Erfworld Game

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Re: Erfworld Game

Postby Crovius » Mon Feb 22, 2010 4:55 pm

Ok, fixed the point with the Renders, they have Move 11 now, and gave the Galateid the Move 8 like you said.

all those names are actualyl reference to Prometheans, from the new World of Darkness. Imagine if my side was basically giolems with free will and sentience. You can take a look at the Wiki for some cool info. My Knight unit will be the Wretched, also called the Frankenstein monsters. Nepri are also called Osirans, because they're based on the myth of Osiris and how the undead egyption god was cut into 13 pieces and when his wife reassembled 12 of te pieces and broguht him back, missing only 1 piece; Galatieds are based on a two greek myths, one of Galatea who saw his reflection in a pool of water and was entranced, standing so still he turned to stone and another myth of a sculptor who made a woman of marble intending her as his lover; The Wretched are based on the Frankenstein myths; Ulgan, also called the Riven, are based on native american myths where shamans would eb torn apart by wild spirits then put back to tegther and brought to life; and Tammuz are from a myth on Jewish Mysticism, where a Jewish Rabbi made aman of clay and carved the word for truth (emet) into the golems head, erasing the first letter (makign it met "death") to put it to sleep at night, and forgot one night, and thus the Tammuz ran away.

My Livery colors are white and dark purple

Insignia:
Spoiler: show
Image
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Re: Erfworld Game

Postby Kaed » Mon Feb 22, 2010 5:10 pm

I'm still writing out your results Az, but yeah. You can consider all your ground units Desert Capable.

Sinrus, you started on grassland so you have no such thing.

Crovious, you are a special case, since you already have water-capable units but start on a mountain, you can buy Mountain capable when creating special units for half price, and your infantry are all mountain capable. Your Nepri are not, and pretty much have to crawl down from the mountains if they want to move xP I'll be sending you the info for your first toon as soon as I finish Az's.
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Re: Erfworld Game

Postby Sinrus » Mon Feb 22, 2010 6:02 pm

*GASP* *PANT* *HACK*

Making the spell list actually a lot easier than I though it would be. I only need to do three more disciplines!
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Re: Erfworld Game

Postby Ehbobo » Mon Feb 22, 2010 6:04 pm

Kaed, you said originally that you could handle 3 players. I count 5 now (Sinrus, Azgrut, Crovius, turbler, and BLANDCorporatio) so I could help you out with one or two if you want.
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Re: Erfworld Game

Postby BLANDCorporatio » Mon Feb 22, 2010 6:06 pm

Not so fast, I haven't actually entered a side yet :P I'll reread the rules and so on, and post something to that effect during the next couple of days.
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Game

Postby Kaed » Mon Feb 22, 2010 6:08 pm

I did, and I was so right about that. Currently turbler and BLAND are not actually in the game yet, but golly am I getting overworked managing three of them xD If you have an IM program I can give you a crash course on how to run it though :)

It requires a considerable amount of effort and dedication though, so don't take it lightly.
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Re: Erfworld Game

Postby turbler » Mon Feb 22, 2010 6:49 pm

Side done. for now we will go insignia-less, with colours of Gray and ... Blue. (I hope I can change that too...)
Sinrus, you forgot some Flower Power. Ok so the attack spells were a bad plan. But what of the animation spell, and the anti-uncroaked spell? Surely the Forest growth spells were for a purpose? And I doubt Florists would want to Vice-Versa the growth spells, y'know? BUt I like the peace spells
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Re: Erfworld Game

Postby Kaed » Mon Feb 22, 2010 7:02 pm

Your side has been noted turbler, but we really need another GM right now. I'm struggling to maintain 3 players, and all this work is slowing things down an awful lot and giving me very little rest time. xD Not that I'm not having fun, but some help would be nice...
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Re: Erfworld Game

Postby Ehbobo » Mon Feb 22, 2010 7:05 pm

I could be an assistant GM.
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Re: Erfworld Game

Postby Kaed » Mon Feb 22, 2010 7:27 pm

Ehbobo wrote:I could be an assistant GM.


PM me or something and we'll talk, I'd prefer to use an IM for that as I said, because I have so many windows open on my browswer already >.>;
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Re: Erfworld Game

Postby turbler » Mon Feb 22, 2010 7:40 pm

Score! So once you get your assistant GM, I'm in?
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Re: Erfworld Game

Postby Kaed » Mon Feb 22, 2010 7:43 pm

turbler wrote:Score! So once you get your assistant GM, I'm in?


I'm already making your entry post. x3

He'll assist once I get ahold of him. One of the players is nearing a point far enough ahead of the others that I can reasonably put him on hold until you all catch up more, so it'll be back to 3 for the moment, then. And another player still hasn't gotten past turn 2 yet, and another is on 8-9.
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Re: Erfworld Game

Postby Azgrut » Mon Feb 22, 2010 7:47 pm

I fear that player is me then. :)

Doesn't matter doesn't matter. :) I like the game though. It give a very erfworld like feeling.
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Re: Erfworld Game

Postby Sinrus » Mon Feb 22, 2010 7:55 pm

AHA! I finished! Any suggestions for spells are still welcome, of course.
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Re: Erfworld Game

Postby Ehbobo » Mon Feb 22, 2010 8:07 pm

Since it's currently all scattered around the thread, here is a list of all the game rules as I find them:

On Cities
Spoiler: show
Each side begins with one city - a Level 1 capital city. A Level 1 city has no walls - any can enter or exit, though must still fight through the garrison. A city takes up 7 hexes - the center one, and each adjacent hex. The surrounding hexes gain Walls eventually. All later cities produced by the side pop the same types of units, regardless of terrain. Captured cities produce the units of their original side. The Overlord is the only unit possessed at the beginning of the game, and he pops as a Level 1 Warlord with either Defense or Attack stats maxed (at 8) and 4 extra HP (14).

A stack containing an Overlord or Warlord that is situated on a free Hex can designate it as a Resource Point. This can take 1 or more turns to complete (during which the warlord must remain on the hex), depending on the terrain type:

Farm - A plains, grassland, or otherwise normal hex with no special qualities takes 2 turns to set up, and becomes a Farm. Farms provide +150 Schmuckers a turn to the city. This can be raised by 50% by a warlord or Overlord overseeing it.
Lumbermill - A forest hex requires 4 (light forest) or 6 (heavy forest) to set up, and becomes a Lumbermill. A Lumbermill provides +350 Schmuckers a turn and lasts 10 turns (light forest) or 15 turns (heavy forest). After that, the hex is deforested, and becomes a plains. The Overlord may then choose to abandon the Lumbermill. If he does not, the hex defaults to a Farm. As with Farms, a +50% production bonus may be gained by Warlord overseeing.
Mine - A mountain or volcano hex requires 8 turns to set up, and becomes a Mine. A mine provides +500 Schmuckers per turn, and can also apply a 50% bonus from being overseen by a Warlord. Additionally, there is a 15% chance every 10 turns that a mine is active (starting with the first) that a Gem Node will be struck. When this happens, the Mine produces an additional +500 Shmuckers for the next 5 turns (this additional Shmucker bonus is not subject to the overseer bonus). A volcano hex has instead a 20% chance of striking a Gem Node every 10 turns.
Wharf - A water tile may be converted into a Wharf, but the process requires the Warlord to enter the water tile, thus requiring a unit with both Mount and Aquatic in order to even create it. This process takes 3 turns. A Wharf produces +200 Shmuckers a turn and gives the ability to recruit ships.

