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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32315 times)

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 9
« Reply #420 on: January 09, 2021, 01:38:18 pm »

Alright, so. Here's my plan. You have 48 hours to reach consensus. If you want an extension, you will have to ask for one in this thread. I will grant extensions only if there is sufficient thread activity.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 9
« Reply #421 on: January 09, 2021, 03:23:51 pm »

Heliel's Preservation
While our war against the Demon is critical, it is important to not forget the lives of the common people; while the Angel is in this world, it behooves her congregation to seek to improve the lives of the mortal populace.

Something as basic as food doesn't seem so important in the grand scale of a war for humanity's soul, but you know what they say about hearts and stomachs. With how Heliel's Love preserves the lives of our soldiers, keeping them free of infection and disease, an enterprising gourmet among our mages had an idea - could the spell be turned to prevent the rotting of food as easily as the rotting of limbs? Thus was born Heliel's Preservation.

The effect is simple, but has wide implications; when cast on foodstuffs, it greatly assists in preserving it, even moreso than such things as salt and cold temperatures. For our troops, this greatly simplifies logistics, as food becomes dramatically easier to secure and keep for long periods. But it's effects are even greater in less directly combative scenarios, as we offer the use of this spell to our supporters in the kingdoms; for your average farming family, it means they could potentially survive even a bad harvest, and especially in the trade cities it allows the sale of food to become a much wider ranged industry, heretofore hobbled by the inability to reliably keep food fresh over long distances.

The spell stays at full strength for about a week after casting, before it begins to weaken and needs recasting if the preservation is to be maintained.

Quote from: Votebox
Antiphon of Apathy : 10ebbor10, Twinwolf (2)
Golem Dragoons :10ebbor10(1)
Sunstoves:
Heliel's False Gift 2:
Heliel's Preservation: Twinwolf (1)
« Last Edit: January 09, 2021, 05:35:11 pm by Twinwolf »
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 9
« Reply #422 on: January 09, 2021, 05:47:07 pm »

Quote from: Votebox
Antiphon of Apathy : 10ebbor10, Twinwolf, Failbird (3)
Golem Dragoons :10ebbor10 (1)
Sunstoves:
Heliel's False Gift 2:
Heliel's Preservation: Twinwolf, Failbird (2)
Nyeh...
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Atomic Chicken

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 9
« Reply #423 on: January 10, 2021, 04:02:12 am »

Quote from: Votebox
Antiphon of Apathy: 10ebbor10, Twinwolf, Failbird, AC (4)
Golem Dragoons: 10ebbor10 (1)
Sunstoves:
Heliel's False Gift 2:
Heliel's Preservation: Twinwolf, Failbird, AC (3)
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 9
« Reply #424 on: January 11, 2021, 09:56:11 am »

Angel Team: Revision Phase T9
TURNTURNTURN
Antiphon of Apathy

A modified version of the refrain of regret, the Antiphon of Apathy has split the original spellsong in two opposing refrains, performed by 2 seperate groups. Whereas the refrain of Regret would compell everyone who heard it to sign it, and then destroy itself through it's draining effect, the Antiphon of Apathy has a more nuanced effect.

Refrain A (the initiators) sing a refrain strongly remniscent of the Song of Soothing, and a very strong compulsion for everyone who hears it to sign refrain B.
Refrain B (the response) sing a refrain with a far stronger draining effect, and a fairly weak compulsion for everyone who hear it to sign refrain A.

When exposed to a group of unprepared demonic evildoers, Refrain A will compel all of them to sing their own response, draining them. This massive group B will then compel a few of those who resisted or failed to heard the original refrain to start singing refrain A, which will in turn further extend and propagate the song.
Due to Refrain A's similarity to the SOng of Soothing (which our forces should be singing anyway), our own forces should be minimally affected as they would naturally slot into Group A.
Antiphon of Apathy: Easy: (1+2)+1=4: Below Average
Maybe music is just better suited to uplifting pursuits? Or maybe it's just bad luck. Well, it could've been worse.

Antiphon of Apathy works fine. Does what it says on the can; Refrain A makes listeners sing Refrain B, which reduces morale. Friendly forces are a lot less susceptible to Refrain B, due to singing the Song of Soothing already. This causes the enemy's morale to decrease, whilst not significantly affecting friendlies.
The minor problem with Antiphon of Apathy is that Refrain A has a tendency to 'override' Song of Soothing. As Refrain B spreads amongst the enemy, more and more of your soldiers will be compelled to sing Refrain A- and stop singing Song of Soothing (Acolytes generally have the mental fortitude needed to stop singing Refrain A during a hectic battle, but the average footsoldier does not). Thus, whilst its use will quickly demoralise the enemy, it will also gradually reduce friendly morale to baseline levels.
Testing shows that this will only be a problem in long, drawn-out battles, which hopefully will be avoided thanks to the enemy breaking quicker.

