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Author Topic: Rune Race: Loji Thread  (Read 32281 times)

Jilladilla

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Re: Rune Race: Loji Thread
« Reply #255 on: April 13, 2019, 12:24:31 pm »

Here's my design, as always feel free to make suggestions, edits, or make your own slightly different proposal.

Jarls of the Still-Wind
"There is no glory in mindless fighting." - Master Baldri
Our Jarls are eager to make up for their failures against the Glorious Star against our enemies the Iqua, they have done so through simple martial prowess in battle. While certainly a vital component in battle, Jarl Baldri thought a very simple thought: "Must this be the only way?" And so he traveled to the Temple of the Voiceguard to meditate... And train.

No chant quite struck him as helpful for a warrior; for he knew that the Jarls would always be warriors at heart. A simple breeze would not a decisive advantage in the heat of battle make, and coating the surroundings in flame would only burn all there! At least, until he dove into the archives and discovered the Winds of Stillness, and the Inscription of Air Phasing. At last, a combination that would slow all around to a crawl, yet leave the chanter unaffected. Truly an advantage that any warrior would treasure.

And so, he trained in the Chant, honing his body simultaneously through fighting through the resisting airs. He trained on his inscription skills, until his blades and armor could go through the Still-Air without resistance. He even tested the inscription as a tattoo on some farm animals set for slaughter so that the body itself could become free of those resisting winds.

It is with these trainings that Jarl Baldri returned, and offered to train the other Jarls in his ways. They laughed and fought. It was no contest. With his way of fighting proven superior, he gained apprentices, and legitimacy from our nation. His order was established, our smiths tasked with forging new long Dane Axes for their use, and a new age of the sophisticated warrior has begun. Jarl Baldri spends his days training apprentices, meditating, and training; and has refused personally entering the battlefield, claiming proximity to a breakthrough.


The Jarls of the Still-Wind are trained in the Winds of Stillness chant; and are equipped with long Dane Axes inscribed with our Air Phases enchantment. So is their armor, and so is their body inscribed with tattoos (tested on animals first!) with the inscription so that no aspect of them is caught in the Stillwind. Their physical training is performed while under the effects of the Stillwind so that its resistance contributes to their strength and endurance.
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If you see a 'Nemonole' on the internet elsewhere, it's probably me

TricMagic

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Re: Rune Race: Loji Thread
« Reply #256 on: April 13, 2019, 12:26:39 pm »

Quote from: Votebox
Hint Token Use: Empowered Voice Inscription: (1) TricMagic

Jarls of the Still-Wind (1) TricMagic
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #257 on: April 13, 2019, 12:31:01 pm »

Quote
(Shamelessly stolen from Nem/Jilla on Discord and edited)

Jarls of the Maelstrom
"There is no glory in mindless fighting." - Master Baldri
Our Jarls are eager to make up for their failures against the Glorious Star and against our enemies the Iqua, and so far they have done so through simple martial prowess in battle. While certainly a vital component in battle, Jarl Baldri thought a very simple thought: "Must this be the only way?" And so he traveled to the Temple of the Voiceguard to meditate... and to train.

No chant quite struck him as helpful for a warrior; for he knew that the Jarls would always be warriors at heart. A simple breeze would not a decisive advantage in the heat of battle-making, and bathing your enemies in flame would only burn all, friend and foe alike, engaged in the melee! At least, until he dove into the archives and discovered the Winds of Stillness, and the Inscription of Air Phasing. At last, a combination that would slow all around to a crawl, yet leave the chanter unaffected. Truly an advantage that any warrior would treasure.

And so, he trained in the Chant, honing his body simultaneously through fighting through the resisting airs. He trained on his inscription skills, until his blades and armor could go through the Still-Air without resistance. He even tested the inscription as a tattoo on some farm animals set for slaughter so that the body itself could become free of those resisting winds. When the animals survived the ordeal without suffocating or dying from the tattoos, he tried it on himself.

