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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23915 times)

Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #90 on: December 29, 2018, 10:44:38 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\5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (1): Kashyyk

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

Squad names:
Slavic (6): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc
Mythical Beasts (4): Kashyyk, Detoxicated, TTE, MoP
« Last Edit: December 29, 2018, 01:58:48 pm by Maxim_inc »
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #91 on: December 29, 2018, 03:20:48 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (2): Taricus, Powder Miner
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (2): Kashyyk, MoP

Save 3 dice (0):
Spend all dice (4): Kashyyk, Powder Miner, Taricus, MoP

Squad names:
Slavic (6): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc
Mythical Beasts (4): Kashyyk, Detoxicated, TTE, MoP
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Sensei

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #92 on: December 29, 2018, 05:11:44 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (2): Taricus, Powder Miner
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (3): Kashyyk, MoP, Sensei

Save 3 dice (0):
Spend all dice (5): Kashyyk, Powder Miner, Taricus, MoP, Sensei

Squad names:
Slavic (6): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc
Mythical Beasts (5): Kashyyk, Detoxicated, TTE, MoP, Sensei
« Last Edit: December 29, 2018, 05:20:25 pm by Sensei »
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #93 on: December 29, 2018, 05:12:18 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (3): Taricus, Powder Miner, Doomblade
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (3): Kashyyk, MoP, Sensei

Save 3 dice (0):
Spend all dice (5): Kashyyk, Powder Miner, Taricus, MoP, Sensei

Squad names:
Slavic (6): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc
Mythical Beasts (4): Kashyyk, Detoxicated, TTE, MoP, Sensei
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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.

Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #94 on: December 29, 2018, 05:32:22 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (3): Taricus, Powder Miner, Doomblade
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (4): Kashyyk, MoP, Sensei, Lightforger

Save 3 dice (0):
Spend all dice (5): Kashyyk, Powder Miner, Taricus, MoP, Sensei

Squad names:
Slavic (7): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc, Lightforger
Mythical Beasts (5): Kashyyk, Detoxicated, TTE, MoP, Sensei
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #95 on: December 29, 2018, 05:33:52 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (3): Taricus, Powder Miner, Doomblade
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (3): Kashyyk, MoP, Sensei, Maxim_inc

Save 3 dice (0):
Spend all dice (5): Kashyyk, Powder Miner, Taricus, MoP, Sensei

Squad names:
Slavic (6): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc
Mythical Beasts (4): Kashyyk, Detoxicated, TTE, MoP, Sensei
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #96 on: December 29, 2018, 05:41:09 pm »

Quote from: Votebox
Design:
Mark the target light (0)
Self-drawing map machine (0)
Another Mind (3): Taricus, Powder Miner, Doomblade
Rune of Power - Life (5): MoP, Kashyyk, Powder Miner, Taricus, Maxim_inc
Telekinesis (5): Kashyyk, MoP, Sensei, Maxim_inc, Lightforger

Save 3 dice (0):
Spend all dice (5): Kashyyk, Powder Miner, Taricus, MoP, Sensei

Squad names:
Slavic (7): Kot, Taricus, Powder Miner,TFF, Doomblade, Maxim_inc, Lightforger
Mythical Beasts (5): Kashyyk, Detoxicated, TTE, MoP, Sensei

Fixed.
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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.

evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #97 on: December 29, 2018, 05:45:39 pm »

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.



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.

Designs are locked for these two.

The "Telekinesis" is described as a sorcery, but written as an evocation (no equipment used).  Which is it?

Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #98 on: December 30, 2018, 02:37:02 am »

Apologies for taking so long, I'm euro. I'm happy with telekinesis as an evocation, and by the looks of discord most everyone else is too.
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #99 on: December 30, 2018, 10:12:20 am »

Why do we need discord?
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #100 on: December 30, 2018, 11:07:15 am »

People like the rapid collaboration nature of it. It does have a tendency to murder thread conversation though.
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #101 on: December 30, 2018, 10:19:58 pm »


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.

Design: Telekinesis (2) [Normal]
The original design drawing had the word "Sorcery" scrawled at the top, but after a bit of discussion the design team agreed the project would work better as an Evocation instead.

