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Messages - Twinwolf

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631
Forum Games and Roleplaying / Re: Legacy FEF IC Thread
« on: March 14, 2020, 10:03:58 am »
Catherine looked up from her seat as Ciera talked. She opened her mouth to reply, but Ciera had an unexpected motormouth. She waited for her to finish before responding.

"You're done? Alright then, to answer your questions in order... Yes, I am Catherine. I'm doing surprisingly well actually, this whole experience is fascinating. The memories I'm finding seem to confirm the earlier idea that I was a scholar... although interestingly enough, I also remember a lot more combat than I'd expect for even a mage of high skill. A name floats to mind as well... Kizamo, I think, was the name of my home country. I remember... a lot of sand. Which does have me wondering why I'm not tanned from the sun as I think is normal for desert regions; either I didn't spend much outside, I was of foreign birth, or just didn't spend much time in the country... Oh, now I'm the one talking a lot... Have you remembered anything of home yet?"

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Golems of Good (provisional name)

Our human forces are essential to our success, by all measures; they are both the spear and the shield of our armies, the backbone of all our efforts. But sometimes the battleline needs sturdier stuff than a man can provide. Sturdy as stone, in fact. Heliel has given a gift to her devotees; the power of artifice and creation. The best of our craftsmen have been taught to shape stone and to give it life. In the Golem Forge, our craftsman are hard at work chiseling rock into the rough approximation of a human shape, before giving it life.

Golems are constructs loyal to two things: Their creator and their Angel. They are superhumanly strong and tough as the stone from which they are cut, and will follow whatever orders either being gives them (including the order to follow another's orders). As the army marches and in the bases, they are simply helpful workers, able to assist with whatever their designated supervisor orders them to do. But where they find their true purpose is the battlefield; a group of golems, even golems armed with only their fists and only armored by their skin, serve as the immovable rocks that anchor the army. Used as heavy infantry, they can tie up enemy units and take the brunt of the attack while the humans take advantage of the rather large distraction of large stone soldiers punching the enemy in the face.
Another design just cause

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Neon Aletheia vs. Ethereal Hunter

As the bullet hell rained, a few times a shadow moved in front of one of the shots - a drone ducking past, most likely. Other times, a shot would seem to ripple; unstable energy or Maddie flashing past? After a good amount of time had passed - longer than would be strictly necessary to charge, as EtHun hardly wanted to let her enemy to get used to regular intervals they had to dodge in - three of the four drones opened fire at once, painting a target. Once more, the air cracked with two shots, one after the other, one a standard laser and one the high damage metal spike; this time they came from entirely different angles, one from the northern edge of the arena and one from about halfway down the radius of the South-Western edge

Maddie, who'd fired from the nearer, started moving again as soon as she fired without seeing if she'd hit; hopefully her opponent would assume she'd fired from further, but she couldn't be sure; her decoy moved as well, but just a bit too fast; two shots shimmered as something dodged past them fast, but which one Neon would go for, if either, was up in the air.

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The Angel's Voices:

As we gain a foothold in the Scholarly Towers (and with it, a stream of magic-attuned recruits), and as our own Acolytes gain experience in combat, we've gained access to several streams of more competent mages. As useful as our spells are, soon we may go beyond what our average acolyte is capable of. When that happens, we will need mages capable of more powerful magic.

The Angel's Voices are selected from among the better Acolytes, who are imbued with Heliel's Good magic in order to enhance their magical potential beyond what it naturally is. These chosen mages become leaders within the ranks of the Acolytes due to their more direct connection to the Angel, as well as gaining the ability to cast more powerful magic, or cast lesser magic with greater strength.

Added an option for medium strength casters. Might change to it if it gets support?

Quote from: Votebox
Holy Harriers (0)
Centaur Cavalry (1): Twinwolf
Sunlight Warriors (0)
The Portly Madam (3): Taricus, 10ebbor10, Twinwolf
Wyvern Harriers (1): Taricus
Soelm Lyrebird (1): 10ebbor10
Angel's Voices:

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Auto to 8-17

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"This group sometimes..."

Q8, silencer Mage J

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Forum Games and Roleplaying / Re: Legacy FEF IC Thread
« on: March 13, 2020, 04:09:55 pm »
Catherine, for her part, went to the armory again to stock up, getting new copies of all gear, and then sitting down and taking some time to write things in her notebook - both stuff she'd seen in the other world and new stuff that she remembered about her life.

638
Neon Aletheia vs. Ethereal Hunter

Maddie hadn't stood still to celebrate the hit; she'd learned early on that if you stay in the same position after sniping a ranged-focused foe, you're just gonna get your position glassed with you on it. So as Neon flew into the sky after the hit, she was strafing the arena's edge again, watching her and making sure to have her drones keep peppering her with fire; sure, they didn't hurt nearly so much as her bow, especially against someone with as much defense as Neon had - but even if they only did superficial damage, they kept her nice and visible and forced her to keep on her toes so they couldn't just keep wearing down the same spot. "Probably not, no!" Ethereal Hunter responded.

