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 Post Posted: Sun Jun 04, 2017 12:30 am 
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(pronounced, ee-moo):(that's a Greek μ, and not the Latin m). A water/ice doll that takes the shape of a large flightless bird.

Its natural logarithm is also the derivitive of itself.

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     Post Posted: Sun Jun 04, 2017 1:51 am 
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    Anomynous 167 wrote:
    Mos-cow (or Moz-cow). Flying cattle with the drain-life special.


    Do they prey on flying Dairy-Gerbils?
    A Flying unit that can grow to enormous size, a giant Dairy-Gerbil can be encircled with a harness ring that many units can hang onto, though most sides prefer attach a gondola and have their units ride in that. Said to be a cow to control, once tamed you can milk a lot of Move out of them. Make little noise and their signamancy is often non-threatening.

    Their favourite forage is a flying plant with no Move called a kernal-blimp.

    Giant Dairy-Gerbils were the main-stay of Overlord Monty Python's Flying Circus, until his warlords dispersed and founded their own sides.
    These days Giant Dairy-Gerbils are only tamed by the side Rushing Alas Cur, founded by the former Warlord Mikhail Palin, now ruled by his Heir Tsara Palin, whose chief warlord is Count Tzep Palin.

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     Post Posted: Sun Jun 04, 2017 12:26 pm 
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    Snapping Hurtles. Primarily greens and reds as varieties of tortoise like units that wander through forest or desert hexes. They have a move of only 2 but within hex are capable of massive speeds. While they can bite the most feared attack is their ability to launch themselves through the air at any targets. Reds have a limited flight capacity and are far more accurate against a moving target. Supposedly a rare Blue variety exists with a spiked shell and the ability to detonate with shockamancy and a strange power to always unerringly hit the highest level unit in its hex.

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     Post Posted: Sun Jun 04, 2017 12:40 pm 
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    B-eagles: a small, easily tamable feral hound best used for hunting other ferals for forage. Has the special of flight if it assumes a seated position.

    _________________
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    A tale from Erfworld: The Retconjurer

    A tale of Rhyme-o-mancy: The Noble Gasses

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     Post subject: C.Logo's favorite units
     Post Posted: Mon Jun 05, 2017 4:39 am 
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    Hufflynx - Rumored to be the original founders of Hobbittm, these small humanoids can also be popped by a few other sides. All hufflynx take only half the Move penalty (rounded down) from rough terrain; some attribute this to their slightly hypertrophied, hairy feet.
    Furthermore, a stack of hufflynx is able to cross water hexes; this is achieved by all members linking elbows, floating on their backs, and using their feet to propel themselves forward. In stormy, or otherwise perilous water - the chance of capsizing or otherwise being harmed by a natural obstacle or weather is diminished in proportion to the number of links. Stealth is a common, but not ubiquitous special among them, as is Archery (sling). While linked, a stack of hufflinx containing at least one Stealth-capable member, acts as if all members had it. Hufflynx archers on water hexes can still shoot, albeit at half the attack.
    Like their feet, the hufflynx' feline ears are also adorned with fur, and the males invariably sport rich, drooping sideburns. Cutting or shaving these off is considered a severe cultural faux-pas. ("Trying to be Man, are you? Being hufflynx not good enough for you anymore? Oy wei is mir...")
    To clarify, "hufflynx" is both singular and plural.

    Peeksees - Miniature Flying units that make excellent Scouts. Barbarian peeksees may pop in seldom-visited dense forest hexes, especially near waterfalls and streams; some sides can also pop them, though their relatively low Loyalty makes it a bit of a gamble. They are winged humanoids, about the size of two hufflynx palms (or, you know, a single man palm), with long, curved antennae sprouting from their foreheads. Their wings sport dazzling patterns, including 2 or 4 eyes (1 or 2 per wing). The antennae and wingeyes are both essential for their Eyemancy and Scouting specials.
    In attitude, peeksees tend to be the far opposite of the (significantly more powerful) Archons, whom they often (and loudly, and at great length) dismiss as being stuck-up, submissive, prudish, and/or disproportionally endowed. Peeksees, by contrast (as they will miss no chance to remind you) are whimsical, freedom-loving*, dressed in flower petals and leaves, and are delightfully petanko.
    Each peeksee pops with one of the following specials: Lookamancy (Look: a man! See?!), Foolamancy or Scouting. With levels, some peeksees acquire additional specials from this list, and on rare occasions also Leadership.
    Though they were never spotted in the wild, some sides have managed, on a rare occasion, to pop a Peeksee with the Findamancy special instead, making for a valuable garrison unit. Conversely, anecdotal reports of barbarian male peeksees, as well as a non-capital peeksee side, are yet to be confirmed.

    *_______
    A peeksee following orders usually remains convinced that she acts in her own best interests, or is merely "indulging" her warlord or ruler due to finding them amusing and adorable.

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     Post Posted: Tue Jun 06, 2017 2:36 pm 
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    A troublesome natural ally I came up with for a story idea, the Coalbold. A diminutive race of creatures that look to be black stones shaped like a man-dwagon. They have little defense and take fewer hits than a standard piker to be crumbled into chunks of rock. They also are one of Erfs few units to have the Cowardly special causing them to flee rather than engage an enemy unless they have leadership or superior numbers. Lastly they have a dire weakness to water, refusing to go near rivers or lakes and a hard rain can croak unprotected stacks.

