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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23926 times)

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #120 on: January 02, 2019, 08:45:14 pm »



Why don't we use this ribbon instead? Hits all 4 of the flag colors, with the 4 color thing being pretty important to Kolubaria
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #121 on: January 03, 2019, 10:40:04 am »

Design: Barrier (Evocation)

In this new age of warfare our mages will need to worry about enemy firearms as much as their wizards, and to this end we have done research into a protection spell. Barrier projects mana to make a thin shield strong enough to stop bullets and shrapnel with a fair degree of reliability. A barrier can be held by a mage but drains mana consistently, with larger barriers drawing more.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #122 on: January 03, 2019, 10:43:50 am »

Quote
Another Mind: (1) Doomblade

Requisition
Spotting Scope: (1) 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.

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #123 on: January 03, 2019, 11:15:34 am »

Teleterrestrialism (evocation)
Specially focused Form of telekinesis to move earth and Form it into something useful Like a barrier or stairs.
To start teleterrestrialism the mage draws an outline on the earthen Floor. If he draws a 1 m x 1m square in the earth He will then get a cubic m of earth to move. The earth is bound together by the drawing and the will of the mage. A Group of mages is able to quickly erect earth walls in a Shirt time through the Use of this spell.
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #124 on: January 03, 2019, 01:28:52 pm »

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Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc
Requisition
Spotting Scope: (2) Doomblade, Maxim_inc
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #125 on: January 03, 2019, 02:00:40 pm »

First off, requisitions. There are a few ideas and possibilities, and I think making one of those would upgrade the mages combat capabilities without forcing us to spend a magic design on it, which might be useful if enemy goes for something offensive and bent on killing our dudes.
1) Shotgun. eS said the military doesn't have a shotgun, but we could try to get something from civilian market. I'm not sure, maybe.
2) Grenades. eS confirmed military does have grenades, but I'm worried about their quality and price, considering this is early on in the war. The only problem would be that they might be limited to regular grenade use, because I don't think they will be the size of a saxophone dog, so might not be able to be thrown with telekinesis.
3) Small artillery shells. eS said we have something like this, so my guess would be taking the shell from one of the smaller cannons and yeeting it at enemies when in trouble. The downside is the relatively high weight, but if telekinesis numbers are right we could probably throw the shells with power high enough for them to explode at short-medium range.
4) Something else, I dunno. I don't really know what would spotting scope be useful for.

As for designs - I think making an uniform isn't useful yet. I love Infantry QoL as much as everyone, but we don't actually have a lot of things to put on them, apart from fashion. While fashion is an important part of combat effectiveness, I'd appreciate if our new uniforms served a specific role, presumably protective. If we have nothing, we might just as well fix the hat with a revision.
There was an idea to make night vision, which I think could be relatively possible to achieve. Either due to "MAGIC I DUNNO LOL" or trying to change the wavelengths or someshit, the scientific theory is there, so a properly engraved and enchanted ~~monocle~~ pair of goggles could probably work.
I'm not sure if listening to people's thoughts will be that effective in terms of war, but I am pretty sure Austria would FUCKING LOVE the ability to hear their own people's thoughts. Make what you will from that. To be honest, I don't feel the gain would even be worth it, considering I doubt the enemy specifically made spells that make people more resistant to traditional... persuasion efforts. I also somewhat dislike the idea because it might cause mages to be wildly distrusted - being able to read people's minds is a very frightening idea for the people whose mind is read, and they don't really have an insurance we won't do it to them.
Some form of protection would be nice. I find telekinetic and various "barriers" energy intensive, so I'm not sure. Maybe it could work better as an enchantment rather than evocation or sorcery, either as force fields or strengthening the actual armour, but non-personal ways of protection should be looked into, I just think they might be too complicated and power hungry for our own good.

