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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23866 times)

Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #315 on: February 14, 2019, 10:43:33 pm »

Quote from: Designs
Fireball: (5) joha4270, Andres, DGR, TFF, Doomblade
-Name Fireball "Vulpes' Incendiary Cascade": (3) TFF, Doomblade, joha4270
Vulpes' Withering Blast (Original): (1) MoP
Vulpes' Withering Blase (Edit): (0)
Rune of Power - Mud: (6) Powder Miner, Taricus, detoxicated, voidslayer, Twinwolf, Lightforger
Steiner's Kinetic Shield: (0):
Stormhammer: (1) Kashyyk

Requisition:
Ask the army for a "standard,  medium calibre artillery piece": (0)
Ask the army for their "Standard Infantry Uniform": (2) Kashyyk, joha4270
No requisition: (9) Powder Miner, joha4270, Taricus, DGR, Doomblade, MoP, TFF, Kot, Twinwolf
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #316 on: February 14, 2019, 11:02:51 pm »

Quote from: Designs
Fireball: (5) joha4270, Andres, DGR, TFF, Doomblade
-Name Fireball "Vulpes' Incendiary Cascade": (3) TFF, Doomblade, joha4270
Vulpes' Withering Blast (Original): (1) MoP
Vulpes' Withering Blase (Edit): (0)
Rune of Power - Mud: (7) Powder Miner, Taricus, detoxicated, voidslayer, Twinwolf, Lightforger, Kot
Steiner's Kinetic Shield: (0):
Stormhammer: (1) Kashyyk

Requisition:
Ask the army for a "standard,  medium calibre artillery piece": (0)
Ask the army for their "Standard Infantry Uniform": (2) Kashyyk, joha4270
No requisition: (9) Powder Miner, joha4270, Taricus, DGR, Doomblade, MoP, TFF, Kot, Twinwolf
« Last Edit: February 14, 2019, 11:05:22 pm by Kot »
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #317 on: February 15, 2019, 02:08:19 am »

Quote from: Designs
Fireball: (5) joha4270, Andres, DGR, TFF, Doomblade
-Name Fireball "Vulpes' Incendiary Cascade": (3) TFF, Doomblade, joha4270
Vulpes' Withering Blast (Original): (1) MoP
Vulpes' Withering Blase (Edit): (0)
Rune of Power - Mud: (8) Powder Miner, Taricus, detoxicated, voidslayer, Twinwolf, Lightforger, Kot, Kashyyk
Steiner's Kinetic Shield: (0):
Stormhammer: (0)

Requisition:
Ask the army for a "standard,  medium calibre artillery piece": (0)
Ask the army for their "Standard Infantry Uniform": (2) Kashyyk, joha4270
No requisition: (9) Powder Miner, joha4270, Taricus, DGR, Doomblade, MoP, TFF, Kot, Twinwolf
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #318 on: February 16, 2019, 12:52:23 am »

Design Phase, Turn 3

Rune of Power - Mud
This rune is the fruits of our continuing research into the ancestral symbols of Kolubaria’s Slavic predecessors.  Interestingly, this rune appears to come from much later in local history than does the Life Rune — it was found around areas then under Holy Roman Empire control that were battlefields during the medieval area, and so far as we can tell used to hinder footmen.

Aside from providing a fascinating look into the military history of magic, the Rune of Power - Mud provides similar infantry-hindering capacity, convenient as it allows us to find a way to ruin the spearheads of those damned Fulcrum Armor mages without actually trying to outgun them.

This rune is drawn onto the ground that will be affected, and it takes water around it — to some small extent the water that it is drawn with, which is mixed with a couple of kinds of roots, and to a larger extent moisture within the ground, outright groundwater deeper within the earth, and moisture in the air — and draws it all around the surface couple of meters of the ground, deeper or shallower depending on the amount of moisture present. On relatively dry ground this should create thick and annoying mud, on relatively wet ground the mud should be deep, and if the ground is already heavily muddy, then it could quite possibly make mud watery and deep enough to fall and drown in.