The effects of Antiphon of Apathy do not stack with Refrain of Regret. Wailing Wyverns have been taught to 'sing' Refrain A, which could be used to trigger Refrain B in the rear of the enemy formation, but they can only do this once per battle, as Refrain A gets stuck in their minds (preventing them from starting it again).

Antiphon of Apathy will be useful at reducing enemy morale, outweighing the reduced efficacy of Song of Soothing in most scenarios. It is Common.



Heliel's Preservation
While our war against the Demon is critical, it is important to not forget the lives of the common people; while the Angel is in this world, it behooves her congregation to seek to improve the lives of the mortal populace.

Something as basic as food doesn't seem so important in the grand scale of a war for humanity's soul, but you know what they say about hearts and stomachs. With how Heliel's Love preserves the lives of our soldiers, keeping them free of infection and disease, an enterprising gourmet among our mages had an idea - could the spell be turned to prevent the rotting of food as easily as the rotting of limbs? Thus was born Heliel's Preservation.

The effect is simple, but has wide implications; when cast on foodstuffs, it greatly assists in preserving it, even moreso than such things as salt and cold temperatures. For our troops, this greatly simplifies logistics, as food becomes dramatically easier to secure and keep for long periods. But it's effects are even greater in less directly combative scenarios, as we offer the use of this spell to our supporters in the kingdoms; for your average farming family, it means they could potentially survive even a bad harvest, and especially in the trade cities it allows the sale of food to become a much wider ranged industry, heretofore hobbled by the inability to reliably keep food fresh over long distances.

The spell stays at full strength for about a week after casting, before it begins to weaken and needs recasting if the preservation is to be maintained.
Heliel's Preservation: Hard: (2+2)-1=3: Buggy Mess
Well, this is quite a pickle.

Turns out that healing people and preserving food have less in common than you thought. Now, I'm not saying that you see humans as walking food... or that you see food as stationary humans... but I am going to discourage people from bathing in marinades in your presence.
After several fruitless attempts (to preserve fruit), you and your cultists (notable credit to converts from the Green University) were able to get something that sort of works. It cannot restore spoiled food, but it can be used to 'freeze' certain kinds of food (fresh food, which still has some 'life') in stasis. The effect lasts for a week. So far, so good.
Problem 1: the stasis cannot be undone early. Eating the food before the week is up results in very painful stomach cramps, as the food refuses to digest. Cooking the food doesn't work either, having either no effect, or causing the food to dissolve into ash.
Problem 2: after the stasis, the food undergoes a week's worth of decay in one or two hours. This leaves a very small window in which the benefits of preservation can be enjoyed (or extended).

These problems arise as a result of the difference between a living human and a piece of steak. Healing the living human with Heliel's Love restores them to full health (ideally); there is no provision in the spell for deliberately letting them be injured again during the spell's duration. At the same time, it is assumed that after the spell has run its course, the human will be able to maintain their state by themselves- not something a steak is capable of.

Additionally, the spell requires a small but not trivial amount of energy to cast. An Acolyte can preserve roughly a barrel's worth of food before they need to rest.

Heliel's Preservation is not useless, but the finnicky nature makes it impractical for widespread use, and very hard to market. It is Common.



It is now the Strategy Phase. Choose where to send your Unique units.
Also decide how many (if any) troops to send to capture the fortified bridge in Xa-Nam.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #425 on: January 15, 2021, 09:48:17 am »

So, two paths forward I think;
One: Commit no troops to the bridge and let the demons nab it, but all but guarantee pushing through without it; we can take it next turn and load up on heroes on this side to make sure we don't get knocked back. If we put all our champions on the line this turn (and hope the demons didn't put out anything ludicrously effective), we might even be able to double push them if they overcommit, giving us a safety net.
Two: Commit 2/3, again load on heroes on the assumption that between Heliel, Silver Markswoman, and the First Warden we can push through whatever weakened force the demons put out.

I'm going to vote for idea 1, but if people have other ideas feel free. Admittedly, while I think not putting any troops there is the best strategic plan, not engaging with the event is boring, so going for 1/3 could also work.

For the Venerated Veteran, I have two thoughts; put him in the Fortified Frontier to try and get us greater support there, or in the Capital to help the royalists recover from losing the king. I'm going with the latter.