    What makes them worth having is their cheapness, tunneling ability and, their unique power Smoldering. They need far less upkeep than most units do so massing them is simple and they can even eat anything flammable for rations. The power to Smolder is what lets them shine, literally. Standing near one is like being near a candle, a full stack is like like a campfire, a few stacks standing together feels like a raging bonfire and can ignite nearby dry materials.

    The heat an army generates can occasionally even start hex wide forest fires, giving a foe a far more pressing concern that the hordes of weaklings swinging stone clubs at their knees.


    Last edited by pastorofmuppets on Tue Jun 20, 2017 11:12 pm, edited 1 time in total.
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     Post Posted: Wed Jun 07, 2017 8:25 pm 
    Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter Mined 4 Erf Won Mine4erf for the Gobwins This user got funny with a rodent This user is a Tool! Was an active Tool on Free Cards Day
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    What About an Antler?

    its a Large wild creature that groups in Hives under the ground. They have a 3 segmented body with 6 legs and nasty mandibles and a thick brown coat of fur. As well, they have Large horns coming out from their heads, that they use to charge and challenge intruders to their domains. They are especially week to high heat from shockamancy blasts using the power of the sun. They are drawn to any bivouac within 3 hexes, attacking after all other factions in the area. They always invade in a single file.

    on a related note, I think if Parson had gotten a picnic set up, he would be in danger of them as well.

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     Post subject: pardon the length
     Post Posted: Mon Jun 12, 2017 11:53 am 
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    Fang-Goyls - These flying units are about half the size of a normal Goyl, have very prominent fangs (hence the name), hypertrophied ears, and a large pair of fully functional bat wings. Their air maneuverability is quite limited, except while swarming (see below) or in darkness. Their skin is covered by short fuzz, like a bat's. They are a speaking unit, but their sense of individuality is significantly stunted, compared to a Goyle or a Skank, which causes them to (falsely) seem stupid to some.
    The greatest strength of this unit lies in field ambushes aimed at commanders, especially in forest and cavernous hexes:
    When a designated target enters a hex with one or more Fangoyls, these will Swarm the target commander, emitting the dreaded "SQUEE!" vocalization. This alerts fangoyls in all surrounding hexes (who then take up the SQUEE cry) to the target's presence, and grants them the ability to cross the interjecting hex boundary off-turn (provided they had at least one move left at the end of their last turn). With their superior Echo-location, they unerringly fly towards their victim.
    Worse, the SQUEE cry also affects feral fanggoyles on the same and adjacent hexes, who then proceed to join the attack (ferals do not receive the side's leadership or similar bonuses). Swarms of fanggoyls, including any ferals joining in, gain a special bonus directly proportional to their target's level. If a feral fanggoyl hears multiple squees emanating from different swarms - it will default to the one whose target has the highest level. Aside from their designated target, fanggoyls will only attack units directly screening it.
    While they can be ordered to do otherwise, such a counter-intuitive order costs them their target bonus, and does not affect any ferals already affected. If at least 4 (or, if the target is Heavy - at least 10) fanggoyles are in the swarm - they can be ordered to capture the target, rather than croak it, with no loss of bonus. However, issuing such an order to a swarm containing ferals causes the ferals to break and attack your own side's fanggoyls instead.

    Origin:
    Fang Goyls are the terrible result of a Weirdo-Thinka-Changemancer link attempting to alter a stack of normal Goyls to become better field units, when the transilvitan city of Sucksony really needed a mobile army, much more than a garrison. That city has itself become affected by the linked spell, and thereafter never popped Guard Goyles - only Fang ones. When the necessity for them passed, Transilvito's ruler tried to "reset" the city by razing and - a few tenturns later, when the treasury wasn't as tight - rebuilding it. This did not work. Instead, the ruins began popping feral fanggoyls, and their numbers in the surrounding lands continued to rise even after Sucksony was rebuilt, which implies they were now popping randomly in nearby cavernous hexes.

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     Post Posted: Tue Jul 11, 2017 12:28 pm 
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    Gnolls:
    Though not as many as Elves, these canine creatures also have a number of subspecies:
    * Bouncy Gnolls, former allies of a side that literally sunk itself beneath the waves, appear like anthropomorphic Springer Spaniels and have the Dancefight special.
    * Grassy Knolls, the dominant species of the Damned Strait's (former location of the Epic Vale) appear like bright green, anthropomorphic terriers. Many of them have the Archery:Rifle special, and so much of their tribal lore revolves around the mystery of WHAT in the titan's name a "Rifle" is, and where might one be found.
    * Other types include Tile (immune to pain), Tack (black and towering) and Parasitic Gnolls (which look the same as Tile ones, but have the Drain Life special, instead of the useless immunity.)

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     Post Posted: Tue Jul 11, 2017 1:22 pm 
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    Poster
    Garrison humanoid unit, usually low base stats but some understanding of how combat works, can be promoted to warlords.
    Natural thinkamancy - can build a weird thing which is sort of a thinkamancy golem, called "argument".
    Natural retconjuration/carnymancy - can build "arguments" based on things they remembered incorrectly, things they misunderstood or things they guessed, regardless of their basis in reality.

    Bee-he-moth
    Always male, giant bugs with a stinger. Have a big bonus against cloth golems.

    Chosen ones
    Have low base stats, but for some reason very important.

    Rules lawyers
    Low base stats, natural signamancy - contracts, have a very high bonus against carnymancy.

