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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23921 times)

Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #180 on: January 11, 2019, 06:30:53 pm »

We could call Lucky Strike something else, I'd had most of that idea before Taricus suggested cribbing it.

Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (1) Kashyyk
Cat Eye: (1) Powder Miner
No New Design: (0)

Progress:
Camo Cloak v2 (1 die): (1) Kashyyk
Barrier (1 die): (1) Kashyyk

Save Dice:
Zero: (1) Kashyyk
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #181 on: January 11, 2019, 10:03:09 pm »

Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (2) Kashyyk, Maxim_inc
Cat Eye: (1) Powder Miner
No New Design: (0)

Progress:
Camo Cloak v2 (1 die): (2) Kashyyk, Maxim_inc
Barrier (1 die): (2) Kashyyk, Maxim_inc

Save Dice:
Zero: (1) Kashyyk
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #182 on: January 11, 2019, 11:00:58 pm »

Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (2) Kashyyk, Maxim_inc
Cat Eye: (1) Powder Miner
No New Design: (1) Taricus

Progress:
Sky Eye (1): Taricus
Rune of Power (1): Taricus
Camo Cloak v2 (1 die): (2) Kashyyk, Maxim_inc
Camo Cloak v2 (2 dice): (1) Taricus
Barrier (1 die): (2) Kashyyk, Maxim_inc

Save Dice:
Zero: (1) Kashyyk
One: (1) Taricus
We're going to need completed projects to field once the game starts, and none of or spells would be ready in time without putting a dice towards them.
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Sensei

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #183 on: January 12, 2019, 01:13:05 am »

Alright, let me propose some stuff:

Golemancy: We will learn to create golems, clay statues brought to life. Each one is controlled from a rune-inscribed wooden stake in its core, and it is loyal to the one whose name is signed upon it. They are human-shaped, and capable of walking, lifting and moving things. Combat capability will not be attempted for first-generation golems, but ideally, they should be very strong and capable of moving even as bullet-holes are punched into them, as long as enough material remains that they can still stand and the core is not destroyed.

I probably wouldn't start that this turn, but I'd like to keep it in mind. We'll want some stuff to synergize with it first. Such as:

Scrying Focus: This is a an object which will allow a person who is using astral projection to focus on it. The intended result is that a person can use astral projection to see a location much further away from themselves than they would be able to normally, as long as the scrying focus is there. This would allow a person safely in the rear lines to see the front lines in real time as long as there is a scout carrying the focus, hopefully giving commanding officers and artillerymen useful information very quickly. Physically, the scrying focus will probably take the form of a gem-pendant, but we will experiment to see what is most effective.

Ideally, I'd like to make the scrying focuses, and then the golems, and then make the golems carry the focuses into no-man's-land so that we can spot for artillerymen and learn what the enemy is doing. Later we can make the golems combat-capable and devise some way of remotely giving them orders. I think we should make the scrying focuses first. The golems would likely benefit from telekinesis research, so we should wait.

For now I propose we start one new design, and spend the remaining two dice on Sky Eye, and Telekinesis, to guarantee they will be finished by battle time. Then we'll have four dice to spend finishing projects next turn (we must save at least one to make a loadout).

I would add, let's not go for Magic Missile. Its effect is inferior to that of a standard rifle. Remember we have weapons that can kill a person in an instant at hundreds of yards. Unless we have something that's far more accurate, easy to use, or kills loads of people at once, direct-attack spells aren't going to be worth it.

Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (2) Kashyyk, Maxim_inc
Cat Eye: (1) Powder Miner
Scrying Focus: (1) Sensei
No New Design: (1) Taricus

Progress:
Sky Eye: (2) Taricus, Sensei
Telekinesis: (1) Sensei
Rune of Power (1): Taricus
Camo Cloak v2 (1 die): (2) Kashyyk, Maxim_inc
Camo Cloak v2 (2 dice): (1) Taricus
Barrier (1 die): (2) Kashyyk, Maxim_inc

Save Dice:
Zero: (2) Kashyyk, Sensei
One: (1) Taricus
« Last Edit: January 12, 2019, 01:15:17 am by Sensei »
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #184 on: January 12, 2019, 01:19:14 am »

Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (2) Kashyyk, Maxim_inc
Cat Eye: (1) Powder Miner
Scrying Focus: (2) Sensei, MoP
No New Design: (1) Taricus

Progress:
Sky Eye: (3) Taricus, Sensei, MoP
Telekinesis: (1) Sensei
Rune of Power (2): Taricus, MoP
Camo Cloak v2 (1 die): (2) Kashyyk, Maxim_inc
Camo Cloak v2 (2 dice): (1) Taricus
Barrier (1 die): (2) Kashyyk, Maxim_inc

