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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23922 times)

Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #165 on: January 05, 2019, 08:51:58 am »

Quote from: yotebox
Designs:
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (5): Detoxicated, MoP, Maxim_inc, TFF, Doomblade
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (3): Powder Miner, TFF, Lightforger
Camo Cloak v2 (4): Kashyyk, Doomblade, Taricus, MoP
Cat Eyes (1): Kot

One Design: (2) Lightforger, Kot
Two Designs: (7) Maxim_inc, Detoxicated, Taricus, Kashyyk, TFF, MoP, Powder Miner

Dice spent:
Sky Eye (6/14)(3):
1 (1): Lightforger
Telekinesis (2/7)(2):
1 (1): Kot
Rune of Power (4/13)(4):
1 (2): Kot, Lightforger
Keep 1 Die for Revision (3): Powder Miner, Taricus, Doomblade

Requisition:
Spotting Scope (4): MoP, Sensei, Powder Miner, Doomblade
Shotgun (4): Taricus, Maxim_inc, TFF, Kot
Standard Infantry Uniform (2): Kashyyk, Taricus
No Requisition: (1) Lightforger
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #166 on: January 05, 2019, 11:39:23 am »

Quote from: murder, she wrotebox
Designs:
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (5): Detoxicated, MoP, Maxim_inc, TFF, Doomblade
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): TFF, Lightforger
Camo Cloak v2 (5): Kashyyk, Doomblade, Taricus, MoP, Powder Miner
Cat Eyes (1): Kot

One Design: (2) Lightforger, Kot
Two Designs: (7) Maxim_inc, Detoxicated, Taricus, Kashyyk, TFF, MoP, Powder Miner

Dice spent:
Sky Eye (6/14)(3):
1 (1): Lightforger
Telekinesis (2/7)(2):
1 (1): Kot
Rune of Power (4/13)(4):
1 (2): Kot, Lightforger
Keep 1 Die for Revision (3): Powder Miner, Taricus, Doomblade

Requisition:
Spotting Scope (3): MoP, Sensei, Doomblade
Shotgun (4): Taricus, Maxim_inc, TFF, Kot
Standard Infantry Uniform (2): Kashyyk, Taricus
No Requisition: (1) Lightforger
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #167 on: January 06, 2019, 07:09:02 am »

Design Phase, Turn -1

Quote from: Camo Cloak v2 (Enchantment)
A carefully crafted dye, produced using a number of well-known magically-sensitive plants. The dye is imbued with mana whilst words of power are uttered. This dye is then applied to a cloak made from fibres of those same plants. The result of which is a fabric that can adjust the wavelengths of light that it absorbs, along with the ability to change its rigidity and structure to mimic the texture of other objects.

This cloak's powers are two fold. Placing the cloak against an object, speaking the activation word and directing some mana will cause the cloak to take on the appearance and apparent texture of the object, thus a user could hide against a brick wall, as a pile of mud or amongst a pile of rocks.

The colour change works in a similar way to the chameleon. Nanocrystals suspended within the fabric shift position to produce each colour, being grouped together for short wavelengths and spread apart for long ones. At the same time, the fibres contract or expand to mimic the staircase texture.


Design: Camo Cloak v2 (4) [E Hard]
The prospect of "adaptive camouflage" (camo that changes structure, color, and pattern to better fit its environment) is an alluring prospect.  Camouflage is useful for making the wearer less noticeable, allowing him to better ambush the enemy or avoid detection.  The common soldier in the field doesn't have much need for camo, since he should be bravely marching towards the enemy rather than hiding in the weeds like a coward, but for special operations requiring stealth, the Camo Cloak v2 could prove to be useful.

The mechanism by which chameleons change color isn't well understood, but they likely change their color by altering the density of pigment-containing cells in their skin.  The Camo Cloak v2 aims to do the same thing - dye made from plants receptive to magical influences is applied to a specially-crafted cloak, through which a series of lines and patterns are sewn into.  The sewn lines are done with silk thread in order to better disperse a Mage's Will throughout the entire cloak for a more cohesive camo pattern, and the spell-work is laid down in advance on the cloak.  When inactive, the Mana draw is marginal (simply enough to keep the Enchantment from wearing out).  When active, the Mana draw is usually slightly more than the rate at which a Mage can resupply his pool.

The Camo Cloak can adjust the various pigments in the fabric to form certain patterns and colors with the unneeded dyes are stored in the inner lining.  Getting the cloak to adapt to the surrounding environment automatically has proven to be beyond what we're currently capable of at this time, so a Mage will have to visually survey his surroundings and directly change the cloak as he sees fit.  This means the camo chosen is not always the best fit for the environment.  Additionally, changing the texture and forming patterns beyond simple blurry blotches is not something we were able to do with this iteration of the Cloak.

