Revision Phase, Turn 1Linear Telekinetic Precision
Kolubarian telekinesis relies upon movement and techniques taken from martial arts, but fundamentally has problems with precision and specificity -- which presents a problem when a clear usage of telekinesis arrives. And a clear usage of the evocation has in fact arrived: outright throwing artillery shells at enemies in case of events such as no-man's land raids, or just at enemy trenches when medic duties aren't in the way. In order to hone this application of telekinesis, a new movement has been added to the collection in the evocation: specifically, a niche move derived from an obscure sport across the world, the "forward pass" from "American football". While the sport itself seems strange and somewhat barbaric, hopefully incorporation of this motion will allow for precise and powerful linear movements with our telekinesis, allowing us to aim telekinetic throws of items such as the Alpenkanone shells in the battlefield. Since increased range is not actually necessary for throwing things, this revision will not attempt to increase the range of the spell, simply increasing the consistency and precision of the application of directional force -- perhaps with the option for the projectile to spin for added accuracy.
Revision: Linear Telekinetic Precision (2) [Easy]
The LTP revision adds a few extra moves to a Mage's telekinesis repertoire. Specifically, flinging oblong objects can be done with greater accuracy by adding a spiral and elongated throwing position, lifted almost directly from the American sport of football. Accuracy now become more a matter of skill, with more practiced Mages able to land throws in more precise locations. It's not perfect, but leaves accuracy at "acceptable" levels.
It is now the Strategy Phase, Turn 1.2 Dice Available.
Full-sized map has been cleaned up!During this phase you will need to create a
Load Out.
A
Load Out is a list of equipment which totals less than your current
Budget (20 Credits). Your
Budget is not consumed when making a
Load Out and does not decrease. Each
Load Out costs 1 dice to create and lasts forever. You can apply a
Load Out to any and all of your
Mage Units - assuming they have the skill level needed to use the equipment, that is what they will use during the next Battle Phase. There is no penalty for switching a
Mage Unit's
Load Out. A
Load Out automatically updates to the newest version of a piece of equipment if that item's experience requirement, nature, and expense of the equipment is not changed. If a project is past 50% completion, it may be added to a
Load Out for 150% the cost, or +1 Experience Level if it is an Evocation.
You should also officially decide on cool
Code Names for your
Mage Units. Currently, they are named Mage Unit 1, Mage Unit 2, and Mage Unit 3, of Task Force 1.
Sorceries
Clear Sight: A spell developed by old mages with poor eyesight. Created by preparing a bowl of spring water, which is then stirred with the Mages wand of choice while casting. The Mage then dips their face into the bowl and opens their eyes. The water adheres to the pupil, forming a lens to correct the refraction of light into the back of the eye. Sorcery is good for 16 hours of use unless refreshed. May require practice. It is advised not to rub your eyes when in use. [Rookie] [1]
Sky Eye: The practice of casting ones very soul out of their body and observing the surrounding area, or at least achieving an effect similar. A Mage's disembodied perspective can reach about 100 meters for every experience level (100m for Rookie, 200m for Competent, etc). Spell is cast through a ritual involving a bowl of spring water and a period of meditation. Mages are able to cast despite distractions and maintain the effect for three hours before ending it. [Rookie] [3]
Evocations
Palm of Light: Imaginatively named, this Evocation causes the palms of a Mages hands to glow. Light feeds directly off the users Mana pool, but the draw is negligible at low intensities. Mana is channeled through the use of a hand sign (open palm, fingers together). Extended use may cause tingles in the palm region. Light at high intensities can cause first degree burns on the palms. [Rookie]
Telekinesis: Cast through movements borrowed from tai chi and yoga. Can manipulate objects larger than a loaf of bread within a range of 10 meters, exerting a force between 250 and 450 newtons. Linear Telekinetic Precision allows the user to hurl oblong objects with surprising accuracy at respectable speeds. [Rookie]
Barrier: Similar to our Telekinesis spell, but for stopping bullets. Presents a solid "wall" of magical energy directly in front of the Mage in the shape of a flat circle. Barrier prevents matter from moving across this boundary by directly counter-acting the force presented against it. Defending against bullets can eat up a large chunk of a Mage's Mana supply. The spell does not do well against multiple rapid hits, such as from concentrated fire or from a burst of shrapnel, and will crumple. Sufficiently high-force hits may also cause the shield to crumple, but the redistributed force could also send a Mage flying if not properly braced. The size of the shield can be adjusted up to the Mage's height in diameter before it becomes too unstable to hold. [Competent]
The Barrier spell is a bit more complex than casting a burst of flame or a zap of lightning, and requires Competent Mages in order to be cast.