    Badass bookworms
    Giant worms that look like they are made of paper and shoot words out of their mouths.

    _________________
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    Friendship is natural date-a-mancy; Date-a-mancy is a school of magic; therefore, friendship is magic.
    The real twist of book 3 is that it will be 500 pages long.

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     Post Posted: Sun Jul 23, 2017 11:24 am 
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    Monotreme - A galley-class warship with a single deck of oars. They are "manned" by echidnas and platipi.

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     Post Posted: Wed Jul 26, 2017 1:23 pm 
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    Ants of Irrit

    A Tribe of all-female humanoids distinguished by having four arms, a pair of club-shaped antennae, what the ignorant describe as a wasp waist, and a bulbous gaster where other units might have a tail. A feral Tribe will only have a few classes of unit, namely:

    Pit Ants - The least of ants. They pop only in deep mines and tunnels, have no move, no combat, and minimal hits and defense, but do have the Mining special and a bonus based on how many of them there are (Note intentionally vague wording. It’s meant to be nice, not OP), so if a mine known to pop Pit Ants isn’t garrisoned, they can build up into a stack that’s not trivial to take out… and that sucks away at gems that rightly belong to the Capital Side owning the mine, if such exists. Pit Ants are one of only three kinds of Ant that pop naturally, and the only kind that pops in significant numbers. Generally their first objective is to mine out a gem big enough to let them promote themselves to one of the following units:

    Trench Ant - Comparable to Digger class infantry, but their shovels are a bit sharper than most. They have a natural dirtamancy that lets them build simple traps and fortifications. Some say a Tribe can’t consider itself proper Irrit Ants without at least one stack of Trench Ants.

    Valley Ant - Effectively Stabbers, but with high morale and a bonus to foraging, especially destructive foraging. The other kind of Ant considered necessary for the Irrit Ant lifestyle, they’re often sent to the surface to exercise their bonus, bringing the rations back to the Tribe.

    Speedy Ant - Scouts, with the Scouting special, and four fistfuls of Move. A sign of a deeply rooted feral Tribe. Speedy Ants are difficult to capture and interrogate, because they have a Special that lets them explode in a mass of sticky goo, which they can use even while a prisoner. The semi-acidic resin is more humiliating than debilitating, but at least a unit can be comforted to know that their temporary raiment is an ex-Speedy Ant.

    Bear Ant - Heavies. They’re usually too expensive for a feral Tribe to promote from Pit Ant, but they’re the second of three ants that will pop on their own. However, any given Tribe will only have at most one, and the one is not guaranteed. Tunnel capable, of course, and the dread of any unit sent in to clean out an advanced Tribe. “Don’t be a Bear Ant” is a wish made for every new shape coming out of the darkness of the tunnels.

    Now with such a wide variety of functional infantry and useful specials, you’d think the Irrit Ants would be good natural allies to have, but Overlords who ally with them run into a problem: They don’t accept leadership bonuses, at all. They all have the self-bonus, not just Pit Ants, but in order to make it compensate for the loss of the leadership bonus, the Overlord has to sink a lot of Schmuckers -- and trust -- into the tribe. And even if the Overlord commits to doing that, now they have the problem that they’re sitting on a full hierarchy of Warlords who are suddenly much less effective for the bulk of their army. So most Overlords living in areas that pop Irrit Ants just set stacks out on permanent seek and destroy missions instead, to protect their investment in their mines.

    However, there have been Capital Sides with the unique circumstances to make alliance with the Irrit Ants tempting, and those Sides have found even more advanced units the Irrit Ants can be promoted to, if fed their Schmuckers carefully and given clear orders on the subject:

    Bully Ant - Pikers with overbearing personalities and manic temperament. One of the more reliable Ant units, but not even the other Ants like them.

    Err Ant - Knights, but with a natural illuckamancy that makes them less effective than their stats suggest. They’re a bit depressed about it, too.

    Inner Ant - Knights with pikes. Lancers, if an ally orders them to mount up, but valued by the Tribe more for their level-headed judgement than their combat prowess. One Inner Ant is more expensive than one Bully Ant and one Err Ant, and therefore doubly out of reach of a feral tribe, but they are the third and last Ant to pop naturally. All naturally popped Inner Ants are Chiefs, and if there’s a Chief that isn’t an Inner Ant, it means their Tribe doesn’t have any Inner Ants. Like Bear Ants, their popping is not reliable, so they tend to be sequestered in the deepest parts of the mine for safety. Unlike Bear Ants, sometimes a Tribe gets more than one.

    Expector Ant - Archer specialist, spit. Which is Acid, by the way. They also have a natural predictamancy that prevents them from being surprised, but that's it.

    Pursue Ant - Rangers. They can hunt people down. Dedicated to order in a chaotic world, they also have natural signamancy that (sometimes) gives them an awareness of contracts affecting them, their side, and/or people and sides they focus on. Casters, for example, may be unnerved to find a Pursue Ant quoting clauses from the Grand Bargain at the most inconvenient times (at least for the caster).

    Wannabee - Flyers. What do you want?