When the initial blasts hit the ground, Ethereal Hunter wasn't anywhere near the spot she'd fired from, and was quite happy to charge the bow while Neon set up another spread. But instead of a curtain of bullets too thick to avoid but in a predictable location, now Neon was firing apparently at random; the bullets could be dodged but it was an unpredictable shower instead of a slowly advancing wall, and that meant Maddie's attention had to temporarily turn to dodging; the bow could charge while she did it, but actually stopping and aiming might well mean getting hit for it; nevermind the fact that they lit up the arena, which if she wasn't careful would let Neon catch her tell-tale shimmer in the air.

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Neon Aletheia vs. Ethereal Hunter

Well, that was probably the smartest way that Neon could've played that short of calling her bluff. Maddie let her bow charge a bit more as the bullet curtain approached, and then turned and sprinted towards it at top speed, preparing for the teleport. Usually this would be a bit risky, letting her opponent catch a glimpse of her as she speed-glitched through the wall of energy, but in the pitch black she was just as invisible as she would be standing still as stone.

Speed Bonus Used: 4/5 remaining

On the other side, she had ample time to charge up and plan out the next shot. She'd ducked that first round; good reflexes, aim for center of mass to give her less room to move. Get a bit closer so she doesn't have time to dodge it. And decoy shot to force her into a dodge before firing.

3... she aimed, getting ready to fire as the bow hit full charge. 2... Once more, a shot CRACKED out from within the area held by the bullet curtain, roughly where Maddie would be if she'd kept ahead of the wall from before she'd teleported, aiming straight at center of mass. When Neon moved to dodge the false railbow spike, the Ethereal Hunter would take advantage of her being caught in her movement; she adjusted her aim just a bit.

About two thirds out from the center (a good bit closer than the first time she'd fired) and from Neon's 7 o'clock, and with the echo of the fake shot still ringing through the arena, another CRACK split the air, and Maddie was ready to move the moment the spike left the bow.

640
Reposting an idea and posting another:
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Holy Harriers

The Holy Harriers provide a much needed element of mobility to the forces of Good, in the form of a unit of cavalry. The mounts, Qilin, are the special part of the equation - summoned beings, supernaturally intelligent and stronger than any mundane mount that take the appearance of chimeric combination of dragon and horse; they're roughly the size of a warhorse, scaled and with elk-like antlers. They are ridden by mounted soldiers trained to work with them - more of a partnership than a relationship of rider and mount. The intelligence and strength of the mounts combined with their cooperation with their riders make for fearsome heavy cavalry troops.

The riders flank around the enemy before crashing into their formation with great speed and strength, before riding away to make another charge. The riders are armored with somewhat heavier armor than the average troops, while the Quilin's natural scales are hard enough to lend it survivability in a charge. The riders are armed with a pair of lances (one main, and one spare in case the first breaks) to make their charges, along with a sword for when they get into close combat and can’t disengage immediately. While few in number, they are strong enough to be the hammer to the spearman's anvil.

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Centaur Cavalry

Centaurs were originally created in a previous angel/demon war, and have roamed exotic plains ever since. Communal and kind by nature, they rarely interact with humans without need. But they are dedicated to the cause of Good, and the ancestral weapons can be picked up again in times of need. Summoned by Heliel's call, the half-hominid half-equine species of the centaurs lend the congregation an element of speed and power beyond that of your average man; they are, quite literally, a natural choice for cavalry.

Centaurs are half-horse, half-man; the individuals who come to aid us are particularly strong ones, with their horse halves taking after the breeds you'd see in a well equipped army. They are far faster than your average horse, and given that they are the horses have far more control than a normal rider. They armor their top halves similarly to our cultists while their horse halves are given strong iron bardings over vital points. Wielding lances in one arm and axes in the other (with slings on their sides to hold them when not in combat), they harry and harass enemy forces before delivering the hammer blow charge when their formation ties up with ours.

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Neon Aletheia vs. Ethereal Hunter

Maddie took a deep breath when there wasn't a hit registered; unfortunate, but it did get her a bit of a gauge on the woman's reflexes and mobility; she'd have to either try to get closer or trick her into an exploitable move for the next one.

She'd nocked another arrow, charging up, as she waited for it to get a bit narrower. Not too narrow yet, but somewhat. She cut the jets on her boots, no longer hovering and falling to the ground. Then she braced herself and stomped. While the height of the curtain was too much for a normal jump, it wasn't too much for a boosted one; the charge of kinetic energy, gathered from her movement and now expended by the stomp, launched her into the air, where she could sail over the bullet curtains and force Neon to change direction, or else just guess where she went.

