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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23865 times)

evictedSaint

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Wands Race 2: The Great War - Kolubaria
« on: December 25, 2018, 09:34:11 pm »

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Wands Race 2: Kingdom of Kolubaria Thread



Spoiler: Signature Ribbon (click to show/hide)

Deep in the Kolubaria military headquarters, a clerk walks down the hall in one of the dustier wings of the building.  He stops outside the door to an old conference room, to which a paper sign with the words "624th Mage Support Alpha Company HQ" has been hastily tacked on.  He pushes his way past the stiff door and the hinges squawk with protest.  Inside is cramped and jam-packed with people, all of whom seem to be arguing over one thing or another.  Type writers clack in the background, and the smoke of a dozen cheap cigars lays a hazy fog over the room.  In the back of the room Captain Lanner, commander of the 624th Kolubaria Mage Support Alpha Company, is frantically flipping through a stack of papers while jammed up next to the coffeemaker.  A crow by the name of Benjamin caws loudly and stares inquisitively at the Colonel from atop the bubbling machine. 

Your Support Alpha Company is small, underfunded, and understaffed.  It was only after the
”Magical Applications Guild InC” (a Mage society focused on the applications of magic in every-day life) pointed out that Abbraccio was creating an experimental military Support Company of magic-users did the Kolubaria government cave and form one of their own.  Formed mostly of people from that exact same guild, the 624th Kolubaria Mage Support Alpha Company now enjoys the benefit of being paid to research magic instead of relying on rapidly diminishing membership dues.  In a world where magic has fallen to the wayside, things are finally looking up for magic users!

The clerk settles down in an available chair, feeds a sheet of paper into a nearby type writer, and gets to work.


Welcome to Kolubaria!  You've joined the most glorious of the nation’s bordering the Adriatic Sea; although we've only stood for a mere 55 years (hardly any time at all by European standards) we've developed into a force to be reckoned with.  Soon we will destroy the treacherous Abbraccian filth to the west - did you know their soldiers braid their hair like little girls?  Pathetic weaklings, each and every one of them.  Here you will help design spells and equipment to build the fledgling company into the most powerful military force this side of Europe!  Bring the might of magic to bear on our enemies, and crush them!

Kolubaria in aeternum!



Join the Discord!



You are a member of Kolubaria. 
The capitol is Ljubljana, located in a basin just north of the Dinaric Alps. 
The country was created as part of the resolution of the Franco-Austrian War of 1859
You are allied with Austria-Hungary, despite their pressure to Assimilate.
Your citizenry consists largely of people of Austrian descent, though a large minority is of Serbian descent. 
Your country is Proud and Militaristic, with a healthy respect for Tradition.
Your Army is well-trained for mountain combat and relies heavily on Artillery.
Your Navy is less powerful than Abbraccio's. 
The fleet is mostly Destroyers, with one Light Cruiser at Trieste and another under construction at Rijeka.
Each company, battalion, regiment, and division of your Armed Forces has a Mascot, who is the "commanding officer". 
Your uniforms generally consist of Gray, Maroon, and High Collars
Your citizens are Objectively Superior to the citizens of Abbraccio.

Spoiler: Key People (click to show/hide)
Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Before we start, we will have four turns to draft designs, work revisions, and create load outs.

Additionally, your Mage Units are currently named "Mage Unit 1-3".  In order to improve morale, it would be a good idea to give them cooler call-signs. 

Lastly, you'll need to pick which bonus you want your side to start with.  Pick carefully, as you can't change it later!

Quote from: Starting Bonus
Unpaid Interns: Accelerating and rushing progress on a design results in a +1 bonus to your rolls, but there will be a separate 1d6 roll with a 1/6 chance to add a Minor Bug for each.

Noble Mages: Due to benefactors with an interest in magic, your Budget will be 5% higher than normal.

Connections: Requesting equipment from the Army, Navy, and civilian sector is a bit easier.

Design Review: Rushed projects will incur Minor Bugs on a 5, rather than a Major Bug.

