Peace On Erf (CLOSED)

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Peace On Erf (CLOSED)

Postby Sir Shadow » Thu Jun 06, 2013 8:34 pm

By the will of the Titans, Erf was molded into existence. Each hex was given terrain with loving care and the laws, or rules, which run the universe were grafted into the framework of the world. For a time, the Titans watched over this new realm as the firsts beasts popped into their hexes. Pleased with these mindless simple creatures, they decided to place a portion of their will into the units of the world.

Through this divine and erf-ly mingling, the first tribes of men were popped. Like proud fathers, the Titans watched these tribes interact, but the men were not pleased with their world. Each turn they were forced to labor and hunt and fight against the forces of Erf for their continued survival. To the Titans they turned, pleading for respite and comfort. They wanted structure, they wanted security, and so the Titans planted the seeds of civilization into the world: city and capital sites.

With the introduction of production and wealth, the leaders of men formed the first Sides, reigning in capital sites across the face of the Erf. In time, however, the poison of desire and jealousy crept into the minds of these rulers. They began to lust after the gifts other Sides had received, and they turned their units and stacks from battling the beasts of Erf to crashing into the walls of their neighbor’s cities.

All the world was soon covered in war. The Titans looked down on their creations-- the sides they had grown to love--and felt the sting of each hit lost by the units below. When they could take it no longer, the Titans themselves descended to Erf and walked across its face, eradicating each side with their immeasurable power.

When the last capital fell, and the last unit croaked, the Titans turned their backs on their old creation and left, perhaps to found a new realm where peace would reign. However, they forgot to dismantle the old one and the rules that automatically govern each turn. Soon, the mechanisms that run the world will once again pop men into existence, but this time they will be without overseers. Without the Titans, what hand will guide Fate? What will become of this husk and those that will soon inhabit it?

Peace On Erf

I’m going to be running a game based on Kaed’s rules found here.

I like games like these to have a bit of roleplay, so please don’t come into it expecting a be a cut and dry strategy game with you just giving orders and watching things happen. I want some interaction and some innovation from the players. I don’t want you to just play your Side, I want you to play your ruler.

More about the game specifically:
You’ll start with your ruler and a few units beside. You won’t begin the game with a capital site. You’re going to pop near one, which means that you may either start there or perhaps travel somewhere else and found a capital.

I know sometimes a turn may take longer than expected, but I would like to have roughly one turn per week to start out with while things are still fairly simple. If you don’t think you have enough time to send me roughly 3 messages a week, then you might not be able to handle the game.

The process for side and unit creation can be found in the rules linked above.
If you are interested in this game please post your:
1) Side Name
2) Ruler name (as well as if you are Royal or not)
3) Favored Terrain
4) Special Benefit
5) Side Livery (your side’s colors and coat of arms)
6) Unit specs


I am looking for 3-4 sides for this game. This is not a first-come first-pick. I will look at all those that express interest and give each an equal evaluation before deciding which will make the final cut.

Feel free to either post your side here or PM it to me for a first inspection, but keep in mind that I’ll eventually ask you to post it here in the interest of fair disclosure.
Last edited by Sir Shadow on Wed Jun 12, 2013 9:52 pm, edited 1 time in total.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby WhirdCheese » Thu Jun 06, 2013 8:38 pm

In. I was thinking of doing this myself.
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Re: Peace On Erf (Recruiting)

Postby Kaed » Thu Jun 06, 2013 8:55 pm

I guess I'll join too. It will be a nice break from titanwork, and probably motivate me to work harder when I actually focus on said titan stuff.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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Re: Peace On Erf (Recruiting)

Postby 0beron » Thu Jun 06, 2013 9:20 pm

I'll join if another side is desired, but put me last on the list because I already am in Kaed's game and want to give others fair opportunity.
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Re: Peace On Erf (Recruiting)

Postby WhirdCheese » Fri Jun 07, 2013 12:25 am

Going with a religious inquisition group. Naturally all those wishing to worship the same deity as him shall be left in peace.