Quote from: Planbox
Heliel:
Xa-Nam (1): Twinwolf

First Warden:
Xa-Nam (1): Twinwolf

Silver Markswoman:
Xa-Nam (1): Twinwolf

Venerated Veteran:
Lawless Capital (1): Twinwolf

---

Xa-Nam Bridge:
No Troops (1): Twinwolf
1/3:
2/3:
All In:
« Last Edit: January 15, 2021, 11:40:03 am by Twinwolf »
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #426 on: January 15, 2021, 01:09:59 pm »

Quote from: Planbox
Heliel:
Xa-Nam (2): Twinwolf, m1895

First Warden:
Xa-Nam (2): Twinwolf, m1895

Silver Markswoman:
Xa-Nam (2): Twinwolf, m1895

Venerated Veteran:
Lawless Capital (1): Twinwolf

---

Xa-Nam Bridge:
No Troops (1): Twinwolf
1/3:
2/3:
All In:
send 1/3 to reinforce the garrison (1): m1895
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #427 on: January 18, 2021, 02:26:16 am »

I think I agree that just FULL devoting to Xa-Nam is the plan with the least risk on that front, and which can potentially just invalidate the bridge so long as we follow through.
Quote from: Planbox
Heliel:
Xa-Nam (3): Twinwolf, m1895, Powder Miner

First Warden:
Xa-Nam (3): Twinwolf, m1895, Powder Miner

Silver Markswoman:
Xa-Nam (3): Twinwolf, m1895, Powder Miner

Venerated Veteran:
Lawless Capital (1): Twinwolf
Fortified Frontier (1): Powder Miner

---

Xa-Nam Bridge:
No Troops (2): Twinwolf, Powder Miner
1/3:
2/3:
All In:
send 1/3 to reinforce the garrison (1): m1895
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #428 on: January 18, 2021, 02:40:49 am »

To be clear, M's bridge vote is invalid. "Reinforcing the garrison" is not an option. Just in case anyone is tempted to vote along with him.
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #429 on: January 18, 2021, 02:41:09 am »

Quote from: Planbox
Heliel:
Xa-Nam (4): Twinwolf, m1895, Powder Miner, 10e10

First Warden:
Xa-Nam (4): Twinwolf, m1895, Powder Miner, 10e10

Silver Markswoman:
Xa-Nam (4): Twinwolf, m1895, Powder Miner 10e10

Venerated Veteran:
Lawless Capital (1): Twinwolf
Fortified Frontier (2): Powder Miner, 10ebbor10

---

Xa-Nam Bridge:
No Troops (1): Twinwolf, Powder Miner, 10ebbor10
1/3:
2/3:
All In:
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Naturegirl1999

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #430 on: January 18, 2021, 09:14:20 am »

Quote from: Planbox
Heliel:
Xa-Nam (5): Twinwolf, m1895, Powder Miner, 10e10, NG1999

First Warden:
Xa-Nam (5): Twinwolf, m1895, Powder Miner, 10e10, NG1999

Silver Markswoman:
Xa-Nam (5): Twinwolf, m1895, Powder Miner 10e10, NG1999

Venerated Veteran:
Lawless Capital (1): Twinwolf
Fortified Frontier (3): Powder Miner, 10ebbor10, NG1999

---

Xa-Nam Bridge:
No Troops (3): Twinwolf, Powder Miner, 10ebbor10
1/3 (1): NG1999
2/3:
All In:
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 9
« Reply #431 on: July 30, 2021, 01:44:41 am »

Angel Team: Battle Phase T9
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
Our Hawk allies in the Fortified Frontier remain convinced that Heliel is a good ally... but they also recognise they can't fix Lesimor's troubles if they are executed, so they requested we reduce contact for the time being. They attempt to bury evidence of their eldritch allegiances, but this is not always successful, and a fair number of senior officers are taken out of the picture. Fortunately, the Venerated Veteran, who is all-but immune to the Inquisition's attention (being relatively unaugmented helps in that regard) is able to ensure the right men (that is, Heliel's followers) get promoted in their place.
While we made no progress, the Venerated Veteran turned out to be the perfect operative to prevent a catastrophic loss of influence. Once the Inquisition loses steam, we should be able to resume operations at the prior pace.
We had little opportunity to disrupt demonic operations in the province this month, but fortunately the spineless Doves seem to have abandoned Magoc's cause in hopes of avoiding the Inquisition.
4/5