Imaginatively named, the "Telekinesis" evocation channels and redirects a Mage's Mana through the deadly martial arts.  By using lethal techniques borrowed from tai chi and yoga, a Mage can manipulate objects and apply force at a distance.  Some members of the design team denounce this spell as 'spooky action at a distance', but the results are hard to argue with.  The difficulty of working with this spell come largely from having no experience with anything similar, though the rather basic nature of this spell helps to alleviate that.

Using Telekinesis, a Mage can apply force (roughly) to a specific object (and anything that might be nearby).  Range is limited to about 10 meters, with higher Mana consumption at longer distances.  Max force can be anywhere in the neighborhood of 250 to 450 Newtons (or lifting 100 pounds), but precision leaves a lot to be desired.  It is strongly advised not to cast on living creatures, or anything you care about.  Objects much smaller than a loaf of bread are exceedingly hard to cast upon, though this seems to be more of an issue with the lack of direction inherent in evocations rather than any sort of magical phenomenon.  When used to dig trenches, a Mage will burn through their available Mana reserves within minutes.  The spell is a little basic in this form, but basic force projection could lead itself to a wide field of magic in the future.  Further work on this spell should not be exceedingly difficult.

The spell doesn't seem to become much more effective when performed by more experienced Mages.  This is presumably due to the current iteration of the spell having some sort of limitation built into the method of casting, but we're not entirely sure. 

Progress: (0/7) (2 per turn)
Cost: [0 ]
Skill Level: [Rookie]




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).

Design: Rune of Power (5) [V Hard]
It's been long suspected that the symbols found inscribed in ancient groves and on mossy stones deep in the wilderness have been magical in nature.  Tales of Druids (ancient, nature-centric Mages) bringing men and women back from the brink of death in these powerful places have tickled the imagination of many an amateur magic practitioner.  We've spent a great deal of time lost in the mountains and exploring forests, and we've compiled a file of every ancient scrawl we've ever found.

Turns out most of it is graffiti.  We aren't sure who "Saša Šantić" is, but apparently he enjoyed letting people know where he's been.  Additionally, a great deal of the markings etched into trees are from lovers carving their names together, and a number of the stone markings are little more than mile markers between towns.

We have found a few that turn out to be real, actual magical glyphs, however - one glyph in particular seems especially promising.  A number of concentric circles with an exploded star reaching out from the center, connected at the points with forked lines.  After some examination, a round of historians and etymologists, and some tentative experiments, it's revealed to be what we're looking for.  The fabled "Rune of Power".

One Mage loudly remarks that his five year old daughter could have drawn that.

When drawn on the skin over a wound with an ink produced from a collection of various herbs, the symbol can be charged with a spell we've cobbled together.  This has proven remarkably apt at performing three functions:
1) Pain reduction.  Subjects with the Rune of Power report pain dropping to "tolerable" levels.
2) Clotting.  Blood loss slows and eventually stops.
3) Healing.  Injuries with the Rune of Power tend to heal quickly and cleanly.

The spell will not accelerate healing to "super-natural" levels, but it's entirely possible further development will be able to refine these ancient runic symbols into something more powerful.  The Enchanted rune will burn through its own spell-Mana within 8 hours unless applied to a Mage, or refreshed by a Mage.  Healing magic is a rather difficult magic to work with, but thanks to some rather brilliant efforts by our Magineers we've managed to simplify this Enchantment down to something even a Rookie could use.  More advanced healing magics will likely require more experienced Mages.

Progress: (0/13) (4 per turn)
Cost: [2]
Skill Level: [Rookie]



Revision Phase, Turn -2
0 Dice Available

As we develop the 624th Kolubaria Mage Support Alpha Company into a force to be reckoned with, it becomes apparent we will need a emblem of some sort, as well as a kick-ass motto.  Management speculates that a sufficiently impressive emblem could boost productivity by 20% (1 Die), and that a cool-sounding motto or slogan would lead to an additional 20% (1 Die).  They ask that you submit your proposals and select one you can all agree on, and they will see about getting patches added to our existing uniforms.

Additionally, our glorious nation needs a flag that we can eventually plant in Abbraccio's capitol at the end of the war.  It needs to be appropriately Proud and Militaristic, but the exact details are up to you.  King Meusburger is very embarrassed that Kolubaria has stood for more than half a century without a flag, so he will likely accept whatever you propose.  Who knows, he may even be grateful for your assistance in this matter...