    Yellow Jacket - I’ll tell you. You want a wannabee to want to be a bee, but no. They want the Yellow Jacket, the attire and only moniker of the Ants’ most elite unit. Are they knights? Heavies? No idea, but they fly, and a single Yellow Jacket in the same hex is enough to paralyze an entire picnic. They are, by far, the most expensive unit to promote and the unit with the highest upkeep, but they are also, at least for the Ants’ own objectives, the most efficient Ant. A Tribe that breaks alliance with a Capital Side tends to disband all its higher tier units in order to keep maintenance cost down, except for the Inner Ants it needs as Chiefs, and all the Yellow Jackets they can get their hands on. Small stacks of nothing but Yellow Jackets are sometimes all that remain of a Tribe with a long history allied to a Side that ultimately bit the dust. Maybe that’s why the Wannabees want the jacket so much.

    And then there’s these guys:

    Boy Ant - The exception to the rule that all ants are female. Cheap enough they could be popped alongside Trench Ants and Valley Ants, but their special is Seafarer, and the Tribe never goes into the water until an Ally asks them to.

    Now, most larger cities have a book in their library telling the story of a Side that really fell in with the Irrit Ants. They never popped their own infantry, it’s claimed, always choosing to feed more Schmuckers to the Ants instead. If you read between the lines of the story, it can be suggested that they were able to unlock three other kinds of Ant. If these Ants really exist, the exact method of their creation is not fully known:

    Sibyl Ant: An Expector Ant with predictamancy powers both expanded and more reliable. Speaks with a lisp, and maybe some drool.

    Relucked Ant: An Err Ant that has shed its illuckamancy somehow, without promotion to Inner Ant. Depending on the rumor, possessed of specials related to either flower power, luckamancy, or some measure of both.

    Spelling Bee: Allegedly to Pursue Ants and Wannabees what Inner Ants are to Bully Ants and Err Ants. Has expanded Signamancy powers.

    Some say the book is a hoax put out by the Ants to try and improve their image, but if so they would need the assistance of a Signamancer… or a Spelling Bee. Others point out that the History of the Side in question cannot be found in the libraries, but that leads to the uncomfortable idea that the Side might still be out there, somewhere, crawling with Ants.

    If these are my creation, they’re not a hive mind. That’s boring. It’s been done. They talk to each other, all the time, over channels that other units can’t interpret. Body language, pheromones, an acute ability to imagine oneself as a different Ant in a different place, etc. Maybe that’s Thinkamancy. Maybe it’s Lookamancy. Heck, maybe it’s Signamancy. I don’t know, but it’s where their self-bonus comes from.

    I really want to write the story of That One Side, but I’m stumped as to what their city pops. A decent mount for the knights. Some unit that’s more efficient than Warlords for an army that wants Commanders but not leadership bonuses, which doesn't necessarily mean efficient in general. Probably Siege, Siege is a weakness. I feel like the best story would be if the units were themed with each other but not with the Ants, so that there’s this seam in the Side between the natives and the allies.

    Now I know you, dear reader, have figured out all the puns already, but here’s a cheatsheet just in case your little sister is reading over your shoulder:
    Spoiler: show
    Ants of Irrit - Irritants.
    Pit Ants - Pittance
    Trench Ant - Trenchant
    Valley Ant - Valiant
    (ex-)Speedy Ant - Expedient. Fast and easily disposed of in times of emergency.
    a Bear Ant - Aberrant freaks of Antkind.
    Bully Ant - Ebullient bullies.
    Err Ant - Knights Errant who err
    Inner Ant - Inerrant wisdom kept deep within.
    Expector Ant - Expectorants who expect things, hence are never surprised.
    Pursue Ant - Pursuant to the rules for rangers, ants who pursue.
    Wannabee - Bee and Wannabe
    Yellow Jacket - The yellowjacket is a kind of social wasp native to North America.
    Boy Ant - Buoyant
    Sibyl Ant - Sibilant. A Sibyl is a female oracle.
    Relucked Ant - Reluctant
    Spelling Bee - A bee that spells, as in words, but also as in magic.

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     Post Posted: Thu Sep 07, 2017 7:35 pm 
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    This user has been published! Here for the 10th Anniversary Has collected at least one unit This user posted the comment of the month
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    Dupligator, alternately Dupligater: A fairly average and very short four legged reptile. They're mountable, but not very fast on land (in terms of speed or distance covered), but can lunge at short ranges, and has a mean bite. They're Water-capable, but they're really cool ability is Natural Dittomancy, being able to duplicate themselves if they have water to submerge themselves in. At least 1 ditto per level.

    Weakness? Swallowing clocks or other mechanical devices makes them easy to spot.

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     Post Posted: Fri Sep 08, 2017 9:56 pm 
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    I had been saving this one for a fanfic (but now that I've used it in it, I might as well mention it here)

    Aqua Duck: Looks like a regular duck, except it has the unique ability to float and swim on water.

    Army Duck: An all terrain (except mountain) avian mount patterned with army-camou. Capable of transporting a full stack of infantry on its back, the Army Duck's camo' patterns aren't really sufficient to hide those riding on it. Which really isn't a problem since those that do pop them aren't using them for stealth.
    Spoiler: show
    For reference, the Army Duck is based off the DUKW "Army Duck"


    Neighbourhino: A horned quadroped with a thick hide, capable of ramming down city walls. The preferred mount of the Vicar of Diddly.

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     Post Posted: Wed Sep 13, 2017 12:02 pm 
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    Hatcrabs a unit made by the combo of hat magic and croakamancy. The small 4 legged burlap unit walks slowly and leaps moderate distances to a living unit without headgear. If it lands right it becomes the new hat for the unit and granting it Uncroaked. The unit no longer has upkeep, decays, and fights in the side of the casters that made the hat( though muffled protests can be heard under the full head covering hat). Eventually the unit decays away if not croaked in battle and in such cases the depopped body is replaced by additional HatCrabs.

