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Made in us
Old Sourpuss






Lakewood, Ohio

Good news everyone!

The Kickstarter is live!

Here is a quick rundown of the stretch goals so far



If you go to www.endlessfantasytactics.com, you will be redirected to the kickstarter page for the drive. There you can see all the different prize levels, an introduction video by Heath Foley, artist for On the Lamb Games as well as some awesome artwork, and maybe some new sculpts that we haven't seen yet .

There are lists of the stretch goals as well as early bird specials for people getting in on the kickstarter.

I pledged, have you?




On the Lamb Games wrote:The world of Terra was forever altered when four of it’s six moons crashed into the planet, breaking apart and revealing their sources of magic, the Crystals. The magical energy of the Crystals bathed the world, giving skill and power to those who had never known it.

The four elements marked all living things. The Magma Crystal scorched the lands of Zeutenheim, but gave strength and resolve to it’s people. The Deep Crystal gave a bounty to the plains of Halleford, and gave life to magical creatures. The Iron Crystal sealed away the cities of the dwarves, but gave trolls the power to build their hero-testing dungeons. The Sky Crystal lifted a continent into the air and gave power to wizards, letting them cast spells alone, that they could never dream of casting in the cabals before the disaster.

The planet itself was polarized by the event, the magical draw of the Crystals keeps one side of the planet always facing its star. Despite the tragedy, the world moved on; knights defended castles, wizards researched spells, and trolls built dungeons.

Now, as the world has settled into it’s new order, one of the Crystals has fractured, and a sickening, corrupting miasma has spewed forth, altering any who touch it. A new war rises on this planet of Endless Day and Endless Night. Will your group be the heroes who save Terra?


With a counter at the bottom of the page... I heard from an insider source that a kickstarter might be going up for this game in a month.


This means a kickstarter is imminent for their new game.

Previews and Updates

Adept:
Spoiler:

Image spoilered due to size (its quite large )
As a wizard-in-training, the Adept spends most of his time at the Magickal Akademy on the flying continent of Nacre. With the encroaching miasma turning those below into crystalline monsters, the magically inclined have mostly cloistered themselves within the safe confines of the school. The younger, rasher, Adepts ignore the wisdom of the elder mages and step out into the world ready to put their burgeoning skills to use.

At the entry level, Adepts are trained in a variety of magicks, able to cast minor healing spells as well as combat spells. Unlike their specialized seniors, Adepts are more versatile even if they pose less of a threat.
Sculpt by Bob Naismith:


Archer:
Spoiler:

The rolling hills and open plains of Halleford create a vital need for scouts and long-range messengers. In times of peace, the Archer fills these rolls, but with the miasma hordes at the walls of Plainskeep Castle, she rains death upon her enemies. Her eyesight and skill with a bow has led many of her companions to wonder if she has elven blood, but none would say such things aloud.

With a basic attack range longer than any melee combatants, The Archer provides perfect support to frontline fighters. Low cost status effect attacks lets the Archer provide more than just damage dealing. The Archer also has a number of defensive abilities to help her escape if she gets too close to her opponents.

Cleric


Cleric, The Penitent Priest
The Churches and Temples of the 6 Gods are spread across all of Terra, and within them, the Clerics lead worship and use the magical energies given to them by their deity to heal and bless. The Cleric is most commonly a follower of Numina. She learns holy magic and often journeys the countryside sharing the good word. Not uncommon are priests of Undinite, the Goddess of Water, who also holds healing power and helps crops to grow.

Clerics are focused on support, strengthening allies with boons or healing damage they have received. In moments of divine fury a Cleric can crush the wicked, but this can severely drain their MP. The ultimate skill of the Cleric is to resurrect the dead, but this leaves a Cleric without any further support to give.

Dragoon
Concept Art Work
Spoiler:

While the dragons battle amongst themselves in a secret, global war, the Dragoon is trained by the ancient order, known as Wyvern. She prepares for the day when the draconic civil war is over, and the remaining, cunning monsters turn their eyes upon the lesser races. Until that day comes, the Dragoons test themselves in battle against all manner of foes, ready for the day they will be called upon to save the world.

The Dragoon is a hybrid of magic and physical combat. Their slower movement necessitates that they take one of the movement enhancing commands, or trudge across the battlefield, taking hits as they get into close combat. Their attacks provide medium range and often an area of effect, letting Dragoons take on multiple foes at once.
Sculpt by Brother Vinni


Knight:
Spoiler:

With armor forged in the forges of Mt. Kileen, the Knights of Zeutenheim are famous the world over. Too heavy and hulking to ride a steed, the Knight wades through enemies, barely feeling their blows. Knights of Halleford once fought alongside the Knights of Zeutenheim, but fell during the early days of the Miasma War, turning into crystalline monsters. The Zeutenheim Knights now stand alone at the frontline, defending the world from the magical plague.

The Knight’s defensive skills keep him in the fray far longer than his less armored allies, but in a pinch the Knight can become a decent damage dealer. A variety of stat damaging attacks also lets the Knight take down tougher enemies.

Sorcerer:
Spoiler:


In his autumn years, the Sorcerer has abandoned the halls of the Magickal Akademy and sequestered himself in lone study far from his peers. Some Sorcerers live on the outskirts of small villages, acting as magical guardians for meager room and board. Even with his increasing feebleness, the Sorcerer can conjure powerful spells beyond the ken of younger wizards.

The Sorcerer is able to change his elemental attunement at will, keeping himself from magical attacks and elemental monsters. His spell selection includes a wide variety of multi-target spells, letting the sorcerer combat groups of foes. Paired with his large pool of mana, the Sorcerer can cast spells for the entirety of a small battle, or use a mana potion to keep going through a longer fight.
Sculpted by Daniel Fokine, Painted by Wehrkind


Squire
Spoiler:


The youth of Zeutenheim will do anything to escape their bleak surroundings. Tired of her Ashen homestead, the Squire seeks to enter the knighthood and a chance to see the kingdom and the lands beyond. Though mostly untrained soldiers, Squires know their way around a sword and provide quantity, if not quality to reinforce the bulk of Zeutenheim’s armies.

Equipped with little more than a sword, Squires make up for their lack of equipment with spirit and bravery. Squires are perfect support for a better adventurer, knowing what they need and when. They also learn quickly from their betters, easily mimicking their combat styles.
Sculpt by Bob Naismith:


Miasma Chest:



Dark Priest, The Unholy Warlock
The Mages that follow the Dark Lord, and those Clerics corrupted by the Miasma share a common source of unholy magic. The Dark Priest consorts with demonites and sacrifices his followers to power his eldritch spells. In the Sunless Lands, Dark Priests operate in public, often performing secondary duties as governing agents of the Dark Lord. Those on Wugin hide in secret operating like the ancient Mage Cabals. A sense of foreboding and unnatural sounds on the edge of hearing are signs of their corruption in an a region.

