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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23861 times)

Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #360 on: March 10, 2019, 04:17:02 pm »

We still need to resolve our tie... Though i think we need more Speed i also See the boost in Life Magic. Our shield ist useless and a few revisions wont Help imho. Instead WE need to counter their armor instead of replicating its Effekt with less efficciency
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #361 on: March 10, 2019, 04:18:24 pm »

we're doing two designs this turn, so this isn't a tie
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #362 on: March 11, 2019, 08:05:14 am »

I would suggest against the scepter for two main reasons. A: we still haven't reached 50% on the rune of water so we we can't use the knowledge we gained from it. B: Making the jump from stopping people from bleeding out to fixing them is quite large. Our current rune eases pain and stops bleeding but, in no way fixes the hole in your body other issue it will cause with shooting/spellcasting.

Kinetic Projection(evocation)
Taking our  knowledge and practice with both barrier and telekinesis kinetic project refines and improves telekinesis. By reexamining our techniques we have learned that the martial arts moves our older method use aren't required. Rather they were just providing the kinetic energy need to power telekinesis. The new evocation let's our mages transfer kinetic energy from their immediate proximity to another location. So for example a mage can 'punch' the air and continuously transfer energy into a distance object. Using our knowledge of barrier mages can also create kinetic energy by simply burning mana although this is quite inefficient and should only be used in emergencies. Improvements in the projection of this energy onto a distant object improves the range at which this evocation can be used. In addition the energy can be 'vectored' letting the mage to project the energy in a non-linear fashion letting them correct a projectiles flight pattern. Control is also improved letting our mages focus their might into a surprisingly small area. While greatly improved there are still some limitations mainly the greater the distance, more vectored or more precise the projection the more inefficient the projection is. Still the ability to guide an alpenkanone shell into a window at a hundreds paces or smash someone's skull in with the force of a rampaging bull is nothing to scuff at.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #363 on: March 11, 2019, 08:14:06 am »

A: This isn't much using the knowledge from the rune of water control, so I'm not too worried about that.
B: That's not actually true -- what the Rune of Life does is accelerates natural healing, but because the rate at which it does so isn't exceptionally fast, it doesn't fix wounds on the battlefield. It just fixes them afterwards, in the back-line hospitals. This isn't a jump from preventing bleeding out to fixing wounds, it's a jump from fixing wounds after the battle to fixing them during the battle. I think that accelerating and empowering a spell is well within the bounds of a project such as this.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #364 on: March 11, 2019, 08:30:48 am »

Your really over estimating the clean/quick healing aspect of the rune of life. The deference between healing cleanly over the course of a few days and a couple of minutes is massive. In addition your also trying to make a base for all future staffs at the same time. Also(though far from certain) we may run into issues with outright removing the herbs part of the rune. As the rune might just be amplifying the nature pain reducing and clotting agents in the herb mix.
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #365 on: March 11, 2019, 09:26:32 am »

This is also a magic internet game with angry wizards so it's probably a little easier to get that staff going than you think.
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Andres

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #366 on: March 12, 2019, 06:21:40 am »

Quote
Steiner's Kinetic Shield (4): Doomblade, Kashyyk, Powder Miner, MoP
Synergetic Scepter - Life (5): Doomblade, Powder Miner, MoP, Detoxicated, Andres
Rune of the Windflesh (1): Detoxicated

Save zero dice (5): Doomblade, Powder Miner, Mop, Detoxicated, kashyyk
Yes to the nobleman (3): Andres, Detoxicated, kashyyk
Say yes and have the Magineer bring a Camo Cloak v2 as a gift (2): MoP, Doomblade
Just to break the tie. More healing will barely help us but shields have proven to be useless so it's kind of better by default.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #367 on: March 12, 2019, 06:23:04 am »

Quote
Steiner's Kinetic Shield (5): Doomblade, Kashyyk, Powder Miner, MoP, Taricus
Synergetic Scepter - Life (6): Doomblade, Powder Miner, MoP, Detoxicated, Andres, Taricus
Rune of the Windflesh (1): Detoxicated

Save zero dice (6): Doomblade, Powder Miner, Mop, Detoxicated, kashyyk, Taricus
Yes to the nobleman (3): Andres, Detoxicated, kashyyk
Say yes and have the Magineer bring a Camo Cloak v2 as a gift (3): MoP, Doomblade, Taricus
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #368 on: March 12, 2019, 06:40:12 am »

For Future use
szlachta Super Soldiers - S3
Through Life Magic exposed to the s3 throughout their Training we create Overall more physically adept Soldiers. Special Care ist Put in covert tactics, reflexes and Overall agility.

The Trainees wear specially tailored gowns that are knit so that their pattern becomess a Life Rune while also being painted in areas of their bodies to specifically affect.
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VoidSlayer

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #369 on: March 17, 2019, 05:06:34 am »

Little late but...