    The major downside of these items is that once the creator croaks or disbands they turn "feral" and count as barbarian units, even if the side that employed their maker still exists. Hatcrab Infested hexes and mines are a rather dangerous finds for any that wander without headgear.

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     Post Posted: Tue Sep 19, 2017 10:29 am 
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    E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Construction Crane: Large flying bird unit with the Construction special. Kind of like a construction barrel, but with flying.

    Slag: A female casting knight like a Skank or Archon, but with dirtamancy and dollamancy specials.

    _________________
    “I will tell you precisely what Royalty is,” said Intra, “It is a continuous cutting motion.”

    -The Song of Maybe

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     Post Posted: Mon Sep 25, 2017 8:13 am 
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    Pokie monsters: A mimic-like unit in the shape of a slot-machine with neon-claws. Also goes by the name of "Gamblor", although to do that would be like calling a gorgon a "medusa".

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     Post Posted: Mon May 21, 2018 9:38 am 
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    Keebs. Short green elves with little spaceman like antennas. They are a fun loving group that prefer to set up shop in one location rather than move around much. While not particularly tough natural allies they have one special that makes them a beloved addition to any side.

    They are all popped as Bakers. Being a baker means that they grant a production bonus to any farm with crops instead of animals as well as any Mills’s side may have. Within one turn of being set to guard and work such a hex a small shop is set up, often within an inexplicably enlarged tree in the area. Stoves and ovens and stills line the walls as their new bakery starts up and from that turn onwards all the units under any warlords they like can look forward to a few cookies and a cup of brown or occasionally white rum in their daily popped meals.


    The caster thread got me thinking of new things for Erf again and while no specific caster has come together in my mind yet these guys did. I hope the references are gotten even though only one occurs to me as pop culture.

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     Post Posted: Wed May 23, 2018 1:18 am 
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    Armored Dwagon Monthly Winner This user has been published! Year of the Dwagon Supporter
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    For the last few weeks, I've been working on a unit creator

    The short form of units currently works like this.

    Characteristics
    1. Unit: Name/race of unit.
    2. Rank: City level needed to pop unit. Also a general indicator of power level of unit.
    3. Type: beast (nonspeaking feral), or infantry (humanoid person)
    4. Weight: heavy (twoll sized, and up), or light (knight sized, and down)
    5. Size: tiny(bat), small(marbit), medium(stabber), large(twoll), dwagon(huge), megawiff(massive)
    6. terrain: land, water, or air.

    Stats
    1. attack (att)- Determines hit chance and the amount of damage dealt upon a successful strike.
    2. maximum damage (max dmg)- Determines the max damage that can be dealt in a single strike. Applies only to light units.
    3. defense (def)- Determines your chance to avoid being hit.
    4. dodge (dge)- Mechanic to show how large units have a harder time hitting small ones, than smalls have with hitting large.
    5. hit points (hp)- Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
    6. movement (mv)- Determines how fast your unit can move in a combat round, and who moves first.
    7. reach (rch)- Determines how far away you can hit your opponent from .
    8. upkeep ($)- Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.

    '''Other'''
    1. Weapon: weapon name; melee or ranged weapon; weapon length
    2. Slot increase: can take a penalty in order to gain more slots. Slots are a then traded for specials, and various heavy templates. (only shown if used)
    2. Stat redistribution: Limited trade of attribute points. (only shown if used)
    4. Specials: Unique abilities. Generally, rank 1 units get 3 specials, with an additional 2 specials for every rank up (max 9).

    Stat board like this.

    -Race: {rank: }/type: / weight: {size: }/ terrain:
    -att: {max dmg: }/ def: {dge: }/ hp: / mv: / rng: / $
    -Weapon name: /weapon group: /weapon length:
    -Specials:

    As an experiment, I'm going to take the units posted on the first page and see if I can turn them into proper units using my system. At the very least, I'll probably get some ideas on areas that need more work, and get ideas for new specials.

    Crisis21 wrote:
    Tweets. Small flying bird units that have a single Hit each, minimal innate combat ability (except for a superb bonus to evade attacks), and lots of Move. They also have natural Findamancy that allows them to locate any unit on a side they belong to (and allied sides) without fail. Mostly used to carry messages for sides that do not have access to Thinkamancers or Hat Magic, though some Tweets can be taught to memorize and recite messages of twenty five words or less.


    -Race: Tweet {rank: 1}/type: beast/ weight: light{size: tiny}/ terrain: air
    -att: 0{max dmg: 0}/ def: 0{dge: +5}/ hp: 1/ mv: 24/ rng: 0 rch/ $ 1.75
    -Weapon name: beak/weapon group: melee/ weapon length: short
    -Specials (3 slots): -1 Attribute increase (move +50%); -1 finder (uses the same ruler sense that allows monarchs to know location of every unit on the side)/-1 Dodge increase: +2 to dodge


    This one worked perfectly. Tiny units don't get defense points, so I compensated by giving them a special to increase their dodge, which means that larger units have a harder time hitting them, which I feel achieves what the author wanted. I made up the finder special just now, but I think it works.

    Bibliomancer wrote:
    Here's a side detail from a story I've been working on:

    Um, wow. Nope, way too complex for me to try my hand at.

