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Author Topic: East Side, Embers of the Past Turn 2 Revision Phase  (Read 4848 times)

ANGRY_DEMON_NOISES

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Re: East Side, Embers of the Past Turn 1 Design Phase
« Reply #45 on: April 11, 2020, 10:31:04 pm »

Quote from: vote
War Wolves:(2) Rockeater, DwarvenLord, ANGRY_DEMON_NOISES
Magic Shield:(1) Rockeater, DwarvenLord
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Twinwolf

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Re: East Side, Embers of the Past Turn 1 Design Phase
« Reply #46 on: April 12, 2020, 07:49:23 am »

Eastern Archers: (to be renamed when we properly name our country)

Slings are all well and good; they've served us well for decades. But they are not true weapons of war. The true successors of the empire will not go into battle as primitives, and as such our craftsmen start to construct sturdy bows and bronze-tipped arrows for our armies; some among our hunters surely have experience using recurve bows against animals. And while hunting humans is a rather different matter, in the end, even humans are just another kind of animal. Archers are, in addition to the bows, given training in working in a unit and picking target, and are otherwise armored similarly to our average soldiers (/hunters).

Another design, this one for a bit more baseline an improvement.

Quote from: Votebox
War Wolves (4): Rockeater, DwarvenLord, ANGRY_DEMON_NOISES, Twinwolf
Magic Shield (2): Rockeater, DwarvenLord
Eastern Archers (1): Twinwolf
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Rockeater

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Re: East Side, Embers of the Past Turn 1 Design Phase
« Reply #47 on: April 12, 2020, 07:57:51 am »

I do still think we should start with designing spells soon, but I don't think starting with a difficult one is a good idea
quote author=Votebox]
War Wolves (4): Rockeater, DwarvenLord, ANGRY_DEMON_NOISES, Twinwolf
Magic Shield (1):  DwarvenLord
Eastern Archers (2): Twinwolf, Rockeater
[/quote]
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Taricus

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Re: East Side, Embers of the Past Turn 1 Design Phase
« Reply #48 on: April 12, 2020, 08:27:09 am »

Quote from: Votebox
War Wolves (5): Rockeater, DwarvenLord, ANGRY_DEMON_NOISES, Twinwolf, Taricus
Magic Shield (1):  DwarvenLord
Eastern Archers (3): Twinwolf, Rockeater, Taricus
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We sided with the holocaust for a fucking +1 roll

DwarvenLord

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Re: East Side, Embers of the Past Turn 1 Design Phase
« Reply #49 on: April 12, 2020, 08:53:27 am »

Quote from: Votebox
War Wolves (5): Rockeater, DwarvenLord, ANGRY_DEMON_NOISES, Twinwolf, Taricus
Magic Shield (1):  DwarvenLord
Eastern Archers (3): Twinwolf, Rockeater, Taricus, DwarvenLord
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Jilladilla

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #50 on: April 12, 2020, 10:32:37 pm »

A reminder that ALL the name votes are still going on.

Design Results

Quote from: War Wolves
In our ancient past, the armies of the grand civilization made extensive use of modified creatures in their armies. Not only were their soldiers modified, but their beast as well. In the vanguard were massive canine beasts, as large as a man and strong as ten of their mundane cousins, that served in the vanguard of the attacking force, harrying the opposing forces in the time leading to contact and coming in from flanks when the battle properly began.

When the empire fell, many such creatures were left to intermingle and breed with the more mundane creatures of the region. Over time, the superior strength fell to the  wayside; there was simply too much time, too many mundane beasts. But not all aspects faded. The War Wolves have these grand beasts in their pedigree, and take from them a natural cunning intelligence. While they are only the size of a normal large dog and about that strong, the war wolves have a significant cunning that sets them apart from their more mundane brethren in other lands; they can be trained to fight and hunt quite easily, and to do so with great effect.

They've accompanied our hunters throughout our history, and as we go to war, those who are best at training them organize them into packs; the handlers are considered part of that pack and can direct them in combat, where they add a vicious savagery to our forces.