A City may only support 3 Resource Points per Level, and all of them must be within the citys Zone of Control. The Zone of Control of a city is 1 Hex per level outward from the hexes of a city. Thus, a Level 1 city can only create Resource Points from just outside what will later become its Walls. At Level 2, any hex one hex beyond may become a Resource Point, and so on.

The capital city (and all level 1 cities) begins the game with no walls - anyone can enter a Level 1 city unhindered save by the Garrison. In addition, Level 1 cities possess only a Courtyard zone and Palace. Note that while there is no Tower zone in a Level 1 city, the Airspace zone still exists in every city. A city must have a Dungeon zone, however, to possess Tunnel zones. They cannot produce Warlords.

A new city zone can be created for 7,500 Schmuckers, and it pops as a level 1 city. It can be upgraded immediately if sufficient funds at at hand. Cities do not have a 'combined treasury' and each one stores their own funds. The assistance of a Moneymancer is required to transfer Schmuckers between cities and thus instantly upgrade a new city.

A Level 1 City has the ability to produce:
600 Schmuckers per turn
-Infantry, Stabber Class (x2). 1 turn, upkeep 30 each. (Stabbers have higher offensive ability than defensive. They are a strike force, and move slightly faster than Pikers - HP 6, Attack 4, defense 2, Move 4)
-Infantry, Piker Class (x2). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30. (Pikers have a higher defense and slightly lower move than Stabbers when not garrison - HP 8, Attack 3, Defense 4, Move 3)

-Infantry, Archer Class (x1) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40. (Archers, obviously, can fire at long range, targeting any unit within the same hex. They have a move speed comparable to Pikers - HP 6, Attack 6, Defense 1, Move 3, Special - Archery)
-OR- (Level 1 Cities can produce either archers or scout units)
-Scout-Class unit (x1) - 1 turn, 30 upkeep. (Scouts have a reasonably high move , and may possess the Flight ability - HP 4, Attack 1, Defense 1, Move 8(with flight) or 6 (without flight). Their combat, defense, and HP are negligible. They possess natural Thinkamancy and may relay information to their Overlord or a Warlord. In the absence of a Thinkamancer, this has a functional maximum range of 6 (if the scout possesses Flight) or 8 (without flight) hexes. The type of scout unit is chosen at the beginning of the game, and cannot be changed.)

- Special Unit A and B (x1) - 2 turns, 40-50 upkeep (This is where the players are free to excercise some creativity. Special units A and B can be more powerful, tougher, or faster than basic infantry by about 6 total points (into HP, defense, offense, or move) each. This is done from a base template of HP 6, Attack 3, Defense 3, Move 3. Simple specials (but only one), such as Mount, may be given to these two units at the cost of 2 points. Starting HP can be increased at a rate of 1.5 per point, but half points do not show up, so you must spend them in sets of 2 for it to have full use. This is subject to moderation and approval, of course)
-OR- (Level 1 Cities can produce either SU A/B or SU C)
-Special Unit C (x1) - 3-4 turns, 70-80 Upkeep. (This is where the players are free to excercise some creativity. An alternative to producing two kinds of slightly stronger special units, the side may instead start with 1 kind of considerably stronger unit. This unit will most likely be a Heavy-type. This one has 12 points to apply to the base template, and in addition to everything available to A/B, can purchase more complex specials, such as Fabrication or "Burrowing" (like spidews, which can enter tunnels despite being Heavy units) or Fast (+8 Move) for 3-4 points. But again, only 1 special can be purchased for a Special Unit C, with the sole exception of Mount, which can be a second special - though it still costs 2 points.)

-Ship A (x1) - 2-3 turns, 60-70 Upkeep (This can only be produced if the city has a wharf. This is a very basic ship, good for little more than ferrying troops back and forth. It has a base Template of HP 6, Attack 2, Defense 2, Move 4, Cargo 8, and 5 points can be added on. Ships automatically have the Water-Capable special, and Range is the only one that can be added.)

Level 2 City:

Raising a city from Level 1 to Level 2 requires 5000 Schmuckers. This upgrade provides a city with Walls, and grants the Tower Zone. Optionally, if the city is on a Mountain hex, a Dungeon and Tunnel zone may be added. Walls prevent non-flying units from entering the Courtyard Zone without first breaching it or the gate, and allow stacks of units to be placed atop them. Units stationed on a wall may attack if they have the Archery ability, but a wall or gate that is occupied by units cannot be breached unless there is one stack or less present. This means that a fully manned wall must first be mostly cleared off before it can be attacked directly. All walls and the gate in a Level 2 city have 100 HP and can hold up to two unit stacks per walled hex, but may only be attacked by units with the Siege ability.

A Level 2 City can produce:
1200 Shmuckers per turn.

-Infantry, Stabber Class (x4). 1 turn, upkeep 30 each. (same as in Level 1 City, only more can be produced in a turn)
-Infantry, Piker Class (x4). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.

-Infantry, Archer Class (x2) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x2) - 1 turn, 30 upkeep.
(Level 2 Cities gain the type of unit that you previously did not chose to be able to build between these two choices)

-Special Unit A and B (x1) - 1 turn, 40-50 upkeep
-Special Unit C (x1) - 2 turns, 70-80 Upkeep.
(Level 2 Cities gain the the ability to build the unit choice you chose not to build during Level 1, and they produce faster. Alternatively, if you picked SU C during Level 1, you may pick another single C-type unit instead of the A/B choice. The reverse is not really applicable because managing 4 different weaker Special Unit types in one capital is difficult and gives too broad a range of possible Specials.)

-Infantry, Knight-Class (x1) - 10 Turns, 120 upkeep. (A Knight-Class infantry pops the Rider ability unless they are Heavy. Normally, any Non-Heavy unit may ride a Unit with the Mount ability, but suffers a -4 penalty to combat while mounted. The Rider ability negates this. When creating a Knight-Class unit, they start with base stats of 10 HP, Attack 4, Defense 4, Speed 5, and have 12 points in which they can spend on stats or a special for 4 points. Heavy Knight-Class infantry are allowed to pick a second special, due to being unable to have the Rider ability. This second ability costs only 2 points.)

