Revision Phase, Turn 2Galilei Lensing v2:
In order to fix the blurriness problem of Galilei Lensing the spell will be tweaked slightly, such that the incoming light is bent a tiny bit more or less depending on where it's coming from, in order that the eventual image can be brought into complete focus. Also included in this revision is a simple lookup table that helps mages figure out how far away the thing they're looking at is (ie, [binocs at 45 degrees] and [curvature at 5km] ---> [thing is 10km away], with modifiers for height difference).
Revision: Galilei Lensing v2 (2) [Normal]
The look-up table is simple enough; it's some math and a chart printed out on a sturdy sheet of paper. The binocs get a small angle pendulum too, which swings down and locks in place to let the user measure their angle.
A bending gradient is a bit more difficult to do; the idea is that light received in the bottom of the binocs would bend at a higher arc to match the length of the length of the arc of the light at the top. This bending tapers off as you go higher in the sight picture. This doesn't quite work out right, since now the light isn't coming into the lens perfectly parallel any more. A second light bending is required to get it in line, but now getting the length of the arcs doesn't quite match up. The end result is that the picture quality is markedly improved, but not quite perfect. If the focus is set for the center of the picture, then the blur at the top and bottom isn't quite so bad. For all practical purposes, it fixes most of the clarity issues the users were experiencing.
Radio improvement option:
Thaumic Radio v2:
Building a radio turned out to be slightly more complicated than we imagined, but now that the Thaumic Radio is almost complete and we have had the chance to field-test it (albeit not with much success given the operators' lack of skill), we should be able to improve on our initial primitive attempts. Because 2 kilometers is not, despite what some people claim, a respectable distance.
Our primary goal is to improve the power output of the radio, in order to improve the range. This involves a refinement of the 'generator' and making the transmission 'circuitry' capable of generating a stronger signal. We should at the very least be able to double the range, if not quadruple it.
Revision: Thaumic Radio v2 (2) [Easy]
We boost the power of the thaumic radio, increasing the range to 4 kilometers. Now, not only is it smaller than literally any other radio in existence, it grossly out-ranges literally every field radio out there. One of the Mages complains that using the radio now makes the fillings in his teeth hurt, but there doesn't seem to be any other side effects.
Army: Miserable. "More or less useless. Can't work a radio, can't scout, can't even keep a bridge intact. Their only saving grace is they don't die easily, but I'd make much better use of sharpshooters than they ever would." -General Feo
Navy: Poor. "Card tricks won't win the war, but maybe they'd be able to entertain the sailors at port." -Admiral Cesena
Political: Neutral. "The flag - yes, you see, the flag was my idea, really. I had them whip up the design for me, since they weren't terribly busy in the first place. I think it came out quite well, don't you?" -King Gioffre II
Public: Ambivalent. "I read about them in the paper. I think they're ceremonial? Or some kind of religious thing, maybe?" -Random Citizen
Sorceries
Soaring Memory of Crystal Mind, Version 4: Created by one of the junior members of SPELLS in an attempt to modify his memory and perform better in school and updated by the 208th for intelligence gathering. Maps the cone of vision through a monocle onto a sheet of pigment-laden paper. Resolution is impressive despite the small size of the photos. Requires a monocle to cast, and operates by re-arranging the pigments of the paper slotted into the monocle. Requires a second casting to clear. [Rookie] [1]
Galilei Lensing v2: 8x brass binoculars. Casts a field of Mana tracers out from the main lens in a bent cone. The cone curves proportionally to the sliding engraved rail system on the side of the binoculars, which currently allows a curve of a radius between 5 and infinite kilometers (i.e. at a 45° angle, the binoculars grant sight range of 10 kilometers). Light bends back along the tracers towards the binoculars, giving line of sight beyond the horizon. Top and bottom sections of the image can't be focused at the same time, but a double-back curve on the lower edge of the lens helps even out the difference. Significantly drains Mana. A Rookie-level mage can perform observation for an hour, with an additional hour per level. [Rookie] [4]
Gauntlets of Force: 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. Holds up to rough use. Left Gauntlet controls the movement and direction of the object being cast upon, and the right controls power. Possible to use other equipment while casting, but multi-tasking becomes difficult. Can complete tasks such as throwing a ball into a bucket or punching a dummy. Range of 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. Does not stop bullets. [Competent] [5]
