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Messages - Kot

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181
I am neutral observer so I do not propose design but I say you should make float-point numbers because boat float and floating is cool

182
a stick

183
I will join the game as unbiased observer and thus be able to look at and comment on designs of both sides. Truly the best of both worlds.

184
Spoiler: ree1 (click to show/hide)

Spoiler: ree2 (click to show/hide)

I might edit this but am posting now because Senseis are fickle beings and I don't know if I will have time to post before he finally snaps and says the designs are closed. I haven't read through it properly. It's 1AM. Blame Sensei for all the bad things. Also, damn public designs.

185
It's wrong though, it says Arztotzka, some of letters are not right and the wings do not reach to the top of the star, not to mention it has different ratio. It's not cleaned up, that's entire new flag!

186
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 05, 2019, 12:14:25 am »
Quote from: votebox
Designs:
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (5): Detoxicated, MoP, Maxim_inc, TFF, Doomblade
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (7): Kashyyk, Taricus, Powder Miner, TFF, Lightforger, MoP, Doomblade
Cat Eyes (1): Kot

One Design: (2) Lightforger, Kot
Two Designs: (7) Maxim_inc, Detoxicated, Taricus, Kashyyk, TFF, MoP, Powder Miner

Dice spent:
Sky Eye (6/14)(3):
1 (1): Lightforger
Telekinesis (2/7)(2):
1 (1): Kot
Rune of Power (4/13)(4):
1 (2): Kot, Lightforger
Keep 1 Die for Revision (2): Powder Miner, Taricus

Requisition:
Spotting Scope (4): MoP, Sensei, Powder Miner, Doomblade
Shotgun (4): Taricus, Maxim_inc, TFF, Kot
Standard Infantry Uniform (1): Kashyyk
No Requisition: (1) Lightforger
Anything but the scope.

187
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 04, 2019, 08:41:58 pm »
Night Vision Monocle (enchantment)
Night Vision Monocle is an otherwise regular (if possibly bulky) monocle that intensifies light. It does so by emitting light quanta through the viewing side when the other side is exposed to them and the device is activated, in a way similar to the Palm of Light evocation. It should be balanced so that it can be used to see during low light conditions.
or
Cat Eyes (sorcery)
Kot's Eyes is a sorcery which causes inner parts of choroid of a mage's eye to harden and turn reflective, essentially giving him tapetum lucidum similar to those of animals that are able to see at night, so the amount of light inside his eye is magnified, letting him see better at night. It's kinda like Clear Sight in terms of application, but it focuses on the mage's own eyes, rather than creating a new lens in front of his own. Care should be taken that after the spell falters, the eye returns to normal, or that we have a way of reversing the spell.

As it currently stands, eS said that both Mana Transfer and Another Mind is against the rules, so I removed them. Also, as it currently stands, both Teleterrastrialism and Kinetomancy attempt to use Telekinesis as it's base, something we can't do until we have at least 50% progress on Telekinesis, so people voting for them should probably reconsider, even if I don't want to delete them outright. The design votes are based on how many things people have voted for, if it's wrong, fucking vote again. Also, I'd rather if instead of voting on multiple stupid designs, we made one that's useful, and actually made it so we have something finished by the time game starts. In that vein, I think a requisition might be premature, and it's not a free piece of equipment, so I'd rather want us to not waste it on a redundant scope, if the whole thing with Sky Eye was replacing traditional scopes.

Quote from:  holy shit votebox is such fucking mess I'm not even sure it's possible to clean up by now
Designs:
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (3): Kashyyk, Taricus, Powder Miner
Kinetomancy (1): Lightforger
Cat Eyes (1): Kot

One Design: (4) MoP, Powder Miner, Lightforger, Kot
Two Designs: (4) Maxim_inc, Detoxicated, Taricus, Kashyyk

Dice spent:
Sky Eye (6/14)(3):
Telekinesis (2/7)(2):
1 (1): Kot
Rune of Power (4/13)(4):
1 (1): Kot