Our operatives are not happy with the changed dynamics in the Lawless Capital, as they are forced to turn their investigative efforts toward the Inquisition instead of Magoc's followers. Investigators track Inquisitors, and leverage contacts in the watch to figure out the identity of spies. Directors, who might be embarrassed they didn't see this coming (though it's hard to tell what with their... unique way of talking), are able to predict several arrests before they happen. This allows the target to escape- this still deprives us of their influence, but at least acts as slight reassurance for our remaining converts that we are doing something to protect them from Inquisitors. Shadow Walkers do their best to free captives from the Inquisition's clutches, though they cannot resurrect those executed, and the highest-profile captives are heavily guarded by unfortunately loyal soldiers (as opposed to easily convertible watchmen). Chosen Apostles and other missionary-type workers lay low during the initial sweep, but with care should be able to return to action next month- though until the Inquisition is ended, their efficacy will be reduced.
The good news is that demonic operatives suffered just as much, and Magoc's influence in the city has declined.
4/5-->3/5

Employing similar methods in the Scholarly Towers as we did in the LC, we were able to counteract the damage of the Inquisition- somewhat. Though we still lost converts, a sufficient number of GU scholars remained faithful and undetected, albeit by laying low for the month. Consequently, we can still draw on their magical assistance, and will be able to pick up where we left off once the Inquisition calms down.
It also appears that Magoc's hold over the Orange University was not as secure as we feared, as the more senior scholars seem to have shut demonic operatives out entirely.
3/5



Dolgoth Infiltration Report
While we still lack the business acumen to impress our allies in the Trade City, more mundane means are not entirely ineffectual. Investigators ingratiated themselves with local watchmen, and Directors did what they could to assist merchant converts.
Unfortunately, Magoc's minions seem to be making some form of progress- their agents were seen meeting with Deregulator moguls, and while it seems their negotiations did not lead to conversion, it can't be a good sign.
3/5

We were able to resume operations in the Ostentatious Capital after the king's paranoia abated, but the Local Dynasty supporters remain skittish. Directors have been gradually working at teasing out the web of Dolgothic politics, but without skilled operatives to put their discoveries into practice, this is insufficient to secure the cooperation of senior Local Dynasty figures.
Meanwhile, Magoc benefited from the recent spate of promotions, with some of his followers attaining high station within the halls of power. Between this and the use of his new Caress of the Hemophile offering elderly Foreign Dynasty figures a chance at renewed youth, demonic influence has increased to worrying levels.
3/5

Our efforts in the Wartorn Wastes are ongoing, though there is nothing especially noteworthy to report on. Directors expect that next month their report on Southern Politics will be complete enough to persuade senior Peace officers to join the Angelic cause (all else being equal). Some customers were lost to demonic healers, but not enough to significantly sabotage operations.
3/5



It is now the Design Phase. You have two designs.


Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
« Last Edit: July 30, 2021, 01:46:38 am by NUKE9.13 »
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #432 on: August 06, 2021, 04:04:48 pm »

Spoken Golem
The Spoken Golem, named both for its ability to communicate with its fellow golems as well as the fact that it's essentially made up of several "spokes", which is very clever, PLEASE get the First Warden to stop looking at me that way, is a golem that is meant to serve a pair of roles. The first of these is that of a bizarre light cavalry unit, performing devastating leaps and rolling away at high speed during the vanguard harassment stage of combat and providing difficult to counter but precisely-targeted assassination attacks during the later combat, leaping in and out of the enemy lines (if perhaps not to an unlimited degree). The second of these roles is essentially to act as an "officer" to other golems, guiding them where necessary to prevent exploitation of their limited intelligence.

The form of the Spoken Golem is a very strange one indeed, consisting of a moderately broad central cylinder - around which sit four "double-limbs". Each of these "double-limbs" is a thick ring that takes up a fourth of the surface area of the central cylinder (the width and thickness ensuring more durability than just any spinning part may have), upon which sits a pair of long arms, each extending in the opposite direction. One arm terminates in a large double claw, while the other arm terminates in a broad, thick hand. This means that the golem is essentially an axle around which sit eight arms, four lines which spin freely - and, in fact, can be spun quite rapidly by the golem, allowing the golem to roll rapidly across the ground, its typical means of locomotion. The clawed appendages are both means of direct attack for the Spoken Golem and a means by which they jump, digging into the ground a bit and, through coordinated motions of their arms, fling themselves violently through the air. Their broad hands are meant mostly to provide finer adjustments of its trajectory on the move, or to grab a piece of the ground for a quicker turn, although they should be capable of use for striking if needed as well, given that they can be large, enchanted clay fists.