Save Dice:
Zero: (3) Kashyyk, Sensei, MoP
One: (1) Taricus
[/quote]
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TheFantasticMsFox

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #185 on: January 12, 2019, 01:46:19 am »


Quote from: Votebox
New Designs:
Lightning Bullets: (0)
Lucky Strike: (0)
Magic Missile: (2) Kashyyk, Maxim_inc
Cat Eye: (1) Powder Miner
Scrying Focus: (3) Sensei, MoP, TFF
No New Design: (1) Taricus

Progress:
Sky Eye: (3) Taricus, Sensei, MoP
Telekinesis: (1) Sensei
Rune of Power (3): Taricus, MoP, TFF
Camo Cloak v2 (1 die): (2) Kashyyk, Maxim_inc
Camo Cloak v2 (2 dice): (1) Taricus
Barrier (1 die): (2) Kashyyk, Maxim_inc

Save Dice:
Zero: (4) Kashyyk, Sensei, MoP, TFF
One: (1) Taricus
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #186 on: January 12, 2019, 01:58:46 am »

I'd like to point out that telekinesis isn't too viable at this stage, and the scrying focus is a little too much effort in a very specific direction (Especially when we can already pilot the golems, just by astral projection via sky eye.
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #187 on: January 12, 2019, 03:21:31 am »

My argument for Magic Missile is that it is an evocation and thus free, whilst firearms cost budget points.
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #188 on: January 12, 2019, 04:21:30 am »

Rifles aren't that expensive, and we'd need them anyway for the first few turns too given that the spell won't be ready this turn.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #189 on: January 13, 2019, 02:13:11 am »

Design Phase, Turn 0

Alright, let me propose some stuff:

Scrying Focus: This is a an object which will allow a person who is using astral projection to focus on it. The intended result is that a person can use astral projection to see a location much further away from themselves than they would be able to normally, as long as the scrying focus is there. This would allow a person safely in the rear lines to see the front lines in real time as long as there is a scout carrying the focus, hopefully giving commanding officers and artillerymen useful information very quickly. Physically, the scrying focus will probably take the form of a gem-pendant, but we will experiment to see what is most effective.


Design: Scrying Focus (3) [Normal]

Kolubaria's latest magical invention "Scrying Focus" is a material anchor to which a Mage astral projecting via Sky Eye can tether their disembodied perspective to, essentially increasing the range.  Luckily, Dr. Baeder’s ‘Never Lost’ Compass features a similar function, through which a specific location can be the focus of a magically-aligned needle.  We purchase the patent from Dr. Baeder (who was simply happy to have finally turned a profit on that failed venture) and make some pretty hefty modifications.  A disembodied soul (or at least, we think it's the Mage's soul) is pretty different from a needle, so while it does help we will have to do a significant amount of work to get the pieces to all fit together.

The Scrying Focus consists of a crystal structure charged with users unique Mana signature, preferably set within a metal circle of some type.  Initial designs called for diamonds, but any sufficiently ordered crystal will work - glass gems, being amorphous and non-crystalline on the micro level, will not work.  Common quartz is sufficient for most purposes and in preliminary tests allows a tether to extend upwards of 10 kilometers from a Mage.  When set within a plain steel ring the focus will last for twenty-four hours before it will need to be recharged by the Mage it is connected to.  Sky Eye operates at half capacity when tethered to a Scrying Focus - for example, our current Sky Eye allows a Rookie Mage to extend their consciousness upwards of 100 meters, but when using a Scrying Focus the same Mage will only be able to extend 50 meters.  With multiple focuses, a Mage must select which one to snap to when casting Sky Eye. 

Purchasing the patent for the 'Never Lost' Compass put us a bit behind, and getting the quartz focus cut correctly can be a bit tricky.

Progress: (0/8) (3 per turn)
Cost: [4]
Skill Level: [Rookie]
Type: Enchantment





Progress Advancement:

Sky Eye: [4] Through the judicious use of overtime pay, we manage to get the Sky Eye all but combat-ready.  It should be completed next turn.

Rune of Power: [5] We call in a number of medical professionals with magical talent to assist in development.  Through their real-world experience, we manage to get the Rune of Power completed way ahead of schedule!  The Rune of Power is now [COMPLETED].



It is now the Revision Phase, Turn 0.

0 Dice Available.

Rune of Power has been [COMPLETED].