[Normal] 2 + 5 = AVERAGE

The War Wolves (or rather the breed they come from to be specific) have been a constant companion for our people for generations, since the times of our ancestors. These large canines are frighteningly intelligent, and indeed, their handlers often remark that they're smarter than some people. Still, training them as skirmishers went fairly well; however while they can certainly accept their handler into their pack, the handler is rather incapable of keeping up with their speed; so they'll eventually have to 'let them off the leash'. Thankfully, the War Wolves are intelligent enough to operate independently, so this isn't a true issue. Yet.

Still; handlers that can get the Trust of these incredibly intelligent dogs aren't a dime a dozen (they aren't easily fooled, after all), rendering them [Uncommon]

--------------------------------------------------------------------------------------------------------------

Quote from: Eastern Archers
Slings are all well and good; they've served us well for decades. But they are not true weapons of war. The true successors of the empire will not go into battle as primitives, and as such our craftsmen start to construct sturdy bows and bronze-tipped arrows for our armies; some among our hunters surely have experience using recurve bows against animals. And while hunting humans is a rather different matter, in the end, even humans are just another kind of animal. Archers are, in addition to the bows, given training in working in a unit and picking target, and are otherwise armored similarly to our average soldiers (/hunters).

[Hard] 4 + 5 - 1 = 8 = AVERAGE

With every day that passes, we restore just a little bit more of our former Greatness. The recurve bows were an innovative design, and one we now know how to replicate. While the bows aren't as large as some of the legends suggest they could be, their power is beyond their size. Between this and their advanced ammunition, our Archers should easily be able to penetrate and wound our enemies through their protective clothings. However, this Masterpiece of Craftsmanship, in addition to ammunition expenses and training costs render our archers an [Uncommon] sight in the army.


Spoiler: Armory (click to show/hide)

You've made good time, Scholars, time still remains for some minor work before our armies march forwards to restore our greatness! You have 2 Revisions.
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Happerry

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #51 on: April 12, 2020, 11:08:49 pm »

Well, here's a pair of revision suggestions.
Quote from: Dugout Canoes
Water is nice. We need water to keep us alive. but too much water will make us dead, and our rafts aren't really that good at keeping out the too much water when we need them too. That's when some bright soul thought of making a raft out of only one log instead of a lot of them! Of course, that person then fell off the log. because it's hard to stand on just one log. So after that, the innovator in question applied some sharp rocks to the log and kind of... well, dug out a nice and secure spot where they could stand up at, or once they noticed it was large enough even sit down inside of the log. Combined with some some more pieces of wood which also had excess materials dug out to make them kind of flat, and some other long pieces of wood to use as poles, to use to propel and maneuver the new vehicle, and suddenly we had a new water craft! The person who invented it called it the Canoe, but everyone else called it the Dugout because of how it was made. Eventually people just started calling them the Dugout Canoes.

Quote from: Exploding Stones
Some of our Magic Users, still needing to eat, still hunt for food with slings. One of these Magic Users once had a thought while he was hunting. 'What if I took the magic I normally used to make sparks, and shoved it in my slingstone instead?' What happened was that the stone blew up in his hand and hurt him. Still, he didn't give up with just one explosion! Eventually, after several new scars, loosing a finger (or two), and a lot of exploded pebbles he learned how to make the stone not explode immediately! With that done, he could use his sling to throw the rocks at other people or animals, whereupon after hitting whatever the magic user targeted the rock would then explode and make the whole experience even worse for whatever was being pelted with rocks
« Last Edit: April 29, 2020, 09:16:59 pm by Happerry »
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Rockeater

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #52 on: April 19, 2020, 01:37:45 pm »

Quote from: revision
(1)Dugout Canoes: Rockeater
(1)Exploding Stones: Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

DwarvenLord

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #53 on: April 19, 2020, 06:03:41 pm »

Quote from: Studded Armor
The East's leatherworkers have done it again- with the help of the bronzeworkers, they studded the padded armor, giving a boost to the wearer's protection, hopefully able to protect them a bit better.
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

DwarvenLord

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #54 on: April 27, 2020, 12:51:06 pm »


Quote from: revision
(2)Dugout Canoes: Rockeater, DwarvenLord
(1)Exploding Stones: Rockeater, DwarvenLord

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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Twinwolf

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #55 on: April 29, 2020, 09:06:24 pm »


