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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22610 times)

Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #75 on: December 28, 2018, 08:01:34 pm »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (5): Frostgiant, Roboson, Jerick, TricMagic, D7

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (3): Frostgiant, Roboson, D7
Fulcrum Armor (4):Frostgiant, Roboson, Jerick, Chiefwaffles
Terramanus (1): TricMagic
Translucent Air (1): Chiefwaffles
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Logged



Avanti!

frostgiant

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #76 on: December 28, 2018, 08:28:50 pm »


Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (5): Frostgiant, Roboson, Jerick, TricMagic, D7

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (3): Frostgiant, Roboson, D7
Fulcrum Armor (4):Frostgiant, Roboson, Jerick, Chiefwaffles
Terramanus (1): TricMagic
Translucent Air (1): Chiefwaffles
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)

Requisition:
Requisition a Radio system from army command (1): Frostgiant
Logged

Jilladilla

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #77 on: December 28, 2018, 08:30:46 pm »

Do remember that this is the phase we can make Requisitions in, if anyone has anything they want to ask the other branches of the military.
Don't go overboard; they already have a poor opinion of us.

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (5): Frostgiant, Roboson, Jerick, TricMagic, D7
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (4): Frostgiant, Roboson, D7, Jilladilla
Fulcrum Armor (5):Frostgiant, Roboson, Jerick, Chiefwaffles, Jilladilla
Terramanus (1): TricMagic
Translucent Air (1): Chiefwaffles
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)

Requisition:
Requisition a Radio system from army command (1): Frostgiant
Logged

Glory to United Forenia!

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Happerry

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #78 on: December 28, 2018, 08:35:26 pm »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (6): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (5): Frostgiant, Roboson, D7, Jilladilla, Happerry
Fulcrum Armor (5):Frostgiant, Roboson, Jerick, Chiefwaffles, Jilladilla
Terramanus (1): TricMagic
Translucent Air (2): Chiefwaffles, Happerry
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)

Requisition:
Requisition a Radio system from army command (1): Frostgiant
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #79 on: December 28, 2018, 09:02:01 pm »

So, I think comms are important. However, I dislike Translucent Air- I think it'd be expensive (mana-wise), and it wouldn't let us communicate with muggles.
Instead, I think we'd be better off doing a magic-powered radio:

Thaumic Radio:
Radio is, at this point, a well understood technology. Minor advancements are being made every year, making it ever more powerful and portable. Who knows, perhaps a few decades from now there will be radios you can hold in your hand? Unfortunately, war is not going to wait. We could really use such hand-held radios right now. And with magic, we can have them!
The Thaumic Radio operates in a manner closely resembling a standard radio; it transmits using conventional radio waves, the amplitude of which is modulated to encode a signal. However, the way in which said waves are generated, and the source of power, is different. Instead of using an inefficient and bulky vacuum tubes, the Thaumic Radio does it by magic. More specifically, it contains an engraved cylinder which is connected to the 1 meter long collapsible antenna, which is enchanted to replicate the effects of a radio transmitter. A similar cylinder acts as a receiver. A microphone, speaker, and some dials to adjust settings complete the package. The whole thing shouldn't be much larger than a brick.
As it requires mana to operate, the Thaumic Radio can only be used by mages. However, since it transmits and receives regular radio waves, it is fully compatible with conventional radios, such as those used by the army and navy.

This shouldn't require us to requisition a radio first, since we're not actually building a radio- we just need to Understand how radios work, which is publicly available knowledge.

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (5): Frostgiant, Roboson, D7, Jilladilla, Happerry
Fulcrum Armor (6):Frostgiant, Roboson, Jerick, Chiefwaffles, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (2): Chiefwaffles, Happerry
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13

Requisition:
Requisition a Radio system from army command (1): Frostgiant
Logged
Long Live United Forenia!

Roboson

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #80 on: December 28, 2018, 09:13:00 pm »

Gauntlets of Force

Gauntlets of Force are a set of leather and steel gauntlets inscribed with spells and runes to assist in casting. The spell uses a series of magic circles connected with magic lines to channel and focus the spell. The main spell circle is located in the palm of the gauntlet, with five smaller circles located in each of the fingers. The mage wearing these gloves can choose which of the circles to activate at one time.