It is with these trainings that Jarl Baldri returned, and offered to train the other Jarls in his ways. They laughed and challenged him to prove his new ways against the old. It was no contest, not really. With his way of fighting proven superior, he gained apprentices, and legitimacy from our nation. His order was established, our smiths tasked with forging new long Dane Axes for their use, and a new age of the sophisticated warrior has begun. Jarl Baldri spends his days training apprentices, meditating, and training; and has refused personally entering the battlefield, claiming proximity to a breakthrough.

To aid his new breakthroughs, our forges have rewarded his dedication with the production of two new pieces of equipment for the mighty Jarls, worthy of their strength: the Jarl's Shield, a Northman's shield reinforced extensively with strips of hardened steel to resist even strikes from the cursed Blademonks and capable of being slung over the back when the Jarl has reached the enemy's line and is no longer in danger from arrows, and the Axe of Valhalla, a blade with a reinforced edge and a very thin back to minimize weight, mounted on a long haft to allow Jarls to swing it rapidly with great control (Basically a Dane axe).

In battle, their enchanted equipment and tattooed bodies ignore the effects of the Winds of Stillness, while our great control over Air allows even a Jarl engaged in fighting to maintain his own Wind of Stillness, swirling around him in a small column to concentrate all the energy on those he is fighting, not wasting it on any outside the reach of his axe. In battle, they carve a swirling path of death and destruction through enemies too slow to react and too weak to resist the blows of their axes, truly worthy of the name "Maelstrom".

This newly trained breed of Jarls use the Winds of Stillness chant; and are equipped with long Dane Axes, shields, and armor, all inscribed with our Air Phases enchantment as necessary. Their bodies are inscribed with tattoos (tested on animals first!) with the inscription so that not the smallest part of them is caught in the Stillwinds. Their physical training is performed while under the effects of the Stillwind so that its resistance contributes to their strength and endurance.

This is obviously Jilla's proposal except not because I edited it halfway to death and back. Mostly just tries to include some more practical details and fix a few minor grammar errors (Hail Grammar Nazism!) that were kinda bugging me.

Quote from: Votebox
Hint Token
Next step in the Empowered Voice Inscription: (2) TricMagic, Madman

Design
Jarls of the Still-Wind: (1) TricMagic
Jarls of the Maelstrom: (1) Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #258 on: April 13, 2019, 12:42:39 pm »

Quote from: Votebox
Hint Token:
Determine the Meaning required for the Empowered Voice inscription: (3) TricMagic, Madman, AC

Design:
Jarls of the Still-Wind: (1) TricMagic
Jarls of the Maelstrom: (2) Madman, AC
Logged
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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #259 on: April 13, 2019, 12:49:51 pm »

Quote from: Votebox
Hint Token:
Determine the Meaning required for the Empowered Voice inscription: (3) TricMagic, Madman, AC

Design:
Jarls of the Still-Wind: (0)
Jarls of the Maelstrom: (3) Madman, AC, TricMagic
As our current Design is setup, I'll see about making the Revision Phase for if the roll goes well.


Our Voiceguard has grown by leaps and bounds, and with the new Chants, the Enkindlers wish to lay claim to greater might than mere cantrips. The Hellbringers themselves have trouble working with the other factions.

A way foward is anoounced though. With the march of time, new ideas are spread. And among the Voicegaurd lie those who are especially skilled. A proposal is put forth, to divide the Voiceguard in Ranks. Apprentice, Adept, Master, and Grand Magus.

Apprentice Voiceguards train in their Arts, and are Common.(cheap cost at current resources, 3, with -1 cost for being Adept at Shape Runes)
They are who we've currently been fielding, and a reason for the conflict. The Enkindlers do have claim to the Spike of Embers, true, but they also have skill with their own Chant.
Code: (Apprentice) [Select]
Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.