Quote from: revision
(3)Dugout Canoes: Rockeater, DwarvenLord, Twinwolf
(3)Exploding Stones: Rockeater, DwarvenLord, Twinwolf
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Happerry

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #56 on: April 29, 2020, 09:15:14 pm »

Quote from: revision
(4)Dugout Canoes: Rockeater, DwarvenLord, Twinwolf, Happerry
(4)Exploding Stones: Rockeater, DwarvenLord, Twinwolf, Happerry
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Jilladilla

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #57 on: May 01, 2020, 04:20:25 am »

Turn 1 Revision

Quote from: Dugout Canoes
Water is nice. We need water to keep us alive. but too much water will make us dead, and our rafts aren't really that good at keeping out the too much water when we need them too. That's when some bright soul thought of making a raft out of only one log instead of a lot of them! Of course, that person then fell off the log. because it's hard to stand on just one log. So after that, the innovator in question applied some sharp rocks to the log and kind of... well, dug out a nice and secure spot where they could stand up at, or once they noticed it was large enough even sit down inside of the log. Combined with some some more pieces of wood which also had excess materials dug out to make them kind of flat, and some other long pieces of wood to use as poles, to use to propel and maneuver the new vehicle, and suddenly we had a new water craft! The person who invented it called it the Canoe, but everyone else called it the Dugout because of how it was made. Eventually people just started calling them the Dugout Canoes.

[Normal] 3 + 1 = 4 Poor

It seemed simple enough, carve out space inside of log to sit down in and float down the river... Well, as it turns out, boats are hard. The Dugout Canoe is not a very large watercraft, only fit for one person; two, if they are small and really cram themselves in there. It's not a particularly stable craft either, it'll flip over if the occupant leans over too much. Still, it is faster and more agile than a raft, and much easier to carry on land.

Of note, the cramped space (and rather strict restrictions in sitting position to not flip over) in the raft makes archery rather difficult to accomplish; and slinging is nigh impossible. While the craft is [Common]; it has not yet obsoleted the Rafts, largely owing to their cargo capacity.



Quote from: Exploding Stones
Some of our Magic Users, still needing to eat, still hunt for food with slings. One of these Magic Users once had a thought while he was hunting. 'What if I took the magic I normally used to make sparks, and shoved it in my slingstone instead?' What happened was that the stone blew up in his hand and hurt him. Still, he didn't give up with just one explosion! Eventually, after several new scars, loosing a finger (or two), and a lot of exploded pebbles he learned how to make the stone not explode immediately! With that done, he could use his sling to throw the rocks at other people or animals, whereupon after hitting whatever the magic user targeted the rock would then explode and make the whole experience even worse for whatever was being pelted with rocks

[Hard] 2 + 5 - 1 = 6 Average

Enchantment isn't the easiest of things, as the ultimately trivial wounds that the developer of this spell acquired attests to. Still, this is a very simple spell, and its task has not changed in the slightest. This being said, the enchantment is still very temporary; with the stone losing all power after about 30 seconds or so; we believe the lack of structure in the base spell is to blame for this mostly, still, given how we developed a method of casting that takes the motion of slinging into account, this isn't a true issue.

While only our (Magic Users) can utilize these enchanted stones, and slinging such a stone is slower than just casting Sparks... The power is seemingly enhanced, though whether that came about from giving the normally formless magic something to anchor onto or just rock splinters is debatable. The practical range is superior as well.

The spell is [Common]


Spoiler: Armory (click to show/hide)

With these last minute additions to their gear, our armies have went on the move, and the reports should arrive soon.