Spoiler: Projects (click to show/hide)
« Last Edit: January 13, 2019, 02:20:49 am by evictedSaint »
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #190 on: January 13, 2019, 02:38:49 pm »

here's a potential loadout set

Sky Eye
Mage Uniform '14, Wooden Wand (0)
Sky Eye (3)
Clear Sight (1)
Makovecs 8mm (1)
Weisz-Vaszary Model 95 (5)
Spotting Scope (2)
Dr. Baeder's Never Lost Compass (4)
Total: 16

These guys shouldn't be in combat, ideally, since they're our spotters, I just armed because I had budget points leftover and they don't really need to move much. The GDMC isn't useful since they're just using the one sorcery for the largest part, but I gave the Clear Sight, Scope, and Compass in order to allow these mages to orient themselves and best figure out where they want to go and what they want to be looking at before they actually perform the Sky Eye spell.

Front-Line
Mage Uniform '14, Wooden Wand (0)
Rune of Power (2)
Shotgun (3)
Makovecs 8mm (1)
GDMC Mk. 3b (10)
Total: 16

These guys are the ones in our front trenches, fulfilling a medic role but also potentially fulfilling a front-line combat role -- we could requisition some sort of shell for them to throw at the enemy lines if we wanted, there should be enough budget points to add that in. Mostly they go around with the Rune of Power healing, with shotguns in the event of a trench raid. These guys might actually get some use out of the GDMC, as they may be using both Barrier and Telekinesis if they get into combat when they hit competent, especially if we req shells for them.

Recon (the squad responsible for putting out the scrying focuses, potentially more later) This loadout is PATENTLY IMPOSSIBLE right now, we need to progress a few things and maybe make a revision before using this, and it's just flatly impossible with 5 dice. When it becomes available though, I think this is a good idea.
Mage Uniform '14, Wooden Wand (0)
Camo Cloak (8)
Scrying Focus (3)
Spotting Scope (2)
Makovecs 8mm (1)
Dr. Baeder's Never Lost Compass (4)
Total: 18

The role I have envisioned for these guys is to hide out with the camo cloaks and the scrying focuses in no man's land to facilitate our Sky Eyes. This does, however, mean that if they're caught out they're... pretty fucked. I've put a pistol here as a last resort weapon, but carrying a larger one seems like a hazard when ideally these guys should be avoiding combat at all costs. As for the impossibility of the loadout at the moment, the scrying focus and the camo cloak are both thoroughly unfinished, and we need a die for the loadout, AND the camo cloak requires competence so we'd either have to wait or use a revision.

Here's my suggested plan next turn:
1 die for the Front-Line loadout.
1 die for the Sky Eye loadout.
1 die to finish Telekinesis.
1 die to progress the Camo Cloak.
1 die to progress Barrier -- and finish it if we're lucky.
Requisition artillery shells suitable for yeeting with Telekinesis.
Alternatively instead of progressing the cloak or barrier, we could revise the cloak to be rookie-usable or revise the Sky Eye to have more range.
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #191 on: January 13, 2019, 07:35:39 pm »

Revision Phase, Turn 0

-none-



It is now the Design Phase, Turn 1.

This is the last Design Phase before the first Battle Report!

5 Dice Available.

Sky Eye has been [COMPLETED].
Barrier has reached 50%.

Spoiler: Projects (click to show/hide)

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #192 on: January 13, 2019, 07:51:30 pm »

Alright here's a variation on my plan 2 posts ago, edited a bit to give our mages a little combat potential while still at least making the die expenditure I think is necessary to get on that recon loadout soon.
Quote from: votebox
Progressing:
Telekinesis [6/7]: (1) Powder Miner
Camo Cloak v2 [6/14]: (1) Powder Miner

Requisition:
7cm (or similar) shells: (1) Powder Miner

Save 3 dice: (1) Powder Miner
We can spend one die in the revision phase to revise the telekinesis spell to be a bit better for throwing shells without having to actually blow a design on a spell, and this will make our frontline unit(s) more effective for actual combat. The other two dice go to loadouts.
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #193 on: January 13, 2019, 08:25:10 pm »

Quote from: Votebox
Progressing:
Telekinesis [6/7]: (2) Powder Miner, Maxim_inc
Camo Cloak v2 [6/14]: (2) Powder Miner, Maxim_inc

Requisition:
7cm (or similar) shells: (2) Powder Miner, Maxim_inc

Save 3 dice: (1) Powder Miner
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #194 on: January 14, 2019, 02:42:45 am »

Camo Cloak is a competent spell, so there's no point progressing it yet as no one can use it.

Quote from: Votebox
Progressing:
Telekinesis [6/7]: (3) Powder Miner, Maxim_inc Kashyyk
Camo Cloak v2 [6/14]: (2) Powder Miner, Maxim_inc
Crying Focus [3/8]: (1) Kashyyk

Requisition:
7cm (or similar) shells: (3) Powder Miner, Maxim_inc, Kashyyk

Save 3 dice: (2) Powder Miner, Kashyyk
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