's Recovery Potion report feeling like the metal was alive and moving with them."
This is a fascinating claim, and one that merits further investigation. We will assemble the greatest smiths in the land, provide them with the best metal our smelters can produce ((Target ore/land cost: 3 to 4 ore, 3 land)), and enough medium-strength Blood Hydra's Recovery Potion ((5 mana after Form discount)) to quench the metal. They will be given the task to forge a new sword worthy of the greatest swordsmen in the world (us). More importantly, they will attempt to get to the bottom of the 'living metal' phenomenon, trying different procedures in an attempt to make the finished blade respond to the wielder, such that the blade itself lends strength to the user's strikes- making it easier to power through a Jarl's windy field, for instance. While this may take some getting used to, it is anticipated that expert swordsmen could use the ability to perform actions not normally possible, such as radically changing the trajectory of their strike at a moment's notice.

Easy: 5 + 1 = 6

With the lavish resource budget allocated to this project, many skilled smiths have stepped up to the challenge by producing a greatsword to maximise the reach of the blade.

Each greatsword possesses the same thirst for blood as the legendary Hydra that lends the name to the alchemical magic that has awakened it. These violent instincts transmit themselves to the wielder granting them insight and influence over its every movement. Just as the blademaster must learn to adjust their style to accommodate these instincts, so too in time does the blade learn that style. This partnership of blademaster and blade creates a greater whole formed out of instinctive action, flexible movement, vicious bloodthirst and self-control.

Very Expensive (Land 2, Ore 3, Mana 5)

Earthmover's Order
Quote
The chant of Spike is an incredibly pure magic, granting one control of the Earth itself. It is simple, but it is not dull or lacking value. Some would use it purely for destruction, but the Earthmover's Order is taught to also use it for it's true strength: Creation.

While Earthmovers can and will use the chant in it's baser form to assault enemies - an upwell of spikes could break a charge or disrupt an unprepared enemy formation - they will also use it in fortification and construction. Using the Earth Elemental's Fortifying Elixir to align their bodies to Earth, the Earthmonks are able to use a medium-strength Spike chant at length, erecting rapidly the kinds of fortifications that would take mundane tools far, far longer to build. They can also use the elixir to mix into the earth of their creations, strengthening them beyond the durability of mundane fortification. Forts to defend against an oncoming attack, raised platforms to give our archers and miremonks clear vision, or more. In combat, they accompany our formations, using Spike to assist them in combat and in protecting from the enemy's long range bombardments.

Normal: 7

The simple white robes of the Earthmovers match the humble and contemplative disposition of the wearers themselves. When not engaged in practice or battle, a great many practice gardening. Taking great care to fine tune their control of the earth to best support the plants they care for. Their ability to quickly raise shelters of stone allows them to live a nomadic lifestyle, travelling long distances as they gradually shape their environment to match their grand visions. Although they set the stage to enable plants to grow, it can be some time before they get back to check the same plant again.

With the Earthmovers showing a way to defend against the flames of the enemy, Lady Adiva takes a particular interest in learning the way of the Earthmover. With the resources at her disposal, she is soon training to master the immense power of a strong Spike chant. Where the Earthmover’s can work together to rapidly erect fortifications right on the front lines, Adiva is able to do so singlehandedly. She is particularly fond of creating needles of earth that splay out to form jagged umbrellas to protect herself and her allies from ranged attacks.

It is now Autumn, Turn 6 Revision Phase

Spoiler: Heroes (click to show/hide)
Spoiler: Equipment (click to show/hide)
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NUKE9.13

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Re: Rune Race: Iqua Thread
« Reply #276 on: June 10, 2020, 06:28:15 am »

Quote
Midnight Shield
A variant on the standard Wooden Shield, the Midnight Shield has an iron rim and bracing, making it significantly stronger, and the wood has been treated with (weak) Black Dragon's Coursing Elixir, staining it black and making it resistant to fire and heat. It is intended to be better at stopping/slowing crossbow bolts, as well as being effective in melee versus axes/longswords. It should be usable in conjunction with spears or sabres.

Quote
Healing Brew v2:
In principle, Healing Brew is an effective tool for aiding in the recovery of injured soldiers. In practice, a number of minor flaws and a bad reputation result in very restricted usage.
As such, we intend to iterate on the Healing Brew- perhaps using a slightly different concentration, perhaps mixing in some pain-killing herbs, perhaps training medics better in how to use it, or perhaps just sticking a new label on the bottle and telling folks we changed the recipe. Regardless, the result should be a potion that our troops are far less hesitant to use, allowing us to take full advantage of its powers. Better healing effectively means less soldiers lost per battle, meaning effectively more soldiers available for every subsequent battle- not to mention that soldiers are less likely to fear injury if they know they have a good chance of recovery, and thus fight harder and be less likely to break.
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Twinwolf

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Re: Rune Race: Iqua Thread
« Reply #277 on: June 10, 2020, 09:33:09 am »

Quote from: Voting Boxing
Midnight Shield: (1) Twinwolf
Healing Brew V2: (1) 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.