(GM NOTE: I would really appreciate the unit name votes going through; if not soon, I will take an informal vote; and looking at your posts the leaning is towards your starting Magic Users being called Shaman)
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Happerry

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #58 on: May 01, 2020, 04:10:32 pm »

Since we were asked in the discord to finalize these, here is a votebox.
Quote from: Names
Magic User Name
(1) Shaman : Happerry

Super Talented People Names
(1) Blessed : Happerry
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Jilladilla

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Re: East Side, Embers of the Past Turn 1 Revision Phase
« Reply #59 on: May 04, 2020, 04:59:39 pm »

Turn 1 Battle Report

Shrouded Jungle
It is along the Northern Coast that our forces make the most ground upon. After all; the beach is fairly mundane, if mayhaps a bit soft and moist for comfort, one look to the advancing column's left assures them that they made the right choice in path; for to their left, they see a jungle far thicker than any forest at home, the shroud from which the jungle gets its name taking the form of roving clouds of mist. Any thoughts of exploring and mapping the jungle where placed on indefinite hold when we noticed the plants rapidly regrowing, removing any and all markings we could use to navigate. We can not invest the time to overcome this obstacle, for we cannot allow the Despoilers to finish their preparations to stop us from restoring what was lost!

Eventually, we come across an inlet to the ocean; the water surging through and flowing into the jungle, a mist cloud so thick that it feels more like moving through water hanging over it. Fording or even sailing across this inlet is utterly unthinkable, and all can feel the chaotic magic that flows through this stretch of water. Thankfully, somehow, someway, the Magnii managed to construct a bridge over this inlet; reportedly to facilitate trade, though some wonder just how they did so. Still, there is no time to do a thorough investigation; just enough to, if the worst comes to pass, destroy the bridge.

Shortly afterwards, the Vanguard of our army comes across a Magnii logging outpost. It's small, likely several dozen to a hundred people at most. However, even such a small settlement has a militia, and they aren't blind enough to miss an approaching army. While mayhaps the wisest thing would be to wait for the bulk of the army to arrive and crush any resistance underfoot, time is still of the essence, and the militia is not larger than the Vanguard. So the leader of the Vanguard gives the orders to engage the enemy.

Much like our Hunters, the Magnii militia is also armed with spears, though each seems to also carry two shorter ones. Unlike our hunters, they also carry a rather large shield, and appear to have a form of metallic ringed armor. Notably though, the color is wrong for copper or bronze. Still, even with their apparent advantage in equipment, the Magnii militia forms up into a line, and waits; allowing us to make the first move, and we of course oblige them, the War Wolves and the Archers stepping up to the task, with our Slingers and Shaman supporting them. Notably, the hail of stones and sparks had little effect, even where they didn't get blocked by shields, the Magnii's armor seems to have largely absorbed their impact. The arrows fired by our archers on the other hand, while still thwarted by the shields, seemed to be able to punch through their armor, though seemingly not decisively. The Arcane Bolt fired by the one Shaman in the Vanguard powerful enough to fuel it had much greater effect, visibly cracking the shield it hit and staggering its holder.

The Wolves were not idle during this initial barrage, charging forwards from our lines in an attempt to capitalize on the barrage, emboldened at the hesistance the Magnii have at rejoining their lines; and indeed some seemed to flinch at the charge of the snarling canines. Not all though, and those who maintained their wits threw one of their shorter spears at the wolves, and then braced themselves for the charge. While these thrown spears were not the most accurate, in the few cases where it did strike... Well, the War Wolves may be intelligent, but they are still only normal if large dogs. Faced with a wall of spears and shields, the wolves fall back for now, and wait for a moment to strike with the rest of our forces. While the Magnii seemed to rally at this success, they once more balk when facing another charge, this time spearheaded by the Blessed, with the wolves trying to circle around. Another even more haphazard barrage of throwing spears reveals that the protective garments our Hunters wear isn't up to the task of stopping them, though it could have been worse.

When the lines clashed, it's obvious that these are not trained fighters, their efforts often even more clumsy than the lowest of Hunters. Still, even though it's obvious from up close that their armor is of light design, even with the strength of the Blessed it is difficult to puncture with their spears; and the lesser Hunters having to resort to stabbing less protected arms and legs; meanwhile their spears cleaved clean through the protective garments that we call armor on the few occasions when they struct true. It should have been a tough fight, however,  it is when the War Wolves crash into the flanks that the morale of the Magnii breaks entirely, after what was only seconds of melee fighting, leading to a full on retreat, shields and spears shoved at our forces in some instances in a desperate bid to break free of the melee.

Pursuit from the wolves is called off, this is a time to rest and recuperate, a time to tend to wounds. It is here that our soldiers are glad of the healing power of the Rejuvenating Touch, even if the actual battle was too brief to properly exploit. A short rest, all things considered, as there is still plenty ground to cover.