As a foil of the Cleric, the Dark Priest inflicts status effects and has HP and MP draining abilities. The Dark Priest can also apply Dark Blood to a model, causing Dark Element abilities to heal it, providing a loophole in its usual focus on offensive support.


Miasma Thralls
During the Battle of New al’Jabran, the Deep Crystal’s precarious position out on the city docks, gave way, and the crystal was thought lost to the ocean. Unfortunately for the citizens of the city, an enterprising group of excavators and divers were successful in raising the Crystal back to the surface. When the Crystal broke the surface, a sick purple fog was released from a crack in the magical artifact. Known as “The Miasma”, the fog quickly mutated and corrupted any that came near it. These thralls of the Crystal began to follow it’s silent orders, converting New al’Jabran in a few hours.

To keep the miasma flowing beyond the city the thralls began to grow new crystals, infused with the Miasma, on their bodies. With these they could spread the corruption to others as well as to crystal shards across Halleford. Even crystals of other elements could be corrupted, ensuring that the Miasma could spread its mutation across the world.


Risen Warriors
In the dark places of the world, sites of worship to Wiggoth, Dark Priests bring back the dead as shambling minions, following the command of the necromancer. Risen Warriors are ancient skeletons capable as fighting as well as they did before their death and instilling fear into the living.

The Unnatural magic that keeps these skeletons together also augments them, allowing them to feed on the pain they inflict upon others. As dark sorcery flows through their marrow, these skeletons are also healed by dark elemental attacks, allowing a dark priest and other evil creatures to support their undead hordes.

Quickstart Rules:
Download the Endless: Fantasy Tactics Quickstart Rules via WargameVault.


These quick start rules will help you understand where we’re going with Endless, its playstyle, and the kind of customization you get to build your party. We’ve included the Sorcerer and Knight cards, along with little proxy icons you can cut out and use to give the game a try. Let us know what you think!

In the full rulebook, we will have over 50 different monsters, classes, and unique characters to pick from. A fully developed setting including: a selection of scenarios to play, battle map designs for cities and locations from the world of Endless, with an in depth look at the history, heroes, and world. The game also includes advanced rules covering elemental attunements, tactical facing and height advantage, and an item/equipment system to further customize your party. So what you’re seeing here is just a small part of the full game and its mechanics.

We hope this look at the game piques your interest!

The World of Endless
Spoiler:


Spoiler:
Wugin, The Sundrenched Continent
On the side of Terra that is perpetually bathed in sunlight, the continent of Wugin dominates the hemisphere. On it resides three human nations: Zeutenheim in the scorched ashen wastes of the northwest, Halleford in the hilly plains of the southwest, and Yorak, the eastern kingdom in a sea of sand. Caves and tunnels cross much of the continent, making up the lands of the Dwarves. Their capital, Mechinrah, was sealed off from the surface by the Iron Crystal.

Zeutenheim, The Ashen Wastes
Before the Magma Crystal fell into the caldera of Mt. Kileen, Zeutenheim was a smokey mountainous region, full of mines and foundries. The castle of Raybin was forged out of steel and iron, smoke rising skyward from the endless foundry work. When the dormant volcano was forced to erupt, by the magical energies of the crystal, Zeutenheim’s ecology was devastated and the entire region was blanketed in ash and lavafields.

The line of Zeutenheim’s bishop-kings draws its lineage back to the dukes of Raybin during the Age of Mages. Duke Kindal IX cemented his place in history by defending the Monastery of Ulbane with a detachment of Knights during the first Dark Lord Invasion. Honored by the Church of Numina, his knights were charged with the duty of defense of mankind from the hordes of the Dark Lord and became the Crusaders of Numina. The Crusaders received castles and funding for all military campaigns. The Duke was given the honorary title of Bishop. Though the title was honorary, he took the title seriously. He began a deep study of faith and the gods. When he began to expand his realm, he took the title of Bishop-King and ensured that his heirs would also study with the Church before their ascension to the throne.

Zeutenheim requires hardy people to live in its harsh environment. Miners and metalurgists make up the majority of the population. Farms raise animals, but rarely attempt to grow crops as the constant heat kills most harvests. Instead the country must rely on imported crops which has kept them in a long standing alliance with their neighbor, Halleford.

Halleford, The Windswept Highlands
Though the Miasma from the Deep Crystal clouds the region, Halleford is still a beautiful, lush region. Plainskeep, the great stone wrought capital, surveys most of the eastern regions of Halleford, including the nation’s premier kirin stables, once used by the Halleford knights.

On the eastern coast lies the twice cursed city of New al’Jabran. Once a thriving merchant port, al’Jabran was destroyed by the Deep Crystal’s impact and a magical tidal wave. Built larger than before, New al’Jabran thrived for many years. The second Dark Lord Invasion damaged and sunk the Deep Crystal as it teetered in al’Jabran Bay, but when it was brought back to the surface, the Miasma shot forth from the crack. The entire populace was mutated in minutes, giving it an army with which to conquer the world.

Before the Miasma War swept across their lands, the people of Halleford were farmers, merchants, and kirin breeders. From the sheer bounty of the land, Halleford became the world’s bread basket, trading with their neighboring nations, explorer camps in Arganea, and even to the more civilized regions in the sunless lands. Their naval fleet kept Halleford in a place of power and prestige. Since the ruin of New al’Jabran, and the siege of Plainskeep, Hallefordans fight a nightmarish battle. With every death or prisoner, the armies of Miasma grow.

Yorak, The Desert Seas
In the ancient days of the elven Arganean Empire, the region of Yorak, and specifically its capital, Mercurious, was the seat of power. Their magitechnology transformed a once tranquil region into a torrent of sand. At the western end of Yorak is the great Breaker City. Lying high atop the sandfalls, Breaker City cuts the flow in half, revealing a grand staircase cut into the cliff side. In times of war, the Breaker can redirect sand over the staircase, sealing Yorak off from the rest of the continent.

When the Agranean Empire collapsed centuries ago, the human slaves destroyed much of their technology and structures, out of fear and hate. Since that time, the Councils of Yorak have sought to recover any technology that washed beneath the flowing sands. Excavators and scientists reverse engineer anything they find and use it to reclaim the desert to build cities for the nation’s increasing population.

