Or possibly sheath the entire Moonchaser in what effectively amounts to a force field, one with Hardness 20 and 70 HP per 175 square foot section.

I think 20 individuals Brilliant Barriers properly organized, with each covering 175 square feet, could cover an entire Moonchaser? That's 3500 square feet of coverage.

Maintaining that would require constant attention from the operator of each projector, but I'm sure they could manage at least during combat engagements.
Do barriers move with the ship once projected outside of it? That's why I suggested using them more like the Macross Pin-Point shield, before it got upgraded to a full force-field. While I think a Moonchaser could maintain a perfect hover, thinly applying the fields means that if one section goes down, the entire ship now can't move, but the enemy can happily target just the section exposed.

I think it should work fine if you abut the field between the exposed hull if it gets a breach, but I think it's stationary afterwards? Of course to allow for actual energy shields you could ask DP if we can slave the barrier to the projector in a pre-selected pattern. So if the projector moves, the barrier projected also moves in relation to it.
 
Do barriers move with the ship once projected outside of it? That's why I suggested using them more like the Macross Pin-Point shield, before it got upgraded to a full force-field. While I think a Moonchaser could maintain a perfect hover, thinly applying the fields means that if one section goes down, the entire ship now can't move, but the enemy can happily target just the section exposed.

I think it should work fine if you abut the field between the exposed hull if it gets a breach, but I think it's stationary afterwards? Of course to allow for actual energy shields you could ask DP if we can slave the barrier to the projector in a pre-selected pattern. So if the projector moves, the barrier projected also moves in relation to it.
From the spell's description, I would assume the barrier is mobile, since one of it's intended uses is to seal hull breaches.

If DP rules otherwise, we'll need to be careful with barrier placement to keep the Moonchaser from colliding with them.
 
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Still think more than two per Moon chaser and higher than CL 7. How does 3 CL 10 sound? That want each round they can deploy 30 panels of 100 HP shielding each. Nice round numbers.

And that one minute Etrophic Shielding figurehead. Anyone remember the name?

Plus four Leaf clovers on all Wyverns. Three +2 Luck Bonuses to rolls a day.
 
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From the spell's description, I would assume the barrier is mobile, since one of it's intended uses is to seal hill breaches.

If DP rules otherwise, we'll need to be careful with barrier placement to keep the Moonchaser from colliding with them.

I like your ruling better and it means they'll get some basic use at all times. So it's a nice idea, and it scales up too. One thing about bigger ships, is they'll likely need bigger command decks (if not necessarily bridges). So there will be a crew section all about managing damage control teams, another section for managing Shield Zones (keeping all the shields in that zone active).

Though if we can get a Construct Mind to manage them you could also cut down on space, given how much ground ten 175ft barriers covers that only becomes a concern when the ships get really really big. Eight projectors could be managed from a long console off to the side with display mirrors showing a to-scale mock-up of their shield zone, and an illusory display can light up red and keep track of when a timer is counting down or when a barrier will fail.

You could even go further and have it go on an automatic cycle determined by the operator, which would also cut down on technicians needed to manage it. Even spending a bit more money per item and linking them to the console with rituals for more sophistication would be worth it.
 
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Say if Brilliant Barriers are ablative. Could we put them on Wyverns too? A 70 HP ablative dome around them would improve their survivability a lot.
 
Say if Brilliant Barriers are ablative. Could we put them on Wyverns too? A 70 HP ablative dome around them would improve their survivability a lot.
No, a module is exorbitantly expensive compared to the the price of a single Wyvern. Maybe on a troop transport, as they would be useful for securing a landing zone.

Also, how a Barrier works is that they are contiguous, have a pool of 70 HP, and if it falls under the Hardness 20 threshold it deflects the damage. All squares of the projected Barrier section fall if the pool is depleted. This makes the most sense at it is a Force effect, not actually projecting material which can be melted through or crushed inward.
 
