this thing has really grown since last I logged in. Mmkay ... I'll re-read the rules and design a side sometime later. 'Tis a weekday after all.
Sinrus wrote:Put in some more spells. If someone more mathematically minded want to do the mathamancy, great.
I like to think I'd qualify, but Mathmancy as seen in the comic cannot do anything a calculator can't do, so for us it's pretty useless. The only thing right now I can improvise (with NO canon support) is something like
Call to Order: reduce the spread of a random factor in an action roll. The average is not allowed to change however.
Example: suppose damage output for a stack gets multiplied with some random factor between 0.1 and 0.9. Average is 0.5, and also means that if this stack started attacking numerous, numerous times and each time getting a new random roll, they'd have done total damage as if that random factor was 0.5 each time.
Call to order would make that factor vary between 0.3 and 0.7 for example.
Since it could affect any random roll, if you have these in your game (gotta reread the rules), it may not be that useless however without Luckamancy (which WOULD be allowed to move that average around) .... ohwell.
It's either that or topological tricks to teleport mirror images of units.
Ironic, cause Math is useful for most anything in our world, but I'd rather not make Mathmancy a jack-of-all-trades, master of none, compared to the other Mancies.
EDIT: ooh, ooh, one more
Dehn Surgery: a) for x turns, a chosen hex boundary is uncrossable- it becomes an indestructible impassible obstacle for all; space ceases to exist on that edge.
b) can "glue" together two hex boundaries that have been previously cut by Dehn surgery- these hex edges might be edges on hexes that are not adjacent. Any unit passing through one edge in the first hex will exit, teleported, through the edge in the other hex. The glue only lasts as long as the original hex cut lasted. Of course, if somebody wants to waste a spell by cutting and gluing neighbouring hexes, well this does nothing.
(EDIT of edit: the barrier/glue is effective on spell ranges also. Hexes that are glued become neighbours for spell range purposes, while an edge being cut between two hexes means that a spell needs to go through the hexes around the cut. This will affect Dehn Surgery too.)
One limit of the surgery: it is never allowed to cut off a region of the map completely. So, you can't cut all six edges on a hex for instance, or all the edges enclosing some region.
Costs ranges etc worked out later, if you guys think any of this is useful.
The whole point of this is lost if you keep it a secret.