« Last Edit: January 04, 2019, 07:51:34 pm by evictedSaint »
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #1 on: December 25, 2018, 10:12:42 pm »

Quote from: votebox
Opsec vote
Partial 1: (1), DGR
Bonus vote
Review (0):
Connections (0):
Interns (0):
Noble mages (1): DGR
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #2 on: December 25, 2018, 10:21:21 pm »

Quote from: votebox
Opsec vote
Partial 1: (2), DGR, Doomblade
Bonus vote
Review (0):
Connections (1): Doomblade
Interns (0):
Noble mages (1): DGR
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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.

Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #3 on: December 25, 2018, 10:28:03 pm »

Quote from: votebox
Opsec vote
Partial 1: (3), DGR, Doomblade, Taricus
Bonus vote
Review (0):
Connections (1): Doomblade
Interns (0):
Noble mages (1): DGR
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We sided with the holocaust for a fucking +1 roll

The_Two_Eternities

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #4 on: December 25, 2018, 10:35:44 pm »

Quote from: Starting Bonus
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (2): Doomblade, TTE
Design Review (0):

There's a poll in the main thread for the opsec vote. Look at the top.
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #5 on: December 25, 2018, 10:57:38 pm »

MK1 Luminous lance
The mk1 luminous lance is a magical weapon the size of a large sniper rifle capable of creating a searing lance of concentrated light. It does this by utilizing the light generating components of Glow hand augmented utilizing techniques similar to those from the GDMC MK .3b to put large amounts of mana into the spell. Then it uses other components of the computator to configure a modified clear eye spell designed to generate a waterlens that focuses the light from the spell into a beam of searing light. While heavy, this weapon lets us harness the raw power of light, the same power that flows forth from the sun. Let us bring light to whatever dark holes our foes cower in.
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TheFantasticMsFox

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #6 on: December 25, 2018, 11:52:19 pm »

Design/Revision
Standardized Acolytes Wand System or SAWS
-Our wands suck. They are made from things that are literally garbage in some cases. We need something better to allow our mages to cast spells reliably and efficiently. To do this, a series of simple wands will be developed. The truly basic wand is a simple hand crafted wand, of the wielders choice of available woods, with a drilled compartment in the base to house a element or object that will connect the wand more effectively with various spell types. The second wand type will be made from live wood, to allow greater connection to life based magics, and retains the compartment. The third major wand type will be of the same basic construction of the first, but have in addition to the rear compartment, a tip of a specific materials will be permanently worked in such as crystal, rock, or vials of liquids such as blood. These wands will all allow a basic direction of energy, with the variants providing more specific connection to certain spells. They will also come with a corded wrist tie, a bandolier for multiple wands if needed, and a case to keep them clean in mud or water.

Revision
Basic Improved Textile Clothing with Hood, Inlay, all Natural or BITCHIN Robes
-We currently make do with some home made robes, your grandmother's table cloths of yester decade, or if you have money some kitschy thing from Turkey. And sure, they feel comfortable and nice most of the time, but the time is for something new, something sheik, something actually standard. And so I give you, the BITCHIN Robes. A natural Wool coat dyed red and grey, with long sleeves and a hood. The sleeves also have two little pouch areas for components or wands, or your hands if its cold. The hood has an adjustable cord, so it can be tightened or loosened on demand. They will also come with a non essential outer layer, for ceremonial occasions or grand rituals. It includes a higher neck, more garish colors, and and elbow patches.

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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #7 on: December 25, 2018, 11:55:13 pm »

As a member of the Benevolent Assembly Devoted to Magical Applications Nationwide (BADMAN), I propose the following be considered for development by our mageineers!


DIG INTO OUR ROOTS

Design Evocation: Germanic Courage

Our people are hardy and have known war since the ancient days. None know honor like the Kolubarians, and we have learned to dig deep and bring forth the fervor in battle that our ancestors had. By learning of the ancient tales associated with bravery and courage we are able to better understand how to tap into that energy. By laying hands on someone and muttering the ancient phrases associated with those warriors of old our mages are able to spread that courage to others, giving them the will to carry on the fight.


AND SUPPORT OUR TROOPS

Design Sorcery: Mend

By studying medical texts old and new and developing our understanding of the human body, we have managed to develop a spell that will be able to put it back together, to a degree. While small injuries, like smaller cuts or sprains, are fairly easy to fix, the draw on the caster rises greatly as the intensity of the injury does.