-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1. (Warlords are a necessary unit for any side to have, for without them units cannot be directed by anyone but the Overlord. Warlords begin their life popped at Level 1 - HP 10, Attack 4+1d4, Defense 4+1d4, Move 5, Special - Leadership 1. There is a 5% chance that a Warlord will naturally pop with the Dance-fighting ability. There is also a 1 in (1+6^X, X = number of casters) chance that a Warlord will pop as a random caster. Casters begin life as Level 1 too - HP 6, Attack 3, Defense 3, Special - Caster (Discipline). Infantry can be promoted to Warlord for 10,000 Schmuckers, but only in a city of level 3 or higher.

-Ship A (x1) - 1 turn, 60-70 Upkeep
-OR-
-Ship B (x1) - 3-4 turns, 90-100 Upkeep (This can only be produced if the city has a wharf. This is a moderately powerful ship, It can be used effectively in naval combat. It has a base Template of HP 8, Attack 3, Defense 3, Move 5, Cargo 16 and 10 points can be added on. Ships automatically have the Water-Capable special, and Range is the only one that can be added.)

Level 3 City.

Raising a city from Level 2 to Level 3 requires 15,000 Schmuckers. The Walls raise to 150 HP, and can man up to 3 stacks per hex. Additionally, Infantry can now be Promoted to a Warlord for 10,000 Schmuckers. The side can now support a Chief Warlord - A warlord must be promoted to Chief Warlord, a process that costs 20,000 Schmuckers. Chief Warlords provide 30% of their Leadership bonus to all units on their side, and 50% their bonus to all units in the same hex - Cities function as one hex for the purpose of this bonus. They also receive +2 to their overall Leadership bonus. Each side can only have 1 Chief Warlord at a time.

A level 3 City can open a Portal to the Magic Kingdom in their Capital city. This requires at least one caster and 10,000 Schmuckers. It can be placed in the Dungeon, Courtyard, or Tower, and cannot be moved after that.

A Level 3 City can produce:
3000 Shmuckers per turn.

-Infantry, Stabber Class (x6). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x6). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.

-Infantry, Archer Class (x3) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x3) - 1 turn, 30 upkeep.
(Level 2 Cities gain the type of unit that you previously did not chose to be able to build between these two choices)

-Infantry, Knight-Class (x1) - 8 Turns, 120 upkeep.

-Special Unit A and B (x2) - 1 turn, 40-50 upkeep
-Special Unit C (x1) - 1 turns, 70-80 Upkeep.
(Level 3 increase the production speed of your Special Units A, B, and C to their maximum.)

-Special Unit D (x1) - 15 Turns - 200-350 Upkeep (Special Unit D is a new unit type only producible in cities of Level 3 or above. This unit is closer to a tank than anything else in Erfworld - Powerful, tough, and deadly. This unit can change the tide of battle from a single stack of them. This unit begins with the following template - HP 15, Attack 6, Defense 6, Speed 12. It has 24 points in which to spend on stats or Specials. Unlike the other Special Units, there is no cap on what number of Specials can be added to the unit, and they come with a price of 2. Additionally, these SU may spend points on low-level forms of Caster disciplines and Leadership/Dance Fighting, or breath weapons, at 4-6 points each (subject to moderation, other possibilities may exist for creative players).

Attaching these more potent abilities carries a special price though - Popping a unit that has more than 2 of them total causes it to randomly pick one from the available Specials, then have a 20% cumlative less chance upon levelling of getting another random choice from those specials.

One example of this mechanic is the Archon - The archon unit has spent all 24 of its points on High-level specials - Limited forms of Foolamancy, Shockamancy, Dollamancy, Thinkamancy, along with Leadership and Dance-Fighting. Upon popping it gains 1 random choice from those abilities, and then at level 2 it has an 80% chance of getting a another, 60% chance at level 3, and so on. It is possible for an Archon at level 6 to have only the ability it popped with, and it will never get another.

On the other side of the coin are Dwagons. Dwagons possess only 2 high-level specials - Breath Weapon and Very Fast (+15 Move) which they all pop with unfailingly. They also have the Mount and Flight specials, for 2 each, which leaves them with at most 12 points to put into other abilities, making the different colors of Dwagons that all have special characteristics. A side that picks Dwagon as its D-class Special Unit may only choose one color. For the purpose of this game, it will be assumed that the Arkenhammer is what allows Gobwin Knob to pop all the colors.

A side may also choose not to spend all 24 points on the D-class unit, which reduces its upkeep and pop speed, negotiable with moderator.)

-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1. (Warlord production never speeds up in the absence of a Turnamancer.)

Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heirs pop as a warlord, but without the chance to become a caster, and the additional special Heir Designate. If the Overlord is killed an an Heir still lives, he becomes the new Overlord. There is also an increased chance, 20%, that an Heir will pop with Dance-Fighting. A warlord may be promoted to Heir Designate, but it costs 25,000 Schmuckers, and must be performed in a capital city of at least Level 4. Each side may only have 1 Heir Designate at a time.)

-Ship A (x2) - 1 turn, 60-70 Upkeep
-Ship B (x1) - 1-2 turns, 90-100 Upkeep
-OR-
-Ship C (x1) - 3-4 turns, 130-140 Upkeep (This can only be produced if the city has a wharf. This is a very powerful ship, doubling as both a battleship and a troop carrier. It has a base Template of HP 10, Attack 5, Defense 5, Move 5, Cargo 30, and 20 points can be added on. Ships automatically have the Water-Capable special, and Range is the only one that can be added.)

City Level 4

Raising a city from Level 3 to Level 4 requires 30,000 Schmuckers. Not much is new with this level of city, except that the walls increase to 200 HP and can hold up to 4 stacks per hex on them. Additionally, a level 4 Capital (and only a capital) may promote a warlord to Heir Designate, for 25,000 Shmuckers.

A Level 4 City can produce:
6000 Shmuckers per turn.

-Infantry, Stabber Class (x8). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x8). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.

-Infantry, Archer Class (x4) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x4) - 1 turn, 30 upkeep.

-Infantry, Knight-Class (x1) - 6 Turns, 120 upkeep.

-Special Unit A and B (x3) - 2 turns, 40-50 upkeep
-Special Unit C (x2) - 1 turns, 70-80 Upkeep.

-Special Unit D (x1) - 12 Turns - 200-350 Upkeep

-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1.

Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heir production never speed ups up in the absence of a Turnamancer.)