Requisition:
Spotting Scope (4): Doomblade, MoP, Sensei, Powder Miner
Shotgun (3): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (2) Lightforger, Kot
Bosnians: (0)


188
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 04, 2019, 10:29:18 am »
Quote from: all praise Kot
Design:
Mana Transfer: (4) Sensei, Lightforger, MoP, Kot
Another Mind: (2) Doomblade, Maxim_inc
Teleterrestrialism (evocation): (2) Maxim_inc, Detoxicated
Barrier (3): Detoxicated, MoP, Maxim_inc
Lucky Strike (2): Taricus, Kashyyk
Camo Cloak (2): Kashyyk, Taricus
KMUKA Standard Uniform (By Taricus) (0):
Kinetomancy (2): Lightforger, Maxim_inc
Tubikh Rrahim (1): Kot

Requisition
Spotting Scope (3): Doomblade, MoP, Sensei
Shotgun (3): Taricus, Maxim_inc
Standard Infantry Uniform (1): Kashyyk
No Requisition: (2) Lightforger, Kot
Bosnians: (0)

Tubikh Rrahim - we dig up some old book about spell that negates magic. It makes magic not work. We will need to requisition Bosnians to cast it, however.

189
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 04, 2019, 01:04:13 am »
One reason to requisition a spotting scope: creation of an enchanted Listening Scope, which amplifies sound waves as well as light.

Another reason to requisition a spotting scope: creation of a Caster's Scope that can extend the range at which spells can be cast. Bonus points for making it headgear that can be lowered over the eye.
I am pretty sure it wouldn't be neccesary. The night vision enchantment will probably require it's own manufacture anyway, and might not have a lot to do with scopes, depending on approach. In the end I think there is no rush to requisition anything.

190
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 03, 2019, 06:19:15 pm »
If we charge the enchanted item before they go astral, they should be fine.
I am questioning if the item even goes astral, and even if it does... the item doesn't actually change place. It's still sitting back with the mage. Hell, even if, the sheer implications of being able to project an item and have it work, because that's not even projection, that's essentially teleportation.

191
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 03, 2019, 04:08:54 pm »
Hm, Powder. Could you make the ghost reciever wireless? I would maybe go for it.
I'm pretty sure it wouldn't work. Mages are unable to cast spells during the projection, I don't see why enchantments would be different.

@Kot, the idea behind spotting scopes was to fit in woth our role as support/recon mages, as they would help us scout. As per Another Mind, interrogations and torture can generate false info from panicked people who know nothing trying to get the deal over with, the idea would be to improve relations by getting the army actually reliable info.
Yeah, but I'm pretty sure the whole projection thing was to serve as a spotting help without showing your face with a scope. Not to mention there are already spotters, and unless you plan to do something with the scope magically, or have a requirement of specific piece of technology to help you, I don't see it being really that useful. Scopes are relatively expensive in WW1.
Reading people's minds worsens relations with everyone that cannot be sure you aren't reading their mind. I can already see it being a giant future problem because Arms Race GMs just love fucking with people, not to mention I'm not sold on the whole idea actually generating that much useful information for us on the battlefield.
Even if I don't consider it an outright mechanically fucked idea, like most other, I just am against it due to prejudice against fucking with people's minds. In the end, presuming I'd be okay with it, I'd start with something smaller - maybe trying to see through animal eyes (birds) or something like that, due to presumed simplicity of brain.

192
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 03, 2019, 02:00:40 pm »
First off, requisitions. There are a few ideas and possibilities, and I think making one of those would upgrade the mages combat capabilities without forcing us to spend a magic design on it, which might be useful if enemy goes for something offensive and bent on killing our dudes.
1) Shotgun. eS said the military doesn't have a shotgun, but we could try to get something from civilian market. I'm not sure, maybe.
2) Grenades. eS confirmed military does have grenades, but I'm worried about their quality and price, considering this is early on in the war. The only problem would be that they might be limited to regular grenade use, because I don't think they will be the size of a saxophone dog, so might not be able to be thrown with telekinesis.
3) Small artillery shells. eS said we have something like this, so my guess would be taking the shell from one of the smaller cannons and yeeting it at enemies when in trouble. The downside is the relatively high weight, but if telekinesis numbers are right we could probably throw the shells with power high enough for them to explode at short-medium range.
4) Something else, I dunno. I don't really know what would spotting scope be useful for.