The cloak must be maintained thoroughly to ensure the dyes stay fresh and the fabric does not grow brittle. Applying the proper spells to readjust the pigment distribution means the user must be at least Competent.

Progress: (0/14) (3 per turn)
Cost: [8]
Skill Level: [Competent]
Type: Enchantment



Design: Barrier (Evocation)

In this new age of warfare our mages will need to worry about enemy firearms as much as their wizards, and to this end we have done research into a protection spell. Barrier projects mana to make a thin shield strong enough to stop bullets and shrapnel with a fair degree of reliability. A barrier can be held by a mage but drains mana consistently, with larger barriers drawing more.

Design: Barrier (4) [Hard]
Proving to the world that there is no bottom to the depths of our imagination when it comes to naming schemes, the "Barrier" Evocation is an anti-ballistics defense spell. 

The spell presents a solid "wall" of magical energy directly in front of the Mage in the shape of a flat circle.  Barrier prevents matter from moving across this boundary by directly counter-acting the force presented against it, much in the same way the Telekinesis spell does.  Just holding the spell up for any length of time can be exhausting, and blocking something like a rifle round can eat up a large chunk of a Mage's Mana supply.  The spell does not do well against multiple rapid hits, such as from concentrated fire or from a burst of shrapnel, and will crumple if put under such duress.  Sufficiently high-force hits may also cause the shield to crumple, but the redistributed force could also send a Mage flying if not properly braced.  The size of the shield can be adjusted up to the Mage's height in diameter before it becomes too unstable to hold.

The Barrier spell is a bit more complex than casting a burst of flame or a zap of lightning, and requires Competent Mages in order to be cast.


Progress: (0/10) (3 per turn)
Cost: [0 ]
Skill Level: [Competent]
Type: Evocation




Requisitions:

Spotting Scope: This Spotting Scope is essentially just a small telescope, usually reserved for officers.  We manage to secure a line to one of the Army's Quartermasters, who can could point us to the proper requisition papers needed to get a few for our own personal use.  The relatively minor requisition doesn't seem to upset any of the upper brass.  [2]

Shotgun: Most hunting guns in Kolubaria tend to be hunting rifles for larger game.  Pump-action shotguns tend to be more common among the Americans overseas, so the best we can find is a supply of side-by-side double barrel shotguns.  The barrel can be sawed short if needed, and the shells must be manually removed from the break-action.  On the bright side, the weapon is cheaper than the Weisz-Vaszary Model 95 and doesn't require much marksmanship.  Our Magineers get some odd looks walking into the store with their wizard hats, but noone pays them much attention otherwise.  [3]



It is now the Revision Phase.

1 Dice Available.

Spoiler: Projects (click to show/hide)
« Last Edit: January 08, 2019, 09:00:55 pm by evictedSaint »
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #168 on: January 06, 2019, 11:18:20 am »

Barrier Stabilizing Patterns
By drawing completely Spiral Patterns with a Wand into the Air where the barrier should appear, we can create a more powerful barrier. The barrier is able to Cover a slightly larger field AS Well AS Holding Off significantly more damage AS the Mana is efficiently stretched over the area of the barrier.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #169 on: January 07, 2019, 06:44:03 am »

Voice De-Projection
This alteration to the Sky Eye ritual adds a verbal component to the ritual, a repetitive statement of the same phrase (chosen by the caster, since the individual words don't matter, but we encourage patriotic phrases!) conducted through the entirety of the drills and meditation. The goal of this is to essentially root the capacity to speak within rote instinct much as we have with the focus and meditation of the spell, and therefore root it separately from the consciousness. This is meant to allow the projected mage to speak from his body even as the rest of his consciousness remains within the spell's unique out-of-mind state, allowing for real-time communication of what the mage is seeing.
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #170 on: January 07, 2019, 07:00:51 am »

Oooohhh, that's a good one powder. Definitely backing that.

Quote from: Votebox, so we don't get lazy again
Barrier Stabilizing Patterns (0):
Voice De-Projection (2): Powder Miner, Taricus
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #171 on: January 07, 2019, 08:32:34 am »

Sure, that sounds like fun.

Quote from: Votebox, so we don't get lazy again
Barrier Stabilizing Patterns (0):
Voice De-Projection (3): Powder Miner, Taricus, Kashyyk
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #172 on: January 07, 2019, 04:32:32 pm »

Quote from: Votebox, so we don't get lazy again
Barrier Stabilizing Patterns (1):Maxim_inc
Voice De-Projection (4): Powder Miner, Taricus, Kashyyk, Maxim_inc
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #173 on: January 07, 2019, 05:07:10 pm »

We’ve only got one die for revisions this turn Maxim, so only one revision is going to be made.
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #174 on: January 07, 2019, 08:12:30 pm »

Not to mention don't we need barrier at at least 50% complete first before revising? I feel like last turns was a gimmee due to nearly no actual revision options, and eS' tone made it seem like it won't likely happen again. Leaving both votes in though so Maxim can choose without having representation wiped.


