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Author Topic: West Side, Embers of the Past Turn 2 Revision Phase  (Read 5260 times)

TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #30 on: April 03, 2020, 08:15:52 am »

Given Enhancement brings to mind F/Stay Night

How about Magi, Magus being the singular form.


Mage Archers

Mage Archers are those who do not study magic, but make use of it in combat. Their main magic is Break Weapon, a use of Enhancement on metal arrows. The Mage Archer Enhances the arrow as they place it. This arrow is greatly enhanced, until the magic reaches a full point. Rather than improving it's strength though, the magic is used to hold it together. Once fired and it hits the target, the arrow Breaks, sending shrapnel and magic as a blast of destructive force.

Structural Grasp
A basic magic which uses mana going into an object to map it. It only takes a little, but returns plenty of information, and can be scaled up to scan a building, or the earth around you. Good for Enhancement, as you know how much to put in without causing the weapon to break afterward. Likewise can be used to prevent ambushes and/or find the enemy's weight on the earth/object.
Note that basic magi can only scan small objects like weapons or gear. But the effect can be scaled up based on the user's ability with the spell.



My inspiration should be obvious, if you know it.

No objection.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #31 on: April 03, 2020, 08:24:25 am »

No objections here, idea for second equipment: Maces thst are hardened. Slicers will still slice when hardened, and blunt weapons will still hit, but I expect a Hardened blunt to break more bones than its unHardened counterpart
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Glass

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #32 on: April 03, 2020, 08:27:12 am »

We don't have bows and arrows yet, we have slings. Quite frankly, I'm perfectly fine with them; slings are plenty powerful by themselves. Once we have good kinetic energy enchantments, we won't need bows and other force-imbuing weapons, anyway.

Structural Grasp seems good, though.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #33 on: April 03, 2020, 08:28:14 am »

We don't have bows and arrows yet, we have slings. Quite frankly, I'm perfectly fine with them; slings are plenty powerful by themselves. Once we have good kinetic energy enchantments, we won't need bows and other force-imbuing weapons, anyway.

Structural Grasp seems good, though.
yes, hardened projectiles are likely to do some damage
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Glass

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #34 on: April 03, 2020, 08:35:30 am »

Listen, hardened whatever will come automatically from our magic user guys, whatever we name them. The slings probably won't use hardened projectiles, because there's going to be too many of those for that to be worthwhile. What will probably be hardened is spears, shields - if we design them - and the armor our guys wear.
The point of projectiles is not the hardness. The point of projectiles is the speed.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #35 on: April 03, 2020, 08:47:19 am »

Right, stone age..

Channel Meditation: Air

A specialized training regimen, a Magus gathers magical energy, and slowly let it drift into the air. The Magus trains by reading it's flow, and comes to a greater understanding by using it to feel the nature of the air and wind.

This Channel Technique is mostly the first step in training new Magi, though the methods should also improve our Magi's ability to use magical energy. Knowing the flow is the first step to learning control. The second step is of course using it, which the gathering and slow release parts also helps with, though their is an upper limit to how good you can get at this basic exercise before you hit diminishing returns.



To correct NG, explosive stones would do damage, but not truly worthwhile compared to boosting their speed of flight.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #36 on: April 03, 2020, 08:48:38 am »

Listen, hardened whatever will come automatically from our magic user guys, whatever we name them. The slings probably won't use hardened projectiles, because there's going to be too many of those for that to be worthwhile. What will probably be hardened is spears, shields - if we design them - and the armor our guys wear.
The point of projectiles is not the hardness. The point of projectiles is the speed.
yes, but a ball of bone going 100 mph will still do more damage than a ball of straw going 100 mph
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Glass

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #37 on: April 03, 2020, 08:54:48 am »

Listen, hardened whatever will come automatically from our magic user guys, whatever we name them. The slings probably won't use hardened projectiles, because there's going to be too many of those for that to be worthwhile. What will probably be hardened is spears, shields - if we design them - and the armor our guys wear.
The point of projectiles is not the hardness. The point of projectiles is the speed.
yes, but a ball of bone going 100 mph will still do more damage than a ball of straw going 100 mph
Sure, but the slingers will be using rocks. The main thing that would help them is heavier projectiles, not harder ones. Basically, the logical upgrade to them is giving them copper or even lead ammunition rather than just taking stones from the ground.

Quote from: Design Votes
Shields [1] Glass
Structural Grasp [1] Glass

Even just basic shields will increase our hunters' abilities a great deal, and we'll be able to use phalanx-like tactics. Structural Grasp, meanwhile, would be wonderful for knowing how to make things, how to break things, where things are, and a whole host of other things.

Quote from: Magic User Name Votes
Romulus [1] NG1999
Magi/Magus [2] Tric, Glass
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #38 on: April 03, 2020, 09:01:28 am »


Quote from: Design Votes
Shields [2] Glass, TricMagic
Structural Grasp [2] Glass, TricMagic

Even just basic shields will increase our hunters' abilities a great deal, and we'll be able to use phalanx-like tactics. Structural Grasp, meanwhile, would be wonderful for knowing how to make things, how to break things, where things are, and a whole host of other things.