Side Name: Holy Enlightened Order of Arthrea
Led by: Grand High Inquisitor of the Holy Enlightened Order of Arthrea Maximillion
Favored Terrain: Water (Must bring the light of Arthrea everywhere)
Benefit: All units Terrain capable
Side Livery: Grey Armor, Crossed Sword and Axe embossed on Sun
Converts (Stabbers): 5/4/3/6 (30)
All those that have been converted start here. Due to the nearly endless supply of converts this group is very large
Follower (Pikers): 7/2/6/6 Garrison (20)
Those that were brought up in the faith of Arthrea. They have every single proverb memorized and often spout them in battle.
Fallen (Archers): 5/8/0/6 Garrison (30)
Former Angels and Paladins seeking their way back into the fold
Orbs (Scout): 3/0/0/20 Flight, Scout (30)
Conjured objects that relate what they see back to their ruler. Generally fairly conspicuous. A ball of light is hard to miss.
Paladin (Knight): 13/6/8/6 Rider Healing
The most dedicated humans apply for Paladinhood. Those that succeed are granted minor healing abilities by Arthrea, and better equipment from the Holy Enlightened Order
Holy Warhorses (Special A) 11/2/3/12 Flight, Mount, Speed Boost, Burrowing
The cavalry of the Holy Enlightened Order, they might not be powerful on their own but they can take their rider anywhere. They can fly through the air leaving a trail of sunlight behind, or phase into the ground taking their rider with them.
??? (Special B): 11/2/3/6 Fabrication, Builder, Surveyor
Cleric (Special C): 12/7/4/6 Rider, Simple Mancy (Thinkamancy), Leadership, Dancefighting
Those blessed with the light of Arthrea are able to communicate with their leader as well as coordinate with other stacks in different hexes. They often ride out with the Paladins to provide their leadership to the rabble
Angel (Special D): 19/6/5/19 Heavy, Flight, Frightening, Simple Mancy (Shockomancy), Speed Boost +, Ranged, Siege, Mount
Only granted by Arthrea in the direst of circumstances these flying creatures are imposing as all get out. Able to project bolts of deific rage out of their weapons most units won't even get to a close enough quarter to slay these awesome creatures. If there's a stack...run.
Last edited by WhirdCheese on Fri Jun 07, 2013 1:53 pm, edited 3 times in total.
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Re: Peace On Erf (Recruiting)

Postby ETheBoyce » Fri Jun 07, 2013 5:02 am

Time to dredge up an old winner from the past!

Side Name: Stoneheart
Led by: King Obs Dien (Royal)
Favored Terrain: Mountains
Benefit: Terrain Capability
Livery: Image
Gold and Black, Regal colors indeed

Stabbers: Clansmen (5/6/1/6, Mountain Capable)
Aggressive fighters who excel in Mountain hexes, their ferocity and numbers can overwhelm their foes

Pikers: Shardmen (10/3/4/5, Mountain Capable, Garrison)
Stalwart guardians of Stoneheart the Shardmen stand firm against any invading tide

Archers: Slingers (5/9/0/5, Mountain Capable, Ranged Garrison)
Those who climb mountains often get crushed by falling rocks, these are the guys that throw those rocks

Scouts: Roclings (3/0/0/20, Scout, Flight, Mountain Capable)
Small birds used to scout areas around the mountains, they come in many colors

Knights: Knights of Summit (13/10/4/6 Rider, Mountain Capable, Ranged)
Wielding massive crossbows even in melee, the Knights of Summit are capable of dispatching foes with ease. They combine the best attributes of lesser infantry, the Move of the Clansmen, the Defense of the Shardmen, and the punishing Ranged Attack of the Slingers

Special A: Craftsmen (8/2/2/8 Mountain Capable, Fabrication, Burrowing, Surveyor, Builder, Knight-Class)
Dedicated and studious the Craftsmen are both incredibly useful, and practically useless. Less combat-capable than anything but the Scout, the Craftsmen will Burrow and hide rather than fight. While combat-impaired the Craftsmen are essential to Stoneheart's success, granting bonuses to income and providing boosts to its already formidable combatants