City Level 5

Raising a city from Level 4 to Level 5 requires 50,000 Schmuckers. Nothing new can be built in this city, and the the walls increase to 250 HP and can hold up to 5 stacks per hex on them. This level of city also gains a massive production boost to infantry.

A Level 5 City can produce:
10,000 Shmuckers per turn.

-Infantry, Stabber Class (x12). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x12). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.

-Infantry, Archer Class (x6) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x6) - 1 turn, 30 upkeep.

-Infantry, Knight-Class (x1) - 4 Turns, 120 upkeep.

-Special Unit A and B (x3) - 2 turns, 40-50 upkeep
-Special Unit C (x2) - 1 turns, 70-80 Upkeep.
(Level 3 increase the production speed of your Special Units A, B, and C to their maximum.)

-Special Unit D (x1) - 10 Turns - 200-350 Upkeep

-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1.

Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heir production never speed ups up in the absence of a Turnamancer.)

-Ship A (x4) - 1 turn, 60-70 Upkeep
-Ship B (x2) - 1 turn, 90-100 Upkeep
-OR-
-Ship C (x1) - 1-2 turns, 130-140 Upkeep


On Casters
Spoiler: show
Though we do not know about all the types of casters yet, we can lay down some basic rules for them.

-Casters begin as Level 1 in their Discipline. They pop with a Juice cap of 30 a day, and players can do what they wish with that within the range of what the Discipline does. Each level they gain gives them 30 extra juice to work with, and they can gain XP by casting equal to 10% of the juice used in a spell (minimum 1 XP per cast, maximum 3 XP per level, per day), plus XP from anything they might have Croaked in the process. Moderators will need to approve any new use of Juice and/or set a Juice cost on it, which may be higher than the current Juice maximum of the caster.
-Bi- or Tri-caster Linking is simply pooling all available casters Juice totals together, minus 50% of the Thinkamancers to maintain the link that turn, and then using that to cast a spell. Trimancer Linking allows the two casters not facilitating the link to find a way to cross their Disciplines or Schools.
-Only Thinkamancers with a Juice total currently over 50 may form a Bimancer link.
-Only Thinkamancers with a Juice total currently over 100 may form a Trimancer link.
-The maximum Juice of a caster is 150 (level 5 caster). After that, each level causes all castings to incur a 5% cumulative decrease in Juice cost. It is theoretically possible to reach 100% decreased Juice cost, but functionally impossible due to exponential XP requirements.
-Casters outside of a link may only use up to 60% of their maximum Juice in a single spell.
-Casters have a 15% chance on popping to have talent for the other Disciplines in their School. They also have a 1% chance to have talent in all Schools of magic, excepting of course Retconjuration. 'Talent' in this case entails the ability to cast from other schools for up to 10% of your Juice maximum a day, or 15% after passing 100 Juice. Additionally, such casters can use High-Level scrolls intended for use by a caster outside of their Discipline, such as the scroll that summoned Parson. Normally scrolls that cast a spell that would have a juice cost of over 100 must be used by a caster of one of the Disciplines involved in the spell.

Some examples of spell costs-
See here. viewtopic.php?f=23&t=1151#p26065

Also, a rough idea of XP requirements for level 2 and beyond -

2 - 15
3 - 32
4 - 55
5 - 120
6 - 250
7 - 540
8 - 1200
9 - 3000
10 - 7500
11 - 20000
12+ - Ain't nobody getting close to this >_>

When popping a warlord, roll a 1d(1+6^C)where C= the # of casters your side controls.
In chart form:
C=0|1d2
C=1|1d7
C=2|1d37
C=3|1d217
C=4|1d1297
We'll deal with anything past that when we get there.
When you roll a (the number of sides of the die you rolled, so 2 for 1d2, 37 for 1d37), a caster pops. roll a 1d25 for what Type of caster you get.
1|Findamancer
2|Predictamancer
3|Mathamancer
4|Turnamancer
5|Dollamancer
6|Weirdomancer
7|Dirtamancer
8|Changeamancer
9|Dittomancer
10|Lookamancer
11|Thinkamancer
12|Foolamancer
13|Florist
14|Signamancer
15|Date-a-mancer
16|Shockamancer
17|Croakamancer
18|Thinkamancer
19|Hat Magician
20|Carnymancer
21|Rhyme-o-mancer
22|Luckamancy
23|Healomancy
24|Moneymancy
25|Thinkamancer

A caster starts with access to all of the spells in their discipline and juice is the only limit. At level 5, they gain limited access to other spells in their school. At level 10, they get more access (but not complete) to other spells in their school. For spells that require level modifiers, a level 5 counts as level 2 in other schools and a level 10 counts as a level 5.
Example: Bob the thinkamancer pops and is given an artifact that gives him infinite juice. He can now cast any thinkamancy spells. Bob levels up to 5. He gains the ability to cast lookamancy and foolamancy spells as a level 2 lookamancer/foolamancer. Bob levels up to 10. He gains the ability to cast even more lookamancy and foolamancy spells as a level 4 lookamancer/foolamancer.

Bicaster links do nothing but boost the juice of the linked non-thinkamancer. Most tricaster links have never been tried on Erf. There are no set list of spells for such links, the GM will tell you whether or not a link can do what you want it to once it is activated.


SPELL LIST COMPENDIUM!!!!

Hocus Pocus

Findamacy
Spoiler: show
Terrain Direction: Gives the direction of the closest hex of chosen terrain. 5 juice. Usable by level 5 Hocus Pokers.
Locate Terrain: As Terrain Direction, but also gives number of hexes away. 10 juice. Usable by level 10 Hocus Pokers.
See Terrain: As Terrain Direction, but pinpoints exact location. 20 juice.
Unit Direction: As Terrain Direction, but finds a target unit. Can be fooled by veils. 20 juice. Usable by level 10 Hocus Pokers.
Locate Unit: As Unit Direction, but also gives number of hexes away. 40 juice.
City Direction: As Unit Direction, but finds target city (name of city required, unless it is a capital, in which case name of side required). 20 juice. Usable by level 10 Hocus Pokers.
Locate City: As City Direction, but also gives number of hexes away. 40 juice.
See City: As City Direction, but pinpoints exact location. 80 juice.
Threat: Finds hex of closest non-allied units. 50 juice.
Neighbor: Finds hex of closest non-allied city. 80 juice.


Predicatamancy
Spoiler: show
Predictamancy is special. It takes a lifetime of work to master, so no other disciplines may cast its spells. Predictamancers may cast other Hocus Pocus spells, though.
There is only one Predictamancy spell, which costs 30 juice and gives a vague answer to a question about the future.