The other major force in the country is the exiled Crusaders of Numina. After the second Dark Lord Invasion, and their inability to repel his forces, the Crusaders were shunned by Zeutenheim and Halleford. Since then, they have become the military and security force of Yorak, hunting monsters of the desert seas. The Council and the Crusaders often butt heads over issues, but the Crusaders continue to serve as a shadow of their former selves.

Despite the increasing prosperity of those in power and those that serve them, most of Yorak lives in poverty. With nearly zero crop sustainability, many resort to thievery or gladiatorial combat to make a living. Those lucky to live on the northern coastlines try to enroll in the Magickal Akademy, its one major transport point just small ways out to sea. The rest live off the ocean, rarely scaling the area’s cliffs up to the Desert Sea itself.

Nacre, The Flying Continent
Attuned to the element of magic, the Sky Crystal is a focal point for those studying the arcane arts. Built around it’s impact crater, the Magickal Akademy is the largest facility on Terra for mages. At it’s heart sits the Magocracy, lead by the Archmage Falkin. This collection of mages administer the college and the entire nation of Nacre.

Before the Sky Crystal lifted the region into the air, it was a mostly uninhabited mountain range. When the magically inclined flocked to their new haven, there was plenty of space to set up alchemy shops, spell research facilities, and labs to study the myriad aspects of the aether. Outside the Akademy grounds this spacing between mages keeps the continent safe from any major magical catastrophes, but mundane humans are still disinclined to visit the continent.

This isolation is reinforced by the Wizard’s Ascent being the only way up onto the landmass. Wizard’s Ascent is a town on the eastern edge of the continent populated by Air Trolls. Off the edge of the island hangs a system of cages lifted up and lowered down by the trolls. With the power of wind, the few travelers come and go via this system, released onto ships waiting below to travel the world.

Ancient Arganea, Land of the Elves
When the slaves of Yorak revolted against their Elven masters, the Low Elves of Arganea joined them. Seeking to cast off the trappings of magitechnology and return to their homeland, the Low Elves and the human slaves defeated the High Elves. Free of imperialistic rule, the Low Elves returned home, retreating into the jungles of the island nation, leaving the cities to be claimed by nature.

Millennia have passed, and rare is the elf on foreign soil. Most interactions occur on the edge of their territory, where human excavators seeking magitech stray across invisible borders. In the deep of the jungles, giant spiders and hordes of goblins make quick work of exploration parties, but some survive by the grace of wandering elves, turning the tide in their battles. Largely, they disappear as quickly as they appear, but others take the opportunity to learn of the outside world from the stories of the human explorers, or by hitching a ride on their ships back to Wugin.

To avoid the rampaging goblins and the pit traps of the spiders, Low Elves build their cities high in the trees. Such villages can run for miles without having a way down to the jungle floor. Most of these communities are autonomous, foraging and hunting close to home. Despite their luddite behavior, rumors still hold that pockets of High Elves still operate their magitech in secret, even deeper within the jungles of Arganea.


Meet the Monsters Part 1

Spoiler:
Beastmen
After the six gods created Terra, they set about creating a creature to live upon it. With conflicting ideas and ideals, the gods each gave their input, creating the Beastmen, a hodge-podge of parts and motivations.
Disappointed with their creation, the gods ignored the beastmen and moved on to other ideas. The beastmen, lost in a new world looked for a reason to live, a goal to set themselves. As other creatures were created and conflicts arose between good and evil, as the first creations, the Beastmen saw their place in the world as one of guidance. They trained and tested heroes for the adventures and quests they would go upon. Dungeoneering became the supreme art of the Beastmen. Temples, Lairs, and Dungeons were built in scores to test different skills and reward those that could complete them.
When the Dark Lord rose in Iksor, many beastmen saw him as the ultimate threat to the world, and their time as coaches and testers of heroes was coming to an end. In droves they travelled to his base and joined his army, swelling his forces in the thousands. Others felt that deviating from dungeoneering was a foolish idea. Despite this, when the Dark Lord was defeated, all beastmen were exiled from Wugin, leaving their testing sites to fall into disrepair.

Trolls
With their creature-by-committee behind them, the gods decided to each make their own followers, beginning with a blank slate, each of the gods attuned a group of these trolls to their element. Fire Trolls grew large and their skin cracked with magma. Air Troll grew tall and lithe, feathers burst from their limbs. Water Trolls began as gilled, scaled creature, but by Undinite’s law quickly changed into many different permutations: Storm Trolls commanded the weather, and Ice Lords became towering furred masters of winter. Earth trolls became squat and animalistic with dirt and mud caking their skin.
Numina, the Goddess of Light, and Wiggoth, the God of Shadow, agreed to not create trolls of their own, they would like the superiority of good and evil be an existential battle. At least, that is what they told the other four.

Dragons
In the empty region of Iksor, Wiggoth and Numina set foot on a barren stretch of land; the only time any god physically touched Terra. Here they uprooted the land creating a battlefield. Massive island peaks and cave systems became Dafram, the Dragon Spires. In this region they created warriors to fight an actual battle between the two gods, their avatars would be the dragons. The dragons Kaiser and Myria would head their respective clans into mutual destruction. The gods gave the dragons many magical powers, from flight, to attack spells, and even shape shifting, but they also sealed away their ability to lay viable eggs. The gods promised that the surviving clan would have this restriction removed and be allowed to live and raise families after their victory.
Kaiser and the Light Dragons fought Myria and the Dark Dragons for ages in open bloody combat, destroying much of Dafram and the surrounding regions. When the dragons discovered humans, and their ability to crossbreed while in human form, the manner of their war changed drastically. Both sides seeded half-breed ‘dragonkin’ across the world, using their own children to fight their war in secret, assassinating human form dragons while they slept, or leading adventuring parties into the heart of the Dragon Spires. Most dragonkin die young as other dragons hunt them, but those that reach maturity find the ability to transform into dragon form as their reward for longevity. Neither clan considers Dragonkin to be true dragons, and treat their offspring like pawns in their eternal war.