Or at least, that's what it sounded like. But being predictable wouldn't help here.

Instead, Maddie launched herself upwards and let herself fall down in roughly same position. The drone that had been playing decoy leapt over the right-hand bullet curtain, just a hint of a shadow over the curtain and fell onto the other side, while another drone fell back and jumped over the other. Hopefully Neon would be distracted (or at least conclude she had to follow it in case it was her), and give her some breathing room. The Ethereal Hunter had a backup plan for dodging if she didn't fall for it, but well, it was a resource to be conserved.

642
Neon Aletheia vs. Ethereal Hunter

"The light show's pretty cool too." Maddie said as the bow finally reached full charge. She stopped to aim, as did the drone that had mirrored her. For a moment, the only sound was that of the curtain of energy attacks, rapidly narrowing the range that Maddie could possibly be in. Soon, one way or another, it would hit her...

CRACK

A deafening crack split the air as the railbow launched it's shot, screaming towards Neon at the origin of the two beams. Two identical looking and sounding shots from different sides, the Ethereal Hunter's decoy magic masking her drone's standard energy beam as a railbow shot. At the range, it would be a split second reaction for how to dodge, and if the real one hit her it wouldn't just leave a scratch.

643
Neon Aletheia vs. Ethereal Hunter

"You know, fair enough." Maddie internally shrugged as she slowed down to take a survey of the situation. Neon had saturated the area she'd started in and her immediate movement range if she'd waited for Neon's charge. Now she was going full bullet hell and circling the flat arena, giving her nowhere to run if she was limited to horizontal movement or the level of vertical in a normal jump. But to saturate it, she had to slow, and the volume of fire clearly outlined the other woman.
Maddie had an idea.

Staying a good bit ahead of the left curtain, she kept on charging her bow and something else while she was at it. Meanwhile, one of her four drones, lined up on the other side and started 'charging' a shot of it's own; she'd be sure that even when she fired Neon wasn't sure which one was her. The remaining three continued to pepper Neon with fire, possibly scoring some minor hits on the armor, if nothing majorly impactful. Nearly charged... nearly charged...

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Neon Aletheia vs. Ethereal Hunter

Maddie was initially worried about the arena. A flat space was no good for her, none at all; she'd be running and gunning the whole way. Then she noticed the lighting - or rather, lack of it. The pitch black arena would be amazing for her ability; she usually shimmered a little when she moved at high speed, a small tell of her location that would be totally masked by the darkness. The instant the door was closed and the light died, she activated her cloaking and was on the move, dashing to the edge of the room and strafing the edge of the room so she wouldn't be in an obvious place when Neon moved. "You were waiting this long?" she asked over the comms.

Ethereal Hunter's drones were moving around as well, spreading out at random around the room. While Neon charged forward to where Maddie had been, two of them opened fire from different spots in the room, blue beams of energy lighting across the room and zapping towards Neon. While they weren't nearly as powerful as her main weapon, they would still sting - or would if Neon hadn't chosen to duck and weave, strafing rather than going on a straight shot forwards. As it was, the lasers burned themselves into the ground beside or behind her.

It didn't matter if the drones missed though. Keeping away from the electric blue blobs of light that marked Neon's position, Ethereal Hunter loaded a round and pulled back the bowstring to begin to charge it up; as good as the dark was for her, the unpredictable movements and the fact she could only see Neon's extremities would make for a hard shot, and she had to prepare for it. "Good luck to you too," she said cheerfully over the comms, really hoping her voice didn't sound as stressed as she felt.

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Timekeeper Clockwork Marksman Rifle
Ever since the classical era, Etroan craftsmen have always been fascinated with small, fine machinery. As a result, is it any wonder that the art of clocksmithing has been so much more prolific in Etroa? This fascination has also lead to some strange inventions, the Ancient Lunguma was merely the first. Created by a watchmaker turned gunsmith; the Timekeeper is a fairly bulky contraption, made to address the perceived shortcomings of a bolt-action.

The Timekeeper is the worlds first 'Clockwork Action' rifle; the trigger the weapon merely acts to arrest the motion of these mechanisms. As a result, as long as the trigger is held down, the Clockwork Action will automatically cycle through bullets and fire them, delightfully ticking the entire time, until either the magazine runs out of ammunition, or the clockwork winds down (in which case they'll need to be rewound). The mechanism was designed specifically so that a marksman did not have to 'break aim' in order to work the bolt; all they need to do is hold their aim steady and count the seconds until the rifle fires the next round; for the rifle doesn't just run like clockwork, it *is* clockwork and the soothing sound of its ticking clock will keep the time for the gunner.

