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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23918 times)

Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #105 on: December 31, 2018, 01:23:36 am »

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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #106 on: December 31, 2018, 02:21:34 am »

Quote from: Votebox (for flags for now)
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (2) Powder Miner, Doomblade
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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 #107 on: December 31, 2018, 10:39:25 am »

This is our unit's emblem, not our national flag, right?


Spoiler (click to show/hide)


Perfection, no?
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #108 on: January 01, 2019, 04:49:56 pm »

Quote from: Votebox (for flags for now)
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (3) Powder Miner, Doomblade, Kashyyk
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #109 on: January 01, 2019, 05:28:44 pm »

Quote from: Votebox (love Kot)
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (4) Powder Miner, Doomblade, Kashyyk, Kot

Patch:
Patchy patch of patchy patchiness.: (1) Kot

Motto:
"Scire" (Know, "To Know"): (1) Kot
Patchy patch of patchy patchiness.
Non-patchy patchy patch of patchy patchiness, aka "ow my eyes".
624 K.M.U.K.A. stands for 624st Kolubaria Magier Unterstützung Kompanie Alpha. A.E.I.O.U is this. The symbol is the symbol of Veles, Slavic god of Magic, except with horns on all three sides, I dunno. The colors are the one from the flag. Motto is Scire, which is latin for "To Know".


Imgur changes my images automatically to .jpg send help
« Last Edit: January 01, 2019, 05:46:38 pm by Kot »
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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.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #110 on: January 01, 2019, 05:35:00 pm »

Quote from: Votebox (love Kot)
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (4) Powder Miner, Doomblade, Kashyyk, Kot

Patch:
Patchy patch of patchy patchiness.: (2) Kot, Powder Miner

Motto:
"Scire" (Know, "To Know"): (2) Kot, Powder Miner
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #111 on: January 01, 2019, 06:22:05 pm »

Magische Unterstützungskompanie
Or
Magier-Unterstützungskompanie

The second ist more a unit supporting mages. The First ist a Magic Support company that Supports with magic
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Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #112 on: January 01, 2019, 06:24:32 pm »

Quote from: Votebox
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (5) Powder Miner, Doomblade, Kashyyk, Kot, Lightforger

Patch:
Patchy patch of patchy patchiness.: (3) Kot, Powder Miner, Lightforger

Motto:
"Scire" (Know, "To Know"): (3) Kot, Powder Miner, Lightforger
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #113 on: January 01, 2019, 07:02:00 pm »

Magische Unterstützungskompanie
Or
Magier-Unterstützungskompanie
The second works a bit more, since it's more of a direct translation from the name given to us by eS. I think that K for Kompanie should be in the abbreviation anyway, even if Germans love their compound words, mainly because it gives me good K.u.K vibes, and it wouldn't really mean a lot without it. I do not actually speak German well but yeah.
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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.

evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #114 on: January 01, 2019, 07:24:26 pm »

Revision Phase, Turn -2

Our design team proudly presents the new emblem for the 624th Kolubaria Mage Support Alpha Company!  The NOBLE and irregularly shaped shield represents our drive to defend our country, as well as Veles, the Slavic god of Magic and the symbolic device personally used by Habsburg emperor Frederick III!  The emblem is carefully painted onto the door to our conference room, along with our company designation.  The hasty paper sign has been replaced, and moral is up! (+1 Die)

Additionally, we've come up with a kick-ass motto that the 624th will stand by.  "Scire"; the Latin word for "To Know", representing our arcane knowledge of the magical arts.  Spirits are up, and the team works harder than ever to develop magical weapons for our proud country.  (+1 Die)

Lastly, we have presented a new flag to King Meusburger for his approval.  The Coat of Arms is a truly impressive flag, and before we can even get into the symbolism of all the details (the four colors representing the four ethnicities that makes up our kingdom, the crown, the tilted cross) he approves it.  King Meusburg quickly places an order for the flag to be mass-produced and distributed throughout the kingdom.  Our Political Standing has Improved.



It is now the Design Phase, Turn -1.

7 Dice Available.

Spoiler: Projects (click to show/hide)
« Last Edit: January 08, 2019, 08:58:28 pm by evictedSaint »
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #115 on: January 01, 2019, 09:32:13 pm »

Hearing the voice of silence

Some of our mages report a most curious phenomenon, when casting spells, they hear a faint voice, whispering in their er. When And when placed in sensory deprivation Chambers, they report hearing a chorus of voics in deepest silence. Even weirder, when multiple people were placed in different Chambers. The words they were able to understand and were loud enough to make out from the voices, were the same, down to intonation, and description of accent. If this happened once we could dismiss it as an anomaly, but it occurred in three consecutive tests, each using mages who never met each other, came from completely different backgrounds, and were put in deprivation Chambers miles apart. Only some mages can hear the voice and make out what it says, and none can make out all that it says, or even hear it at all outside a sensory deprivation Chambers. Let's change that. By utilizing the few fragmented pieces of knowledge we were able to glean from the voice, we believe we can utilize Mana and meditation techniques to amplify the voice. This is accomplished by having mages pump Mana into a specialized sensory deprivation Chamber, one that utilizes techniques similar to those used by our computators to channel Mana into a mage. Let us hear the voices, and know their secrets.

