Looking for the Main Thread?Wands Race 2: Kingdom of Abbraccio Thread █████
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Deep in the Abbraccio military headquarters, a clerk walks down the hall in one of the dustier wings of the building. He stops outside the door to an old conference room, to which a paper sign with the words "208th Mage Support Alpha Company HQ"
has been hastily tacked on. He pushes his way past the stiff door and the hinges squawk with protest. Inside is cramped and jam-packed with people, all of whom seem to be arguing over one thing or another. Type writers clack in the background, and the smoke of a dozen cheap cigars lays a hazy fog over the room. In the back of the room Captain Campoli, commander of the 208th Abbraccio Mage Support Alpha Company, is frantically flipping through a stack of papers while jammed up next to the coffeemaker. An aid is quickly braiding the Captains hair for him, but the braid is sloppy and loose hairs hang free.
Your Support Alpha Company is small, underfunded, and understaffed. It was only after the ”Society for the Preservation and Education of Learned and enLightened Sorcerers”
(a Mage society focused on the broadening the use of magic) pointed out that Kolubaria was creating an experimental military Support Company of magic-users did the Abbraccio government cave and form one of their own. Formed mostly of people from that exact same guild, the 208th Abbraccio Mage Support Alpha Company now enjoys the benefit of being paid to research magic instead of relying on rapidly diminishing membership dues. In a world where magic has fallen to the wayside, things are finally looking up for magic users!
The clerk settles down in an available chair, feeds a sheet of paper into a nearby type writer, and gets to work.Welcome to Abbraccio! You've joined the most illustrious of the nation’s bordering the Adriatic Sea; although we've only stood for a mere 55 years (hardly any time at all by European standards) we've developed into a force to be reckoned with. Soon we will destroy the vile Kolubarian barbarians to the east - did you know their commanding officers are all farm animals? Deplorable barbarians, each and every one of them. Here you will help design spells and equipment to build the fledgling company into the most powerful military force this side of Europe! Bring the might of magic to bear on our enemies, and crush them!
Abbraccio est fortis!
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You are a member of
Abbraccio. The capitol is
Venice, located in the heavily fortified Venetian Lagoon on the coast.
The country was created as part of the resolution of the
Franco-Austrian War of 1859 and are allied with
France.
You are on
Uneasy Terms with Italy, who put pressure on your country to
Assimilate.
Your citizenry consists largely of people of
Italian descent.
Your country is
Noble and
Militaristic, with a healthy respect for
Tradition.
Your
Army relies heavily on
Artillery.
Your
Navy is more powerful than Kolubaria's.
The fleet is mostly
Destroyers, with one
Armored Cruiser sailing.
Your soldiers are shaved
Bald upon joining, but weave
Braids once their hair has grown long enough.
Your uniforms generally consist of Brown, Blue, and
Trench Coats.
Your citizens are
Objectively Superior to the citizens of
Kolubaria.
King Maiorico Gioffre II - King of Abbraccio.
General Vittorio Feo - Commander of Abbraccio ground forces.
Admiral Arminio Cesena - Commander of Abbracio naval forces.
Captain Elio Campoli - Commander of Abbraccio Mage Support Alpha Company. Recently promoted and given command due to his natural magical talent.