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]
Fulcrum Armor V4: A canvas trench coat lined with steel wire. Comes with a hood and a collar that buttons up over the nose. Redirects force around and through the coat, exiting on the opposite side to which it was applied. Steel wire handles most of the stress, but canvas will rupture around impact and exit locations. Does poorly against multi-impact weapons such as shotguns or shrapnel. Can be turned off when not in use. Can maintain its enchantment for more than 48 hours when on standby mode, and run down a Rookie's Mana Pool in 8 hours when active. [Rookie] [6] [>50% Complete]
Thaumic Radio v2: An AM radio, capable of communicating in Morse Code. Range extends out to 4 kilometers. Small enough to be worn as a backpack, with a long, swishy antenna. Converts Mana to electrical energy to replace the battery. Vacuum tubes are replaced with magical logical components. Goes staticky with every time the wearer takes a step. Prone to breaking down, but operators are described as "bizarrely seductive". [Competent] [8] [>50% Completed]
Trench Broomstick v2: A modified Sava '00, to which King Gioffre II has turned a blind eye. Magically operated modified straight-bolt turns the gun into a semi-automatic. A subtle magic auto-kinetic enchantment on the barrel allows the user to maintain accurate sights to whatever he's looking at. Casts a pair of Mana Tracers downrange to perform accuracy improvements. User must manually adjust for range, drop, wind speed, etc. [Rookie] [6]
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]
Bottiglia Artillery Shells: 3" naval artillery shells. Percussion fuses with HE payload. [1]
Freccette: 5g darts. About 8" long, made of simple iron with a "+" shaped tail and pointed tip. [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: 25
Fulcrum Armor V4 | (12/14)(2) | 8 Dice Spent | [Rookie] | [6] | Enchantment
Thaumic Radio | (12/15)(3) | 3 Dice Spent | [Competent] | [8] | Enchantment
Svanire | (0/16)(3) | 3 Dice Spent | [Experienced] | [12] | Sorcery
Magia e Scienza unite per la VittoriaMurano 1 | Rookie | Artillery Spotter | -none-
Torcello 2 | Rookie | Artillery Spotter | -none-
Burano 3 | Competent | Footsoldier | -none-
Revision Phase, Turn 20 Dice Left.
Operations This TurnKobarid is the linchpin to our success in the northern mountains. The city would provide an ideal staging point for further fighting in the valleys, and would split their forces into each valley. We struggled to get materiel into position last turn, but we are finally ready to stage our assault on the city. It is
imperative our assault here goes well this turn - General Feo is unhappy with our less-than-stellar performance in this theatre, and would prefer if we pulled our weight. Additionally, another tentative push north into Tolmin has been proposed, but will likely be shelved this turn if we don't support the push there.
We are planning a two-pronged assault this turn. A significant portion of our fleet is moving south to support an infantry assault north into Portoroz. Infantry will need to take the bridges between Umag and Portoroz, then continue the assault into the town itself. If we can destroy or damage the naval defenses in Portoroz, then our fleet will be able to shell the city into submission - our light artillery from Umag is struggling with the priority targets, and will instead be used to assist in the infantry push. Taking Portoroz will allow us to tighten our blockade and enable an assault on Koper.
Additionally, we are planning a smaller push south from Monfalcone along the coast, with a small detachment of destroyers providing off-shore support. This will enable us to get troops closer to Trieste for an eventual assault. Intelligence suggests Kolubaria will be putting troops north of Trieste to stop us.
With most of our fleet occupied with the blockade around Trieste, our small detachment of destroyers here is matched by Kolubaria's fleet. Being able to obtain complete naval dominance would allow us to gobble up the coastal cities on the peninsula easily - Admiral Cesena has requested a detachment of Mages to perform card tricks and to pull rabbits out of hats, in order to provide entertainment and improve moral of crew members. The implication seems to be, of course, that he believes us incapable of providing naval support.
Our position south of Vrsar is weakened without the bridge spanning the channel for logistics, and is vulnerable to enemy counter-attack. Our position east of Porec is much stronger, however - if we can take Pazin, we will have stabbed out the heart of the peninsula, thus we have planned to make a push along the road there. Both areas are critical to our success in this theatre, and any help you can provide would be greatly appreciated.