Adept Voiceguards, using the method of refining Mana, these Adepts are, well, Adept in their Chanting. This gives them greater power and skill.
They aren't that common at the moment, being that we still have much to learn. But we can Field them, if rarely.
Code: (Adept) [Select]
Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.

Master Voiceguards. Effectively, we have none at the moment, but they are those of the Highest ability in their chosen field. In Time, Perhaps.
Code: (Master) [Select]
Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.

Grand Magus Voiceguards. Heroes, and completely theoretical at this moment. They come on a case by case basis, those who have truly Broken their Chant into something amazing, beyond all others. Leaders in their Field, it will be a long time before this rank is ever obtained.
Code: (Grand Magus) [Select]
Theoretical.
 Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.


This is essentially a guideline, allowing our Orders to Promote to using stronger Runes for their Chants. This will increase not only Power, but Range as well. It all depends on our own mastery of Chants to grow stronger as our knowledge improves.

Windsingers have stronger winds. Shroudweavers greater Smoke. Apothecaries can more easily heal our men, and Enkindlers are more than capable of lighting the field with fires underfoot. The Hellbringers gain greater strength as well, as do any other orders to be formed in the Future.
« Last Edit: April 13, 2019, 08:53:42 pm by TricMagic »
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Talion

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Re: Rune Race: Loji Thread
« Reply #260 on: April 16, 2019, 05:08:12 pm »

Design Phase

Hint: Determine the Meaning required for the Empowered Voice inscription
Empowered Rune
Any meaning+element combination (eg Shape(Air), Shape(Air), Shape(Air)) will produce an Empowered Rune. These Empowered Runes are what is needed to make use of the Empowered Voice secret allowing a single type of Rune in a chant to be Empowered.

Jarls of the Maelstrom
Quote
"There is no glory in mindless fighting." - Master Baldri
Our Jarls are eager to make up for their failures against the Glorious Star and against our enemies the Iqua, and so far they have done so through simple martial prowess in battle. While certainly a vital component in battle, Jarl Baldri thought a very simple thought: "Must this be the only way?" And so he traveled to the Temple of the Voiceguard to meditate... and to train.

No chant quite struck him as helpful for a warrior; for he knew that the Jarls would always be warriors at heart. A simple breeze would not a decisive advantage in the heat of battle-making, and bathing your enemies in flame would only burn all, friend and foe alike, engaged in the melee! At least, until he dove into the archives and discovered the Winds of Stillness, and the Inscription of Air Phasing. At last, a combination that would slow all around to a crawl, yet leave the chanter unaffected. Truly an advantage that any warrior would treasure.

And so, he trained in the Chant, honing his body simultaneously through fighting through the resisting airs. He trained on his inscription skills, until his blades and armor could go through the Still-Air without resistance. He even tested the inscription as a tattoo on some farm animals set for slaughter so that the body itself could become free of those resisting winds. When the animals survived the ordeal without suffocating or dying from the tattoos, he tried it on himself.

It is with these trainings that Jarl Baldri returned, and offered to train the other Jarls in his ways. They laughed and challenged him to prove his new ways against the old. It was no contest, not really. With his way of fighting proven superior, he gained apprentices, and legitimacy from our nation. His order was established, our smiths tasked with forging new long Dane Axes for their use, and a new age of the sophisticated warrior has begun. Jarl Baldri spends his days training apprentices, meditating, and training; and has refused personally entering the battlefield, claiming proximity to a breakthrough.

To aid his new breakthroughs, our forges have rewarded his dedication with the production of two new pieces of equipment for the mighty Jarls, worthy of their strength: the Jarl's Shield, a Northman's shield reinforced extensively with strips of hardened steel to resist even strikes from the cursed Blademonks and capable of being slung over the back when the Jarl has reached the enemy's line and is no longer in danger from arrows, and the Axe of Valhalla, a blade with a reinforced edge and a very thin back to minimize weight, mounted on a long haft to allow Jarls to swing it rapidly with great control (Basically a Dane axe).