Gels
The fall of the Crystals bathed the world in magical energy, augmenting many creatures, and even creating new ones. Puddles of sludge and grim began to brim with aetheric power, especially in the region of Halleford, attuned to the Deep Crystal and its water essence. While still not creatures at this point, Gels are still moving towards places of power, battlefields, or people of strong will and heroism. If they come into direct contact with any of these things, the Gels become ‘imprinted’ gaining part of the identity of a hero, a magical artifact, or the history of a location. Slowly the Gels take true form, and set out to live lives in mimicry of their new identity.
It is not uncommon for a small party of Gels, decked out with weapons, armor, and spellbooks, to take up residence in a tavern or inn, or sign up for quests and slay monsters outside of villages. Indeed, the most famous Gel is the King of Plainskeep, the last king having stepped in it while attempting to escape from assassins. The King Gel has proven to be a more competent leader than the last, weathering the siege of the miasma hordes, with a bubbly demeanor.


Battle Report with my Dad using Quickstart Rules
Spoiler:
Tried the quickstart rules today using my dad as a guinea pig.

I had a hard time trying to find anything overtly wrong with the rules. I was the Knight, and he was the sorcerer. We played on a 10 by 10 though, since we only had 2 models on the table. I don't have much of a battle report, but it came to blows.

My dad is not a wargamer by any stretch of the imagination, but he remembers me playing games like this when I was younger, so he begrudgingly agreed to play a quick game lol. We started at the very edge of the 10 square map (just some Gaming paper with numbers written on it).

Knight:
Heroic Charge
Brave Strike
Shield Bash
Mana Break

The reason why I did this is that I knew my awesome DEF was going to be useless against a magic user, so my only chance was to disrupt his mana flow, so he would be forced to attack me using that pitiful ATK stat.

Sorcerer:
Ice Blast
Flame Aura
Deep Freeze
Windlash

Turn 1
I started to close in, my dad didn't do much moving, waiting for the time when I would be within range of his spells (He could have done this turn one if he moved lol).

Turn 2
I won initiative again, and moved forward and used my Heroic Charge ability, to close the game and get an attack on my Dad, doing one point of damage. So, since I didn't see anything about in or out of combat, after my knight got into melee with the sorcerer, my dad started moving away and blasting me with spells. He hit me with Ice Blast, and my measly 2 MAG stat meant that I was taking some damage when I managed to block absolutely nothing. So 3 damage, ouch that hurt.

Turn 3
He wins initiative this time (could not roll a freaking 4 to save my life that time). Since he's out of my melee range atm, he shoots off Deep Freeze. Since we didn't see anything about AoE, and he could target me anyways, we ignored that part of the rule. He rolled, and got only 1 success (yay me lol), and I rolled my 2 MAG dice and got 1 succcess, negating his attack. I move up, and Brave Strike him (again, who cares about my DEF when going up against a magic user). I roll my 5 ATK dice and get 4 successes, perfect! I think, he's going down!. And then he turns around and rolls 2 6s for DEF... Its going to be one of those days huh? lol

Turn 4
He wins initiative again, moves away towards center board, and casts another Ice Blast. He rolls and gets 5 successes. I need both successes to survive to my turn. I get 1.

My knight falls, and my dad beats me lol.

His thoughts: Quick game, pretty simple, but not go fish simple (that's his standard of simple whenever I try to teach him a game).

My thoughts: That game was quick, I could see that if you were to have 10 Crystals, it might take longer but it we didn't play more than 10 minutes in our game. This is easily something that could be run after a quick explanation of the rules. Definitely not a game that requires a lot of models, but we've already seen the Adept, Cleric, Dragoon, Knight, Sorcerer and Squire. That's 6 classes right there, and would probably make for a pretty balanced game.

I can't wait for Friday lol.


The World of Endless Part 2
Spoiler:

[spoiler][imghttp://www.on-the-lamb.com/content/wp-content/uploads/2012/09/Terra-Nightside.jpg[/img]


Iksor, The Sunless Lands
On the far side of Terra, the islands of Iksor are wreathed in permanent darkness. Only the reflection of Terra’s two remaining moons provides any light to its denizens. Four major islands make up the Sunless Lands. Dafram is a land of spires and caves hidden in their heights. Here the eldest dragons hide and plot, seeking the downfall of their brethren. The Free Hold of Narjal is home to the Beastmen who refused the rule of the Dark Lord. The humans of Ineb-Iksor live in a small sheltered valley to protect themselves from the rampaging behemoths that stampede across most of the region. The largest island is known simply as the Dark Lord’s Domain, across it spans a massive city housing beastmen, orcs, trolls and demonites under the rule of the greatest evil the world has known.

Dafram, The Dragon Spires
Forged in a secret pact between Numina and Wiggoth, the two set their personal creations, the dragons, upon these islands to fight and determine the superiority of Light or Dark. This civil war raged for millennia, on these secluded peaks, until a dueling pair of dragons strayed over human lands on Ineb-Iksor. With the discovery of the ‘lesser races’, both sides sought more cunning measures to fight their war, seeding half-breed dragonkin across the world. Since their secret war began, the Dragon Spires have been quiet, with assassinations, shapeshifting, and betrayal becoming their method of war.

Narjal, The Free Hold
When the Dark Lord was defeated during his first invasion of Wugin, many beastmen fought under his command, but even those that had remained neutral were exiled by the humans. Unwelcome in their homeland, and unsafe in most areas of Iksor, the beastmen eked out an existence on the island of Narjal. Over time, using their dungeoneering skills, the beastmen came to dominate the land, the Free Hold turned into a haven for all travelers in a dangerous land. Since the fall of the Mage Circles, the beastmen have been able to travel freely to Wugin, and continue building and testing dungeons for would-be heroes, but Narjal remains their new home.

Ineb-Iksor, The Sheltered Land
Before the rise of the Dark Lord, the people of Ineb-Iksor lived across most of the islands of Iksor, indeed the entire continent was named after their kingdom. They were a harsh people for a harsh climate, even when the sun still shone, the behemoths charged across the landscape, wiping out entire villages. Since the climate shift and dangers mounted by the Dark Lord, the Inebians have settled into a valley safe from the outside. Only the coast is open to attack, and it is guarded by the Dragoons of Wyvern. These warrior-mages were the first to see the destruction wrought by dragons and they keep an eternal vigil over the nation, seeking out dragonkin and minions of the Dark Lord alike.