Sparkling Fields
Those sent south can only dream about the leisurely stroll down the beach that the northern army must've enjoyed. Travel through the shifting ground of the Sparkling Fields along a 'safe path' charted by the Karrik is still fraught with peril; while the path is clear of the roving patches of mystifying sparkling, it is also completely unmarked... More than a few brave men and women were lost when they inadvertently wandered off the path, those caught by said sparkling patches instantly freezing, doomed to stand where they are until the fields releases their fell grip upon them. When the first case happened, a Shaman attempted to heal the afflicted brought only more tragedy, the cursed magics using that contact to ensnare the Shaman as well... 'Such is life in the Cursed Wastes'; is the saying frequently said by Karrik traders when asked why they'd brave these dangerous fields... We can only hope they aren't held for too long...

Still, eventually, our army reaches the end of the path, arriving near a Karrik camp in a stretch of the fields completely devoid of the mystifying sparkling that plagued our army on the way here; a courtesy to our traders apparently. As before, our army is not missed, but unlike the Karrik's northern counterparts, they do not organize a militia and flee; no, the entire camp mounts on horses and prepares themselves. Still, even with the entire camp, the Karrik forces are lesser in number than even the Southern Vanguard, so instead of waiting for the bulk of the army to arrive, they engage so that the army need not slow down its march.

Much as before, the battle began with a hail of projectiles, though it is here where it differs, for one, the Karrik are not content to stay still, doing their damnedest to stay out of our archers lines of fire, and secondly, the Karrik return fire with bows of their own, specifically targeting our archers, slingers, and Shaman. Their arrows devastate the unprotected Slingers and Shaman when they hit, our Archers with their protective garments are less effected though still wounded. Indeed, it would seem that our Archers would be a rough match for the Karrik Horsemen, but for the latter's mobility; for it seems that our own arrows wound the Karrik just about as much as theirs do ours. The slingstones and sparks are less effective though do seem to inflict minor injury.

Still, this would be a grueling, painful battle, had we not had advantages of our own: most of our Shaman have abandoned adding fire to the Karrik in order to heal our Archers, and though all could not be saved, and those who can return to the battle do so with the lethargy of exhaustion, it gives us an edge in the exchange of arrowfire. The wolves, on the other hand, may not have had much success (largely due to the fact that the Karrik seem content in running away while shooting at the pursuing wolves behind), but their presence has done wonders in helping to herd the Karrik's horses in more predictable paths. Though sadly their attempt to pin them against the edge of the zone of safety the battle took place was met with failure, the Karrik slipping through the faintest gaps in danger, and unfortunately one of the wolves learned the hard way that the Sparkling cares not about species in who it claims..

Still, while we have not been able to deal a decisive blow, attrition must have gotten to the Karrik, as they break away, and ride towards the western horizon. While not glorious, a victory is a victory nonetheless; and the vanguard takes some time to heal, rest, and eat. Notably, one pack of wolves drags their handler to a Shaman, as they have taken an arrow to the knee during the battle.



The Great River Itwephis
Our Navy's forays across Itwephis were not as easy as one may think; for One Does Not Simply Cross Itwephis. First and foremost, our forces are largely restricted to the banks of the River; it's just simply too wide to even consider crossing it that way with a raft or canoe, even had it been an entirely normal but utterly titanic river. For it isn't. Many men died to hazards contained within Itwephis; riptides away from shore and towards parts unknown, impossibly sharp formations of what seems to be metal, an area where some of our people spasm and subsequently fell overboard, whirlpools, and in one unfortunate situation, we saw a raft and its passengers seemingly melt into the river itself....

Though for the most part, the river itself seems fairly normal, it is nonetheless fraught with extreme peril... The canoes helped avoid tragedy on a few occasions, being smaller and more agile than a raft, though whether or not they spot and subsequently avoid the hazard, or act as the Miner's Canary is a tossup.


Excellent work Scholars, with your assistance, our forces have made good time in crossing the continent. The time has come once more to augment our armies capabilities.
It is the Turn 2 Design Phase. You have 2 Designs.
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me
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