Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 26

Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23886 times)

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #15 on: December 26, 2018, 03:14:14 am »

I don't see a reason to build the spullet BEFORE having any sorts of evocations we could apply to it in the first place. It's a tool but we don't actually have anything that we want it for right now, and I don't see a reason to lock into that deployment mechanism cool.

One idea getting traction right now in the discord though is little signalling devices to make communication much easier than >WW1 radios, like using the compasses as paired or networked code devices rather than as compasses with a bit of designing
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #16 on: December 26, 2018, 04:53:20 am »

Quote
Germanic Courage (1): Doomblade

I have dark plans for this.
Logged
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.

BBBence1111

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #17 on: December 26, 2018, 10:06:22 am »

Ideas to make:

-The clear sight could be fairly easily modified into Nightvision.
-We could enchant something to increase regeneration: leave it at the field hospital and outnumber them.
-This will need better mages, but: Necromancy. There will be large amounts of dwad people, make use of them.
-Shields. I don't mean handheld shields, I mean summoned walls of whatever. Mobile cover, ability to advance and stopping artillery shells midair.
-Mage armor. Currently they aren't protected. That can't stay like that.

What we DO NOT need:
-Ways to kill individual soldiers. We have bullets for that.
-Better bullets: Because killing the man was not enough. Maybe after we have some spells. (Insta raise them as zombies? Make bullets that can't miss?)
-Will to carry on the fight. Bullets still kill people, even if they are brave.
Logged
Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

Kot

  • Bay Watcher
  • 2 Patriotic 4 U
    • View Profile
    • Tiny Pixel Soldiers
Re: Wands Race 2: The Great War - Kolubaria
« Reply #18 on: December 26, 2018, 11:54:29 am »

eS loves anime girls.
Logged
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

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #19 on: December 26, 2018, 12:42:11 pm »

I think we should focus on either of the following:

- Rear-Echelon support. Magical healing, long range comms, divination/scouting, etc. Basically, enabling our mundane army as much as possible. After all, bullets kill people just fine, we're just making them more efficient.

- Front-Line support. Planes and tanks were game changers, but they don't exist yet. We just need to provide magical alternatives. Armoured carpets, heavily armoured mages lobbing fireballs , or stuff that are more original than that.

Personally I'd like to focus on magical healing. We might not gain experience very fast, but being able to return even the most mortally wounded soldier back to fighting form would be a game changer. It'll also keep our mages away from the front lines and thus alive.

Edit: I've added a few ideas that should be fairly straight forward, whilst staying effective and reducing the risk to our mages:

Rapid Regeneration [Sorcery] - With a grounding in human anatomy, a medi-magician will be able to encourage the natural regeneration of combat injuries, overclocking the body and fuelling it from their reserve of mana. Whilst delicate work (Such as eyeballs and nervous systems) are beyond this spell, sealing bullet holes will become no more than five minutes work.

Camo Cloak [Enchantment] - A full body woolen cloak, treated with a specially enchanted dye. Instead of having a colour of its own, the dye is designed to imitate the colour of anything that touches it. Thus a user may rub the cloak against whatever foliage or terrain they're hiding in to guarantee that they will blend into the background and foreground.

Sky Sight [Sorcery] - Using a bowl of clear water as a focus, the mage will be able to view the world from above, as if seeing through a bird's eye. The picture can be zoomed in and out, but stays focused on the caster.
« Last Edit: December 26, 2018, 01:54:09 pm by Kashyyk »
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #20 on: December 26, 2018, 01:43:35 pm »

Scrying Tool:

A 12 inch dish with a lockable cover and a folding tripod mounted on the bottom. The dish is filled with water. A focusing spell is used to reach out across space to transmit an image from a pictured area. Depending on where the scrying lense is set, the sound may also be transmitted if it is loud enough.
Logged
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

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #21 on: December 26, 2018, 01:57:48 pm »

- Front-Line support. Planes and tanks were game changers, but they don't exist yet.

Planes do exist they just aren't armed and ready for combat, only scouting. While the air war wasn't as much as a game changer as it could have been, flying mages wearing some armor throwing fireballs and other spells could be.

There are 3 ways I can think of using flying mages.
1-The regular way, throwing spells wildly and knocking out strong points and massed infantry.
2-Ok. We don't have any "decent" combat spells but what if we make those machine guns lighter so our mages can carry them and shoot into the trenches? (maybe magical bullets?)(needs either SMG's or a spell to lighten our machineguns enough so our mages can carry them)
3-Same as #2 but with a rifle and a TON of grenades.(maybe magical bullets?)
« Last Edit: December 26, 2018, 02:31:22 pm by egemma »
Logged

TheFantasticMsFox

  • Bay Watcher
  • Ckk Ckk
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #22 on: December 26, 2018, 03:11:11 pm »

Updated the Following with Ideas from Doomblade and Man of Paper respectively.

Design
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 wands and variants 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. A fourth addition will be an 6 inch blade on the outside of the wand, for use in combat or utility roles such as blood magic. It comes with its own dedicated sheath. They will also come with a corded wrist tie, a bandoleer for multiple wands if needed, and a case to keep them clean in mud or water. Credit to Doomblade for blade idea.