In battle, their enchanted equipment and tattooed bodies ignore the effects of the Winds of Stillness, while our great control over Air allows even a Jarl engaged in fighting to maintain his own Wind of Stillness, swirling around him in a small column to concentrate all the energy on those he is fighting, not wasting it on any outside the reach of his axe. In battle, they carve a swirling path of death and destruction through enemies too slow to react and too weak to resist the blows of their axes, truly worthy of the name "Maelstrom".

This newly trained breed of Jarls use the Winds of Stillness chant; and are equipped with long Dane Axes, shields, and armor, all inscribed with our Air Phases enchantment as necessary. Their bodies are inscribed with tattoos (tested on animals first!) with the inscription so that not the smallest part of them is caught in the Stillwinds. Their physical training is performed while under the effects of the Stillwind so that its resistance contributes to their strength and endurance.

Normal: 3

When an inscription is formed, tree sap is used as an acid to etch empty channels in the target and mana flows into these channels activating the inscription. The painful process of attempting to inscribe a living being with an inscription does not yield lasting results. The damage inflicted heals and the inscription fails. The inscription does work briefly on the order of days and some intuition tells Jarl Baldri that it is possible, but some secret must be discovered to open the path to tattoo based inscription.

This failure does not invalidate the basic idea Jarl Baldri is pursuing, for it is quickly discovered that a chanter is not truly affected by their own chant. Although they had not tested it before, a Hellbringer is likewise not capable of burning themselves with their own flames, though this provides no defense against another Hellbringer’s flame. Once a Jarl of the Maelstrom receives their inscribed equipment they are capable of traversing the zone of stillness as easily as if it were not there at all.

The only difficulty comes in terms of deployment, where putting two Jarls too close to each other results in an overlapping of their winds hindering each others ability to move freely. For the moment at least they shall have to fight as lone heroes with little support for their offensives.

It is now Winter, Turn 3 Revision Phase

Spoiler: Heroes (click to show/hide)
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Jilladilla

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Re: Rune Race: Loji Thread
« Reply #261 on: April 16, 2019, 05:35:33 pm »

Right. Not the best result obviously, but perfectly serviceable I think. Onto the revision phase.

What do you lot think? Incorporate Spike of Ember or Wind of Cold into our magic line-up? Or maybe finally do that Air-Phased bolt idea (that may or may-not be made of Fire Iron for extra burning)? Make adjustments to our equipment lineup? Try and power up our magic users by using stronger Runes?
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Glory to United Forenia!

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

TricMagic

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Re: Rune Race: Loji Thread
« Reply #262 on: April 16, 2019, 05:37:46 pm »

Smoke Enchanters

This new knowledge led to someone in the Shroudweaver's division to a breakthrough. By using the Spikes of Smoke, saboteurs could cover the area of the enemy camps in a huge smokescreen that would cut off the enemy from their supplies and possibly kill them. Due to it's nature to resist Natural Wind, it would hang around for a long time.

In this, the Smoke Enchanters were to be trained in infiltration and ambush tactics, cutting supply lines and removing camp access via the Smoke. They are unaffected by their own Spikes of Smoke. A valid asset in battles indeed, and with a shortsword and a bit of sword training, deadly.
In addition, they learn to fight through sound, as the Smoke has shown to be unable to currently be seen through.

Chant: Spike of Smoke, Medium Runes(I.E. X2 Power)
Gear: Improved Scale Armor, , Shortsword, Medium Crossbow, Pavise Shield. Attach points on the back for gear. Simple Knifes(if possible)
Training: Infiltration, Ambush, Sabotage, Sword Training.

New Gear, Shortsword: A shortened, lighter Longsword made to be easy to use in close. Just swing, stab, though still requires some training.(Mostly for reduced cost.)


This comes to me. On Another Note.


Proposal of Ranks
Our Voiceguard has grown by leaps and bounds, and with the new Chants, the Enkindlers wish to lay claim to greater might than mere cantrips. The Hellbringers themselves have trouble working with the other factions.