I don't know, I'm just sparking discussion because we apparently do very little of it.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #126 on: January 03, 2019, 03:12:53 pm »

Well for one i think we should become Support mages for now. Spells of recon, Cover and distraction are the way to go. Once WE are powerful supports we should enter Specialist territory. For now having good Relations with the rest of military is key imho.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #127 on: January 03, 2019, 03:23:08 pm »

Ghost Receiver (Enchantment)
This device is a phone receiver with a wire attached but dangling freely from it. As for the magical properties of this device, they’re twofold. Firstly, the device is designed to be able to phase into astral form along with the mage carrying it, allowing the Ghost Receiver to be an intel tool while Sky Eye is being used, if perhaps at an increased mana cost. Secondly, when the Ghost Receiver’s wire is attached to a telegram or telephone wire, it alters the circuit as a tap would, and allows the mage with the Ghost Receiver to listen in to communications on the device.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #128 on: January 03, 2019, 04:00:14 pm »

Hm, Powder. Could you make the ghost reciever wireless? I would maybe go for it.

@Kot, the idea behind spotting scopes was to fit in woth our role as support/recon mages, as they would help us scout. As per Another Mind, interrogations and torture can generate false info from panicked people who know nothing trying to get the deal over with, the idea would be to improve relations by getting the army actually reliable info.
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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.

Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #129 on: January 03, 2019, 04:08:54 pm »

Hm, Powder. Could you make the ghost reciever wireless? I would maybe go for it.
I'm pretty sure it wouldn't work. Mages are unable to cast spells during the projection, I don't see why enchantments would be different.

@Kot, the idea behind spotting scopes was to fit in woth our role as support/recon mages, as they would help us scout. As per Another Mind, interrogations and torture can generate false info from panicked people who know nothing trying to get the deal over with, the idea would be to improve relations by getting the army actually reliable info.
Yeah, but I'm pretty sure the whole projection thing was to serve as a spotting help without showing your face with a scope. Not to mention there are already spotters, and unless you plan to do something with the scope magically, or have a requirement of specific piece of technology to help you, I don't see it being really that useful. Scopes are relatively expensive in WW1.
Reading people's minds worsens relations with everyone that cannot be sure you aren't reading their mind. I can already see it being a giant future problem because Arms Race GMs just love fucking with people, not to mention I'm not sold on the whole idea actually generating that much useful information for us on the battlefield.
Even if I don't consider it an outright mechanically fucked idea, like most other, I just am against it due to prejudice against fucking with people's minds. In the end, presuming I'd be okay with it, I'd start with something smaller - maybe trying to see through animal eyes (birds) or something like that, due to presumed simplicity of brain.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #130 on: January 03, 2019, 04:54:54 pm »

If we charge the enchanted item before they go astral, they should be fine.
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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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Re: Wands Race 2: The Great War - Kolubaria
« Reply #131 on: January 03, 2019, 05:10:40 pm »

What are we aiming for AS a troop?
We already have a Solid recon spell we need more goodies.

I Like the barrier Idea AS we could would learn about forcefields.

I still would Like to See Sniper mages.
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #132 on: January 03, 2019, 06:19:15 pm »

If we charge the enchanted item before they go astral, they should be fine.
I am questioning if the item even goes astral, and even if it does... the item doesn't actually change place. It's still sitting back with the mage. Hell, even if, the sheer implications of being able to project an item and have it work, because that's not even projection, that's essentially teleportation.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #133 on: January 03, 2019, 06:38:45 pm »

Quote
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Requisition
Spotting Scope: (2) Doomblade, Maxim_inc
Barrier: Detoxicated
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #134 on: January 03, 2019, 07:37:02 pm »

In response to the potential drain or difficulty of an evocational barrier, it's meant more as a panic button at this point - something quick and simple we can use to get our foot in the protective door. A sorcery would probably take too long to cast at a moment's notice, and an enchantment probably wouldn't be as easily controlled  (where it'd almost definitely have a fixed size/duration). Now down the line we can come up with a legitimate force field sorcery to safeguard against some bombardment or perhaps help protect an assault, but we should get a basic understanding of and familiarity with creating and holding an energy field first.

I have an idea for the spotting scope. Let's git sum.


Quote
Design:
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Barrier (2): Detoxicated, MoP

Requisition

Spotting Scope: (3) Doomblade, Maxim_inc, MoP
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