The Dark Lord’s Domain
When the trolls were created by the gods, Numina and Wiggoth refused to attune any to their elements. Whether a trick of the dark god, or simply an inevitability from Undinite’s law of change, the Dark Lord was an Ice Lord, one of the water trolls of Iksor that became corrupt, drawing upon dark power and summoning demonites. Exiled from his clan, the Dark Lord collected armies of orcs and beastmen to him. Twice he attempted to conquer the world and twice he was defeated on the edge of victory. Despite the mortality of most trolls, the Dark Lord has lived for centuries, and rebellious upstarts amongst his armies quickly discover his age has not dulled his strength. His standing armies require a place to live and the Dark Lord’s Domain acts as a massive bivouac for it. Here his legions wait for the next war, and his dark mages seek new spells of horror and demons to call into the world.[/spoiler]

Meet the Monsters

Spoiler:
Goblins
In the early centuries of the Arganean Empire, before they conquered Wugin and enslaved humanity, the Elves had the Goblins as their servants. These lanky creatures, a head or two shorter than humans, were quick learners but unable to comprehend the more advanced magiscience of the Arganeans, and completely devoid of magical prowess.

Using aetheric crystals, the artificial power sources for all Magitechnology, the Arganeans experimented upon Goblins, seeking away to give them magic, and in turn, augment their own. These experiments never resulted in any benefits in the Age of Arganea, but instead mutated the Goblins. They became unable to breathe normal air, requiring ground up aetheric crystals, to live. The Goblins were forced to wear gas masks, that allowed them to infuse aether into their air supply. This kept the massive Goblin population from rebelling or attempting to escape, as only the Arganeans could create more of the aetheric crystals.

When the Empire collapsed, the Goblins fought fiercely for their overlords, fearing the day when the loss of their needed drug. Despite their efforts, the Arganeans were killed or fled into the shadows of history, leaving the Goblins alone in their abandoned cities. Clans of Goblins fought each other for the supplies of crystals, wiser tribes attempting to extend their supply through limited use. Where once the Goblin population counted in the billions, merely a few million exist today. Scavengers explore the Arganean ruins searching for sources of crystal, or attack Low Elf villages, hoping to find caches of Magitechnoloy. From time to time a group of goblins going through extreme withdrawals will join together in roaming hordes, devastating anything in their path in one last desperate search before they burn out and die.

Orcs
The porcine orcs once lived in the same areas as the Ibenians, eeking out a life on the central continents of Iksor. In ancient times, both groups worshiped the Ice Lords, trolls of the water goddess Undinite, praying for warmer temperatures, and survival of their crops. When the Dark Lord was born to the Ice Lords, all their followers were taken aback. Never had a troll been attuned to Wiggoth, nor had any troll given birth to one of another element. The Orcs and Inebians were conflicted as to how to interpret this ‘miracle’. The Orcs see significance in every event, and the birth of a dark troll was the most important event they had seen in centuries. The Inebians saw the dark troll as an aberration. They argued for several months, while the Ice Lords kept the child in one of the temples that had been built for them by the Humans and Orcs.

Finally, the bickering came to a head, and the Inebians gathered a mob to slay the young troll. Before the mob could move storm the temple, a group of Orcs snuck into the Ice Lord temple and took the child away into the night. Since that time, the Orcs have been the primary followers of the Dark Lord. As he rose to power the Orcs fought in his name, claiming most of Iksor, and built temples in his honor.

Orcs are creatures that believe heavily in mysticism and the cosmic significance of every event. The birth of the Dark Lord, his invasions of the human realms, and his eventual defeat or victory. These are all important events of the Orcish faith. An entire caste of Orcs, the Astrologers, spend their lives determining the signs and portents, determining the future professions of newborns, the time to raid enemy villages, and when to return to the Dark Lord’s side for his next invasion.

High Elves
As Air Trolls travelled the world, the first species they created was the Elves. Like other trolls, they taught them magic. Those that took to it with skill were treated well and gifted areas of land to build cities and grow crops. Those that were unable to grasp the use of magic, or those that simply refused the Air Trolls’ methods, were shunned and cast aside. This created the schism between High and Low Elves. With everything they could want, the High Elves created the first nation, Arganea. Over the centuries the government became bloated and imperial, lead by a line of Emperors whose prowess with magic kept them in power.

The High Elves also created magitechnology, a hybrid of science and aetheric energy. This technology was far beyond the ken of the nations they attacked in their imperial expansion, ensuring that their wars were swift and final. As they conquered, the Arganeans enslaved those of martial skill and killed those of magical ability, keeping themselves safe from secret orders of mages, that might seek to assassinate their leaders by magic.
The humans, beastmen, and dwarves they enslaved were forced to fight in gladiatorial arenas for the spectacle and entertainment of the ruling class. To avoid the hunting and cleansing of magic users, deep in their caverns the dwarves developed a system of magical runes, forged into armor and weapons, that went undetectable until their use in battle. The Rune Fencers, with their sentient weapons, became the leaders of the resistance, able to keep their soldiers safe from the retribution of the Empire.

In a joint alliance with the Low Elves, the Rune Fencers, after millennia, would lead a successful rebellion against the Arganeans. Their cities were destroyed, and every captured High Elf was killed by the rebels. Those that escaped the chaos disappeared into the Arganean jungles, hunted by the Low Elves, but were never found. Whether the Arganeans were simply killed by the threats of the jungle, or still hide somewhere, has been a mystery for the ages.

Low Elves
Elves that were shunned by the Air Trolls were pushed into the jungles, forces to fend off great spiders and other horrors far from civilization. It took little time for the Low Elves to become masters of untamed Arganea, but they would continue to be ruled by the High Elves. Sending their armies and magisters into Low Elf villages, the Arganeans would subject them to their edicts and laws. Low Elves would often be forced out of their villages, only their forests destroyed and turned into new Arganean cities for them to live in. Others were taken off to Wugin to work as security for their Imperial ‘betters’. Though the High Elves saw this ‘raising’ of the Low Elves as charity work, most Low Elves begrudged the changes that were forced upon them.

When the humans rebelled, and rioted in the cities of Wugin, the Low Elves took the opportunity to seize their own goals, and the like minded groups destroyed the greatest civilization Terra has ever seen. Free to decide their own destinies, the Low Elves returned to the jungles of Arganea, abandoning the cities for their primitive villages. In their withdrawal some Low Elves took magitech designed by High Elves, to keep weapons or other devices out of the hands of anyone who might use them against them. Villages that hold such devices are headed by High Shamans, the Low Elven experts of magic, who guard them down through their descendants.


History of the World - Part 1

Spoiler:
~ Age of Creation ~
Before the world existed, the six gods had created their own worlds, around stars far from Terra. Numina, the goddess of Light, made worlds of truth and peace, with civilizations enduring for aeons. Salamandros, the god of fire, made worlds of high adventure, heroes and villains creating legends for the ages. Undinite, the goddess of water, made worlds in constant flux, where everything flowed and changed. Titanark, the god of earth, made worlds of static order, beautiful to behold, but timeless and unchanging. Sylphane, the goddess of air, made worlds of arcane energy, wizards weaving the aether into spells of incredible power. Wiggoth, the god of darkness, made worlds of chaos and war, with monsters and armies fighting endlessly.

