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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23931 times)

Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #135 on: January 03, 2019, 07:41:29 pm »

Quote from: Votebox, don't quote pyramid it
Design:
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Barrier (2): Detoxicated, MoP
Lucky Strike (1): Taricus
KMUKA Standard Uniform (By Taricus) (1): Taricus


Requisition

Spotting Scope: (3) Doomblade, Maxim_inc, MoP
Shotgun (1): Taricus
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Sensei

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #136 on: January 03, 2019, 11:46:29 pm »

Alright, I'll contribute something:

Quote
Mana Transfer: This is a sorcery which allows a mage to transfer mana from himself to another mage by participating in a ritual, keeping our strongest mages full with mana when necessary.

This isn't extremely powerful on its own, but I'd be interested in stealing mana later.

Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (1) Sensei
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Barrier (2): Detoxicated, MoP
Lucky Strike (1): Taricus
KMUKA Standard Uniform (By Taricus) (1): Taricus


Requisition

Spotting Scope: (4) Doomblade, Maxim_inc, MoP, Sensei
Shotgun (1): Taricus
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Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #137 on: January 04, 2019, 12:45:06 am »

Kinetomancy
Seeing that our telekinesis is kinda trash but, not the less there is the promise in it. Our mages begin working on more formalized useful form of it. Kinetomancy is a far more powerful and precise method of interacting with objects at a distance. Thanks to it's new found precision our mages are able to 'levitate' object via forming a so called kinetic field below to lift it into the air without mangling it, although with inexperienced mages it tends to drift about. The kinetic fields also allows for much longer range use of kinetomancy and, the user can project force in a multiple directions letting them push an object from any relative direction.

Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (2) Sensei, Lightforger
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Barrier (2): Detoxicated, MoP
Lucky Strike (1): Taricus
KMUKA Standard Uniform (By Taricus) (1): Taricus
Kinetomancy (1): Lightforger


Requisition

Spotting Scope (4): Doomblade, Maxim_inc, MoP, Sensei
Shotgun (1): Taricus
No Requisition: (1) Lightforger
« Last Edit: January 04, 2019, 01:34:37 am by Light forger »
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #138 on: January 04, 2019, 12:50:12 am »

One reason to requisition a spotting scope: creation of an enchanted Listening Scope, which amplifies sound waves as well as light.

Another reason to requisition a spotting scope: creation of a Caster's Scope that can extend the range at which spells can be cast. Bonus points for making it headgear that can be lowered over the eye.
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #139 on: January 04, 2019, 01:04:13 am »

One reason to requisition a spotting scope: creation of an enchanted Listening Scope, which amplifies sound waves as well as light.

Another reason to requisition a spotting scope: creation of a Caster's Scope that can extend the range at which spells can be cast. Bonus points for making it headgear that can be lowered over the eye.
I am pretty sure it wouldn't be neccesary. The night vision enchantment will probably require it's own manufacture anyway, and might not have a lot to do with scopes, depending on approach. In the end I think there is no rush to requisition anything.
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #140 on: January 04, 2019, 01:13:10 am »

I think it'd be a good opportunity to test creating an enchantment and the enchanted item in the same action. It's not the biggest loss if it does poorly at this point as well, since we'll still have scopes. We need to test the bounds of the system since eS has made it fairly clear, at least to me, that that's the only way we're going to figure things out.
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #141 on: January 04, 2019, 01:24:30 am »

Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (2) Sensei, Lightforger
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (1) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (1): Taricus
KMUKA Standard Uniform (By Taricus) (1): Taricus
Kinetomancy (2): Lightforger, Maxim_inc


Requisition

Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (2): Taricus, Maxim_inc
No Requisition: (1) Lightforger
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #142 on: January 04, 2019, 08:45:55 am »

I've fleshed out my old Camo Cloak idea, as well as adding some more detail to Taricus' Lucky Strike (whilst also, hopefully, making it a fairly simple spell to crate). These two combined would give us awesome sniper mages.

Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (2) Sensei, Lightforger
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (1): Kashyyk
KMUKA Standard Uniform (By Taricus) (1): Taricus
Kinetomancy (2): Lightforger, Maxim_inc


Requisition

Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (2): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (1) Lightforger

Quote from: Camo Cloak [Enchantment)
A carefully crafted dye, produced using a number of well-known magically-sensitive plants. The dye is imbued with mana whilst words of power are uttered. These result of which is a fluid that can adjust the wavelengths of light that it absorbs. Two layers of this dye is then applied to a well-made woollen cloak. The first, naturally, will take on the colour of the cloak itself, but the second layer will be available for manipulation my a mage. By rubbing the cloak against, leaves, grass, a tree or a rock, and directing mana into it, the cloak will take on the colour of that object, allowing perfect camo for any situation within a couple of minutes.