As for designs - I think making an uniform isn't useful yet. I love Infantry QoL as much as everyone, but we don't actually have a lot of things to put on them, apart from fashion. While fashion is an important part of combat effectiveness, I'd appreciate if our new uniforms served a specific role, presumably protective. If we have nothing, we might just as well fix the hat with a revision.
There was an idea to make night vision, which I think could be relatively possible to achieve. Either due to "MAGIC I DUNNO LOL" or trying to change the wavelengths or someshit, the scientific theory is there, so a properly engraved and enchanted ~~monocle~~ pair of goggles could probably work.
I'm not sure if listening to people's thoughts will be that effective in terms of war, but I am pretty sure Austria would FUCKING LOVE the ability to hear their own people's thoughts. Make what you will from that. To be honest, I don't feel the gain would even be worth it, considering I doubt the enemy specifically made spells that make people more resistant to traditional... persuasion efforts. I also somewhat dislike the idea because it might cause mages to be wildly distrusted - being able to read people's minds is a very frightening idea for the people whose mind is read, and they don't really have an insurance we won't do it to them.
Some form of protection would be nice. I find telekinetic and various "barriers" energy intensive, so I'm not sure. Maybe it could work better as an enchantment rather than evocation or sorcery, either as force fields or strengthening the actual armour, but non-personal ways of protection should be looked into, I just think they might be too complicated and power hungry for our own good.

I don't know, I'm just sparking discussion because we apparently do very little of it.

193
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 01, 2019, 07:02:00 pm »
Magische Unterstützungskompanie
Or
Magier-Unterstützungskompanie
The second works a bit more, since it's more of a direct translation from the name given to us by eS. I think that K for Kompanie should be in the abbreviation anyway, even if Germans love their compound words, mainly because it gives me good K.u.K vibes, and it wouldn't really mean a lot without it. I do not actually speak German well but yeah.

194
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 01, 2019, 05:28:44 pm »
Quote from: Votebox (love Kot)
The Quadricolor/The Hands of God: (2) TTE, Maxim_inc
The Coat of Arms: (4) Powder Miner, Doomblade, Kashyyk, Kot

Patch:
Patchy patch of patchy patchiness.: (1) Kot

Motto:
"Scire" (Know, "To Know"): (1) Kot
Patchy patch of patchy patchiness.
Non-patchy patchy patch of patchy patchiness, aka "ow my eyes".
624 K.M.U.K.A. stands for 624st Kolubaria Magier Unterstützung Kompanie Alpha. A.E.I.O.U is this. The symbol is the symbol of Veles, Slavic god of Magic, except with horns on all three sides, I dunno. The colors are the one from the flag. Motto is Scire, which is latin for "To Know".


Imgur changes my images automatically to .jpg send help

195
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: December 30, 2018, 11:47:36 pm »
On the top right (in Austrian colors) is the emblem representing the Austrians, an eagle; it isn't precisely the Austrian eagle we think of today, but that one has a few elements which make it a bit difficult, and it is extremely stylistically similar.
I'm not really happy with this part, and I could try and figure out a higher quality eagle, but I'd honestly want something other than eagle. The problem is Austria apparently has no national symbols. Tough luck.
On the bottom left (in Serbian red and white) is the emblem representing the Serbs, consisting of the Hands of God as well as the Cyrillic symbols of the Serbian cross, which are the equivalent of "S"s in Cyrillic.
Yeah it's basically like Serbian coat of arms, except with Hands of God instead of actual cross. I dunno. I wanted to put it somewhere and it felt like it'd fit. The symbols are firesteels and come from Byzantine flag. It's like Byzantine Slavs, I guess, so, uh, Serbians?

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