V2 the song in silence(coming soon)
« Last Edit: January 01, 2019, 09:59:13 pm by dgr11897 »
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Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #116 on: January 01, 2019, 10:06:44 pm »

Warded Aetheric Robes(W.A.R Robes)(Design)
An update to our currently lacking uniforms. The W.A.R uniforms starts off with a set of light grey linen shirts and pants notably less itchy then our old uniforms. The front of the shirt is lined with pockets and pouches in a range of sizes letting our mages store and retrieve small items like clips, wands and vials without having to sort through a satchel. The pants include a belt for a holster and satchel useful for carrying larger items. However the main point of the new uniform and why it's a design rather then a revision is a heavy leather hooded overcoat. The coat comes with light grey with a maroon strip for rear line and ceremonial use but, in the field it's dyed grey, green, brown or black in order to let the mage blend in with his surroundings. The inside of the coat has an enchantment sewn into it(both literal and figuratively); the enchantment preforms a number of roles. Similarly to the GDMC, although far less potent the overcoat capture some of mana the user wastes during casting and feeds it back to him. In part due to this function the overcoat makes the mage harder to detect through magical means although it's effect is fairly modest. Lastly the overcoat seems to weaken the effect of spells cast on the wearer although this could just be a quirk of our current telekinesis spell. The heavy leather of the coat also provides some protection against shrapnel compared to our old uniform not that it was a high bar to clear.

Shatter(revision)
After a through review of our crude telekinesis method we believe we have figured out what happened to all those poor interns we tested it on. It seems telekinesis is made up of two parts immobilizing the target and then apply a force to it. When used on an organic target the immobilizing combined with our rather inelegant use of force means things break... a lot. Rather then fixing this we will instead weaponize it; shatter is a very minor modification of telekinesis. When used our mages immobilizes the target then applies a large jolt of force. Wooden doors shatter, stone cracks, metal warps and, people... well they are quite dead.

Focused Telekinesis(revision)
Noting that 10 meters is rather short(and within the kill range of artillery shells) our skilled mages decided to develop a solution. Using what we learned from our attempts to fix the sky eye our mages are drilled to be able to focus on whatever object they are moving. When using this method our ranges was increased over tenfold. There are a few limitations however the mage needs to be able to see the object at all times, longer distances drain progressively more mana and, inexperienced mages are prone to zoning-out at large distances. None the less being able to beat someone with a brick from across a football field is a prize in of itself.
« Last Edit: January 01, 2019, 10:20:00 pm by Light forger »
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #117 on: January 01, 2019, 11:06:52 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?
Reposting. Feel free to flesh this out.
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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 #118 on: January 02, 2019, 12:33:20 am »

Shotgun (Requisition)
Given the lack of optimal close quarters weaponry, we politely ask the army if they have any shotguns lying about that they're not using so that we could put them into service. Should we get into close combat they would serve as effective weapons against the enemy.

KMUKA Standard Uniform (Design)
In light of the itchy uniforms and very conspicuous hats of our existing uniforms, A new uniform design is drafted up, using the army uniform (or navy, should we send personnel to assist the fleet) as a base. Replacing the hat with a suitable replacement which has a significantly smaller silhouette (Preferably the same headwear used by the army and navy) to ensure that enemy snipers can't pick off our mages separately from the main mass of soldiers.

Lucky Strike (Design) (Sorcery)
Based off an old scroll we found that was seemingly written in arabic that describes a spell to allow any missile weapon to strike with an unerring amount of accuracy. To say that this would be appreciated by nearly the entire armed forces is an understatement, enabling just about anything in Kolubaria's arsenal to strike true far more often. By using the weapon as the focus of this sorcery, the user of the spell merely needs to cast it and fire the weapon at their target and the munition the weapon fires will strike the target true.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #119 on: January 02, 2019, 01:08:58 am »

KMUKA Standard Uniform (Design)
In light of the itchy uniforms and very conspicuous hats of our existing uniforms, A new uniform design is drafted up, using the army uniform (or navy, should we send personnel to assist the fleet) as a base. Replacing the hat with a suitable replacement which has a significantly smaller silhouette (Preferably the same headwear used by the army and navy) to ensure that enemy snipers can't pick off our mages separately from the main mass of soldiers. Mages are denoted by a shoulder and chest patch that shows the rune of life with the hands of god superimposed over it.

((Totally not doing the rune of life just for irony down the line, not at all...))

Now to actually flesh out another mind.

Another Mind:

Interrogating prisoners of war is a crucial way to gain military intelligence. To this end, we will develop a way to listen to what prisoners of war are actually thinking during interrogations, improving the quality of intelligence gained. By lightly carving a rune associated with the mind and amplification, we aim to make it so that a prisoner's brain signals in electrical form are read out to a matching rune on the back of a mirror, this rune being associated with understanding and the mind. This keeps the prisoner unaware: they will be told that it's guarding magic to keep them in the interrogation room. One mage is to supply mana to the rune to read the thoughts into the mirror.
« Last Edit: January 04, 2019, 07:01:50 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.
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