Ok, and Guardian Figureheads. That's the name I forgot. Dont forget to upgrade all ships with this next month. 135 IM for one minute of Etrophic Barrier protection for vessels. Still need to confirm eith DP if we cant pay more for a longer effect time. Honestly might be worth making it a continual effect on Moonchasers and Dauntless class ships.

And Four-leafed Clovers for the Wyverns pilots. Mount them on the flight controls or something. Cheap enough that the bonus could come in handy then and again. Heck I'd ask if we could give mount them on the Alchemical quad launchers for an added bonus to their effect.

Those two should be cheap upgrades for the ships.
 
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Putting them in Sothoryos would be hilariously cruel. 😂😂😂

[X] egoo

@DragonParadox, to clarify, are we getting Mance's fealty here in exchange for pulling his ass out of the fire?
Do we have any un-occupied islands we can put them on, they can't raid if they're the only inhabitants, so un-occupied islands, would be perfect to get them used to civilization.

Else we can dump them in the Dothraki sea, there's mainly undead and Dothraki there, so we don't care if some Free Folk do a little raiding there, and I think we can build them a town there, that can protect against said undead and Dothraki.
 
Do we have any un-occupied islands we can put them on, they can't raid if they're the only inhabitants, so un-occupied islands, would be perfect to get them used to civilization.

Else we can dump them in the Dothraki sea, there's mainly undead and Dothraki there, so we don't care if some Free Folk do a little raiding there, and I think we can build them a town there, that can protect against said undead and Dothraki.
It's in our best interest to spread them out as much as possible so they assimilate with the rest of the Imperium, instead of allowing them all to stay in one place and making it easier for them to keep the old raider culture. Putting them in any of the Free Cities would work, though we could easily absorb a huge chunk into Sorcerer's Deep itself.
 
Besides you stick them all in one place with no one else and they'd just end up raiding each other. That's half the reason Wildlings are such assholes. The only ones one they hate almost as much as "kneelers" is each other.
 
It's in our best interest to spread them out as much as possible so they assimilate with the rest of the Imperium, instead of allowing them all to stay in one place and making it easier for them to keep the old raider culture. Putting them in any of the Free Cities would work, though we could easily absorb a huge chunk into Sorcerer's Deep itself.

Or just an area with a low population but heavy military presence. I was thinking Andalos... but that might be a bit too provocative, and it would basically be unloading a problem on whoever we make Duke over the Andalos+Coast+Velvet Hills area.

Alternative would be maybe the North Ifeqevron, where we would have already heavily militarized the region after constructing our Super Fortress. So if we needed to protect them we wouldn't be going out of our way to do so, and we'd get an influx of settlers in an area we won't develop otherwise for a long time.

Edit: I like the idea of just splitting them up into smaller chunks and spreading them around in spirit, but in practice clan-groups won't want to split up, so the largest manageable chunks would still tend to have hundreds to dozens of members. You could set up that many people in nice little villages on major roadways if you really wanted to give a metric assload of work organizing that to our administration.
 
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Besides you stick them all in one place with no one else and they'd just end up raiding each other. That's half the reason Wildlings are such assholes. The only ones one they hate almost as much as "kneelers" is each other.
Yeah, their culture as a whole needs to be dismantled for the benefit of the long term.
Or just an area with a low population but heavy military presence. I was thinking Andalos... but that might be a bit too provocative, and it would basically be unloading a problem on whoever we make Duke over the Andalos+Coast+Velvet Hills area.

Alternative would be maybe the North Ifeqevron, where we would have already heavily militarized the region after constructing our Super Fortress. So if we needed to protect them we wouldn't be going out of our way to do so, and we'd get an influx of settlers in an area we won't develop otherwise for a long time.

Edit: I like the idea of just splitting them up into smaller chunks and spreading them around in spirit, but in practice clan-groups won't want to split up, so the largest manageable chunks would still tend to have hundreds to dozens of members. You could set up that many people in nice little villages on major roadways if you really wanted to give a metric assload of work organizing that to our administration.
I'm all for splitting them up however much we can get away with. If we have to keep family-groups and clans together then fine, but they should be spread apart as far as possible. Preferably they're settled in cities, too, rather than being punted off into their own villages where they get to keep to themselves.
 