Design: Rune of Power - Mud [Normal] (3)

After the promising lead the first Rune of Power - Life presented us with, we fund the expedition for additional excursions into areas rumored to be laden with ancient magic.  This time our focus is more firmly focused on military applications, thus leading to excavations of battle sites known to have entertained hosts of Holy Roman Empire troops.  Our searches turn up a few leads, but the best one we've found is a large, curious circle with branching lines.  Testing and analysis of the rune reveals it to be a spell which draws and accumulates moisture, whether from the ground nearby or from the air itself.  The circle can function anywhere from 3 to 10 meters in diameter depending on how large it's drawn and how much Mana is put into it.  When drawn on the ground, the soil will gradually accumulate water and turn to mud over the course of 1 to 3 hours, at which point the Mana invested will burn out. 

The circle is drawn either with string, stones, or simply a furrow dug into the ground.  The enchantment is remarkably cheap and simple to cast.

Progress: (0/10)(3)
Type: Enchantment
Experience: Rookie
Cost: 2




Spoiler: Relations (click to show/hide)
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Revision Phase, Turn 3

2 Dice Left.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #319 on: February 16, 2019, 02:09:19 am »

For a revision here I’d first and foremost just suggest increasing the affected area, otherwise it seems mostly fine for this initial defensive application. We’ll want to work on the speed later but don’t need to do so quite yet.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #320 on: February 16, 2019, 02:29:10 am »

Wand of Life

Carved from a dark hardwood, this wand is covered in healing runes. We have also searched ancient texts and analyszed the runes currently in use for a rune of power amplification, a geometry that amplifies mana efficacy. The wand is specialized to channel the life rune through the wand and into the patient, with the specialization allowing more far power to be chamnelled and no drawing needed.

Rev suggestion!

Also:

Rune of water control:

By identifying the elements of the rune of mud that attract water, we can create a rune that is reluant on the caster to control the behavior, and expel water ftom an area into the air or surrounding dirt. This can help maintain trench hygiene and avoid trench foot.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #321 on: February 16, 2019, 04:51:24 am »

Quote from: Müller's Medicinal Bandage (Revision)
When the bandages are created, the rune of life is woven into it in contrasting colour. They are then packaged as usual and shipped to the front. There, mage-medics are able to apply a field dressing and power the life rune in one action, increasing the speed of application.

An alternate revision to the wand.

Quote
Müller's Medicinal Bandage: (1) Kashyyk
Run3 of Water Control: (1) Kashyyk
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #322 on: February 16, 2019, 08:35:35 am »

Quote
Müller's Medicinal Bandage: (1) Kashyyk
Run3 of Water Control: (1) Kashyyk

Save 1 Die: (1) MoP

Gonna pop that option in real quick while I think about revisions.
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #323 on: February 16, 2019, 01:16:11 pm »

I dont think we can revise the mud Rune yet.
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #324 on: February 16, 2019, 01:17:18 pm »

You can revise a design at any point. Revisions prior to completion are marginally more effective.

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #325 on: February 16, 2019, 01:54:19 pm »

Ah okay thanks.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #326 on: February 16, 2019, 02:54:23 pm »

Quote from: BoteBox
Müller's Medicinal Bandage: (1) Kashyyk
Run3 of Water Control: (1) Kashyyk
Wand of Life: (1) Doomblade
-Name: (1) Müller's Healing Hand

Save 1 Die: (1) MoP, Doomblade
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #327 on: February 16, 2019, 03:26:21 pm »

Quote from: BoteBox
Müller's Medicinal Bandage: (1) Kashyyk
Run3 of Water Control: (2) Kashyyk, Detoxicated
Wand of Life: (1) Doomblade
-Name: (1) Müller's Healing Hand

Save 1 Die: (1) MoP, Doomblade
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #328 on: February 16, 2019, 04:51:28 pm »

For the record, I think the wand and bandage are both excellent, but while the bandage is more immediate effect, the wand is a step towards area of effect beyond the rune magic.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Andres

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #329 on: February 16, 2019, 10:56:51 pm »

Hey Doomblade, if you're voting to save a die then I think you need to change it to (2).
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.
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