Happerry

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Re: Rune Race: Iqua Thread
« Reply #278 on: June 10, 2020, 06:30:16 pm »

Spikesong Sage
Recruiting from the Earthmover's Order, Spikesong Sages have gone beyond even what the Order can do by combining Spike of Mud of the Spike Chant through Chain Chanting to allow them to not just reshape the nearby earth, but also, especially while working together, to reshape the earth at range by using a Spike of Mud to contact far distant earth and allow for the use of the Spike Chant on it. And while normal Earthmovers function mostly defensively, Spikesong Sages instead tend to function offensively, changing the terrain underneath their enemy's feet to hinder and disrupt them. Of course, they can still work with normal Earthmovers to erect defensive fortifications when needed.
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NUKE9.13

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Re: Rune Race: Iqua Thread
« Reply #279 on: June 12, 2020, 10:27:13 am »

Just gonna vote for these two right now, as I'm worried that the Spikesong Sages would be too expensive, especially given that the Earthmovers are already quite effective, so there's not as much efficacy to gain. I could be persuaded to change, though.

Quote from: Voting Boxing
Midnight Shield: (2) Twinwolf, NUKE9.13
Healing Brew V2: (2) Twinwolf, NUKE9.13
Spikesong Sage:
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Rockeater

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Re: Rune Race: Iqua Thread
« Reply #280 on: June 12, 2020, 11:30:18 am »

Quote from: Voting Boxing
Midnight Shield: (3) Twinwolf, NUKE9.13, Rockeater
Healing Brew V2: (3) Twinwolf, NUKE9.13, Rockeater
Spikesong Sage:
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Happerry

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Re: Rune Race: Iqua Thread
« Reply #281 on: June 12, 2020, 08:37:41 pm »

Quote from: Voting Boxing
Midnight Shield: (4) Twinwolf, NUKE9.13, Rockeater, Happerry
Healing Brew V2: (4) Twinwolf, NUKE9.13, Rockeater, Happerry
Spikesong Sage:

On the subject of the midnight shield, does anyone else here think it might be a good idea to expand that action to also dousing our padded armor with the diluted Black Dragon's Coursing Elixir, so that our actual armor is fire resistant instead of just the shield? Instead of trying to use untreated padded armor against fire and all that.
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NUKE9.13

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Re: Rune Race: Iqua Thread
« Reply #282 on: June 13, 2020, 01:45:56 am »

On the subject of the midnight shield, does anyone else here think it might be a good idea to expand that action to also dousing our padded armor with the diluted Black Dragon's Coursing Elixir, so that our actual armor is fire resistant instead of just the shield? Instead of trying to use untreated padded armor against fire and all that.
I made the shield fireproof more to prevent the shield from bursting into flames (as quickly) when hit with one of their burning crossbow bolts. Our troops already have the Flamequencher cloak for protecting their body from fire.
Besides, everyone is getting Moonlight Chainmail this turn.
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Talion

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Re: Rune Race: Iqua Thread
« Reply #283 on: August 08, 2020, 04:37:03 pm »

Revision Phase

Midnight Shield
Quote
A variant on the standard Wooden Shield, the Midnight Shield has an iron rim and bracing, making it significantly stronger, and the wood has been treated with (weak) Black Dragon's Coursing Elixir, staining it black and making it resistant to fire and heat. It is intended to be better at stopping/slowing crossbow bolts, as well as being effective in melee versus axes/longswords. It should be usable in conjunction with spears or sabres.

Easy: 3+1

Certainly an upgrade to our existing shields, there are some concerns these shields will be low impact, overshadowed by greater defensive boons elsewhere and insufficiently tough to outright stop the Dreki Fangs. They are however likely to be effective for the purpose of deflecting them, especially at longer distances.

Cheap (Land 1, Ore 1, Mana 2)

Healing Brew v2
Quote
In principle, Healing Brew is an effective tool for aiding in the recovery of injured soldiers. In practice, a number of minor flaws and a bad reputation result in very restricted usage.
As such, we intend to iterate on the Healing Brew- perhaps using a slightly different concentration, perhaps mixing in some pain-killing herbs, perhaps training medics better in how to use it, or perhaps just sticking a new label on the bottle and telling folks we changed the recipe. Regardless, the result should be a potion that our troops are far less hesitant to use, allowing us to take full advantage of its powers. Better healing effectively means less soldiers lost per battle, meaning effectively more soldiers available for every subsequent battle- not to mention that soldiers are less likely to fear injury if they know they have a good chance of recovery, and thus fight harder and be less likely to break.

Easy: 3+1

Despite initial misgivings, considering what happened last time. The tests of this batch of Healing Brew prove successful. Healing Brew v2 is cleared for widespread use with some limits imposed as to when a soldier may imbibe it in order to maximise the utility provided by the existing Marching Brew. Soldiers that take it are expected to take up more defensive roles and hold ground due to their lowered stamina and therefore mobility.

It is now Autumn, Turn 6 Battle Phase

Spoiler: Equipment (click to show/hide)
« Last Edit: August 09, 2020, 04:47:30 am by Talion »
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NUKE9.13

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Re: Rune Race: Iqua Thread
« Reply #284 on: August 10, 2020, 12:40:47 pm »

Quote from: Strategy
Advance in the (pick two)
Mountains (note, I think we still have a NAP with DGR (ending this turn)):
Hills: (1) NUKE9.13
Jungle: (1) NUKE9.13

Drill in the
Mountains: (1) NUKE9.13

Deploy Adiva to the
Hills: (1) NUKE9.13
Jungle:

Other
Rejoice at the widely available chainmail & sabres.

Wasn't sure where to drill, but decided on the Mountains after re-reading the thread and seeing that we need full control of a region to drill there- it is more likely that we can maintain complete control of the mountains than the Savannah (although hopefully we won't lose any of either).
Went with sending Adiva to the Hills cos even though we're at 1/4 instead of 0/4 there, that lane doesn't actually have a middle zone, so it's more like we're at 1/4 compared to 4/6.
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