Mathamancy
Spoiler: show
Battle Calculator: Gives percent chance of victory in an engagement. 10 juice. Usable by level 5 Hocus Pokers.
Algebra: Uses known variables to determine unknown facts, such as city level or a unit's stats (only information needed is whether city/unit exists). 30 juice. Usable by level 10 Hocus Pokers.
Call to Order: reduce the spread of a random factor in an action roll. The average is not allowed to change. 20 juice.
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. 60 juice.
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. 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. 80 juice.


Stagemancy

Carnymancy
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Tame: Roll a d10 and add caster's level. If result is above target wild unit's current HP, it turn's to caster's side. 20 juice. Usable by level 10 stagemancers.
Master Ball: Automatically turns a wild unit to caster's side. 75 juice.
Levitate: Grants target unit the flight special for 1 turn. 30 juice. Usable by level 10 stagemancers.
Extort: Target non-allied stack's upkeep goes up by ten, with those ten schmuckers going to caster's side. 40 juice.
Caster Cannon: Cannon appears and fires caster. Treat as a ranged attack from a siege unit with 8 combat. 40 juice.
Rigged: Target stack's random roll for a combat round is lowered by 5 (min. 1). 15 juice. Usable by level 5 stagemancers.


Hat Magic
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Portal Hat: Hat grows to huge size and is used to teleport units. 1 juice per unit, plus 3 juice per hex. Usable by level 10 stagemancers.
Hat Magicians need a hat to use all of their spells. If their hat is removed, they can not cast Hat Magic.
Create Message Hat: Creates hat that can be used to transmit written messages. 10 juice.
Hammer Hat: Accesses the hammerspace in a hat, which can hold any number of items. 10 juice. Usable by level 5 stagemancers.
Pull: Pulls a doomwabbit out of a hat. The doomwabbit (HP 5, Attack 3, Defense 1, Move 6, Upkeep 20) is loyal only to the caster. 40 juice.
Bow Hat: Launches a volley of arrows out of a hat. Treat as a ranged attack from an archer with 3 combat which hits all units in target stack. 20 juice.
Artillery Hat: Launches a cannon ball out of a hat. Treat as a ranged attack from a siege unit with 10 combat which hits all units in target stack. 50 juice.


Rhyme-o-mancy
Spoiler: show
Talent Show: Allows the caster to play some magical music, that allows the units in it's stack to Dance-Fight. 30 Juice Can be cast by a level 5 Stagemancer
DJ: Allows all the allied units in the casters' Hex to dance-fight for 60 Juice, can be cast by a level 10 Stagemancer
Campsong: A spell used off turn, the next turn the Side takes, all the units in the casters stack when the spell is cast gain +1 Combat, Hits, Defense and Move. wears off after the turn 75 Juice, can be used by a level 10 Stagemancer
Legend: As campsong, but affects all allies in the hex. 120 Juice.
Solioquy: Affects the mood of a Warlord, causing him to act irrationally (e.g. auto attacking, or retreating, or maybe randomly letting hits be dispersed amongst his troops randomly) Irattional action must be chosen with spell, and only 1 may be selected, for every 40 juice spent, the spell lasts 1 turn. X Juice, can be cast by level 10 Stagemancers
White Noise: Cancels all non-allied dance-fight or rhyme-a-mancy effects in the hex. 90 juice
Rythm: Gives a Warlord the ability to lead a dance fight, permanently. 250 juice.


Hippiemancy

Flower Power
Spoiler: show
Floral Growth: Grasslands become forest, forest becomes dense (or vice versa), affects one hex, either the casters' hex or an adjacent hex. 20 juice.
Floral Booster: As Floral Growth, but can affect any one hex within 2 hexes of the caster, and affects all the hexes around the chosen Hex. 40 juice.
Flaking: Makes a unit feel like they blinked, but they missed a whole Turn! Casted off turn, when a unit attempts to take an action, this spell can be cast on them, and they will stand stil, eyes closed, until turns end. Can be cast if an action would take a unit into/through the Casters' Hex. The unit stops 1 hex outside the casters' hex. if the unit was IN the casters' hex then they stop there instead. The caster can instead choose to cast this when there is a battle in the hex the caster is in, and the chosen unit will be incapacitated. 30 juice.
Mass Flaking: As Flaking, but hits a whole stack. 100 Juice.
Widespread Flaking: As Flaking, but hits an entire hex (only non-allies). 200 Juice.
Floral Cover: Increases decomposition speed, eliminating all corpses within up to (Caster's level -1) of the caster (so you can't uncroak them) and increases decomposition speed of the Uncroaked, burns up 1 extra turn for units on grasslands/swamps, 2 for forests, and 3 for dense forests. only affects non-allied units, and only affects units on Grasslands, Forests, or dense forests. costs 15 juice*range level chosen (at level 3, you can choose to cast at level 2, for only 30 juice instead of level 3 for 45.)
Peace: Target unit is overwhelmed by love and unable to engage in combat until next turn, but all other abilities are functional. Can not be cast if target is already in combat. 15 juice.
Mass Peace: As Peace, but targets an entire stack. 45 juice.
Peace on Erf: As Peace, but affects all non-allied units in target hex, which can be up to 2 hexes away from caster.
Attack of the Trees: Only usable in forest hexes. Tress come to life and attack a stack once. Treat as 3 combat in light and 6 in dense. 25 juice.
Death from the Trees: As Attack of the Trees, but treat as 5 combat in light and 9 combat in Dense. 35 Juice.
Flora Trap: Attack of the trees in trap form. 35 Juice.
Tree Trap: Death from the trees, the trap. 45 Juice.


Eyemancy

Thinkamancy
Spoiler: show
Thinkagram, One-Way: Allows the communication between two units, but only the one nearest to the caster may speak. 10 Juice. Usable by level 5 eyemancers.
Thinkagram, Two-Way: As One-Way Thinkagram, but both units may speak. Usable by level 5 eyemancers.
Hoboken: Minor attack spell, ignores defense due to the mental nature of the attack. Treat as attack from a unit with 3 combat. 15 juice.
Check Status: Allows the thinkamancer to see, from a distance, a unit or group of units' status. 1-5 juice. Usable by level 5 eyemancers.
Suggestion: Target unit will follow the will of the caster, but will not do anything that violates his/her beliefs. 30 juice. Usable by level 10 eyemancers.
Mind Numb: Target unit is unable to take any action until end of turn. 15 juice. Usable by level 10 eyemancers.
Mind Numb, Mass: Target stack is unable to take any action until end of turn. 50 juice.
Lobotomy: Any thinkamancy induced effects are removed, 50% chance if affliction was cast by a higher level thinkamancer. 15 juice. Usable by level 5 eyemancers.
Brain Shield: Mind-effecting magic, positive or negative, is blocked until beginning of target unit's turn. 30 juice. Usable by level 10 eyemancers.
Detect Unit: Picks up brain waves in the hex, telling thinkamancer how many units there are and how close, but nothing else. 10 juice.
Thought Sight: Thinkamancer can read target unit's thoughts within hex. 40 juice. Usable by level 5 eyemancers.
Thought-noculars: As Thought Sight, but up to 1 hex away. 50 juice. Usable by level 10 eyemancers.
Thought Scope: As Thought Sight, but up to 5 hexes away. 60 juice.
Callahans: Forms a link. 50 juice for bicaster link, 100 juice for tricaster link.
Scout Link: Scouts can relay information to a commander from any distance, if caster is near aforementioned commander. 5 juice.
Propaganda: Raises or lowers up to 50 units' loyalty by a small amount. 35 juice.
Brain Wash: Raises or lowers target unit's loyalty by a large amount. 80 juice.