Tired of endless iterations of similar worlds, the gods came together to create a shared world. They discussed the universal laws of the world for centuries, eventually deciding to each state a rule of this new world. As they stated their laws, each attempted to trump the others, creating a law to enforce their influence.

Numina’s Law – All things have a capacity for good.
Salamandros’ Law – All things have a capacity for greatness.
Undinite’s Law – All things change.
Titanark’s Law – All things have substance.
Sylphane’s Law – All things have a connection to aether.
Wiggoth’s Law – All things end.

Each of their laws was given substance, as per Titanark’s Law, and so in addition to the world of Terra, the six gods created six moons, each a representation of the god and their law. Before they ended their influence on the world, the Gods created two species in an attempt to create guardians in their image: the Beastmen and the Trolls.

Each god wanted a servant on the world, to embody their ideals, but as with their laws, they could not come to an agreement. The Beastmen were gestalt creatures, put together from a dozen ideas, and were given a dozen ideals. This conflict of interest led to their free will, and unlike the Trolls, the Beastmen heeded no gods. Instead they sought out to test the ideals of the gods in others. The Beastmen became the first dungeon builders, creating the ancient places where heroes were tested before their great quests, to prove their worth and ability.

The Trolls were the gods' second, and last, attempt to create life with their essence. The Trolls were blank slates, with little identity or feature, but Sylphane’s law connected the Trolls to aether, the stuff of magic and the elements. So, each Troll became attuned to an element, taking on features, abilities, and ideals of their god.

Fire Trolls became wreathed in fire and fought alongside the earliest heroes, slinging fire spells at the wicked creatures of the void that crawled across Terra in its earliest days. The Humans were their creation.

Water Trolls fractured into many smaller tribes, the Deep Trolls creating majestic cities below the waves, the Ice Trolls migrating to the mountainous lands of Iksor and mastering the creatures of that land, and the Storm Trolls, traveling the world and bringing rain from the sky to create nature. The Water Trolls have created many creatures, and altered others.

Air Trolls became lithe creatures, subsisting on magic instead of the mundane. They were the first to share their skill in magic with the other creatures of Terra. To many, they are still known as the children of mana. The Elves were their creation.

Earth Trolls became large, hump-backed creatures, moving stone and metal to create mountains, canyons, and caves. When their world sculpting tasks were complete, they joined the Beastmen and became dungeon builders. The Dwarves were their creation.

No “Holy Trolls” or “Dark Trolls” came into existence in the Age of Creation. Numina and Wiggoth agreed to let creatures with free will determine the dominance of their ideals over the world.

In these early days, magic was not as it is now. While a single sorcerer after the Crystal Fall could cast combat spells with the same effort as a knight could swing his sword, in the ancient days, spells were cast by circles of wizards, focused together in a cloistered chamber, drawing magic symbols in arcane blood and chanting for hours. While these spells were several magnitudes stronger than any modern spell, a mage was as defenseless as a child outside their circle.



Meet the Monster Part 3

Dwarves
As the Earth Trolls moved mountains and sculpted caves, they found they needed a creature to inhabit these places. Stocky and heavily bearded, the Dwarves were left to their own devices once the Earth Trolls moved on to building other features of Terra. Before they could learn magic from their creators, the Dwarves were abandoned. They would eventually develop Runes, funneling magic into symbols of power, as an alternative to normal magic.

The Dwarves built great underground transportation systems, utilizing runic machines to connect their residences across Wugin. During their expansion, the Dwarves came into contact with the Arganeans, and their initial interactions were not favorable. Their mutual distrust and plans to expand into the same territories instantly set the two nations against each other. The Dwarves reinforced their cities with traps and runic barriers, making invasion nearly impossible for the Elves. Using their runes to create sentient weapons, the Dwarves armed the first human Rune Fencers to fight the Arganeans and their magitechnology.

Relations between Dwarves and humans continued into the Age of Mages, as mage circles required soldiers to defend them while they cast their spells. Rune Fencers became common in these roles, and rune weapons were sought after by the rich and powerful. Rune weapons have become incredibly rare after the Crystal Fall with the largest Dwarf city, Mechinrah, becoming sealed away from the surface and underground tunnel network. At Deepgate, the unlucky dwarves caught on the outside set up a massive mining operation to dig up the Iron Crystal and open a passage back into Mechinrah.

Kirin
Fast, four-legged creatures, the Kirin were created by the Air Trolls as mounts for the Elves. Blessed with magical celerity, the Kirin move faster than any other creature across the land. When the Arganeans moved their capital to Wugin, they brought thousands of Kirin to the mainland, setting up Kirin farms and stables. Since that time, the Kirin have become the standard ride of the Knights of Halleford, and any traveller across the world.

Their horns even grant increased speed to those that wear them, and poachers are known to cut off the horns and sell them to alchemists. Kirin are able to defend themselves, casting air elemental spells taught to them by the Air Trolls, but only War Kirin, trained for the Knights, actually attack poachers. Kirin are not actually killed in the process of having their horns cut but the loss causes them to lose their unnatural speed and magic abilities.

Behemoths
Bipedal, ape-like monsters, Behemoths roam the icefields of Iskor, destroying any structures they come upon. Only the temples of the Ice Lords, their creators, escape the swath of destruction. Nomadic human tribes still share the land with the Behemoths, able to tame young Behemoths and use them to cross the wide snow plains. These nomads would sometimes attack the city of Ineb, seeking to pillage the more prosperous nation, but the cave systems to reach the valley are too small for the Behemoths to travel through, severly crippling the nomads' fighting strength.

When the Dark Lord began building his army, some of the nomads joined his force, bringing along their Behemoths. With armor built specifically for the giant beasts, the Behemoths were used during the first Dark Lord Invasion. Unfortunately, the climate change wore down the behemoths quickly, turning them into weapons of terror more than effective siege weapons.

Demonites
Once, demons clawed at reality, trying to break through from the aetheric realm. The rare few, that came through portals created by wizards, quickly found the plane of existence caustic and unable to keep them anchored for any periods of time. The demons’ worshipers and those seeking to dominate them searched for ways to bring these powerful beings permanently into the world of Terra.