Quote from: Magic User Name Votes
Romulus [1] NG1999
Magi/Magus [2] Tric, Glass
Things!

It is a really basic effect, but oh so useful regardless.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #39 on: April 03, 2020, 09:04:36 am »

Quote from: Design Votes
Shields [2] Glass, NG1999
Structural Grasp [2] Glass, NG1999

Quote from: Magic User Name Votes
Romulus

Magi/Magus [3] Tric, Glass, NG1999
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #40 on: April 03, 2020, 10:06:04 am »

Fire Enhancement

By channeling mana into a fire, that fire's heat can be boosted. Combined with Hardening clay bricks and baking them, we can form a kiln capable of melting iron. All one needs to do to enhance a Fire is to channel mana into it with that thought in mind, from a safe distance of course.

This has led to the formation of the Magic Smiths. Right now, they simply know and use Fire Enhancement to create iron tools and the spearheads for our spears, but they will also learn other spells which would prove useful in the creation of various items, and perhaps even Enchanted Gear eventually.

As a side note, Structural Grasp is very good for checking to see if a finished product has any major flaws which would cause it to break, so that will likely be a spell they use as well.
« Last Edit: April 03, 2020, 10:10:39 am by TricMagic »
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Madman198237

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #41 on: April 03, 2020, 11:44:22 am »

Quote
Song of Iron
Remade and inspired by the myths of what we could do so long ago, this is an enchantment worked onto a forge or firepit. Fueled by the energy of the flames and activated by the song, this spell causes the fire to bend, ever so slightly, to the smith's will. Metal worked in such a forge finds itself just a bit easier to shape, the products just a bit less likely to break. In such forges, we are capable of producing iron without needing the backbreaking work of hours to hammer it into wrought iron first. The fire seems to slowly, but steadily, leech the impurities out all on its own.

Because the enchantment is fueled by the fire, these forges tend to require a bit more fuel than your average smithy to actually heat up and stay hot, but the tradeoff is that the enchantment does not require a magic user to continually refresh it and restore it.

We aren't sure why it requires a song instead of a perfectly reasonable command word, but we're pretty sure the smith-turned-Spellwright who invented it was just a little more obsessed with the myths he was taking inspiration from than he was perhaps letting on.

For the basic magic user name I'd like to go with Spellwright Initiates. Mostly because it's more inventive and more Tolkien-sounding than "Magi".

Quote from: Design Votes
Shields: (2) Glass, NG1999
Structural Grasp: (3) Glass, NG1999, Madman
Song of Iron: (1) Madman

Quote from: Magic User Name Votes
Romulus: (0)
Magi/Magus: (3) Tric, Glass, NG1999
Spellwright Initiates: (1) Madman

Quote from: Formal Lore Decision
Telerin, Land of Pride: (1) Madman
---this votebox is basically supposed to be a "do you want this name and this backstory?" type deal, in case anyone else submits a different name and/or backstory.
« Last Edit: April 03, 2020, 11:49:02 am by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Glass

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #42 on: April 03, 2020, 11:46:58 am »

Quote from: Magic User Name Votes
Romulus: (0)
Magi/Magus: (2) Tric, NG1999
Spellwright Initiates: (2) Madman, Glass
Haven't looked at the Song of Iron thing yet, will check and decide whether or not to change that vote later.

EDIT:
Quote from: Formal Lore Decision
Lore:
Telerin, Land of Pride: (2) Madman, Glass

Current Name:
Telerin, Land of Pride: (1) Madman
The Silver Tree: (1) Glass

EDIT2:
Quote from: Design Votes
Shields: (1) NG1999
Structural Grasp: (3) Glass, NG1999, Madman
Song of Iron: (2) Madman, Glass
« Last Edit: April 03, 2020, 02:54:31 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #43 on: April 03, 2020, 02:55:06 pm »

Quote from: Magic User Name Votes
Romulus: (0)
Magi/Magus: (1) Tric
Spellwright Initiates: (3) Madman, Glass, NG1999
Quote from: Formal Lore Decision
Lore:
Telerin, Land of Pride: (2) Madman, Glass

Current Name:
Telerin, Land of Pride: (1) Madman
The Silver Tree: (2) Glass, NG1999
Quote from: Designs

Shields: (1) Glass
Structural Grasp: (3) Glass, NG1999, Madman
Song of Iron: (1) Madman
Fire Enhancement: (1) NG1999
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #44 on: April 03, 2020, 03:00:29 pm »

Quote from: Unified Votebox
Magic User Name Votes
Romulus: (0)
Magi/Magus: (1) Tric
Spellwright Initiates: (3) Madman, Glass, NG1999


Formal Lore Decision
Lore:
Telerin, Land of Pride: (3) Madman, Glass, TricMagic

Current Name:
Telerin, Land of Pride: (1) Madman
The Silver Tree: (3) Glass, NG1999, TricMagic


Designs

Shields: (1) Glass
Structural Grasp: (3) Glass, NG1999, Madman
Song of Iron: (1) Madman
Fire Enhancement: (2) NG1999, TricMagic
« Last Edit: April 03, 2020, 03:02:05 pm by TricMagic »
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