Festershot
These specially made bullets have a small rune carved in them to receive magic, specifically an inverse Life rune.  The bullet is empowered by a mage, possibly many at once, and then fired normally by the mage or another soldier.  Any wound made with this bullet will have the opposite effect of the life wound, bleeding will be more pronounced and cells will die faster.  More importantly bacterial growth will be accelerated.  Even a grazed wound is likely to become gangrenous and full hits anywhere in the body is a death sentence.

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #370 on: March 22, 2019, 02:02:22 am »

Design Phase, Turn 4

Steiner's Kinetic Shield (Enchantment)
Barrier is okay at a pinch for keeping a mage alive, but it's a brute force approach. Mage Steiner felt a more efficient approach was needed.

The Kinetic Shield consists of a small buckler to be strapped to the user's forearm, with an inbuilt flywheel. When activated, the buckler projects a "shield" (in much the same way barrier does) around the buckler. Any object that attempts to pass through the area within the shield has its kinetic energy "stolen" and transferred to the flywheel. Thus, a burst of small arms fire will end up with a handful of bullets suspended in front of the user and a slowly spinning flywheel. A simple grip brake (like on a bicycle) allows the user to slow down and stop the flywheel.

More powerful attacks such as high calibre rounds or explosives will naturally carry more kinetic energy and speed up the flywheel more, so user discretion is advised to avoid the flywheel spinning too fast and violently disassembling.

Design: Steiner's Kinetic Shield (5) [Hard]

"Dr. Steiner would like to make it perfectly clear that this tool has absolutely no connections to Abbracccio's so-called 'Fulcrum Armor'.  The Kinetic Shield was developed independently long before we started seeing instances of Fulcrum Armor on the battlefield, and it is in no way inspired by Abbraccio's similar - yet distinct - bullet-stopping enchantment."
-Dr. Dino Horvat, representative of Dr. Dubravko Steiner

Steiner's Kinetic Shield is a free-spinning circular disk set within a frizbee-shaped cradle which can be mounted to a Mage's forearm.  The disk and cradle are both engraved with a complex series of spiral runes inlaid with copper filigree, all connected and leading into the center of the device.  Due to the complex nature of the enchantment, additional surface area was needed for further magical instructions; engravings controlling the field of effect, targeting, redirection, threshold values, etc are inscribed on larger rectangular sheets, which are then rolled into cylinders and affixed to the edges of the frame.  Upon activation, the Kinetic Shield will detect, target, and redirect the kinetic energy of any sufficiently high-velocity physical object with the shields range (4' radius half-circle directly ahead of the face).  The kinetic energy is rapidly redirected into the center disk, causing the flywheel to spin.  This stored energy can be safely dissipated by engaging the braking mechanism.  In preliminary tests, this tool has proven apt at neutralizing otherwise lethal rifle rounds and shrapnel.  Unlike the Barrier, the SKS can defend the user without their direct intervention, though at a much higher budgetary cost.

While the enchantment works fine, a few aspects of the design stand to be improved.  The field only covers the forward vectors of the user, leaving them prone to flanking fire.  Sufficiently high amounts of incoming fire can overwhelm the shield, causing the brakes and bearings to melt or even shatter.  While the shield can hold up against rifle rounds and sprays of shrapnel, direct or near-misses from artillery strikes (or other high-energy objects) will be able to pass through the field before their energy can be sapped.  However, most notable is the fact that the field is indiscriminate of "friendly" fire and the shield must be turned off or redirected to the side in order for the user to fire small arms.  This has additional complications for nearby allies, and the SKS can easily cause jams when operating over a firearm during operation.  Additionally, the placement of the shield on the forearm is rather unweildy for rifle use, as the field no longer protects directly ahead and the physical frame can get in the way.  As one tester asked, "Why can't they make it into a breastplate? Or better yet, a backpack?"

Despite these issues, the Steiner's Kinetic Shield is leaps and bounds better than our existing defensive equipment.  Some of our more experienced Mages would even go as far as to call it "pretty good".  Users can still cast while using it, and so long as they have the Mana to power it the field will render them virtually invulnerable against low-to-moderate rates of rifle fire - and without wearing out like the Fulcrum Armor does.  The SKS can maintain its enchantment for more than 40 hours when on standby mode, and run down a Rookie's Mana Pool in 6 hours when active.  Neutralizing small arms fire will increase Mana consumption accordingly.

Progress: (0/13)(3)
Type: Enchantment
Experience: Rookie
Cost: 6



Synergetic Scepter - Life
This design is a specialized wand --well, really a staff-- aimed at both vastly improving the effectiveness of the Rune of Power - Life (as the rune seems to have had more of a morale impact than a tactical one) and creating a base for further staves for our runic spells.

