Full rules will be forthcoming in the next few days (mostly because I have to type them all up, I do have most of them written down just not in electronic format).
I'm looking for a small handful of players (4-6 I think) to play various warlords and casters in a Erfworld-inspired game. This will be a Player vs Gm style, where I will take command of the Opfor, and there may or may not be neutral/friendly NPC sides as well. All players will be part of one side (whether they are mercenaries working for that side, or just part of that side). Players control one character as well as any number of units that are assigned to them (units can be switched from player to player, but characters cannot). Each character is a unit itself, but is special in a number of ways. There are five kinds of characters:
Ruler: This is the head of a faction, there can be only one per faction. They gain three traits and ability points per level, their command bonus extends to all units within the hex. They gain access to special traits dealing with rulership. Units in their stack gain a bodyguard bonus, if they are the ruler's chosen bodyguard (cannot be changed)
Faction Heir: This is the heir apparent of the faction. This designation can be changed, but doing so is costly. They gain three traits and ability points per level. They gain access to special traits dealing with rulership, and become ruler should the current ruler be croaked. Units in their stack gain a bodyguard bonus, if they are of the heir's chosen bodyguard (can be changed only when heir becomes Ruler).
Warlord: This is a field commander. Warlords can be promoted and demoted from Chief Warlord at no cost once per turn (one change per turn). They gain two traits and ability points per level. They have access to command traits.
Chief Warlord: This is the supreme field commander. Warlords can be promoted and demoted from Chief Warlord at no cost once per turn (one change per turn). They gain two traits and ability points per level. They have access to command traits. Their leadership bonus extends to all units within their hex.
Casters: This is a magical unit. Casters can use juice to cast spells. They have access to the magic traits. Many casters give leadership bonuses to units they have affinity with. They gain two traits and ability points per level.
To begin we need one Ruler, a Chief Warlord, and anything else. Levels will be determined randomly, and full mechanic information will be forthcoming as well (I wanted to post this to get interest as soon as possible).
What are Traits? If you have ever played Heroes of Might and Magic, you'll know them as skills. Essentially they provide bonuses that allow you to make your characters more unique than mere ability scores can. One warlord might have a lot of mobility-related traits, while another might have put everything into leadership-related traits. Even though they could be the same level, one would be great at scouting, and the other great at empowering his stack. This also allows good means of making casters an interesting choice, as you could have a caster who is a master of their field, or one that dabbles, but can do a lot of different things.
What will happen in this game? You will be taking part as a side against a DM-operated side, or perhaps in the midst of a war with several sides involved. You will have control over several cities, which will be used to pop units. Cities will make pop points, and have "production slots" which allow them to produce specific units. Full rules will be forthcoming, but a city will have a base production slot number of its level (lvl 5 would have 5 slots). They will also have buildings that can increase their slots, as well as other buildings that buff pop point production, support units for free, and the like. Casters with a unit affinity can produce one kind of unit of their affinity type without using a city production slot (a cwoakamancer could create one type of uncroaked without needing the city to be set up for it).
Will my units have levels? Your units will have levels, and all units popped will start at level 1, except for knight-class units. One unit per city may be designated a knight-class. These units take up 2 production slots, but when popped are lvl 5. You can also produce their lvl 1 equivalents as well (this uses the second slot the knight unit occupies). Knight-class units have a small bonus to their ability points, which makes them more powerful than a lvl 5 version of their lesser selves.
Questions? I'll be getting rules up soon.
- My first erfworld story. Comment thread
Last Updated 01/10/2017Imperial Destiny (My Science Fiction Story)
Updated 07/23/2015 (First Page)
Last edited by tigerusthegreat on Tue May 24, 2011 11:06 am, edited 1 time in total.