    Lawence of Awabia wrote:
    Puddy Tats:

    Flexible, elastic feline creatures about the size of a Man. They most commonly inhabit Forest, Jungle, or open plains hexes. Puddy Tats can have a wide range of fur patterns and colors, although black and white markings seem to be the most common. In addition, Puddy Tats posses special markings which indicate a mysterious signamancy of their own, frequently appearing as anchors, skull-and-bones, tribal chains, globes with the numeral 8 inside, or, occasionally, the word "Mom". These markings can be transferred from one Puddy Tat to another, by pressing the mark to an un-marked area on the Puddy Tat's hide.

    While a Puddy Tat is not a particularly strong combat unit, each Puddy Tat possesses the Stealth special and they make excellent scouts. Like any Feral, Puddy Tats can be tamed, although their Loyalty is generally quite low, and they make very disobedient soldiers, often looking out for their own best interests.

    Their bodies are composed of a rubbery, elastic material, allowing them to stretch and flex themselves much further than other units. While they have no ranged combat specials, their long, elastic limbs allow them to engage in melee with units far away from themselves, or even low-flying attackers.


    -Race: Puddy Tat{rank: 1}/type: beast/ weight: light {size: medium}/ terrain: land
    -att: 2{max dmg: 8}/ def: 6{dge:0}/ hp: 6/ mv: 10/ rng: 2/ $ 20
    -Weapon name: claws /weapon group: melee/weapon length: short
    -Stat redistribution: Traded 2 attack for 2 defense.
    -Specials (3 slots): -1 Terrain movement special (forest, or jungle [plains don't give movement penalties, no point on that), -1 extendable body (+1 reach), -1 quick attack (before combat begins unit may attack target once. After this is resolved, continue fight as normal. Must not have been in combat for 5+ rounds beforehand to have access to this ability)


    Author said that it wasn't a strong combat unit but with the rubbery body, it seemed like it had a good defense, so I topped it up. I created a special that allowed it to stretch out for an extra hex of reach. Currently, there are no stealth options in my game. At best, it works as a combat simulator. I have attempted to keep the spirit of the "stealth" special, however, by creating "quick attack", which allows a free hit on the enemy, if unit has not been in combat for 5 rounds. I think that sorta simulates what a sneak attack is.

    Chris Goodwin wrote:
    Meep Meeps

    Meep Meeps are feral, non-speaking units that pop with the Mount special; some pop with a natural Luckamancy as well. They are large, apparently flightless birds with a high Move score. They tend to pop in desert regions. Like Orlies, they are so called because of the sound they make (in their case, "Meep Meep").


    -Race: Meep Meep{rank: 1}/type: beast/ weight: heavy {size: large}/ terrain: land
    -att: 5{max dmg:n/a }/ def: 5{dge: -2}/ hp: 12/ mv: 18 / rng: 1/ $ 40
    -Weapon name: beak /weapon group: melee /weapon length: short
    -Specials (3 slots): -1 Attribute increase (movement); -1 luckmancy reserve: 5/5; -1 food reduction (half meal = full meal)


    I made heavies into a template. Currently, they gain damage reduction, a doubling of damage (with no cap on the max), the ability to attack a second unit if they kill the first (land only), the ability to ignore 1 point of terrain movement penalty (along with much higher stats). In return, the upkeep is multiplied by *2+, they can only attack once every two rounds, become easier targets for smaller units to hit, and can't go underground.

    All heavy beasts (ferals) are assumed to be mounts (it's part of the heavy template), so no additional special required. I added the food thing, because deserts would be difficult to get meals? Luckmancy reserve works like the double eagle does in the backer story, only instead of 20 points, it's just 5.

    Chris Goodwin wrote:
    Wily Coyotes


    I currently don't have rules for how tribes work. I know it will be similar to how sided units, and ferals, work, but they seem a bit more powerful overall, so I just wanna get the base of how to create a unit first before doing tribes.

    Crisis21 wrote:
    Pirate:

    I also don't have rules on barbarian units at this time.

    nightseraph wrote:
    Guildenfern: Forest, tunnel, siege and mountain capable heavies with only 2 move. Gains bonus move while in a stack containing exactly one Rozenkatz. Cannot gain leadership bonuses from royal warlords.


    -Race: Guildenfern{rank: 4}/type: beast / weight: heavy {size: massive}/ terrain: land {underground}
    -att: 15{max dmg: n/a}/ def: 15{dge: -7}/ hp: 90/ mv: 4/ rng: 3/ $ 800
    -Weapon name: claws /weapon group: melee/weapon length: short
    Attribute alteration: -50% move +1 slots
    -Specials (10 slots): -6 massive template -2 Terrain capable (forest & mountain); -1 siege; -1 dig


    massive units have super high stats, but are insanely expensive in terms of upkeep.

    This one went better than I thought it would. For heavies, the lowest move ones are massive (megawiff sized), so I made him that. Base move of massive land beasts is 8, I halved move for +1 slots, with got me to 4, which is as low as my rules allow me at this time. Generally, I wouldn't allow this, because it can double as another way of trading stats, and I already have a mechanism for that, but I don't have a good way to really lower the move further, and trading it for a terrain special can be ruled by the gm as being reasonable.