Foolamancy
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Veil: Creates illusion around caster's stack, disguising it from enemies. Each commander in the same hex as the veil has a 10% chance of automatically dispelling it when a veiled unit is seen. Illusion must be of similar size to veiled unit. 20 juice. Usable by level 5 eyemancers.
Mass Veil: As Veil, but targets up to every friendly unit in caster's hex. 40 juice. Usable by level 10 eyemancers.
City Veil: As Veil, but usable only when caster is in a city to disguise the city and every unit in it. 70 juice.
Unnoticeable: Makes target unit unnoticeable by any senses with touch range. Taking any action other than moving ends spell. 30 juice.
Displacement:Target stack becomes invisible, and an illusion of that stack appears some distance away. The image behaves as the stack, and reveals the stack just as it is. 15 juice. Usable by level 5 eyemancers.
Illusory Picture: Creates an incorporeal, moving 2d image. 20 juice. Usable by level 5 eyemancers and level 1o numbers-aligned casters.
False Sight: Creates an illusory 3d image. 30 juice. Usable by level 10 eyemancers.
Ventriloquist: Creates a sound. 10 juice.


Lookamancy
Spoiler: show
Veil Buster: Dispells Veil, 50% chance if caster is lower level than Veil's caster. 35 juice. Usable by level 5 eyemancers.
Recon: Caster can see all units in an adjacent hex with normal chance to dispell any Veils. 20 juice. Usable by level 5 eyemancers.
Scout: As Recon, but up to 5 hexes away. 40 juice. Usable by level 10 eyemancers.
Spy Plane: As Recon, but up to 20 hexes away. 60 juice.
Line of Sight: Spy Plane, but sees into all hexes in a straight line. 80 juice.
Intelligence Report: All units positions within 15 hexes of caster are revealed. 110 juice.


Naughtymancy

Croakamancy
Spoiler: show
Reanimate: Uncroaks a single unit with full original stats, decays at 10% every 10 turns. 30 juice. Usable by level 5 naughtymancers.
Zombify: Uncroaks a single stack with 1/2 original stats, decays at 25% every 5 turns. 55 juice. Usable by level 10 naughtymancers.
Trioxin: Uncroaks all units in a hex or city zone with 1/10 original stats (min. 1), decays in 2 turns. 100 juice.
Zompocalypse: Uncroaks all units within 2 hexes or the same city as caster with 1/10 original stats, decays in 2 turns. 250 juice.
Shadow Beam: Launches a blast of dark energy which negates defense due to magical nature. Treat as and attack from a unit with 4 combat. 10 juice.
Shadow Blast: As Shadow Beam, but as an attack from a unit with 6 combat. 20 juice.
Shadow Cannon: As Shadow Beam, but hits all members of target stack. 40 juice.
Reanimation Blast: As Shadow Blast, but if target unit is croaked it is instantly Reanimated. 35 juice. Usable by level 10 naughtymancers.
Zombie Cannon: As Shadow Cannon, but if any units in the target stack are croaked they are instantly zombified. 80 juice.


Shockmancy
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Flash: Only the units flashing can be seen in a hex. 30 juice.
Tesla: Burst of electricity that ignores defense. Treat as attack from a unit with 4 combat, with double damage against fliers. 10 juice. Usable by level 5 naughtymancers.
Tubgirl: Burst of electricity that stuns target unit for duration of combat. 15 juice. Usable by level 5 naughtymancers.
Storm Call: When cast in a city, this spell causes a torrential downpour that increases farm production by 10% for a turn.
Lightning: As Tesla, but treat as an attack from a unit with 8 combat. 30 juice. Usable by level 10 naughtymancers.
Chain Lightning: As Lightning, but after each hit the bolt hits the next member of target stack. Effective combat drops by one each hit. 50 juice.
Beacon Trap: When a unit hits this invisible trap, all nearby units allied with caster are alerted, units in the stack that triggered it are blinded and unable to act for three actions, and if they were veiled it is dispelled. 5 juice.
Lightning Trap: As Lighting, but triggered when invisible trap is touched. 35 juice.
Stun Trap: As Tubgirl, but triggered when invisible trap is touched. 20 juice.
Morse: If two units can see each other, flashes of light convey a message. 5 juice.


Stuffamancy

Dirtamancy
Spoiler: show
Yes We Can: Lowers cost to build or upgrade a city by 1/3. 60 juice.
Pit Trap: When this trap is triggered, trigger stack falls into a deep hole. Treat as attack from unit with 3 combat. 10 juice.
Cave-in Trap: Can only be cast in tunnels. When this trap is triggered, tunnel collapses and automatically croaks trigger stack. 100 juice.
Avalanche Trap: Can only be cast in tunnels/mountains. When this trap is triggered, rocks rain down and crush trigger stack. Treat as attack from unit with 20 combat. 60 juice.
Mine Cart: Must be cast in a mine. +5% chance per level (max. +50%) to hit a gem node. 75 juice. Usable by level 10 stuffamancers.
Dynamite: Must be cast in mine. Mine produces +10% more schmuckers this turn. 30 juice. Usable by level 5 stuffamancers.
Create Crap Golems: Create a maximum of (city level) Crap golems. (10 juice/golem)
Create Soft Rock Golem: Requires any mountain or volcano within city’s zone of control. Create (city level) Soft rock golems. (30 Juice/golem)
Create Hard Rock Golem: Requires an impassable mountain or volcano within city’s zone of control. Create (city level/2) Hard Rock golems. (50 Juice/golem)
Create Acid Golem: Requires a swamp within city’s zone of control. Create (City level/2) Acid Golems. (60 Juice/golem).
Create Metal Golem: Requires a Mine within city’s zone of control. Create (City level/2,5) Metal Golems. (80 juice/golem).
Pozzolana: Heals dirtamancy golems 1 HP per caster level, can not exceed max HP. 5 juice.