Special B: Mount Ram (13/6/5/12 Mountain Capable, Mount, Heavy, Speed Boost, Siege, Beast-Class)
Mount Rams can best be described as a cross between a billy goat and a bull, capable of knocking down walls with the force of their charges. Unlike most siege engines these creatures are fast, and are typically protected from aerial assaults by being ridden by Knights of Summit

Special C: Roc (20/9/6/10 Mountain Capable, Flying, Heavy, Speed Boost, Mount, Beast-Class)
Giant warbirds Rocs dive upon and devour lesser beasts and then fly home to their nests high in the Mountains. They are formidable to fight alone, but when outfitted with barding and war-talons and then mounted by a Knight of Summit the true power of they can decimate whole armies

Special D: Yodelers (16/10/4/9 Mountain Capable, Heavy, Sonic Breath [Siege], Ranged, Speed Boost, Simplemancy: Rhyme-o-mancy, Simplemancy: Healomancy, Leadership, Knight-Class)
Bizarrely but still stylishly dressed the Yodeler is a fearful sound more than a fearful sight. Their songs are filled with a undeniable power that brings heart and health to those they fight with. Their songs have also been known to break down the walls of cities. Who knows, get enough of them together and perhaps they could even bring down a mountain
Last edited by ETheBoyce on Mon Jun 10, 2013 3:00 pm, edited 3 times in total.
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Re: Peace On Erf (Recruiting)

Postby almondsAndRain » Fri Jun 07, 2013 1:29 pm

I'm also interested in playing, but I can't post my side just yet. It's raining, and my laptop always has trouble connecting to the Internet during a storm. I also have questions I need answered before I can complete my D Special unit.
Will you allow a unit with the ability to capture other units, like the gwiffons or megalogwiffs? If so, how much would that ability cost?
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Re: Peace On Erf (Recruiting)

Postby 0beron » Fri Jun 07, 2013 1:34 pm

almondsAndRain wrote:Will you allow a unit with the ability to capture other units, like the gwiffons or megalogwiffs? If so, how much would that ability cost?

I can offer a bit of input there, as we debated exactly that in developing the rules. I think we came up with a special called "Gummy" that would allow the unit to carry units just like Mount, but the total units carried couldn't exceed the 1+hits/10 rule. Nobody was interested, so we never bothered developing a mechanic for how such a capture "attack" would be carried out, so that'd be up to this GM to figure out, if he even allows it in the first place.
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Re: Peace On Erf (Recruiting)

Postby Sir Shadow » Fri Jun 07, 2013 1:48 pm

There are/will be mechanics for capturing units, but there isn't any special involved. If anything, I might allow a special that gives a unit a bonus to capturing, but as it stands capturing a unit is something anyone can do,. Lacking any sort of hands, the megalogwiff just held it's prisoner in it's gummy folds.

Short answer: I'll consider making a special relevant to capturing.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby RandomWombat » Fri Jun 07, 2013 10:55 pm

Been lurking around for a while waiting for a game that looked like a good place to start. Here's what I threw together.

Side Name: System B-113
Led by: Process B-113-01 (Non-Royal)
Favored Terrain: Tundra
Benefit: Terrain Capability
Livery: White Armor; Blue Gear

Type MA (Stabber): (5/7/1/5, Tundra)
A Type MA frame is one of the simplest units to produce: small and poorly armored humanoids, armed with a variety of sharp pointy things. Their durability is low, and these units are used for swarm tactics when nothing better than be produced. The letters ‘MA’ stand for Melee Assault.

Type MD (Piker): (7/2/10/2, Garrison, Tundra)*(3 Move reallocated to Defense)
A Type MD frame is a bulky version of the Type MA. Its bulk makes offensive combat difficult, but the simple and durable design means they can be mass-produced for defensive operations. Offensive capabilities inefficient against all but the most poorly defended opponents. The letters ‘MD’ stand for Melee Defense.

