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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23912 times)

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #75 on: December 28, 2018, 03:45:28 pm »

Quote from: Votebox
Revision:
The Science of the Calm Mind (1): Powder Miner
Military Meditation (4): Kot, Detoxicated, TFF, Powder Miner
Through a Glass Darkly (1): Kashyyk

Bonus:
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Kot
Design Review (6): TFF, Kashyyk, Powder Miner, Detoxicated, egemma, MoP

Squad names:
Slavic (4): Kot, Taricus, Powder Miner,TFF
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #76 on: December 28, 2018, 03:49:25 pm »

Oh yeah, we can do more than one revision this turn.

Quote from: Votebox
Revision:
The Science of the Calm Mind (1): Powder Miner
Military Meditation (4): Kot, Detoxicated, TFF, Powder Miner
Through a Glass Darkly (1): Kashyyk
Save 1 die (1): Kashyyk
Save 2 dice (0):

Bonus:
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Kot
Design Review (6): TFF, Kashyyk, Powder Miner, Detoxicated, egemma, MoP

Squad names:
Slavic (4): Kot, Taricus, Powder Miner,TFF
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP

Revisions aren't particularly time sensitive, but Designs are. The earlier we start a design the more free progress we get before the beginning of the war. If we save a die we can get two designs next turn.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #77 on: December 28, 2018, 04:20:36 pm »

Quote from: Votebox
Revision:
The Science of the Calm Mind (1): Powder Miner
Military Meditation (5): Kot, Detoxicated, TFF, Powder Miner, Doomblade
Through a Glass Darkly (1): Kashyyk
Save 1 die (2): Kashyyk, Doomblade
Save 2 dice (0):

Bonus:
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Kot
Design Review (6): TFF, Kashyyk, Powder Miner, Detoxicated, egemma, MoP

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
« Last Edit: December 28, 2018, 04:50:41 pm 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.

Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #78 on: December 28, 2018, 04:52:16 pm »

Quote from: Votebox
Revision:
The Science of the Calm Mind (1): Powder Miner
Military Meditation (6): Kot, Detoxicated, TFF, Powder Miner, Doomblade, Taricus
Through a Glass Darkly (1): Kashyyk
Save 1 die (3): Kashyyk, Doomblade, Taricus
Save 2 dice (0):

Bonus:
Unpaid Interns (0):
Noble Mages (1): DGR
Connections (3): Doomblade, TTE, Kot
Design Review (6): TFF, Kashyyk, Powder Miner, Detoxicated, egemma, MoP

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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We sided with the holocaust for a fucking +1 roll

evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #79 on: December 28, 2018, 06:18:10 pm »

Revision:
Military Meditation:
Kolubaria is a nation of its military -- the army and its ways are one of the proud cores of Kolubaria and what it even means to be a Kolubarian, in addition to being a Serb or Croat or Austrian or Slovene. Us mages of Kolubaria are no exception to this, and if we hope to contribute to the military, perhaps we mages should acknowledge this and take some of our ways from the military.

In this case this means redesigning the ritual that puts our mages into the state of relaxation that the Sky Eye spell requires -- instead of more traditional incenses, meditation, and relaxation, this approach to meditation embraces the certainty and calm and reliance on muscle memory rather than thought that comes from military drill, with our mages reaching the state of meditation for the spell through a precise military drill exercise which includes the creation of the ritual circle for the spell itself. This should be faster and less prone to distraction than the incense-ridden method of meditation our mages currently use.

Revision: Military Meditation (4) [Normal]
We nearly didn't get the funding, but through some fancy schedule and budget rearranging, we managed to squeak in the Military Meditation revision into the Sky Eye development process.

Military Meditation puts a spin on the traditional methods of ritual casting to make it more compatible with a military setting.  Namely, the incenses and beeswax candles that make up the Sky Eye spell have been tossed into the trash in favor of the rigorous, mind-numbing process of military drills.  Training includes gunshots, bright lights, artillery blasts, jazz music, screams, and any other distraction we feel might be present on the battlefield.  By getting our mages into the process of casting Sky Eye while under unfavorable conditions we can ensure that their spell will not be interrupted by anything short of a direct attack. 

A neat side-effect of the process is a faster casting time as our mages can more easily slip into a trance state through sheer muscle memory.  Rough estimates put the casting time at 25% faster, but we won't be sure until development finishes.


Turn -2

Design Phase
6 Dice Available.
Design Review Bonus selected.  Rushed projects will now incur Minor Bugs on a 5.


Spoiler: Projects (click to show/hide)
« Last Edit: December 28, 2018, 06:36:10 pm by evictedSaint »
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #80 on: December 28, 2018, 06:31:36 pm »

Mark The Target Light
This Evolution of Our hand based light spell gives the mage the ability to Mark a Target with a Ray of light mailing them glow brightly. The User uses the Same Technique AS with His Palm light but directs the Ray while concentrating on the target the light produced from the palm shoots at the sun and is reflected to stick to the target for one hour.