Crap Golem
”When life gives you crap, you create Crap Golems…”
Upkeep 20 each. - HP 5, Attack 4, defense 2, Move 3, Heavy, Dirt Golem, Tunneler

Soft Rock Golem
”Soft Rock Golems are like Soft ice cream. Easy to create and easy to eat.”
Upkeep 55 each. - HP 8, Attack 6, defense 4, Move 3, Heavy, Dirt Golem, Tunneler

Hard Rock Golems
”If we could teach this things how to rock out! Then they would be useful!
Upkeep 100 each. - HP 15, Attack 9, defense 7, Move 3, Heavy, Dirt Golem, Tunneler

Acid Golem
“Don’t touch ‘em. They consume you when you do that.”
Upkeep 120 each. – HP 14, Attack 10, Defence 6, Move 3, Heavy, Dirt Golem, Toxin, Tunneler

Metal Golem
“If these monsters would be able to dance fight, they would be unstoppable.”
Upkeep 200 each. – HP 20, Attack 16, Defence 10, Move 3, Heavy, Dirt Golem, Tunneler

Dirt Golem: All units with the Golem special will receive an additional +1/level Dirtamancy bonus in any combat when a Dirtamancer is in the stack.

Toxin: A stack that fought a combat with a toxin unit but is not whipped out in the combat (through withdrawal or defeating the opponent stack) will receive damage as if they are attacked by all units with toxin that attacked them previous combat (also the defeated ones).


Dittomancy
Spoiler: show
Double Stat: One of target stack's stats is doubled. If cast again, effects stack to effectively quadruple the stat. 30 juice. Usable by level 5 stuffamancers.
Mass Double Stat: As Double Stat, but targets up to 5 stacks. 90 juice. Usable by level 10 stuffamancers.
Widespread Double Stat: As Double Stat, but targets up to 20 stacks. 200 juice.
Zerox: Creates a copy of a single unit with full original stats, disappears after 10 turns. 20 juice. Usable by level 5 stuffamancers.
Mass Zerox: Creates a copy a single stack with 1/2 original stats, disappears after 5 turns. 55 juice. Usable by level 10 stuffamancers.
Widespread Zerox: Creates copies of all units in a hex or city zone with 1/10 original stats (min. 1), disappears after 2 turns. 100 juice.
Attack of the Clones: Creates copies of all units within 2 hexes or in the same city as caster with 1/10 original stats, disappears after 1 turn. 250 juice.
Double Bonus: Doubles a bonus, no matter what kind. 45 juice.
Double Duration: Doubles the amount of turns a spell is active for no matter the discipline. No concrete juice cost, must repay cost of casting spell originally.


Changemancy
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Edit Stat: Changes any stat (if used to lower HP it is an attack spell, if used to heighten HP it raises the maximum) by 1 point, lasts for 5 turns. 10 juice. Usable by level 5 stuffamancers.
Rewrite Stat: As Edit Stat, but changes up to 3 and lasts 7 turns. 60 juice. Usable by level 10 stuffamancers.
Retcon Stat: As Edit Stat, but changes up to 5 and lasts 10 turns. 110 juice.
Flip Location: Terrain and buildings in hexes bordering caster's hex spin 180 degrees. 55 juice.
Edit Terrain: One hex undergoes a minor terrain change. Dense forest can change to forest. Forest can change to dense forest or open. Open can change to forest, swamp, desert, or mountain. Swamp can change to water. Mountain can change to impassable mountain. 15 juice. Usable by level 10 stuffamancers.
Rewrite Terrain: As Edit Terrain, but terrain can change two steps (i.e. Dense forest to open or desert to swamp). 45 juice.
Retcon Terrain: As edit Terrain, but terrain can make any change. 75 juice.
Mass Edit Terrain: As Edit Terrain, but effects up to 5 bordering hexes. 75 juice.
Mass Rewrite Terrain: As Rewrite Terrain, but effects up to 5 bordering hexes. 165 juice.
Edit Special: Changes target unit's special for up to 5 turns. 40 juice. Usable by level 10 stuffamancers.
Rewrite Special: As Edit Special, but effects an entire stack. 70 juice.
Retcon Special: As Edit Special, but permanent. 180 juice.


Clevermancy

Healomancy:
Spoiler: show
Band-aid: Heals 1d4+ caster's level hits, can be spread among members of a stack. 10 juice. Usable by level 5 clevermancers.
Moonbrooke: Heals 1d10+ caster's level hits, can be spread among members of a stack. 25 juice. Usable by level 10 clevermancers.
Antibiotic: Heals target unit of toxin. 15 juice. Usable by level 5 clevermancers.
Vaccine: Target unit gains special "Vaccinated," which permanently protects from toxin. 40 juice.
Prevention: Target unit gains 2 defense for 10 turns. 40 juice.
Mass Prevention: As Prevention, but targets up to 10 units. 75 juice.
Purge: Attack spell that bypasses defense but only effects uncroaked. Treat as an attack from a unit with 7 combat. 15 juice. Usable by level 10 clevermancers.
Mass Purge: As Purge, but targets all uncroaked in a stack. 45 juice.
Widespread Purge: As Purge, but targets all uncroaked in caster's hex. 135 juice.


Moneymancy:
Spoiler: show
Transfer Funds: Instantly transfers schmuckers from one city to another. 5 juice.
Invest: If caster remains in a city his/her whole turn and casts this spell, schmucker production is doubled. 125 juice.
Gold Rush: Can only be cast while in a mine. Schmucker production in the mine is increased by 50% (stacks with warlord patrol bonus). 25 juice. Usable by level 10 clevermancers.
Pay Cut: Target unit's upkeep is reduced by 2/3. 30 juice. Usable by level 5 clevermancers.
Mass Pay Cut: Up to 10 units' upkeep is reduced by 1/2. 75 juice. Usable by level 10 clevermancers.
Widespread Pay Cut: All friendly units' upkeep in caster's city/hex is reduced by 1/3. 125 juice.
Minimum Wage: All units' upkeeps on caster's side is reduced by 1/5. 250 juice.
Deficit Spending: Can only be cast while in a city. All units popped in caster's city this turn cost 50% less. 60 juice.