Each glove has a different function.

The left glove affects the distance away from the caster that is affected by the spell, with more extended fingers increasing distance and a more closed fist shortening the distance. Rotating the hand or flexing the fingers changes the force acting on the target in the same manner (turn your hand to the left, rotates the material under the spell to the left. Spread your fingers, spread the material.) Extending a single finger channels the spell into a highly concentrated area.

The right glove affects power. The more Mana channeled into the right glove, the greater force exterted. This leaves the right hand available for manipulating objects.

When used in conjunction, a mage can deftly exert force on objects up to fifty feet away from them, with greater distance and greater weight requiring more Mana.

These gloves have an incredible number of uses when the various configurations of the two hands are explored. This makes them an incredibly useful general item in the field. A few of note are: They can reliably be used to manipulate earth to create quick fortifications and trenches. They can be used to create a short range blast of force or a long range jab. They can be used to empower the mage, throwing an object a great distance. This item can be used to great affect in many situations.

When one considers them, they're really simple items. One glove for distance, one glove for power. It's the mages ingenuity for the situation that maximizes the capability of these.


Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (4): Frostgiant,D7, Jilladilla, Happerry
Fulcrum Armor (6):Frostgiant, Roboson, Jerick, Chiefwaffles, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (2): Chiefwaffles, Happerry
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (1): Roboson

Requisition:
Requisition a Radio system from army command (1): Frostgiant
« Last Edit: December 28, 2018, 09:52:18 pm by Roboson »
Logged

Happerry

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #81 on: December 28, 2018, 10:49:58 pm »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (3): Frostgiant, D7, Jilladilla
Fulcrum Armor (6):Frostgiant, Roboson, Jerick, Chiefwaffles, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (2): Chiefwaffles, Happerry
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (2): Roboson, Happerry

Requisition:
Requisition a Radio system from army command (1): Frostgiant
Switching vote to force gloves after discussion on discord.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #82 on: December 28, 2018, 11:47:27 pm »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (3): Frostgiant, D7, Jilladilla
Fulcrum Armor (5):Frostgiant, Roboson, Jerick, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (2): Chiefwaffles, Happerry
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (3): Roboson, Happerry, Chiefwaffles

Requisition:
Requisition a Radio system from army command (1): Frostgiant
No requisition (1): Chiefwaffles
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Roboson

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #83 on: December 28, 2018, 11:48:42 pm »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (3): Frostgiant, D7, Jilladilla
Fulcrum Armor (4):Frostgiant, Jerick, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (3): Chiefwaffles, Happerry, Roboson
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (3): Roboson, Happerry, Chiefwaffles

Requisition:
Requisition a Radio system from army command (1): Frostgiant
No requisition (1): Chiefwaffles
Logged

Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #84 on: December 29, 2018, 12:04:20 am »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (7): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (2): Frostgiant, Jilladilla
Fulcrum Armor (4):Frostgiant, Jerick, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (3): Chiefwaffles, Happerry, Roboson
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (4): Roboson, Happerry, Chiefwaffles, D7

Requisition:
Requisition a Radio system from army command (1): Frostgiant
No requisition (1): Chiefwaffles
Logged



Avanti!

crazyabe

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #85 on: December 29, 2018, 12:07:39 am »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (8): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13, Crazyabe
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (2): Frostgiant, Jilladilla
Fulcrum Armor (4):Frostgiant, Jerick, Jilladilla, NUKE9.13
Terramanus (1): TricMagic
Translucent Air (4): Chiefwaffles, Happerry, Roboson, Crazyabe
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (5): Roboson, Happerry, Chiefwaffles, D7, Crazyabe

Requisition:
Requisition a Radio system from army command (1): Frostgiant
No requisition (1): Chiefwaffles
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #86 on: December 29, 2018, 05:25:03 am »

Quote from:  Vote Box
Dice Spent
1 Design, 4 dice to revision phase ():
2 Designs. 1 dice to revision phase (9): Frostgiant, Roboson, Jerick, TricMagic, D7, Happerry, NUKE9.13, Crazyabe, Rockeater
2 Designs, 1 dice towards Advancing Galilei Lensing (1): Jilladilla