Revision
Benevolent Assembly Devoted to Magical Applications Nationwide (BADMAN) Deluxe Basic Improved Textile Clothing with Hood, Inlay, all Natural (BITCHIN) or BADMAN Deluxe 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. Both variants include a leather overcoat. Credit to Man Of Paper for addition and ETLA (Extended Three Letter Acronym)

Also a thing noted on discord, we have noticed that a city in the north center of the map Bovec, Boveo, or Kovek (we arent 100% sure) is enemy held and vulnerable to be surrounded if we pres down a mountain road. I feel this is a good opening phase objective, along with holding back the south-center beachead.

Logged


Maxim_inc

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #23 on: December 26, 2018, 06:36:49 pm »

There's also the matter of those pesky cities on our southwest coast. We should stomp them out promptly before they push there and have  to fight on two fronts
Logged

Wizgrot

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #24 on: December 26, 2018, 08:09:15 pm »

Sky Sight [Enchatment] Credit to Kashykk

The legends surrounding astral projection claim it is a way for the soul to temporally abandon the body and explore the wordl at its leisure. While we have still to confirm the existence of a soul, it seems that the travelling aspect shows tremendous potential for intel gathering. As such, we have managed to teach our resident magicians to move their senses around in a limited way, using magic to see along a vertical axis that passes through the magician´s brain and the Earth´s molten core.

Using a bowl of clear water as a focus, the mage will be able to view the world from above (and below too), as if seeing through a bird's eye. The picture can be zoomed in and out, but stays focused on the caster.

Quote
Sky sight(1): Wizgrot
Germanic Courage (1): Doomblade
SAWS (0) :
Rapid regeneration (0):

Our current spells are best defined as total and utter shit. Having a way to augment them won´t be doing us much good. I am a firm believe of staying in the back and helping with reconnoissance and medical support. We won´t be blasting fireballs until much later in the game. While I am sure healing magic would do as much good, a way to spot for artillery, kind of like a balloon might serve us very well.
« Last Edit: December 26, 2018, 10:26:02 pm by Wizgrot »
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #25 on: December 26, 2018, 08:41:33 pm »

Weisz-Vaszary Model 14 Rifle-Wand Based off of the standard issue rifle, the rifle-wand is intended to provide a much sturdier focus with which to cast spells, along with ensuring the mage in question has a readily usable backup should the spell fail or such. Furthermore, the weapon itself, by virtue of it's nature, would be able to easily transfer spells into it's ammunition allowing us to be a little more versatile about where spells go off (Though the user should still bear in mind, it's still a bullet and thus should not be used to heal wounds)

Quote
Sky sight(1): Wizgrot
Germanic Courage (1): Doomblade
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (1): Taricus
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Maxim_inc

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #26 on: December 26, 2018, 09:05:31 pm »

Quote
Sky sight(1): Wizgrot
Germanic Courage (1): Doomblade
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (1): Taricus, egemma
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #27 on: December 26, 2018, 09:10:18 pm »

Quote
Sky sight(2): Wizgrot, Powder Miner
Germanic Courage (1): Doomblade
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (2): Taricus, egemma
I’m definitely a fan of doing back-line work here — our mages aren’t really numerous enough or powerful enough for the rifle-wand to be useful, and it doesn’t appear to me that our wands are enough of a problem to actually warrant the rifle-wand work at this gesture. We need to be creating new magic and entering into new fields, not upgrading the wands, because a mage with a good wand who can barely do jack shit and a mage with a bad wand who can barely do hack shit are quite nearly the same thing.
« Last Edit: December 26, 2018, 09:23:20 pm by Powder Miner »
Logged

Maxim_inc

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #28 on: December 26, 2018, 09:20:52 pm »

What's the point of new  stronger spells when what we're trying to cast them with will probably fall apart the second we try to cast with it from the stress?
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #29 on: December 26, 2018, 09:24:03 pm »

I see nothing to suggest that anything currently being suggested will cause our wooden wands to fall apart.

Furthermore, this is the text of the wooden wand:
Wooden Wand: Carved from broom handles, fence posts, and any other scrap of wood that can be found.  Used to assist in Direction during spell-casting, allowing the user to more efficiently spend their Mana and apply their Will.  Generally engraved with lines and symbols by the user.  Used for casting low-level Sorceries, with a penalty to effectiveness.  Generally, a wand should be specialized to whatever spell is being cast, but this works in a pinch.

The magic rules in the OP also note that it’s not the material of the wand that matters so much as the particular combinations of symbols and lines on the wand. Creating a sturdier wand would likely not be especially helpful except if we had mages getting into direct combat, and it doesn’t seem like it would increase effectiveness. INSTEAD, if we picked a path such as information gathering through the Skysight spell, we could make a wand particularly suited to that path of magic.
« Last Edit: December 26, 2018, 09:29:21 pm by Powder Miner »
Logged
Pages: 1 [2] 3 4 ... 26