The solution, that was found, was the Demonite. Channeling the spirit of a demon into a specially constructed fetish or construct allows the demon to interact with the real world. Demonites are directly under the control of the dark mages that create them, forcing demons to do their bidding. Expert Demonologists create better constructs to house more powerful demons, ensuring they can survive in combat to use their magical abilities.

Demonites are particularly popular amongst the followers of the Dark Lord, where they can summon demons in peace, unlike in the Sundrenched lands where the Crusaders and Church of Numina hunt down demonites and their masters.

This message was edited 55 times. Last update was at 2013/02/28 19:43:18


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Akron, OH

Thanks for taking care of this Alf.

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Lakewood, Ohio

No problem, it's what I get for being a twitter Junkie lol.

And for those that missed it, OTLG did a twitter Q&A for EFT, so here are some of the questions I asked:

So after a twitter based "interview" here are the answers/responses I got about Endless Fantasy Tactics

@AspirantRanger wrote:Is there a basic rundown on gameplay yet to avoid asking what has been answered?

@onthelambgames wrote:Not Yet, EFT is a d6 pool based system on a square grid play surface. Players form parties of 5 to 10 minis with various abilities. EFT models work a little like Brushfire heroes do, in that they have a list of abilities to choose from and you can only have so many per fig.


Will we see a set of campaign rules along the lines of Brushfire, or is the game more focused on random skirmishes?

@onthelambgames wrote:Campaign Rules will be included, they are something we enjoy.


Also, based on your inspirational material can we expect to see NPC models ala monsters or judges?

@onthelambgames wrote:First stretch goal features an Earth Troll. . We plan to allow monsters as part of a party, after all not everyone wants to fight for truth and justice. As for NPCs/Non-combatants/AI, that might fit into a little better with Endless Fantasy Roleplaying... should such a thing occur.


Okay, I was referring to scenario, "judicators" that would enforce "arena style" rules ala tactics advanced.

@onthelambgames wrote:Models that change the way everyone plays? Likely.


Can we expect to see limited Brushfire Crossovers? Like The Black Kiwi on a yellow short beaked kiwi w/a rider in plate armor?

@onthelambgames wrote:Crossovers between Brushfire and EFT is highly unlikely


Assuming the kickstarter succeeds, when can we expect to see an actual release?

@onthelambgames wrote:Retail release for EFT is aimed at GenCon next year, but we plan to have stuff shipping out to backers sooner. Maybe AdeptiCon? The Kickstarter wil list 'August 2013' as the shipping date, but we'll ship out pledge rewards as quickly as we can fill them.


@AspirantRanger wrote: Sounds fun! The summary on the website made it sound like there could be a few 'factions'. How many total?


@onthelambgames wrote:EFT will have an Endless number of factions in a sense. All models will be usable by all players. We'll detail a number of groups/nations in the fluff, but you'll easily be able to make your own as well.


Based on the "nations" in the teaser put up today, can we get a rundown of those nations/factions?

@onthelambgames wrote:As we get closer to the Kickstarter/during it, we'll post more world fluff and info about the groups/nations.


Any faction specific art yet?

@onthelambgames wrote:No faction specific art until we start getting to the Character Stretch goals


So, there is a lot of information being tossed around, lots of cool stuff to make me excited for this kickstarter, but sad that a general release is still a year off... I suspect it will be a fun time though

This message was edited 1 time. Last update was at 2012/09/17 15:07:11


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So excite!
   
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Camouflaged Zero




Maryland

Gee, the character design and logo art are surprisingly unique. I've definitely never seen anything like this before.

Seriously though, a cool idea. Best of luck to On the Lamb Games, and I'll keep an eye out for the kickstarter launch.

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What is this?



At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money. 
   
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Endless Fantasy Tactics is a grid based table top game, ala 1990s Tactical RPGs. It is a small square based skirmish game that uses d6s.

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Dankhold Troggoth






Shadeglass Maze

Will there be a gameplay video? Are the rules finalized? How many sculpts are done?

Aug 2013 is a ways away...
   
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Lakewood, Ohio

Currently, there is only 1 sculpt done, and that is the sorcerer, which I will add here and to the OP.

There isn't a gameplay video that I've seen, but that doesn't mean OTL won't be doing one, I know Cy is currently building a demo board with the help of large amounts of Hirst Arts Molds, so we'll see. I believe the core mechanics are finalized, and OTL is finishing up some minor additions.

I know there is a better res version of this out there somewhere, but I can't find it.

This is the sorcerer sculpt, I can't remember who sculpted it, but I'm almost sure Wehrkind painted it (will correct when I know for certain)

Spoiler:

This message was edited 1 time. Last update was at 2012/09/18 12:19:55


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Sculpted by Daniel Fokine, Painted by Wehrkind.

We'll be showing off the Dragoon by Brother Vinni, along with the Quickstart rules soon. A video featuring gameplay will be included at launch.

The Aug 2013 date is for a number of reasons:
- Gencon is a great time/place to launch a new product line
- Gives us a long amount of time for us to have sculpts done by high quality, but slower speed sculptors.
- Also gives us a buffer for unexpected issues.
- Rewards will ship as soon as we can complete someone's order, so its likely (and our personal goal) you will get your stuff before Aug 2013. I personally want to have the stuff for the basic Kickstarter goal when we goto GAMA Trade Show next March.

-Emily Whitehouse| On The Lamb Games
 
   
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Lakewood, Ohio

Wednesday Update This time we're going to meet the Archer, Art by Noah Page:

Archer:


The rolling hills and open plains of Halleford create a vital need for scouts and long-range messengers. In times of peace, the Archer fills these rolls, but with the miasma hordes at the walls of Plainskeep Castle, she rains death upon her enemies. Her eyesight and skill with a bow has led many of her companions to wonder if she has elven blood, but none would say such things aloud.

With a basic attack range longer than any melee combatants, The Archer provides perfect support to frontline fighters. Low cost status effect attacks lets the Archer provide more than just damage dealing. The Archer also has a number of defensive abilities to help her escape if she gets too close to her opponents.

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DC Suburbs

I can't WAIT to see the Dragoon sculpt...


"When your only tools are duct tape and a shovel, all of life's problems start to look the same!" - kronk

"Evil will always triumph because good is dumb." - Darth Helmet

"History...is, indeed, little more than the register of the crimes, follies, and misfortune of mankind" - Edward Gibbon, The Decline and Fall of the Roman Empire 
   
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The Empire State

Art is not to my liking, but the whole concept of the game is triggering the best moments of my video game memories. friend and I made a game based off FF tactics using legos.