Enchantments
Dr. Baeder’s ‘Never Lost’ Compass: From a short-lived attempt to commercialize magical items, Dr. Baeder’s ‘Never Lost’ Compass is a standard 2” compass featuring N, S, E, and W on the face, along with a freely swinging needle. A button on the top will lock the current location to the compass, causing the needle to point towards it. It was later revealed that the user must be a Mage for the button to work, resulting in abysmal sales. A complex system of circles and lines on the back hold the imbued Mana, and pressing the button causes the target circle to shift and lock the current location. Replenishes itself naturally when attached to a Mage, but will only run for an hour by itself. [Rookie] [4]
Rune of Power: A Rune gleaned from holy sites in the wilderness around Kolubaria. When applied to a wounded person, the rune will slow bleeding, dull pain, and encourage quick healing. Applied via ink produced from a collection of various herbs. Rune resembles a number of concentric circles with an exploded star reaching out from the center, connected at the points with forked lines. Will burn through its own spell-Mana within 8 hours unless applied to a Mage, or refreshed by a Mage. [Rookie] [2]
Camo Cloak v2: A cloak laden with pigments. Can rearrange pigments to form adaptive camo, though the change in pattern requires the user to do so manually. Resolution on the cloak isn't much more than blurry patches. The cloak must be maintained thoroughly to ensure the dyes stay fresh and the fabric does not grow brittle. [Competent] [8]
Scrying Focus: A pure quartz set within a steel ring and charged with a Mage's unique Mana signature. Allows that Mage to tether themselves to the focus when casting Sky Eye up to 10 kilometers away, though the distance they can move away from the object is halved. [Rookie] [4]
Misc Magical Equipment
GDMC Mk. 3b: A General Directive Magic Computator, Mk. 3, version b. A little larger than an open hand, and physically resembles a pocketwatch. The internals feature a revolving metal disk engraved with a spider web, which is powered by a wound spring. A GDMC is a method of efficiently directing a Mage’s magic into Sorceries and reducing the amount of Mana required to perform a spell; essentially a general-purpose spell circle. The device functions a bit like a funnel, helping capture unfocused magical energy from a Mage. Allows a Mage to more easily cast two spells at once by off-loading some of the focus required. Expensive, delicate, and time-consuming to produce, each GDMC is hand-crafted and Enchanted by skilled non-combat Mages, intermixing the magical and mechanical. This better allows a Mage to focus his Mana through a well-understood means and redirect it into a secondary means of spell direction, such as a wand or circle. Enchantments must be maintained daily. [10]
Wooden Wand: Carved from broom handles, fence posts, and any other scrap of wood that can be found. Used to assist in Direction during spell-casting, allowing the user to more efficiently spend their Mana and apply their Will. Generally engraved with lines and symbols by the user. Used for casting low-level Sorceries, with a penalty to effectiveness. Generally, a wand should be specialized to whatever spell is being cast, but this works in a pinch. [0]
Mundane Weapons
Weisz-Vaszary Model 95: A modern bolt-action rifle, taking advantage of new smokeless powder cartridges. Proudly produced by brave factory workers in the homeland. The Weisz-Vaszary is the standard weapon for our infantry in the field, who will all point out that a rifle round will kill a man dead just as surely as a fireball. Long, heavy, and chambered for 8 mm rounds fed out of an internal 5-round box. The body is made of hardwood, and the rifled barrel is fitted with lugs for bayonets. Prone to rust despite proper care, and accuracy tends to decrease noticeably over the rifle’s lifetime. [5]