Type RS (Archer): (5/12/0/2, Ranged, Garrison, Tundra)*(3 Move reallocated to Combat)
A Type RS frame is a humanoid ranged sniping specialist, designed to defend against aerial assault on a defensive structure. Units are also capable of field combat, but are not built for long-term durability or mobility in combat operations. The letters ‘RS’ stand for Ranged Support.

Type VS (Scout): (3/0/0/20, Scout, Flight, Tundra)
A Type VS frame is a small disc-like flying object, its means of propulsion unknown, which performs scouting operations for The System. The letters ‘VS’ stand for Visual Support.

Type MK (Knight): (10/9/9/5 Rider, Toxin, Tundra)
A Type MK frame is a larger version of the Type MD. Greater size means higher cost, but the spread of the bulk makes these units more effective in offensive operations. Their weapons utilize an acidic substance synthesized by The System, though some potential defensive capability is sacrificed to add specialized material to the unit, preventing the acid from damaging its internals. The letters ‘MK’ stand for Melee Knight.

Type DS (Special A): (8/2/6/6, Beast, Mount, Flight, Healer, Tundra)
A Type DS is a larger and much slower version of the Type VS frame, with an open cockpit on the bottom of the disc from which a single rider may assume manual operation or engage in combat. Both the cockpit and the outer sections are equipped with extendable robotic arms, which perform repair operations in the field. The letters ‘DS’ stand for Defensive Support.

Type TS (Special B): (11/2/3/12), Beast, Mount, Burrowing, Healer, Speed Boost, Tundra)
A Type TS is a large serpent-like frame, the front of which is a drill. Near the front are two cockpits from which two riders may assume manual control. The cockpits close while tunneling to prevent injury to the riders, but open when riders need to engage in combat. The frame is lacking in defensive capabilities, its large form preventing it from adequately protecting itself. It does, however, boast impressive burrowing and land speed, making it efficient for travel, and is equipped with a repair system similar to the Type DS. The drill serves as an inefficient weapon, as meaningful damage is easily avoidable by smaller targets. The letters ‘TS’ stand for Tactical Support.

Type TK (Special C): (12/14/3/8, Knight, Burrowing, Ranged, Toxin, Speed Boost, Tundra)*(2 Move reallocated to Combat)
A Type TK frame is a humanoid frame with a sleeker design than any others produced so far. It has the ability to transform into a smaller Type TS for underground travel in stealth operations, though its speed is somewhat slower. Its ranged weapons, improved from the Type RS design, carry the acidic substance used by the Type MK, but the space and material needed for efficient ammo storage while not restricting movement means it is very lightly armored. The letters ‘TK’ stand for Tactical Knight.

Type GG (Special D): (16/10/13/6, Knight, Heavy, Dance-Fighting, Leadership, Siege, Tundra)
“There are those in this world with the power to mend wounds in an instant, or to kill a twoll from thirty yards away… with mind bullets! But what about the power… to move you?”
The Type GG frame is a massive, sleek humanoid construct the size of a dwagon. Its features are lanky for its size, but well-armored and smooth. Its movement capability is such that it may even dance-fight. This flagship is also a symbol of The System’s progress, the pinnacle of its achievement, and it can inspire other processes in the area to perform both greater feats of courage and smooth, smooth moves. And these things truly cost the part. The letters ‘GG’ stand for Groove General.

Note: Asterisks (*) note the point-reallocated units and what was done with them.
Last edited by RandomWombat on Sat Jun 22, 2013 10:26 am, edited 8 times in total.
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Re: Peace On Erf (Recruiting)

Postby Sir Shadow » Sat Jun 08, 2013 4:20 pm

@WhirdCheese:
Please do a recount of your units’ stats. From my calculations, both the Cleric and Angel are over 1 point.