A way forward is announced though. With the march of time, new ideas are spread. And among the Voicegaurd lie those who are especially skilled. A proposal is put forth, to divide the Voiceguard in Ranks. Apprentice, Adept, Master, and Grand Magus.

Apprentice Voiceguards train in their Arts, and are Common.(cheap cost at current resources, 3, with -1 cost for being Adept at Shape Runes)
They are who we've currently been fielding, and a reason for the conflict. The Enkindlers do have claim to the Spike of Embers, true, but they also have skill with their own Chant.
Code: (Apprentice) [Select]
Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.

Adept Voiceguards, using the method of refining Mana, these Adepts are, well, Adept in their Chanting. This gives them greater power and skill.
They aren't that common at the moment, being that we still have much to learn. But we can Field them, if rarely.
Code: (Adept) [Select]
Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.

Master Voiceguards. Effectively, we have none at the moment, but they are those of the Highest ability in their chosen field. In Time, Perhaps.
Code: (Master) [Select]
Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.

Grand Magus Voiceguards. Heroes, and completely theoretical at this moment. They come on a case by case basis, those who have truly Broken their Chant into something amazing, beyond all others. Leaders in their Field, it will be a long time before this rank is ever obtained.
Code: (Grand Magus) [Select]
Theoretical.
 Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.


This is essentially a guideline, allowing our Orders to Promote to using stronger Runes for their Chants. This will increase not only Power, but Range as well. It all depends on our own mastery of Chants to grow stronger as our knowledge improves.

Windsingers have stronger winds. Shroudweavers greater Smoke. Apothecaries can more easily heal our men, and Enkindlers are more than capable of lighting the field with fires underfoot. The Hellbringers gain greater strength as well, as do any other orders to be formed in the Future.

In General:
Unlocks Adept-Rank Voiceguard, in addition to our Current Apprentice-Rank Voiceguard. Paves the Way to later unlock Master Level Voiceguard through an additional Revision.(Good Roll could unlock it immediately, so we'd gain them once we reduce the cost of them by 1 more.)

Quote from: votebox
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (1) TricMagic
« Last Edit: April 16, 2019, 06:11:21 pm by TricMagic »
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #263 on: April 18, 2019, 05:26:11 am »

Quote from: The Enkindling Anew
The Enkindlers have for too long endured their status as second-rate Voiceguard members, or 'walking tinderboxes' as some have taken to calling them. Such insolence! Armed now with the power of the Spike of Embers, this noble Order shall stand proud once more. Acolytes will be trained in the new way, learning to strike targets at a specially constructed range on the outskirts of the Temple grounds.

Having read reports of Jarl Baldri's experiments, one or two curious Enkindlers take it upon themselves to carefully test whether they are similarly unaffected by their own ember spikes. Surely a solid mass such as this cannot simply be ignored?

I think that giving the Voiceguard access to higher tier runes is better suited to when we get mana discounts for the remaining meanings (possible next turn). I feel that giving Enkindlers offensive potential would be more effective this time round.

Quote from: votebox
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (1) TricMagic
The Enkindling Anew: (1) AC
Logged
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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #264 on: April 18, 2019, 08:29:06 am »

Not really? They happen to have those cloaks now, and they'll never alight, no matter how many low-tier sparks are made. We also have the Hellbringers.

While they are Very Expensive now, at least we'll have upgraded Chants, which will effectively improve the enkindlers' power as well. And as soon as we get another discount, they'll be dropped down to merely Expensive, no revision necessary.

Sparks that will light fires beneath their feat will move them to relevance, won't it? After all, the cloak does not protect attacks from beneath.
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #265 on: April 18, 2019, 09:45:23 am »

Not really? They happen to have those cloaks now, and they'll never alight, no matter how many low-tier sparks are made.