Quote from: Lucky Strike (sorcery)
An ancient Arabic scroll uncovered by the mage Taricus speaks of a spell that allows the user to always strike their target, even being able to relaibly put an arrow through the eye slit of a warrior at a hundred paces. On first glance of this effect, it first seems to be a form of "Subconscious, Short-Time Divination", but on further study it is much more straight forward. With a specially prepared projectile, (it can be a bullet, arrow or rock, all that is important is the words of power etched on its surface), the mage must speak the opening portion of the spell, in so doing they link the spell with the projectile's runes. Whilst doing so, they must prepare the projectile to be launched, be it loading and cocking a rifle, drawing back a bowstring, or getting into a thrower's stance.

Then the maintenance section of the spell begins. Here the mage must repeat the same stanza to keep the focus of the spell, and must also start aiming for their target. At this point, the spell is constantly calculating the potential trajectory of the projectile and the target based on current conditions using simple logic, and feeding this information subconsciously to the mage.  This will cause the mage to feel a "gut instinct" when it is the right moment. Firing at this point will guarantee a true strike, assuming nothing logically unpredictable occurs. This mathematics is little more than a mechanics problem , meaning anyone can deduce the result eventually, the benefit here is that the spell knows all the current effects and can calculate the result instantly.
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #143 on: January 04, 2019, 08:53:18 am »

Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (2) Sensei, Lightforger
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): Kashyyk, Taricus
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc


Requisition

Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (2): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (1) Lightforger
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Quote from: evictedSaint
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #144 on: January 04, 2019, 10:00:53 am »

Quote from: I Do What I Want
Quote from: Votebox, don't quote pyramid it
Design:
Mana Transfer: (3) Sensei, Lightforger, MoP
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): Kashyyk, Taricus
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc


Requisition

Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (2): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (1) Lightforger

Mana Transfer has a lot of potential, and meat batteries are always fun. I'd write up another rune as promised to someone, but we don't need more options right now.
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #145 on: January 04, 2019, 10:29:18 am »

Quote from: all praise Kot
Design:
Mana Transfer: (4) Sensei, Lightforger, MoP, Kot
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): Kashyyk, Taricus
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc
Tubikh Rrahim (1): Kot

Requisition
Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (3): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (2) Lightforger, Kot
Bosnians: (0)

Tubikh Rrahim - we dig up some old book about spell that negates magic. It makes magic not work. We will need to requisition Bosnians to cast it, however.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #146 on: January 04, 2019, 03:33:06 pm »

Quote from: Botevox
Design:
Mana Transfer: (5) Sensei, Lightforger, MoP, Kot, Doomblade
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): Kashyyk, Taricus
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc
Tubikh Rrahim (1): Kot

Requisition
Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (3): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (2) Lightforger, Kot
Bosnians: (0)
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #147 on: January 04, 2019, 03:39:42 pm »

Maybe we can Use the Mana spell to dispell enemy spells
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #148 on: January 04, 2019, 05:20:21 pm »

Quote
Mana Transfer: This is a sorcery which allows a mage to transfer mana from himself to another mage by participating in a ritual, keeping our strongest mages full with mana when necessary.

This isn't extremely powerful on its own, but I'd be interested in stealing mana later.

Currently, your magic-users are able to work together in rituals to combine their available Mana reserves, allowing them to cast high-Mana spells - including spells they could otherwise not perform on their own.  This process necessitates that the Mages involved be willingly participating in the ritual.  This design is a bit redundant, since you can already achieve the same basic effect with what you currently have.

As mentioned in the "Magic" section of the rules:
Quote
Because of the integral nature of Understanding in spell-casting, certain aspects of nature can not be directly ensorcelled as they can not be properly Known; the Soul, the Mind, and Magic itself, to be name a few.

Stealing Mana would require an understanding of magic we simply do not possess at our current level, which would put it firmly in the "Impossible" difficulty catagory.  How and where Mana is "stored" and "accessed" isn't currently understood, nor is where it comes from or what it consists of.

Balance-wise, stealing Mana from enemy Mages is dangerously close to Anti-Magic, A.K.A. the "No Fun Allowed" spell.  Rendering a side's capability to use their fundamental resource inert is not something I can allow, and especially not before the game even starts. 

Sorry guys, gonna have to say no on this one.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #149 on: January 04, 2019, 05:25:02 pm »

Quote from: all praise Kot
Design:
Mana Transfer: (4) Sensei, Lightforger, MoP, Kot
Another Mind: (3) Doomblade, Maxim_inc, Powder Miner
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (3): Kashyyk, Taricus, Powder Miner
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc
Tubikh Rrahim (1): Kot

Requisition
Spotting Scope (4): Doomblade, MoP, Sensei, Powder Miner
Shotgun (3): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (2) Lightforger, Kot
Bosnians: (0)
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