Army: Poor. "These wizards are taking the guns out of the hands of honest-to-God riflemen. How can we justify funding card tricks in the middle of a war?" -General Feo
Navy: Poor. "I suppose we could put them to work mining coal or manufacturing artillery shells. Anything else is a waste of time." -Admiral Cesena
Political: Uncertain. "Oh? Yes, we gave them an unused conference room in the military HQ. That should shut up the lobbyists, at least for a little while." -King Gioffre
Public: Ambivalent. "Oh yeah! Yeah, my papa is magic. He can pull a lira from behind my ear, it's really neat!" -Random Citizen
Sorceries
Soaring Memory of Crystal Mind, Version 3: Created by one of the junior members of SPELLS in an attempt to modify his memory and perform better in school. Does not actually affect the human mind, but instead allows the user to “photograph” what he’s looking at and store the image on his eyeball. Obscures vision and tends to include eyelashes and noses in the picture. Eyeball photo is visible to other people, but in reverse. Requires a monocle to cast, and operates by re-arranging the pigments of the pupil. Requires a second casting to clear. [Rookie] [1]
Evocations
Snap-Lighter: A brief conjure of flame, for lighting pipes and cigarettes. Mana is channeled by snapping one’s fingers while casting, causing a match-sided blue flame to appear on the users thumb. Runs entirely off Mana, though the spell is intended to only last a short period of time. Caster is advised to wet their thumb before casting in order to prolong the time the flame can appear before burning the thumb. [Rookie]
Enchantments
Lucky Rabbits Foot: A preserved rabbits foot, using a rather convoluted weave of magic. Effects seem dubious, but through rigorous testing it is revealed to subtly move the wearers foot just enough to avoid stumbling over unseen rocks or stubbing toes on furniture. Further testing reveals it performs an on-going analysis of the users gait and compares the projected footfall with the terrain immediately ahead. Replenishes naturally while in close proximity to a mage, but will otherwise run dry within an hour. [Rookie] [4]
Misc Magical Equipment
Focus Talisman, Version “Bear”: A modern Mage’s talisman, used to help direct a Mage’s magic into Sorceries. The contraption is a little bit bigger than an open hand and features intricate inner workings that blend the magical and mechanical. Physical appearance represents a bird cage, with the bars joining together in a central point. The device allows a Mage to focus her Mana through a well-understood means and redirect it into a secondary means of spell direction, such as a wand or circle. The device is a bit like an intricate net, helping capture unfocused magical energy from a Mage. This reduces the amount of Mana needed to perform a given spell and helps a Mage split their focus between two spells, but each Focus Talisman must be hand-crafted by skilled non-combat Mages, making it quite expensive. Enchantments must be maintained daily. Delicate and prone to breaking. [10]
Wooden Wand: Carved from broom handles, fence posts, and any other scrap of wood that can be found. Used to assist in Direction during spell-casting, allowing the user to more efficiently spend their Mana and apply their Will. Generally engraved with lines and symbols by the user. Used for casting low-level Sorceries, with a penalty to effectiveness. Generally, a wand should be specialized to whatever spell is being cast, but this works in a pinch. [0]
Mundane Weapons
Sava ’00: Bolt-action rifle, firing 0.333 caliber rounds out of a 5-round internal box. Named after the King’s father, may God rest his soul. Manufactured in the homeland, and a shining example of our people’s technical skill. The Sava ’00 is standard-issue to all infantrymen, and a single round will kill just as well as a lightning zap (as magic detractors will quickly point out). The wooden body cradles a rifled barrel fitted with lugs for bayonets. It’s light and wieldable, but cycling the bolt causes loss of sight picture. Prone to jamming as the bolt wears out. [5]
Pavle Sidearm: Standard-issue sidearm, 0.35 caliber. Remarkably cheap and easy to use, but unreliable. The slide is prone to jamming in place, and the sights are more of a suggestion than anything used for accurate fire. Comes with an eight round magazine. [1]
Misc
Mage Uniform ’14: Standard mass-produced infantry uniform, adapted for mages. Warm and sturdy, and made mostly out of scratchy wool. Brown trousers and overcoat with a drab green undershirt. Boots are oiled leather and come up to the ankle, with cloth wraps that go up past the calf. A belt around the waist holds ammo and supplies, although there’s not a lot of room. A fashionable cloth cap keeps the head warm. A set of fancy, billowing robes that go over top marks the wearer as a Mage, though the hem drags in the mud and the sleeves snag on everything. Does not protect against bullets or shrapnel. [0]
Budget: 20
Mage Unit 1 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 2 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 3 | Rookie | -No Load Out- | -No Deployments-
Before we start, we will have four turns to draft designs, work revisions, and create load outs.
Additionally, your Mage Units are currently named "Mage Unit 1-3". In order to improve morale, it would be a good idea to give them cooler call-signs.
Lastly, you'll need to pick which bonus you want your side to start with. Pick carefully, as you can't change it later!
Unpaid Interns: Accelerating and rushing progress on a design results in a +1 bonus to your rolls, but there will be a separate 1d6 roll with a 1/6 chance to add a Minor Bug for each.
Noble Mages: Due to benefactors with an interest in magic, your Budget will be 5% higher than normal.
Connections: Requesting equipment from the Army, Navy, and civilian sector is a bit easier.
Design Review: Rushed projects will incur Minor Bugs on a 5, rather than a Major Bug.