Quote from: Votebox, so we don't get lazy again
Barrier Stabilizing Patterns (1):Maxim_inc
Voice De-Projection (5): Powder Miner, Taricus, Kashyyk, Maxim_inc, MoP
[/quote]
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #175 on: January 08, 2019, 12:33:37 pm »

Not to mention don't we need barrier at at least 50% complete first before revising?

Not true, you can revise a project at any point.

The only difference is that revising a design while it is still in the "Projects" stage adds to the number of dice spent on it - meaning that if you scrap it, you may get those dice back.

evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #176 on: January 08, 2019, 09:03:59 pm »

Revision Phase, Turn -1

Voice De-Projection
This alteration to the Sky Eye ritual adds a verbal component to the ritual, a repetitive statement of the same phrase (chosen by the caster, since the individual words don't matter, but we encourage patriotic phrases!) conducted through the entirety of the drills and meditation. The goal of this is to essentially root the capacity to speak within rote instinct much as we have with the focus and meditation of the spell, and therefore root it separately from the consciousness. This is meant to allow the projected mage to speak from his body even as the rest of his consciousness remains within the spell's unique out-of-mind state, allowing for real-time communication of what the mage is seeing.


Revision: Voice De-Projection (2) [Normal]
Can you still talk when your soul leaves your body and you're wandering around in an astral projection?  Apparently you can with the Sky Eye - which would imply the Sky Eye has nothing to do with a Mage's soul leaving his body.

By maintaining a continuous chant, a Mage can keep his vocal components working in the real-world while projecting his consciousness around.  It's not perfect - the words can be a little slurred, and if the Mage pauses while chanting, he could become unable to speak again until he re-casts the spell.  As long as he remains focused, though, he can more or less convey what he sees to anyone nearby.



It is now the Design Phase, Turn 0.

5 Dice Available.

Spoiler: Projects (click to show/hide)

Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #177 on: January 08, 2019, 09:55:10 pm »

lightning bullets
By chanting a proper tune the mage calls several Small lightning bullets to strike at where He Points. This results in quick Mid ranged bullets to strike at enemies.
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #178 on: January 11, 2019, 05:17:44 pm »

Telekinesis, as it currently stands, has a range of ten minutes and is known to cause unpleasant things when targeting living creatures. This seems as good a place to start as any.

Quote from: Magic Missile (Evocation)
An adaption of Telekinesis, Magic Missile is cast using similar martial-arts inspired body movement, however these ones involve more sudden releases of power, such as taekwondo and karate. However, the direction vector is simplified to "away from the mage". This reduction in control allows us to vastly increase the force and range of the spell, to 100 meters and up to 5000 newtons (as powerful as the punch from a professional boxer).

Also reposting this:

Quote from: Lucky Strike (sorcery)
An ancient Arabic scroll uncovered by the mage Taricus speaks of a spell that allows the user to always strike their target, even being able to relaibly put an arrow through the eye slit of a warrior at a hundred paces. On first glance of this effect, it first seems to be a form of "Subconscious, Short-Time Divination", but on further study it is much more straight forward. With a specially prepared projectile, (it can be a bullet, arrow or rock, all that is important is the words of power etched on its surface), the mage must speak the opening portion of the spell, in so doing they link the spell with the projectile's runes. Whilst doing so, they must prepare the projectile to be launched, be it loading and cocking a rifle, drawing back a bowstring, or getting into a thrower's stance.

Then the maintenance section of the spell begins. Here the mage must repeat the same stanza to keep the focus of the spell, and must also start aiming for their target. At this point, the spell is constantly calculating the potential trajectory of the projectile and the target based on current conditions using simple logic, and feeding this information subconsciously to the mage.  This will cause the mage to feel a "gut instinct" when it is the right moment. Firing at this point will guarantee a true strike, assuming nothing logically unpredictable occurs. This mathematics is little more than a mechanics problem , meaning anyone can deduce the result eventually, the benefit here is that the spell knows all the current effects and can calculate the result instantly.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #179 on: January 11, 2019, 05:50:55 pm »

Quote from: Votebox
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (0)
Cat Eye: (1) Powder Miner
Kot's night vision idea (linked in the votebox) wasn't actually a bad idea, especially if we want to advance in the intel, spec ops, or commando roles that people (including me) have mulled over during the game.

As for the other ideas: Lightning bullets is just too barebones in description for my tastes.
I don't mind Magic Missile and if we go for an offensive option it does seem like the prime choice, but I'd prefer to advance the intel and recon role.
Lucky Strike is straight up grifting an idea from another game, which I don't like.
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