We're presumably talking about a spike made of solid embers, not a bunch of sparks. It's the force of the impact that's damaging.
Logged
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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #266 on: April 18, 2019, 11:47:38 am »

Quote
Proposal of Ranks
Our Voiceguard has grown by leaps and bounds, and with the new Chants, the Enkindlers wish to lay claim to greater might than mere cantrips. The Hellbringers themselves have trouble working with the other factions.

A way forward is announced though. With the march of time, new ideas are spread. And among the Voicegaurd lie those who are especially skilled. A proposal is put forth, to divide the Voiceguard in Ranks. Apprentice, Adept, Master, and Grand Magus.

Apprentice Voiceguards train in their Arts, and are Common.(cheap cost at current resources, 3, with -1 cost for being Adept at Shape Runes)
They are who we've currently been fielding, and a reason for the conflict. The Enkindlers do have claim to the Spike of Embers, true, but they also have skill with their own Chant.
Code: (Apprentice) [Select]
Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.

Adept Voiceguards, using the method of refining Mana, these Adepts are, well, Adept in their Chanting. This gives them greater power and skill.
They aren't that common at the moment, being that we still have much to learn. But we can Field them, if rarely.
Code: (Adept) [Select]
Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.

Master Voiceguards. Effectively, we have none at the moment, but they are those of the Highest ability in their chosen field. In Time, Perhaps.
Code: (Master) [Select]
Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.

Grand Magus Voiceguards. Heroes, and completely theoretical at this moment. They come on a case by case basis, those who have truly Broken their Chant into something amazing, beyond all others. Leaders in their Field, it will be a long time before this rank is ever obtained.
Code: (Grand Magus) [Select]
Theoretical.
 Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.


This is essentially a guideline, allowing our Orders to Promote to using stronger Runes for their Chants. This will increase not only Power, but Range as well. It all depends on our own mastery of Chants to grow stronger as our knowledge improves.

Windsingers have stronger winds. Shroudweavers greater Smoke. Apothecaries can more easily heal our men, and Enkindlers are more than capable of lighting the field with fires underfoot. The Hellbringers gain greater strength as well, as do any other orders to be formed in the Future.

In General:
Unlocks Adept-Rank Voiceguard, in addition to our Current Apprentice-Rank Voiceguard. Paves the Way to later unlock Master Level Voiceguard through an additional Revision.(Good Roll could unlock it immediately, so we'd gain them once we reduce the cost of them by 1 more.)



Edit to Revision, based on new information.

Adept Vocieguard
Due to discussion, it has been found that all of the Voiceguard are capable enough. In fact, to those who are dedicated, it has been found that more powerful chanting is within all their grasps.

Therefore, it is proposed that from now on, the Voiceguard make use of x2 Runes for their empowerment. There is also talk of using x3 Runes in the future, but for now, that is still hyperbole.

The Voiceguard will still teach any who wish to use the lesser versions of Runes, though for now, they've taken up the Mantle of using these Medium Powered Runes for all their Chanting needs, while keeping a good write-up of the effects in their archives.

Quote from: votebox
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Voiceguard: (1) TricMagic
The Enkindling Anew: (1) AC


End of the World, the Winterbringer

Talk has been happening among the upper echelon of the Loji, and some people involved in the first use of Fate have been bunkered down researching. Their Goal, a Ritual of sorts, to create the first High Powered Rune Scheme. Only one will be able to use it for now, but once better understanding comes about, it will decimate their foes, particularly the treacherous Xi Shan.

Quote
Shape(Air) Attack(Air) Ward(Fate) - Wind of Cold
The wind is transmuted by this chant, chilling all that it brushes against as it is directed away from the speaker. The cold is capable of turning rain to ice and is deeply unpleasant to face without protection from the wintery cold. Such a cold cannot truly be blocked, merely endured.

Power into the Shaping, Power into the Attack, and Power into the Ward, are they sequential?