    Underground is not considered a normal special, it's a trade off, heavies can either gain a +1 terrain ignore advantage, or the ability to go underground. Forest and mountain capable are normal though. I added siege and dig specials, but I don't have any firm idea of how they would work at this time. Heck, they might be the same thing, for all I know. I know they are mentioned a lot, but my integration rules are pretty basic.

    There is no rule that makes it so that a unit can't gain a leadership bonus when led by a royal, so I can't incorporate that, nor is there a concept on how being with exactly one of a different unit would give a move bonus.

    nightseraph wrote:
    Rozenkatz:

    Too complex. No idea how to do hat magic, and these stacking rules, are way beyond what I can do.

    conmor wrote:
    Minidews are spidews, but much much smaller. Even smaller than doombats. They only have 1 hit and 1 combat, but regular move. They only have 1 schmucker upkeep per 10 units. They have a special form of the natural dateamancy of 8 stacks that multiplies the variable by 100. so 800 for a max stack, though even then the bonus is much less than normal.


    -Race: Minidews{rank: 1}/type: beast/ weight: light {size: tiny}/ terrain: land
    -att: 0{max dmg: 0}/ def: 0{dge: +5}/ hp: 1 / mv: 6/ rng: 0/ $ 1
    -Weapon name: bite /weapon group: melee/weapon length: short
    -Specials (3 slots): -1 upkeep reduction (-10% round down); -1 *5 to stacking limit, -1 dodge bonus.


    In my rules, tiny units don't get a 1 attack. That would be a bit too overpowered. I mean, pikers get 1 attack. My rule is that tiny units, like yours, get a 0 attack/defense/max damage (technically max damage is 0.1. If a tiny unit gets 10 hits on a bigger unit, unit loses 1 hp, this also works for infantry attacking a heavy with damage reduction). You also don't get 1 upkeep for 10 units. Etsies, which are completely useless in every way, shape and form, cost 1 smucker per unit. Currently tiny land units cost 1.25, and pops 19 a turn. I did make an upkeep reduction special, but I think it would be too broken to make it a big number, so it's 10% at this time. I will round down, and say this brings your units to 1 upkeep per unit.

    I consider 6 move to be "normal", as it is the move of basic infantry units, so I'll keep that as is. There is no rule to lower the max stack bonus in order to increase what a max stack is, so I can't incorporate a rule like that. I do remember that Rob talked about bats are able to be in a larger stack than other units, but I don't have a firm idea of what the limit should be. Is it 100 units? 1000 units? I'll say they get a *5 limit for now, but I really have no firm idea of what that limit should be so it's just flavour. To simulate the smaller nature of Minidews, I gave them a dodge bonus.

    conmor wrote:
    minidews

    Whaaaa? All this is still the minidews? You remember that you had them cost 1 smucker for 10 of them, right? Fabrication, poison, dittomancy, sharing specials (I guess that is part of the dittomancy), and the pop as barbarians? How does a feral pop as barbarian? Those are for human types, that can talk and whatnot.

    Even if you say that they got reduced power for specials, this is really way too much to be balanced. Especially when you seem to be wanting this to be a swarm, canon fodder, type unit.

    conmor wrote:
    Buggygirls

    increases pop rate by 100%? A turnamancer can only do 50%, and I don't think turnamancy can lower upkeep. Still can't do caster stuff, and tribes don't pop units, they get money and buy units. I don't think I could make this one work for me.

    conmor wrote:
    Dropdews

    I could do the large spider tree climber part, but not the caster stuff, nor the poison hallucinogenic water that constantly drops on people.

    conmor wrote:
    Mountdews

    I cannot tell you how much dance fighting has resisted all my efforts to understand it. My attempt was an absurd combination of crap. It also sounds like a tribe? Can't do those.

    Whispri wrote:
    Hippogwiffs: Big yellow heavies that lurk in rivers and are as dangerous on land as a real hippo.


    -Race: hippogwiff {rank: 1}/type: beast/ weight: heavy{size: large}/ terrain: land
    -att: 5{max dmg: n/a}/ def: 5{dge: -2}/ hp: 12/ mv: 12/ rng: 1/ $ 40
    -Weapon name: bite /weapon group: melee/weapon length: short (it's the same for all beasts)
    -Specials (3 slots): - 2 heavy template -1 Breath underwater


    Easy one. Just a standard heavy beast template, with the ability to breath underwater, which hippos can't do, I know, but this is fantasy hippo (a hippo that can move surprisingly fast on land). It also gives them more mobility when swimming.

    Whispri wrote:
    White/Black Rooks: Powerful land birds related to crows. Mount units, can handle two riders.


    -Race:White/Black Rooks {rank: 1}/type: beast / weight: heavy {size: large}/ terrain: air
    -att: 6{max dmg: n/a}/ def: 4{dge: -2}/ hp: 10/ mv: 36/ rng: 1/ $ 40
    -Weapon name: beak /weapon group: melee /weapon length: short
    -Specials (3 slots): -2 heavy template; -1 attribute increase (attack +50%)

    Another easy one. Just a standard template. Two riders is considered standard for a flying heavy, so that is fine. For the remaining special, I increased attack, since they are "powerful".

    As a side note, fliers have a slightly lower att/def/hp than land units, to partially compensate for their MUCH faster move.

    Whispri wrote:
    Distal Skulls: Strange humanoid units with ranged bite attacks. Telescopic necks.