I wanna go back to the 90s

very tempted to jump in on this.

This message was edited 1 time. Last update was at 2012/09/19 22:53:55


 
   
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Lakewood, Ohio

I will admit the archer is in a weird pose, or is the adept work not to your liking?

And Gym, I may or may not have seen something along those lines...

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 Gymnogyps wrote:
I can't WAIT to see the Dragoon sculpt...



Glad I'm not the only one who noticed a trend.

   
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Akron, OH

 Gymnogyps wrote:
I can't WAIT to see the Dragoon sculpt...



Brother Vinni's Dragoon sculpt will be unveiled on launch day.

Also happy to say that Bob Naismith will be doing the Adept & Squire.

-Emily Whitehouse| On The Lamb Games
 
   
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Old Sourpuss






Lakewood, Ohio

Time for Friday's preview, I'm personally excited by today's update. We've got a sculpt At the bottom of the post, we've got the sculpt for the Dragoon by Brother Vinni, which is arguably my favorite sculpt so far (sorry sorcerer). I cannot wait to see the plastic of this one.
Dragoon
Concept Art Work


While the dragons battle amongst themselves in a secret, global war, the Dragoon is trained by the ancient order, known as Wyvern. She prepares for the day when the draconic civil war is over, and the remaining, cunning monsters turn their eyes upon the lesser races. Until that day comes, the Dragoons test themselves in battle against all manner of foes, ready for the day they will be called upon to save the world.

The Dragoon is a hybrid of magic and physical combat. Their slower movement necessitates that they take one of the movement enhancing commands, or trudge across the battlefield, taking hits as they get into close combat. Their attacks provide medium range and often an area of effect, letting Dragoons take on multiple foes at once.

Sculpt by Brother Vinni

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First off, I am really pleasantly startled by this mini. I've never seen anything quite like it. I had the same response to the artwork, and Brother Vinni hit this one out of the park. I like it very much.

So, I do need more background info on those wings. Are they made of metal or feathers? Are they purely decorative, or are they functional? Do they have any symbolic meaning?

I was surprised that the text indicated a slow rate of movement. Visually, she looks super light and agile so it doesn't quite match... Though being en pointe would slow you down, I suppose.

Edit- clarity

This message was edited 1 time. Last update was at 2012/09/21 18:26:09


"When your only tools are duct tape and a shovel, all of life's problems start to look the same!" - kronk

"Evil will always triumph because good is dumb." - Darth Helmet

"History...is, indeed, little more than the register of the crimes, follies, and misfortune of mankind" - Edward Gibbon, The Decline and Fall of the Roman Empire 
   
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Those are metal plates that look like feathers. One of the Dragons has feathered wings (think feathered dinosaurs), so THIS Dragoon's armor is designed to look like that. When we do variant dragoons, they will look like other dragons (more reptilian, less avian).

Generic characters like the Dragoon have a list of abilities they can choose from (Specifically 10 for a 2 point model) and they may pick 4 of those abilities. There are two movement enhancing abilities, a FFT-like Jump ability, and a Move/Attack/Move ability. Without these, the Dragoon is still a magic-based attacker with medium range, both for spells and for melee attacks (lance/spear).


Lockark wrote:If you stat it, they will kill it.
 
   
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Norristown, PA

Looks really great.

Didn't know Vinni did 3D

 
   
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DC Suburbs

Ok, now I love the wings even more. I have 5 feathered dinosaurs living with me, so I'm totally on board! You've played right in to my bird obsession.

Thanks for the details regarding the movement. Sounds really interesting!

"When your only tools are duct tape and a shovel, all of life's problems start to look the same!" - kronk

"Evil will always triumph because good is dumb." - Darth Helmet

"History...is, indeed, little more than the register of the crimes, follies, and misfortune of mankind" - Edward Gibbon, The Decline and Fall of the Roman Empire 
   
Made in us
Old Sourpuss






Lakewood, Ohio

Necros wrote:Looks really great.

Didn't know Vinni did 3D


Me either I saw the sculpt this morning, and was like AMG?!!!! I squee'd a bit like a little girl, and a kid I've been trying to get to support the game saw it and was like "You may have just sold me on this game."

Brother Vinni did a great job, and best part, no references to political figures or nudity lol

Gymnogyps wrote:Ok, now I love the wings even more. I have 5 feathered dinosaurs living with me, so I'm totally on board! You've played right in to my bird obsession.

Thanks for the details regarding the movement. Sounds really interesting!


I agree, thanks for the update on the Dragoon's movement, I can't wait to learn more about the other classes and some of their abilities.

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I'm willing to share a bit, any other questions or points of interest?


Lockark wrote:If you stat it, they will kill it.
 
   
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Bathing in elitist French expats fumes

DFG, Black Gulch and now this has me seriously happy that I gave up buying tons of GW "just because."

There is so much interesting gaming out there... I will definitely be keeping an eye on this one.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
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Lakewood, Ohio

Um Misk,

We're seeing classes and concept art, what are some of the monsters we might be able to see?

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Well dragons were mentioned in the Dragoon fluff, so those (you will likely see lesser dragons before great dragons).

We're doing Trolls as part elemental, so you'll see Fire Trolls, big hulking bruisers with magma-like armor, Earth Trolls in the style of John Bauer's classic norse art, etc.

One of my personal favorites is the Beastmen, creatures that are a hodgepodge of ideas, a creature designed by committee. Once given free will, they decide that their lot in life is to design dungeons and 'temples'. Because who else is going to test heroes, set up puzzle-based traps, and place unique items at just the right point to let an adventurer finish a level? No one that's who.


Lockark wrote:If you stat it, they will kill it.
 
   
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(THIS SPACE INTENTIONALLY LEFT BLANK)

Whelp, if Square Enix isn't going to make something with their IP someone else might as well.

This message was edited 1 time. Last update was at 2012/09/21 19:40:30


----------------

Do you remember that time that thing happened?
This is a bad thread and you should all feel bad 
   
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Dayton, Ohio

Yeah ... I need to find resources for this one...
   
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Bathing in elitist French expats fumes

Isn't it likely, though, that Square Enix might take offence?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
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Lakewood, Ohio

 Talarn Blackshard wrote:
Yeah ... I need to find resources for this one...


Resources?

Edit: I think Square Enix might have a little bit more issue with this: http://kotaku.com/5906905/its-like-final-fantasy-but-with-adults+only-scenes/gallery/1

This message was edited 1 time. Last update was at 2012/09/21 19:50:51


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