AND LOOK GOOD DOING IT

Design Uniform: BADMAN Deluxe

The BADMAN Deluxe is a magicians outfit for the modern battlefield. It's exactly what Fox just proposed, but with a leather overcoat.

----


I think the Luminous Lance is too ambitious cost-wise to be practical right now.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #8 on: December 26, 2018, 12:05:35 am »

Quote from: Starting Bonus
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Powder Miner
Design Review (0):
I’d like to, like, do magical munitions and getting stuff easier to alter in the first place would be nice
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TheFantasticMsFox

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #9 on: December 26, 2018, 12:15:06 am »

Design (Very Rough Draft)
Soul Catcher Mana Converter
-War is hell. People die. And that sucks. But when death gives you dying people, make dead people powered magic. The Soul catcher is meant to harness as much of the latent soul energy of the dead and dying on the battlefield, and convert it into mana for our mages. Roughly the size and shape of a large black cauldron, the top comes with 13 different hooks on the lip of the cauldron. Along with cauldron, 14 2 meter tall stakes with an open circle of wrought iron inscribed with enchantments that attract mana are included. They can be connected to the hooks by lengths of hand woven string, with one stake meant to be placed in the center of the cauldron, but it’s ring facing downward. Soul energies are directed through the iron rings and strings to the cauldron, attracted by the relation of the iron to the war that surrounds them. The soul energies directed to the central ring and the Cauldron are collected and retained by inscriptions on the inside of the cauldron, which act as the fulcrum of enchantments that store the energy.  This energy can be contained for latter use through applying the lid, or taken and used by nearby mages.

ABOVE IS NO CAN DO. MISS READ MAGIC

Quote from: Starting Bonus
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Powder Miner
Design Review (1): TFF
« Last Edit: December 26, 2018, 12:31:07 am by TheFantasticMrFox »
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Roboson

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #10 on: December 26, 2018, 01:08:46 am »

.
« Last Edit: December 26, 2018, 01:22:58 am by Roboson »
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #11 on: December 26, 2018, 02:03:10 am »

Mk1 spullet
An enchant-able bullet capable of holding a single evocation spell and enough mana to fuel it for a short burst. Utilizes basic techniques and mystic runes carved into the bullet combined with a small piece of glass to act as a focus. The symbols store the energy, the crystal holds the pattern it is released in. For now just a flare bullet, but it could be made into something much greater, especially since it takes little effort to adapt the design to any new evocations we create.
« Last Edit: December 26, 2018, 02:14:37 am by dgr11897 »
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Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #12 on: December 26, 2018, 02:10:29 am »

Hmm...does anyone know a good editing tool to use on that game map, preferably in a military style? I want to take a crack at designing a few strategies floating in my head but I cant put pen to paper in a form that looks nice.
« Last Edit: December 26, 2018, 02:22:10 am by egemma »
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #13 on: December 26, 2018, 02:45:29 am »

Hmm...does anyone know a good editing tool to use on that game map, preferably in a military style? I want to take a crack at designing a few strategies floating in my head but I cant put pen to paper in a form that looks nice.
I suggest GIMP.

Eye of god: by taking a body of water, forming it into a magnifying lense, and holding a light slurce rught behing it in more water, we can make a beam of hot light, controllable by the mages casting it. As this may take a lot of mana, several mages are asked to cast it, and a ritual spell circle is painted onto into oiled sheepskin to provide the focus. The lense does not have to be maintained at the casting location, and can be rotated at any angle.

Cloak: by creating a shell of water around the casters body, a functioning lense can be made that redirects incoming light around the caster, leaving them barely visble.

Spellsword: a cavalry sabre acid-etched with magical carvings to store mana and steal it from anyone stabbed, even if they're not a mage.

Quote
Mk. 1 Spullet: (1) Doomblade

Edit for clarity: the eye of god is meant to build a water lense above the target position,  and then fire downwards into it, then sweep for survivors.

@TFF, can you keep the satchel for BITCHIN Robes?
« Last Edit: December 26, 2018, 02:57:27 am by Doomblade187 »
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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.

Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #14 on: December 26, 2018, 03:01:41 am »

Quote
Mk. 1 Spullet: (1) Doomblade, egemma
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