They Chanter will bring about the end, freezing the Land and Ice, even the very moisture in the air will freeze. Weapons will accumulate sheets of ice, breaking their edge, joints will crack, muscles will freeze up, organs will start to break down. And since the chanter is immune to it all, there is much to be gained.

In General: High Powered Runes for a Single Person, making it a National Effort. Once Attack or Ward receives a discount though, it will drop to very expensive, allowing a New Order to bloom, and with it, the rest of the Voiceguard will receive an upgrade at the same time, through the preliminary work and a Design or Revision.
« Last Edit: April 18, 2019, 12:11:34 pm by TricMagic »
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #267 on: April 18, 2019, 12:05:00 pm »

Quote
Runes of the Voiceguard
The Voiceguard, it has been realized, don't really have sufficiently powerful runes. Due to recently discovered rules of reality, the Voiceguard is never going to be very large regardless of how cheap they can produce their runes, thus we have given them the following new pattern to make runes to: Level 3 Shape, Level 2 Attack, Level 3 Ward, leading to a cost of 8-1 = 7 which is at the upper edge of VE and thus can be provided to every member of the Voiceguard.

Waiting on Talion to judge whether this is doable or not. It's doable and a minor typo has been corrected.
« Last Edit: April 18, 2019, 12:31:17 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Rune Race: Loji Thread
« Reply #268 on: April 18, 2019, 12:45:47 pm »

Jarls of the Hell Gate

Taking what was learned, the Hellbringers, who find themselves rather furious at the audacity of their foes for using tricks, have recruited some of the Jarls to train. By giving each of them the Wind of Flame, they seek to create a deadly wall of flames to block foes and burn them in their arrogance.

Shape(Air) Attack(Air) Ward(Fire) - Wind of Flame
Shape(Air)3, Attack(Air)2, Ward(Fire)3

By concentrating the flames, the Jarls of the Hell Gate have flames spreading across the earth and up around their sides and back like a upright bowl with parts cut out in front. As they move, they leave a swath of flames behind them, and the flames themselves move from the center below to form the walls trialing upward. The front is left open but for a swirling bands of flame, and should the Jarl choose, they can collapse the entire Flame inward to burn everything else inside to less than ash.

Through this, they are protected in their Scale. Though this, they kill all in their sight. Through this, they set free the blasphemers' souls. Through this, they regain honor in the face of armies.

Per gear, the use the normal Jarl loadouts of whatever they choose. Usually the Axe of Valhalla and Jarl's Shield. Should be noted that repeated dunkings of their own flames can cause their gear to melt. Thankfully, their own resistance transfers some resistance to their gear, though they can still fight without it by using their own Chant.

Wind of Flame(3/2/3)
Axe of Valhalla, Jarl's Shield, Improved Scale Armour



o apothēkē: Dedication to Healing and Discovery
The Apothecaries have grown a bit tired of the squabbling, and broken off to form their own group focused on Discovery, Experimentation, and Documentation on various Plants and Remedies. Making use of a number of different Runic Strengths in their Chanting, they discover, collect, and grow a number of different things from across the Island, and use the Gathering to create Medicine that can be used by anyone. Whether it be modifying the effects of a plant, infusing plants to create new ones, or simply working on the battlefield as part of their usual duties, they are dedicated to the Art of healing the Afflicted of what ails them, and identifying the various poisons and sickness to concoct a cure for them.


Due to their own study, a side effect will be a detailed study on poisons, which can be produced later on. A focus on Healing and Discovery may thrust this group to relevance.

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« Last Edit: April 18, 2019, 03:21:37 pm by TricMagic »
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Jilladilla

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Re: Rune Race: Loji Thread
« Reply #269 on: April 19, 2019, 06:54:35 pm »

My vote was really decided by 1 point: Atomic Chicken pointed out that when we get another Meaning to Adept that we can upgrade them to straight 3/3/3 strength runes. While this doesn't give us the scientific knowledge of if and how an unbalanced empowerment affects the chant, it would also save us a revision in the grand scheme of things.

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