Makovecz 8mm: Standard-issue sidearm. Redeeming qualities are cheap cost and compact size. Comes with a seven round magazine and a safety that works most of the time, although the mechanisms are prone to wearing out and causing misfires. Short range. [1]
Double-Barrel Shotugn: Commonly used by hunters and farmers. Can be sawn short if needed. Spent shells must be removed manually. [3]
Spotting Scope: A small brass telescope, usually reserved for officers. [2]
Alpenkanone Shells: 7 cm shells from light mountain artillery guns. HE with percussion fuses. Comes with brass casings and powder, but they can be removed if needed. Slightly larger than a loaf of bread. Cheap, since 7 cm cannons are common among Kolubarian artillery teams and there is no supply shortage. [1]
Misc
Mage Uniform ’14: Standard mass-produced infantry uniform, adapted for mages. Durable and warm, but made from itchy wool. Gray trousers and jacket with a sharp-looking collar go over top, with faded red vest and pale shirt underneath. Boots mix together leather and canvas to stay cheap. Supplies are kept in a satchel that hangs down by the hip, leaving the other hip free for a sidearm. A floppy old-fashioned wizard's hat adds an additional foot and a half of height, though it tends to slip and block the wearer's vision. Does not protect against bullets or shrapnel. [0]
Budget: 20
Camo Cloak v2 | (8/14)(3) | 3 Dice Spent | [Competent] | [8] | Enchantment
Barrier | (6/10)(3) | 3 Dice Spent | [Competent] | [0 ] | Evocation
Scrying Focus | (3/8)(3) | 3 Dice Spent | [Rookie] | [4] | Enchantment
ScireMage Unit 1 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 2 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 3 | Rookie | -No Load Out- | -No Deployments-
War has officially broken out, surprising no one. Germany has besieged fortified Longwy - A.K.A. "The Iron Gate to Paris" near the Luxembourg border. War has been declared, and as an ally of the Central Powers it didn't take long for Abbraccio to declare war on us. Naturally we expected this from our neighbors to the west, and King Meusburger wastes no time in returning the declaration of war.
With our military mobilizing and the country going to war, the 624th is expected to produce results after five turns of government funding. General von Weingartner has issued orders to Captain Lanner, who has in turn disseminated it to those under his command.
Bovec is ripe for the taking. We plan on moving south from Tarvisio and cutting off the only route out of the mountains, then leisurely shelling the city before taking it with minimal losses. A bit further south Kobarid is in danger as the enemy masses troops and artillery in the pass. Scouts and saboteurs would be helpful here, but the enemy will likely be on the look-out.
Trieste is in danger. Our only light cruiser and a detail of destroyers are hemmed into the harbor, and the Abbraccio main fleet blockades the only way out. Thankfully shore defenses prevent them from forcing an engagement, but that may not last long. The plan is to hold out until our newest cruiser in Rijeka is completed and can help break the blockade. Admiral Anton von Waismann is very adamant that they do
not need your help in this theatre, but helping Portoroz strengthen its defenses would not be unwelcome.
Vrsar will likely fall. Abbraccio has a large number of forces staged in Funtana, and with off-shore support the only thing we can do is blow the bridge leading into Vrsar if they make a move. Command would like to keep the bridge if at all possible, but it's imperative it does not fall into enemy hands. Finding some way to delay the assault would also be helpful, but the current plan is to pull back to Rovinj and dig in.
You will need to detail where to send each Mage Unit this turn, as well as their Load Out and their goal. Please keep the orders succinct.