The Spoken Golem is also more intelligent than other golems are, with the spirits controlling them being smarter and more accustomed to their form - while the Spoken Golem still isn't human and still doesn't quite think like one (being very much oriented in terms of task and effectiveness), it has a better sense of what actions it and other golems are able to accomplish at any given time and how well, and has enough of a sense of kinship with its fellow golems to want to make sure that they are not being driven around in circles, being destroyed, or otherwise rendered ineffective. It communicates this through the Golemsong, a singing emanated from its central cylinder that is meaningful to other golem spirits - but is too low for humans to hear. Heliel assures us that it has a unique beauty, however.
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Xantalos

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #433 on: August 12, 2021, 07:07:07 pm »

Coins of Cursed Charity

Despite the name, these aren’t special artifacts so much as a self-replicating enchantment that resides within valuable objects and spreads to anything valuable within close proximity, although it does work best with actual currency. If handled for too long or with a greedy mindset, the magic within the coin infects whoever’s touching it. The actual curse has a few stages depending on the victim, detailed below.

The first stage is one everyone experiences. The infectee becomes more generous over time as the curse progresses, more apt to give to the poor, share their belongings with others, donate to charity, whatever form it might take. Point being, they tend to spread their wealth around, wealth which is now doubtlessly contaminated with the same curse. The personality change is subtle enough that it’s hard to notice for most, this isn’t an overnight Scrooge transformation.

The second stage depends on whether the affected individual has been inundated with Evil energy or not. In some cases where no particular amount of greed or Evil is present, the curse will run its course in a few weeks and leave the victim somewhat more giving than before.

People who don’t recover, whether of our cult or just ordinary mortals, will eventually have the curse progress to such a degree that they give away all of their possessions and go through a forced epiphany about what truly is valuable in their lives, coming to a resolution to treat themselves better. With this increased value placed on themselves, of course, comes a vector for the curse, and these enlightened individuals become sort of carriers of the magic that passively spread it to valuable things around them. They tend to be happy and self-sufficient with their existences, and might even be of some use with further work. For the most part, the curse ends there, however.

For those Evil-inclined or suffused individuals the curse takes hold of, progression is slightly different. The increasing generosity continues as normal, but the affected also begins to develop a sort of allergy to Evil deeds, beings, and energies - in effect, the curse forces them to grow a conscience. Depending on how enthralled the victim is into Magoc’s cause, this might convince them to back out of the cult they were thinking of joining, cause them to be of less use to the demonic forces until the infection runs its course, or perhaps even outright betray demonic forces, whether to Heliel’s followers or the new Inquisition or whatever mortal governance is at hand.

All in all, the Coins of Cursed Charity should be a useful tool to hinder and expose demonic operations once sufficiently distributed among the cities. As a plus, the Good generated by the increase in charity might be of benefit, and those who get over the curse are more likely to be receptive to our cause anyhow.
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 10
« Reply #434 on: August 12, 2021, 11:05:48 pm »

Bright Furnace: Glass Steel
The Bright Furnace is a complex similar to the Bright Forge, but its spirit is tasked with creating magical materials instead of enchanted goods. Now, we should probably speak of the first magic material created in it.
Glass Steel is forged through a process involving a token amount of steel or its constituents, a lot of silica, and a decent amount of good. This results in some uniformly excellent Steel-equivalent, made with two materials we have in abundance, so we can actually produce far more of it than we can regular steel. Glass Steel also greatly resembles, as one would expect, glass ranging in color from transparent to bright orange to naval blue. The exact coloration of any given area of glass steel can be altered by a magically-inclined individual during the (re)forging process. other notable qualities include being more malleable during forging, increasing the ease of crafting with it (and the ease of inscribing enchantments into it.) Glass Steel is also corrosion and rust resistant, if not to an entirely supernatural extent, lowering upkeep costs.
The next question is of course, what can we do with it at this moment? well, replacing the aging equipment that's been borderline obsolete for a while now seems like a start. The old iron cap has been replaced by one of glass steel that covers the eyes with a transparent visor. The old round shield has been replaced by a reinforced heater shield, and some front-greaves and half cuisses to keep the kvetching down. the heater shield has the benefit of being more maneuverable and sturdy for its weight. The old dagger has been replaced with a roundel or "Act of Mercy" dagger, designed to finish off downed (or not so downed) opponents, the roundel can punch through eyeholes to puncture the brain or through mail to puncture the heart, or if those are unreachable it can slit arteries as easily as any blade. The spear is... well it's still a spear, just with a sharper, tougher head.  Arrows now find themselves tipped with glass steel. We've turned the basic gambeson into a jack of plates. A derivative of the venerable coat of plates like brigandine, but it's slightly cheaper, and most importantly, it frees up the armorsmith to make more plates instead of having to rivet the armor together. to save some costs the backside uses fewer plates than the frontside.

not necessarily finished but close enough.
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