Designs
Spark Ignition, Alchemy Gloves. (2): Jerick, TricMagic
Stone Carvers Rainment. (2): Frostgiant, Jilladilla
Fulcrum Armor (5):Frostgiant, Jerick, Jilladilla, NUKE9.13, Rockeater
Terramanus (1): TricMagic
Translucent Air (4): Chiefwaffles, Happerry, Roboson, Crazyabe
Magia Cartuccia Bacchetta (Magic Cartridge Baton) (0)
Thaumic Radio (1): NUKE9.13
Force Gloves (6): Roboson, Happerry, Chiefwaffles, D7, Crazyabe, Rockeater

Requisition:
Requisition a Radio system from army command (1): Frostgiant
No requisition (1): Chiefwaffles
[/quote]
Logged
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.

evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #87 on: December 30, 2018, 10:20:17 pm »


Gauntlets of Force
Gauntlets of Force are a set of leather and steel gauntlets inscribed with spells and runes to assist in casting. The spell uses a series of magic circles connected with magic lines to channel and focus the spell. The main spell circle is located in the palm of the gauntlet, with five smaller circles located in each of the fingers. The mage wearing these gloves can choose which of the circles to activate at one time.

Each glove has a different function.

The left glove affects the distance away from the caster that is affected by the spell, with more extended fingers increasing distance and a more closed fist shortening the distance. Rotating the hand or flexing the fingers changes the force acting on the target in the same manner (turn your hand to the left, rotates the material under the spell to the left. Spread your fingers, spread the material.) Extending a single finger channels the spell into a highly concentrated area.

The right glove affects power. The more Mana channeled into the right glove, the greater force exterted. This leaves the right hand available for manipulating objects.

When used in conjunction, a mage can deftly exert force on objects up to fifty feet away from them, with greater distance and greater weight requiring more Mana.

These gloves have an incredible number of uses when the various configurations of the two hands are explored. This makes them an incredibly useful general item in the field. A few of note are: They can reliably be used to manipulate earth to create quick fortifications and trenches. They can be used to create a short range blast of force or a long range jab. They can be used to empower the mage, throwing an object a great distance. This item can be used to great affect in many situations.

When one considers them, they're really simple items. One glove for distance, one glove for power. It's the mages ingenuity for the situation that maximizes the capability of these.

Design: Gauntlets of Force (4) [V Hard]
The Gauntlets of Force is an impressively complex and sophisticated Sorcery, and makes an attempt to enforce a precision over raw power. 

The Gauntlets are largely leather in nature, with engraved steel rings implanted into the fingertips and palms.  The rings are connected to one another with copper wires, trailing down the backs of the fingers and terminating in another steel ring that goes around the wrist.  The ring around the wrist is the most heavily engraved, and handles most of the flow and direction of input Mana to help the Mage achieve the desired effect.  The engravings and intricate construction make the gauntlets relatively expensive pieces of equipment to purchase and maintain, but allow the Gauntlets to hold up to rough use.

The left Gauntlet controls the movement and direction of the object being cast upon, and the right controls power.  Ideally this would allow a Mage to continue using their right hand while controlling with their left, but multi-tasking like this becomes rather difficult to do.  Simplifying the Gauntlets down to one hand for both power and control would make this much easier, but for the time being the pair allow a Mage to perform remarkable acts of precise control.  A Mage won't be able to thread needles, but tasks such as throwing a ball into a bucket or punching a dummy is possible from distances up to 15 meters.  Max force is limited to manipulating around 650 Newtons (or about 150 pounds).  As the distance and force increases, so does Mana consumption.  For the purposes of digging trenches it seems like a bit of a waste, but a Mage might be able to quickly dig himself a fox-hole or move debris for cover. 

While it is possible for Rookie Mages to use the Gauntlets, the complicated means of force manipulation puts them at "Competent" for reliable and effective use.

After some unauthorized testing by some of the younger staff, we have determined that the Gauntlets can not stop bullets.