With a barrel machined to the same precision as its mechanisms, a carefully adjusted set of sights, and stabilized by the fact that our soldiers will never have to take their hands off it during operation; the Timekeeper may not see universal presence due to its lovingly crafted mechanisms, but those who do carry one will do so proudly, for a better marksman rifle there is not.
Difficulty: Average
Roll: 3+3+0 = 6 (Average)

Many say that in modern warfare there is no place for craftsmanship, only for efficiency and volume. Armies are larger than ever, and the cost to equip them equally so. To a degree, Etroa begrudingly accepted the logic; their primary infantry weaponry is mass produced, if still to a high level of quality, as are replacement parts simply because otherwise an army wouldn’t be able to go very long at all without restocking. But what Etroa did not accept was that the place for high standards of quality and hand craftsmanship was a thing of the past, especially not the designer of the ‘Timekeeper’ Clockwork Marksman Rifle.

The Timekeeper was this philosophy manifested into a weapon. Requiring precision clockwork and significant skill to create and maintain, each one was a valuable piece of equipment, and there would never be enough to fully equip Etroa’s army with them even with workshops across the country dedicated to their construction. But then, there was no need to do so; the Timekeeper was the marksman’s weapon. It’s unique clockwork action takes some getting used to, but those that can do so and use it with a steady hand would be well rewarded.

Popular myth was that enemy soldiers could no longer stand to be in the same room as a ticking clock after battle. While the ticking was far too quiet to hear at a range that a marksman would be using it, the weapon certainly made it’s mark on the battlefield.


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Anor Armored Cruiser, modernized Skytear Galleon
An evolution of the use of the large frigate as a fast warship, the Anor Armored Cruiser is a more modern warship for more modern times. Like the Skytear Galleons of old, alloys of Skytears and metals lighten various elements of the ship, especially those above the waterline, to reduce topweight issues and allow more weapons and superstructure protection to be added.

The ships are powered by SCTA turbine powerplants, making them fast despite their excellent armor protection. They are armored by a fairly advanced, face-hardened steel armor plate enabled by our advanced metallurgy. Their structure is similarly composed of tough steel alloy to give them additional survivability, even beyond that given by their Skytear Galleon-inherited tendency to never sink.

The ships are covered in weapons of all sorts, with a main battery of 8" guns capable of punching straight through any ironclad warship, secondary batteries of 4" guns to deal with lighter warships and harass larger ones that get too close. Shells with Sunic interiors serve us for incendiaries capable of destroying any wooden warships still in service while devastating shore targets, while explosives and armor-piercing shells sometimes use Sunic lead components to add a little incendiary ability to their normal purpose.

These armored cruisers are the most common unit of our fleet, being less expensive than a full battleship yet capable of defeating battleships protected by only iron, and capable of resisting fire from low-velocity guns of the time due to their steel armor.
Difficulty: Easy
6+2+1 = 9 (Above Average)

While the Eclipse was a grand vessel, it could not possibly be everywhere at once. The Anor-class armored cruiser applied Etroan shipbuilding philosophy to modern designs, showing the Etroan navy to be a fearsome force in the ismuth and the world at large.

As time has passed, Etroa has only become more adept at including Eld in their designs, and it shows with it’s extensive incorporation into the design. As with past ships, it is incredibly difficult to actually sink an Anor cruiser; if one is defeated, it’s through a hit to critical systems or simply by destroying its ability to retaliate rather than simply sinking them and while expensive to outfit the fact that they are easily repaired or salvaged helps to keep cost down. Of course, a ship that’s durable is all well and good, but not very useful if it can’t hurt the enemy - so of course, the Anor cruiser is quite capable of this. It has a heavy main battery for the size, with armor piercing and explosive shells to pierce opposing ironclads. Secondary guns, while smaller, are loaded entirely with sunic shells that allow them to easily set fires to enemy ships even if they have difficulty actually piercing it’s armor.

The Anor Cruisers served as the mainstay vessel of the Etroan fleet during the Yuzuan War, clashing constantly with the ships of the overseas empire.

---

The Yuzuan War was the bloodiest conflict in Etroan history, and many were glad to see the back of it. For 50 years, we’ve given this “peace” thing a try, and for some it’s enough. But those awful Askians keep pushing, and pushing, and pushing. Something’s gonna give. And we’ll be ready when it does.

It is the final preliminary Design phase. You have two designs in this phase. As your forces build and prepare to return to battle, someone takes the lead; perhaps an old veteran from the Yuzuan War, or a youthful new firebrand eager to end the tale of Askia and Etroa; Design your first Commander. They will be added directly to the armory. For the second, design any ground-based military equipment or unit; this will be added directly to the armory.

Spoiler: Prelimary Proposals (click to show/hide)

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