This aids with helping to find the enemy and make further attacks easier. This should aid on all fronts and give Our regular army an easier time.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #81 on: December 28, 2018, 08:26:28 pm »

Self-Drawing Map Machine (Enchantment)
This enchantment is the evolution of the kind of navigation found in Dr. Baeder’s Never Lost Compass, together with some intricate mechanical work. Instead of keeping a location tracked, the Self-Drawing Map Machine, aiming to fix the largest gap in the Sky Eye’s intel capacities, will (as long as mana is pumped into it) detect the elevation of the area around it in circles, the circles expanding each time, and an arm on the mechanical device will accordingly mark that information down on a piece of paper under it, creating a topographical map.

Ideally the machine should be man-portable and not that large, if perhaps heavy and fragile.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #82 on: December 28, 2018, 11:18:00 pm »

Another Mind

By using the techniques of astral projection, and using a charm scribed into the head of the target, we aim to be able to listen to the thoughts of prisoners of war while in the astral state.

Other ways we could do this is turn their head into a loudspeakee for their thoughts?
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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 #83 on: December 28, 2018, 11:22:57 pm »

Oooohh, that's a good one Doomblade.
Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (1): Taricus
Save 3 dice (0):

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #84 on: December 28, 2018, 11:26:54 pm »

Here's the post of what I wrote up and took a picture of for discord earlier (since it was easier than fighting a phone's autocorrect. This is more for brainstorming and getting an idea for the viability of something like this than anything.

----------------
Design: Rune of Power - Life

It is well known that our ancestors carved curious symbols into stones and sacred trees, and legends tell of powerful magical effects associated with these symbols. By studying the runes and their related tales, we have managed to decipher and utilize our first symbol: the Rune of Power - Life.

This rune has by far been the easiest to find thanks to the human desire to defy death, littering groves of trees all throughout our nation. Druids would bring the injured and dying into these groves and invoke the power of the runes to heal them.

By studying this rune we have learned that the spell brought forth by it will restore someone according to the "memory" of their living tissue by greatly accelerating the rate of healing at a cellular level. The rune draws mana from the mage activating it, with larger injuries requiring more mana (or more mages).


----------------

Runes should make it easier to design enchanted items since we'll already have the symbol for the thing, as opposed to coming up with an evocational spell and having to figure out how to infuse an item with it. But that depends on what eS would have to say about it too.

Reposting.
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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.

Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #85 on: December 29, 2018, 12:39:25 am »

Aye thanks for that. For die strategy this turn, what say we throw one into Sky Eye just to (most likely) have it ready by war's start without needing any extra work, get it off our minds now so we can use that bandwidth for more important things. Like design proposals such as...


Quote from: Equipment Design - Light-Array Manual Projectile (LAMP)
A LAMP is a baseball-shaped canister that, when triggered, releases a blinding flash of light. A pin locks a spring-loaded lever in place and once removed the lever will flick and two halves of a rod within inscribed with the symbols necessary to enchant the device slap together to complete the "circuit" and causing the whole item to briefly flash and temporarily blind those unfortunate enough to see it. A LAMP can only be used once before needing to be recharged by a mage, but so long as the device isn't irreparably damaged, can be reused as often as possible.

Flash Grenade, perhaps for aiding in capturing those POWs?


Or maybe we fix our uniforms? Reposting the BADMAN Deluxe BITCHIN Robes just in case some people think practical warclothes are out of revision-scope. We should really do this just to prove our acronym game, as we all know that's really what Arms Races are about.

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)


That all said, I would like to see what eS will let us do with nonstandard magic.

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (1): Taricus
Rune of Power - Life (1): MoP
Save 3 dice (0):

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
« Last Edit: December 29, 2018, 12:42:20 am by Man of Paper »
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #86 on: December 29, 2018, 04:02:55 am »

All suggestions are quite useful though I favor the map and the Mark The Target Light for the intel we give Our other armies.

The map is useful AS it is exact while the light reveals Locations for all to see.
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #87 on: December 29, 2018, 05:14:20 am »

Quote from: Telekinesis (Sorcery)
Many times, a soldier is required to move heavy loads around, be it carrying supplies, digging trenches or rescuing wounded comrades. By focusing on a number of martial arts inspired meditation techniques, such as yoga and tai chi, objects can be selected and with the appropriate action directed to it's new location.

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (1): Taricus
Rune of Power - Life (2): MoP, Kashyyk
Telekinesis (1): Kashyyk

Save 3 dice (0):
Spend all dice (1): Kashyyk

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #88 on: December 29, 2018, 05:50:27 am »

Gimme i n t e l
Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (2): Taricus, Powder Miner
Rune of Power - Life (3): MoP, Kashyyk, Powder Miner
Telekinesis (1): Kashyyk

Save 3 dice (0):
Spend all dice (2): Kashyyk, Powder Miner

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #89 on: December 29, 2018, 05:54:32 am »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (2): Taricus, Powder Miner
Rune of Power - Life (4): MoP, Kashyyk, Powder Miner, Taricus
Telekinesis (1): Kashyyk

Save 3 dice (0):
Spend all dice (3): Kashyyk, Powder Miner, Taricus

Squad names:
Slavic (5): Kot, Taricus, Powder Miner,TFF, Doomblade
Mythical Beasts (5): Kashyyk, Detoxicated, egemma, TTE, MoP
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
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