Spoiler: Projects (click to show/hide)



Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #102 on: December 30, 2018, 11:21:56 pm »

Kot and I spent some time a few days ago brainstorming and creating flags for Kolubaria. Here they are:
The Quadricolor/The Hands of God:
Spoiler (click to show/hide)
This is my flag. The base of the flag is a quadricolor, where each of the stripes' colors represents one of the ethnicities of Kolubaria.
The red stripe represents the Serbs of Kolubaria, as it is based off of the old revolutionary flags of the Serbs from the wars against the Ottomans.
The yellow stripe represents the Austrians of Kolubaria, as it is based off of the (by this point defunct) yellow and black bi-color of the Austrian Empire.
The white stripe represents the Slovenes of Kolubaria, as it is one of the two colors of the very old bicolor of the Duchy of Cariola, which became a Slovenian symbol when it later became a tricolor.
The blue stripe represents the Croats of Kolubaria, as the blue chosen is taken directly from the background of the coat of arms of Istria -- the Croatian region we mostly control.

The black shield represents the military of Kolubaria -- the survival of this mixture of four peoples is dependent upon the cold hard gunmetal of our army and navy.
The symbol on it is the Hands of God, an old Slavic-faith symbol that has also been a symbol of pan-Slavism -- the military that protects Kolubaria is composed of its four peoples, after all.

The Coat of Arms:
Spoiler (click to show/hide)
The four colors represent the four peoples of Kolubaria in this flag as well -- with less individual specificity, but more importance to the arrangement. The red blue and white are the traditional pan-Slavic colors, and the band of the Austrian yellow on the left helps represent a very Austrian concept of pan-Slavism: Slavic ethnicities bound together by the Austrian people and crown.

The coat of arms is, naturally, on a shield, and each of the four pieces of it (custom designed by Kot individually!) represents one of the peoples of Kolubaria.
On the top left (in pan-Slavic colors) is the emblem representing the Slovenes, consisting of a Linden leaf, which is a national symbol of Slovenia, and a wavy line representing the Adriatic sea -- the modern Slovenian flag has two of these.
On the top right (in Austrian colors) is the emblem representing the Austrians, an eagle; it isn't precisely the Austrian eagle we think of today, but that one has a few elements which make it a bit difficult, and it is extremely stylistically similar.
On the bottom right (in pan-Slavic colors) is the emblem representing the Croats, consisting of a wattle (a kind of geometric design practically omnipresent in medieval Croatian architecture) on top of the Croatian checkerboard, which is basically Croatia's ubiquitous symbol.
On the bottom left (in Serbian red and white) is the emblem representing the Serbs, consisting of the Hands of God as well as the Cyrillic symbols of the Serbian cross, which are the equivalent of "S"s in Cyrillic.

As for the Crown, it's the Croatian crown plus more pearls and a cross tilted like the Hungarian crown
and
heh
here's a direct quote from Kot
"just say unlike Hungarian crown there's no actual story about it, just that the goldsmith was fucking wasted or something and made it like this, maybe he was looking at Hungarian one too much or IDK"
Quote from: Votebox (for flags for now)
The Quadricolor/The Hands of God: (0)
The Coat of Arms: (1) Powder Miner
« Last Edit: December 30, 2018, 11:24:00 pm by Powder Miner »
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #103 on: December 30, 2018, 11:47:36 pm »

On the top right (in Austrian colors) is the emblem representing the Austrians, an eagle; it isn't precisely the Austrian eagle we think of today, but that one has a few elements which make it a bit difficult, and it is extremely stylistically similar.
I'm not really happy with this part, and I could try and figure out a higher quality eagle, but I'd honestly want something other than eagle. The problem is Austria apparently has no national symbols. Tough luck.
On the bottom left (in Serbian red and white) is the emblem representing the Serbs, consisting of the Hands of God as well as the Cyrillic symbols of the Serbian cross, which are the equivalent of "S"s in Cyrillic.
Yeah it's basically like Serbian coat of arms, except with Hands of God instead of actual cross. I dunno. I wanted to put it somewhere and it felt like it'd fit. The symbols are firesteels and come from Byzantine flag. It's like Byzantine Slavs, I guess, so, uh, Serbians?
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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.

The_Two_Eternities

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #104 on: December 31, 2018, 12:05:48 am »

Quote from: Votebox (for flags for now)
The Quadricolor/The Hands of God: (1) TTE
The Coat of Arms: (1) Powder Miner
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