It's in our best interest to spread them out as much as possible so they assimilate with the rest of the Imperium, instead of allowing them all to stay in one place and making it easier for them to keep the old raider culture. Putting them in any of the Free Cities would work, though we could easily absorb a huge chunk into Sorcerer's Deep itself.
It's a good idea to give them a bit of time to become civilized first though, so giving them a way point island, that they can learn how to civilization is a good idea, we just have to make sure the island isn't so attractive a place to live on, that they wont want to leave it again, setting up a temporary base for them, where they can learn the basic skills needed for civilization, could decrease the problems they cause for us, compared to just unleashing them on our cities unprepared.
 
Given the culture under discussion is the tendency to raid and pillage I doubt that counts. No one minds if they keep worshiping the Old Gods or speaking the Old Tongue I trust?
Old Tongue and Old Gods aren't objectionable in the slightest. It's the raiding and kidnapping that will be stopped at the threat of execution for breaking the law.
 
I think the issue is more the discussing methods for systematically grounding down objectionable cultural tendencies in general. The response to arson, murder and jaywalking isn't really in doubt as far as forum moderation is concerned, but infractions tend to fly around when discussion shifts in that (the former subject's) direction.

I'm sure there's a way to organically work our concerns into discussion and the details into the narrative, but we should probably walk lightly here anyway.
 
i would like them to switch to a language that our people speak, but them becoming bilingual, is just as good as them switching language.

There really isn't a single language of your people. The various forms of Low Valyrian are about as mutually intelligible as early romance languages circa 800 AD with High Valyrian still used as a Lingua Franca by various sorts of nobles and professionals, it has also become the primary language of magic since that's what sorcerers start speaking and a lot of books on magic are written in it. There is also the trade argot which is basically a compromise between the more prevalent forms of Low Valyrian and broadly intelligible as far as Slaver's Bay but it is obviously more concerned with the practical and mercantile.
 
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There really isn't a single language of your people. The various forms of Low Valyrian are about as mutually intelligible as early romance languages circa 800 AD with High Valyrian still used as a Lingua Franca by various sorts of nobles and professionals, it has also become the primary language of magic since that's what sorcerers start speaking and a lot of books on magic are written in it. There is also the trade argot which is basically a compromise between the more prevalent forms of Low Valyrian and broadly intelligible as far as Slaver's Bay but it is obviously more concerned with the practical and mercantile.
Okay then I would like to introduce a language for our people, something to be taught in schools all over the empire, our people needing interpreters to talk with each other, is not a good long term situation.
 
There really isn't a single language of your people. The various forms of Low Valyrian are about as mutually intelligible as early romance languages circa 800 AD with High Valyrian still used as a Lingua Franca by various sorts of nobles and professionals, it has also become the primary language of magic since that's what sorcerers start speaking and a lot of books on magic are written in it. There is also the trade argot which is basically a compromise between the more prevalent forms of Low Valyrian and broadly intelligible as far as Slaver's Bay but it is obviously more concerned with the practical and mercantile.
Well there's also how nobles speaking High Valyrian throughout Essos without learning the language via magic probably sound like provincial clowns, whereas even Malarys speaks the variant used since antiquity, with maybe a few different words working their way into common parlance for him especially since he has to work with a lot of minions and underlings.

It's been convenient for not sounding like a backwater bumpkin in front of Viserys' peers tho.
 
Okay then I would like to introduce a language for our people, something to be taught in schools all over the empire, our people needing interpreters to talk with each other, is not a good long term situation.
It's not really a huge concern in places outside Thenn. Most Wildlings--sorry, err, 'Free Folk', can speak Common.

Anyway, they're already all taught High Valyrian since this is the language used in most texts older than several centuries.
 
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