Progress: (0/12) (3 per turn)
Cost: [5]
Skill Level: [Competent]



Fulcrum Armour
This two sided, enchanted, hooded cloak is made to protect our mages in the field. The outside of the cloak when hit by kinetic force moves the kinetic force so it is applied to the opposite side of the wearer. Any force applied to the front is then applied to the air behind the wearer. This protects our mages from bullets, shrapnel, shockwaves from explosions or other sources and many other hazards by stealing their kinetic force. It does not protect them from heat and fire unfortunately. Additionally this enchantment is expected to be fairly efficient given how little we are changing the kinetic force being applied. Other forms of defense that redirect or store the energy must convert the kinetic energy into other forms be it a slightly different vector of kinetic force or an entirely different form of energy altogether. Converting that force uses more mana than is necessary. Additionally the Fulcrum armour replaces the billowing robes of the standard uniform as too many layers of cloth can hamper a person's abilities on the battlefield.

Design: Fulcrum Armor (2) [V Hard]
Fulcrum Armor is an Enchanted cloak designed to redirect kinetic force around the wearer.  The cloak is constructed out of wool with silk thread sewn in to form the basis of the inlaid spellwork, over which a complicated weave of magic is placed.  The cloak is designed to redistribute forces which exceed a set threshold and surface area, redirecting them around the cloak and onto the other side of the wearer. 

Early prototypes succeed in doing this - however, sufficiently high levels of force will stress the fabric components catastrophically.  While the cloak will easily redistribute a blow from a club or a thrown rock, a more lethal attack (such as a bullet) will shred the fibers and turn the rather expensive cloak into confetti.  Our Magineers will quickly point out that it will stop a bullet (once), but something with multiple points of impact (such as shrapnel from an explosion, or a shotgun spread) will likely get through largely unimpeded.

Several Mages point out that a cloak doesn't really offer full body protection - a Mage's face would be largely uncovered, and the cloak must be spread in order to operate a rifle or use one's arms.  Additionally, the Fulcrum Armor is always "on", even when the user is out of danger.  Until such a time we can streamline it to consume negligible amounts of Mana when not in active use, some way to turn the Armor "off" would be ideal.

The project offers some promise, but more work is clearly needed.

Progress: (0/14) (2 per turn)
Cost: [6]
Skill Level: [Rookie]



Revision Phase, Turn -2
1 Dice Available

As we develop the 208th Abbraccio Mage Support Alpha Company into a force to be reckoned with, it becomes apparent we will need a emblem of some sort, as well as a kick-ass motto.  Management speculates that a sufficiently impressive emblem could boost productivity by 20% (1 Die), and that a cool-sounding motto or slogan would lead to an additional 20% (1 Die).  They ask that you submit your proposals and select one you can all agree on, and they will see about getting patches added to our existing uniforms.

Additionally, our glorious nation needs a flag that we can eventually plant in Kolubaria's capitol at the end of the war.  It needs to be appropriately Noble and Militaristic, but the exact details are up to you.  King Gioffre II is very embarrassed that Abbraccio has stood for more than half a century without a flag, so he will likely accept whatever you propose.  Who knows, he may even be grateful for your assistance in this matter...

Spoiler: Projects (click to show/hide)

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #88 on: December 31, 2018, 12:17:44 am »

Fulcrum Armour, V2:
Fulcrum Armour has incredible potential; it taking a little extra work is acceptable. Our first priority is increasing the coverage and durability.
For coverage we shall, alas, abandon the flowing robes of our forefathers, in favour of a more modern form. Resembling a standard trenchcoat, albeit with the addition of a deep hood and a facemask, the new model should prove a lot more practical. The addition of a hood lends an air of mystery, setting our mages apart from the common soldier, as well as increasing protection, obviously.
To improve durability, a number of thin steel wires will be added to the weave, to bear the brunt of the stress as force is redirected. These should not make the coat significantly harder to move in, whilst still increasing durability to the point where a single bullet is not enough to shred the entire coat.
Improving mana efficiency and adding a 'stand-by' mode will be tackled in the future.
Logged
Long Live United Forenia!

Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #89 on: December 31, 2018, 12:19:34 am »

Here's a flag:
Spoiler (click to show/hide)
I'll call it the Chevroned Cross

My motto idea is "Magia e Scienza unite per la Vittoria", which according to Google Translate, is "Magic and Science united for Victory".

Quote from: Avantibox
REVISION
Fulcrum Armor, V2 (1): D7


EMBLEM



MOTTO
Together for Victory (1): D7


FLAG
Chevroned Cross (1): D7

Logged



Avanti!
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