Luckamancy
Spoiler: show
Nobody Saw That: Reroll one random roll. 10 juice. Usable by level 5 clevermancers.
Nudge the Die: Add caster level to roll. Usable by level 10 clevermancers.
Vegas: When rolling a die, divide maximum possible number by 10 and add it and caster level to your total, rounding up to nearest whole number. 30 juice.
Loaded Dice: As Vegas, but a) subtract and round down, rather than add and round up, from an opponent's roll. b) add double caster level to total. 60 juice.
Snake-eyes: Summon a gambling serpent (HP 3, Attack 4, Defense 2, Move 3, Upkeep 20) that is loyal to caster. 20 juice.
Gamble: Roll a d100 (this roll can not be affected by luckamancy). 100 juice.
1-10: Lose Big, minus 10,000 schmuckers.
11-35: Lose, minus 1,000 schmuckers.
36-50: Small Loss, minus 100 schmuckers.
51-65: Small Win, plus 100 schmuckers.
66-90: Win, plus 1,000 schmuckers.
91-100 Win Big, plus 10,000 schmuckers.


Spookism

Turnamancy
Spoiler: show
Accelerate: Increase target unit's speed by 25%. 15 juice. Usable by level 5 spookists.
Speed Boost: Increase target stack's move be 50%. 40 juice. Usable by level 10 spookists.
Boost City Production: Can only be cast in a city. Lowers recruitment time of all units in city by 1/3. 30 juice.
Boost Region Production: Lowers recruitment time of all units in the three friendly cities closest to caster by 1/3. 90 juice.
Boost Side Production: Lowers recruitment time of all units in the caster's side by 1/3. 150 juice.
Record Production Speed: As Boost Side Production, but lowers recruitment time by 1/2. 210 juice.
Benedict: Turns unit. 1/2 juice for captured sentient basic units, 1 juice for sentient basic units, 10 juice for captured knight units, 25 juice for knight units, 100 juice for captured casters, 300 juice for casters and captured warlords, 500 juice for warlords, 750 juice for chief warlords, 1000 juice for heir. Juice costs carry over between turns.


Dollamancy
Spoiler: show
Change Raiment/Insignia: Name says it all. 30 juice. Usable by level 5 Spookists.
Create Scarecrow: Create a maximum of (number of farms with 2 hexes, max. caster level) Scarecrows. (10 juice/golem)
Create Cloth Golem: Create (caster level) cloth golems. (30 juice/golem)
Create Doll: Create (caster level) Dolls. (45 Juice/golem)
Create Battle Bear: Create (City level/2) Cloth Golems. (70 juice/golem).
Mend: Heals dollamancy golems 1 HP per caster level. 5 juice.

Scarecrow
These things barely scare the crows!
Upkeep 15 each. - HP 4, Attack 4, defense 2, Move 3, Doll Golem

Cloth Golem
It's a soldier... made out of cloth. That must not be too protective.
Upkeep 35 each. - HP 6, Attack 6, defense 2, Move 3, Doll Golem

Doll
When the statues get off the walls and attack you, you know you're in trouble.
Upkeep 60 each. - HP 8, Attack 7, defense 5, Move 3, Heavy, Doll Golem

Battle Bear
Battle bears would be cute and cuddly if they were 20 feet shorter.
Upkeep 100 each. – HP 20, Attack 14, Defense 8, Move 2, Heavy, Doll Golem, Siege


Weirdomancy
Spoiler: show
Random-port: Teleports 1d20 units to a random hex within five hexes of starting position. 45 juice.
Shadow Beam: Launches a blast of dark energy which negates defense due to magical nature. Treat as and attack from a unit with 4 combat. 10 juice. Usable by level 5 spookists.
Shadow Blast: As Shadow Beam, but as an attack from a unit with 6 combat. 20 juice. Usable by level 10 spookists.
Shadow Cannon: As Shadow Beam, but hits all members of target stack. 40 juice.
Chaostat: Add target unit's stats together and divide by four. Roll a die with that many sides four times. The results become the unit's stats for caster level turns. 35 juice. Usable by level 10 spookists.
Mass Chaostat: As Chaostat, but effects 1d6+caster level units. 55 juice.
Chaospecial: Gives target unit a randomly selected special (if target already has selected special, pick again). 5% chance per caster level to give a second special. 60 juice.
Mass Chaospecial: As Chaospecial, but targets 1d6+caster level units (all units receive same stat. If only some of the units already have selected stat, too bad). 90 juice.


On Combat
Spoiler: show
all combats you have an attacker and a defender.

First: Attacker add all his combat scores together (With bonusses this can become very high indeed) and divides it by the amount of defenders.
You add a random die roll (which can be influenced by luckamancers) and have the Attack score.
Defender add all his defence scores together, divides it by the amount of defenders and adds a dice roll.

The attack score minus defence score equals the amount of hits inflicted. These should be randomised if the attackers are unled and be spread more inteligently the higher the warlord is leveled. The hits will be remembered for first the defenders may strike. (Thus no defenders are dead just yet!)

Defenders add all their combat. Divide by 10, ad dice roll. Attackers do the same with defence. This will be the amount of hits the attackers will suffer.

Now casualties will be removed and when no one retreats, a second combat round starts. Only an attacking stack can retreat when it has a warlord or a leadership unit. Combat rounds will continue until either one side whipes out or the attacker retreats.

If the composition of enemy forces is known before hand, then a lead force can choose to target specific units. Commanders can order an amount of units equal to their level to protect them. Attacks aimed at the commander fall randomly on these units, and the commander can only be harmed when they are all croaked.


Am I missing anything?
Last edited by Ehbobo on Tue Feb 23, 2010 5:19 pm, edited 3 times in total.
Ehbobo
 
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Re: Erfworld Game

Postby Crovius » Mon Feb 22, 2010 8:21 pm

Do we have specific rules on combat yet or is that only important for the GM?
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Re: Erfworld Game

Postby Ehbobo » Mon Feb 22, 2010 8:28 pm

Yes we do, just added that in.
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Re: Erfworld Game

Postby Crovius » Mon Feb 22, 2010 9:01 pm

Oh, I'm proposing something! And I think it counts as cannon. Now, an overlord or warlord can establish a city as long as he's a certain distance away from other cities, correct? What about how in the comic they have Dukes/Barons and such who are in charge of a city, running it so the warlords cna go fight adn so the overlord doesn't have to leave the capital? Or are these individuals still just warlords?

I'm talking about guys like Big Al.
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Re: Erfworld Game

Postby Ehbobo » Mon Feb 22, 2010 9:22 pm

I believe that they're warlords who spend all of their time managing the cities. That would explain why Big Al is so fat.
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Re: Erfworld Game

Postby turbler » Mon Feb 22, 2010 9:48 pm

that it would, that it would... I think maybe at some point we could make it so you could Garrison a Warlord, it curbs their stats, but reduces their upkeep. and you always get production bonuses.
Of course that's a later rendition, I think. Oh and Sinrus, Snake Eyes and Gambler have no cost... I don't think that was on purpose...
turbler
 
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