@ ETheBoyce
Please do a recount of your units’ stats. Both your pikers and Rocs have 1 too many points.

@ RandomWombat
Please do a recount of your units’ stats. Your pikers have 1 too many points and your knights have 1 too few.


Also, I’m going to make an executive decision that no unit may have both ranged and flying specials.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby RandomWombat » Sat Jun 08, 2013 4:36 pm

Whoops, sorry. Fixed now. Does the no ranged/flight apply to rider and mount combos? If so I'll switch some stuff around.
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Re: Peace On Erf (Recruiting)

Postby Sir Shadow » Sat Jun 08, 2013 5:05 pm

It does not.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby ETheBoyce » Sat Jun 08, 2013 5:37 pm

Are we not using the 1 point=1.5 health that's part of the rules?
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Re: Peace On Erf (Recruiting)

Postby RandomWombat » Sat Jun 08, 2013 5:51 pm

ETheBoyce wrote:Are we not using the 1 point=1.5 health that's part of the rules?


Oh, I forgot that midway through creation. I think I only raised health on one of my things though. I just have to decrease it by 1.
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Re: Peace On Erf (Recruiting)

Postby Sir Shadow » Sat Jun 08, 2013 5:55 pm

ETheBoyce wrote:Are we not using the 1 point=1.5 health that's part of the rules?

Ah, right, forgot about that when I was going over them. That only goes for your units though, ETB, as everyone else's issues did not concern Hits.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby RandomWombat » Sat Jun 08, 2013 5:57 pm

It's actually 1.5 cost per 1 point of health. So my +3 on Type TS changed to +2.
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Re: Peace On Erf (Recruiting)

Postby Sir Shadow » Sat Jun 08, 2013 6:43 pm

No, you were right the first time. It's 1 point = 1.5 health.
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
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Re: Peace On Erf (Recruiting)

Postby almondsAndRain » Sat Jun 08, 2013 9:16 pm

I'm sorry about the crappy formatting and lack of unit fluff. I'm still posting from my phone and it's pretty uncomfortable. If my laptop still can't connect to the Internet by tomorrow morning, I'll just suck it up and type it all with my phone.
Shoved into a spoiler, because it's rather big:
Spoiler: show
Side Name: Kingdom of Bohica
Ruler Name: King Sam Dowse
Favored Terrain: Plains
Special Benefit: Two extra points to customize units
Colors: Burgundy and black, with a white trim
Coat of Arms: A burgundy hexagon, with a black and white helmeted sheep in the center

INFANTRY
Lineman (Stabber)
5/7/3/5
Sentry (Piker)
7/4/7/5
Garrison
Longbowman (Archer)
5/10/1/5
Garrison, Ranged
Runner (Scout)
3/2/0/24
Scout
Halberder (Knight)
10/13/9/5
Rider
Promoted Knights receive: 0/+5/+3/0 and Rider

SPECIAL UNITS
Crowley (A Special)
13/5/5/18
Heavy, Flight, Frightening, Speed Boost (2)
Battlesheep (B Special)
13/5/8/18
Mount, Flight, Heavy, Speed Boost (2)
Pegaphant (C Special)
20/7/10/16
Mount, Heavy, Speed Boost (2)
Whino (D Special)
16/20/10/19
Heavy, Ranged, Sonic Breath Weapon, Speed Boost +

NAVAL UNITS
Cruiser (Sloop)
6/4/4/7/8
Water Capable
Destroyer (Galley)
8/10/6/5/16
Water Capable, Ranged
Carrier (Galleon)
10/10/10/5/40
Water Capable, Ranged

On a related note, does the benefit that gives two extra points to customize units with apply to Warlords, Casters, Coutiers, Rulers, and Heirs as well?
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Re: Peace On Erf (Recruiting)

Postby RandomWombat » Sat Jun 08, 2013 9:33 pm

Sir Shadow wrote:No, you were right the first time. It's 1 point = 1.5 health.

Oh, so the TS actually had one more to spend. Nice.
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