The Synergetic Scepter is not a small, thin little wand: it's a sizable staff, as a matter of fact, though it is usable if a little clunky with one hand. The staff is made of wood, though efforts are made for the construction to be fairly sturdy, as far as wood construction goes. The reason that the Synergetic Scepter is as big as it is is because of the way that it uses the real estate that size creates. Along the surface of the Synergetic Scepter, making it the Synergetic Scepter - Life, are a series of Runes of Power - Life, drawn in intricate patterns that swirl in rings around the staff before meeting at a single point at the top of the staff. The intent of this is to both remove the requirement to stop and bandage somebody, as mana can be pumped through the runes on demand through the Scepter, and to vastly increase the speed and power of the spell through the patterns and the multiple runes, allowing for rapid on-the-battlefield recovery from wounds.

The Scepter is intended to be modular enough as a concept for a runic staff that it merely takes a revision in the future to tailor new versions of it for other spells.

Design: Synergetic Scepter - Life (1) [Hard]

Well, they can't all be winners.

Made of wood and inscribed with Runes of Power, the Synergetic Scepter attempts to amplify the healing effect of our Rune by increasing surface area.  The staff is painstakingly etched with these runes, all focused and drawn to the central tip of the Scepter like a bunch of batteries wired in series.  The effects are immediate and noticeable; when tested on living goats, the Synergetic Scepter will halt bleeding from gunshot wounds as soon as the effect is applied.  While useful for preventing blood loss, the Scepter will also cause fractured bones to heal as well.  This carries considerable danger, as broken arms or legs will heal crooked or twisted unless set properly, and modern X-Ray machines are just slightly too big to fit in a standard medic's satchel.  Additionally, loose bone splinters will form bizarre, unique, and fragile spiderweb-like latices around the fracture and further complicate the healed wound. 

Healed areas tend to form rather horrific scars.  While this isn't a terrible issue for peripheral wounds, this can be close to a death sentence for internal organs or ruptured arteries.  The Scepter functions only on living or recently-living tissue and will not heal injuries to corpses undergoing cellular death.

Mana consumption for Rookie-level Mages is 100%.  Though extraordinarily high, some may argue that going a day without casting a spell could be worth saving a life.  For use in the field, carrying a staff as well as a rifle may become cumbersome.

Most of these issues seem to revolve around the rather directionless and random pattern of runes applied to the staff, as well as the non-uniform nature of a wooden medium.  A more precise design could possibly resolve most of these issues, as well as further exploration of the Rune of Power itself.

Notably, the Synergetic Scepter is more expensive than the standard Rune of Power, despite being a Sorcery rather than an Enchantment.  It seems that while the basic Runes are inexpensive and feature low levels of effect, more elaborate designs will proportionally increase in cost.

Progress: (0/9)(1)
Type: Sorcery
Experience: Rookie
Cost: 4

Revision Phase, Turn 4

0 Dice Available.



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« Last Edit: March 22, 2019, 10:47:56 am by evictedSaint »
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #371 on: March 22, 2019, 04:53:11 am »

I was worried that the Kinetic Shield would be a Competent spell, (not that it matters too much with our current experience) so I'm pretty happy with that. The only revision we really need to do is one that allows objects to pass through from one direction but not the other, so our mages can fire through their own shields.

But for now, any thoughts on what we want to do strategy-wise? Maybe eS could give us the military's plans early so we have something to discuss.
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #372 on: March 24, 2019, 08:39:42 pm »


Revision Phase, Turn 4

-none-

Strategy Phase, Turn 4

After some discussion, we've decided to maintain amicable relations with Count Vladimir von Durzeta.  It took some encouragement, but we managed to convince Ante Vusic to join the Count for dinner, and even gave him a Camo Cloak to give as a gift.  Ante and Vladimir returned the next day, with the Count proudly displaying the cloak in a colorful rainbow pattern.  Ante seems fine, though his attire is now matching the Counts - lots of black clothing with high collars, although a hickey is barely visible.  He seems pale, but no one seems willing to ask if he's wearing makeup.

The Count seems eager to be involved with the 624th and has made some of his assets available.  We have gained an additional 1 Die this turn, curtsy of Count Vladimir von Durzeta, who is probably not a vampire.

1 Dice Available.

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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #373 on: March 27, 2019, 03:28:41 pm »

Plan: Penultimate Imagination
Dazhbog 4 is deployed at the front pushing Porec and uses the Sky Eye loadout to aid in artillery spotting with aid from Perun 1 and Veles 2.
Perun 1 and Veles 2 utilize the Recon loadout both to enhance Dazhbog 4's effectiveness as well as whittle away at enemy positions.
Deploy Svarog 3 to the north of Trieste with the Recon loadout with orders to provide constant intelligence on enemy movement, troop concentrations, etc.
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #374 on: March 27, 2019, 03:38:27 pm »

Plan: Alternative Thinking
Dahzbog 4, with the Sky Eye load out, is deployed to the Porec offensive aided by Svarog 3 using Recon.

Peron 1, will deploy to Portoroz in Recon gear, to provide early warning and intelligence regarding the potential attack.

Veles 2 also uses Recon in the Cividale offensive, making the most of our mountain experience, scope and camo cloak.
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