    EDIT: Distals are pale, leathery skinned horrors that live underground. They scuttle around in the caves. Able to see in total darkness, and smell out their prey, they have no trouble finding food, and then ripping their throats out with a quick bite by using their neck stretch abilities.


    Race: Distal Skulls {rank: 1}/type: beasts/ weight: {size: medium}/ terrain: land
    Weapon name: bite/ weapon group: melee/ weapon length: short
    att: 3{max dmg: 8}/ def: 4{dge: +0}/ hp: 6/ mv: 8/ rng: 2/ $ 20
    Stat swap: no/ Slot trade: +1 humanoid (-1 att; 8 mv, can't sprint)
    Specials (4): -1 stretch; -1 dark vision; -1 underground bonus (+2 def/att when underground); -1 enhanced senses.

    Your description was very small, and I still had slots left over, so I added to what I felt. Decided to go with an underground monster. Very good with the environment.

    Being humanoid, I had to think about what does it mean to be one, while still being a beast. I decided that they have the same speed of an infantry, but they still can't use tools. I felt that -2 move wasn't enough of a negative (plus no sprint), so I also added a -1 att, so that they are like an infantry with short weapons. That said, now they are as weak as an infantry (minus not needing weapons), without the infantry advantages, Therefore, they get an additional special.

    That's my attempt at balancing a humanoid feral.

    Whispri wrote:
    Okay, rapid fire on the rest.

    Minigwiffs: Tiny bird sized gwiffons.
    the gwiffen attack is weird. don't know how to do it.

    Tower Ravens: Fly in style in these powerful heavy fliers. Flying towers related to crows obviously. Contain several rooms.
    They contain ROOMS? In the body? These are alive? I can't even...

    Chalk Horsies: Mounts popped in hill cities.
    Standard heavy mount template, with the mountain capable terrain special. I could stat it out, but it's just like the hippo above, only it has mountain capable special, instead of breath water special, and I'm going through a LOT of units here.

    Venus Flier Traps: Self veiling forest capable plant units.
    Currently can't make units without move. I don't think cities can even do that. Would be really problematical.


    The rest didn't really have enough information for me to really have a firm idea of what to do.

    Dark Shadow wrote:
    Puffs: Large kin to Dwagons,

    How dwagonlike are we talking about? I can make dwagons, but this uses casting? The retaming mechanic sounds like from Duke Forecastle backer story. I guess that could be a special, hard to tame, or something. Kind of a weird thing to count a special though. Don't think I can do this one.

    Bibliomancer wrote:
    The Condoor Tarriers

    Another tribe. I do intend to work more on that, but I need to make sure my city creation unit mechanics are solid first. Probably will then work on combat after.

    Crisis21 wrote:
    -Harley-Quinns:
    -Sirens:.

    Interesting concepts, but sadly beyond my ability to create. the whole archon concept with all their combat casting that can grow stronger is a real pain.

    Bibliomancer wrote:
    Poison Ivy: Feared units of the Ivy League, poison ivies are knight-class scouts of the dryad race (the ruling race of the Ivy League). In addition to being forest-capable, poison ivies possess natural Flower Power over poisons, often allowing them to croak enemy warlords at night after emerging from their scouting veils. Between creeping charlies, poison ivy patrols and the tendency of the New Angleland woods to swallow armies without a trace, it has been hundreds of turns since the Ivory Towers have been seriously attacked.



    -Race: Poison Ivy {rank: 3}/type: infantry/ weight: light{size: medium}/ terrain: land
    -att: 3{max dmg: 8}/ def: 4{dge: 0}/ hp: 6/ mv: 8/ rng: 1/ $ 60
    -Weapon name: dagger/weapon group: melee/weapon length: short
    -Specials (7): -1 rider; -1 scout; -1 dual wield (attacks twice, max damage lowered to 4 if used); -1 terrain capable (forest); -1 veil (covers self only); -1 poison immunity; -1 Poison coating (body secretes a deadly poison; +1 dmg, roll 1d20, if a 1 is rolled, then unit croaks [must cause unit to lose minimum of 1 damage to work]; poison wears off after 3 successful hits; 1 turn to reapply two short weapons)


    This is my favourite unit of the page. While the veil thing is a bit annoying, because I can't really stat out juice consumption, and I know there are other ways of using foolmancy, but I will simplify and use it just as a hiding tool.

    The poison concept is the most interesting to me. Given that poisoning is the main method of killing, I went with short weapons. A short weapon lowers the attack of infantry by -1, but I feel this is more than compensated by the ability to coat two short weapons with poison in a single round, as opposed coating 1 normal length weapon in a round. Furthermore, I took the duel wield ability, which lets you attack twice, assuming you have 2 weapons. Now every Poison Ivy has 2 chances to croak an enemy unit per round, and can reapply both of them when one clears up. I think that is a fascinating combination of specials for fighting.

    DONE! Phew, that was quite a few. Took a few hours to get done.

    I think I got a decent working model, after testing it with all these different units concepts. While there were a lot that I don't have the rules for, I managed to stat out a fair number, I think, and there were some good ideas. I like the dodge bonus special, the stretch attack, and the poison coating on weapons. Quick attack is also interesting. Although not sure if it should work like that.

    _________________
    The Imperfect Warlord
    Summery: Somehow I ended up being summoned to Erfworld instead of Parson Gotti. See how the events of book 1 change from my actions. Focus on Erf-game mechanics.
    http://www.erfworld.com/blog/view/46631 ... -chapter-1

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