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GalakStarscraper

Elfball Team Descriptions wanted

Anyone that is feeling really creative ... I'd love to see some good short team descriptions for the Elfball teams. Right now all the teams are blank. So look at the figures ... look at the team stats and give me a good description to put in the rulebook.

All help will be greatly appreciated.

Galak
Xtreme

I know there is room to add more teams as the game grows, but any reason there isn't a generic human team. You have the multi-part human models to use.
GalakStarscraper

Xtreme wrote:
I know there is room to add more teams as the game grows, but any reason there isn't a generic human team. You have the multi-part human models to use.
I'll think about that. A normal Human team would probably be mostly Midfielders with a handful of specialists.

Galak
Illustranger

Just had a little write up fun. however most of them are not even for any team described in the rules, and some of the teams that are are not in here. reason being the little *elfball needs impact miniatures* line.
so from all (forthcoming) releases just took a look at wich are complete and allow a nicely customised/varied team. (also did some suggestive combinations, ie adding gnolls to desert dogs, razorbacks to evil dwarves (and the imps from there with the ogres and other imps, so to distinctivy them from other curly bearded dwarves for another FF game out there.)

same with the ** marked team ability ideas (as I tought the simpler rules of elfball are much more interesting, but they also lack a certain personalisation for teams.)


Hellshire Deadlings - (deadlings)
Something evil stirs in the hellshire, beyond the western dead forest what was once a peacefull town, has now become a boiling nest of foulness. In the shadows the wicked deadlings roam, hungry for raw brains and thirsty for fresh blood. the perfect ingredients for a deepfried game of elfball.
** Its alive!
if a player of your opponent is sent to the infarmary permanently you can attempt to bring back one of your unconscious deadlings to the field.


Northern Furies - (valkyries)
Many men would advice to never flirt with the beautiful valkyries of the north, at least they would if they'd survive their experience. for the beauty and the beast howl together as the cold touch of the ice qeeun tempts the fury of the beast, a combination that brings chills down the spines of their opponents on the elfball pitch.
**Cold breeze/wet tshirt coctail.
affects any male player in base to base contact with a valkyrie player
when deciding on the success of a catch, substract 1 success of the result.


Smash things - (imps and ogres)
The smash things team came to be trough a strange path of fate, when a group of imps wanted to register for an elfball tournament the (registry person) mockinly called them the itchy impaired, even tough their coach claimed the name *we are winners*, naturally they didnt even got trough the entry hall without moving half of their number to the infirmary, in a change of tactics the coach got in touch with an juvenile ogre gang, and altough no one knows for sure how, got their attention, back at the registry one of the ogres said I smash things to the (registry person.) and thus the legendary name and the unlikely team was born.
**Impball
an ogre in base to base action with an imp may choose to throw the imp as if he was a ball, afterwards throw the dice, a flop means the imp is considered knocked down, a 1 means the imp is considered dazed and on a 2 nothing happens.


Gods of Giza - (egyptian)
From the southern desert, beyond the borderlands of the nomadic desert dogs, whispers are carried trough the air, echoing in the pyramid ruins of giza. Awoken by the sound of cheering ancient gods are drown out of their slumber to take on a new challenge, and claim reign over elfball.

Coldblood Killers - (reptiliads)
After suffering defeat again at an attempt to overthrow the reign of mammals, one of the dragonkings of the reptilliads decided to find a way by sending out spies to investigate beyond enemy territory. When they saw and explained an elfball tournament to the king he mistakingly assumed it was the mammal method of training, but when they found out that it was a game, they allready got addicted to the warming heat of elfball.

Mad Mech Maniacs - (gnomes)
Clashing steel, sounds of thunder, shaking buildings and a cheerfull chanting. If the gnomes are preparing their mad contraptions and finishing some last tests on new experimental devices in their underground homes, the ground shakes and it takes no scientist to know they are preparing for the elfball tournament.
**experimental upgrade

Steel Stampede - (evil dwarves + razorbacks?)
When the stampede enters town for a tournament all inns are full and all taverns closed, because their savage nature is present on the field as well as in the bar, drinking, eating, feasting and tearing the place down. and after their *warming up* rituals they are always unwilling to pay. these dwarves are pigs, as a matter of fact, some of the team members ARE pigs. but even tough they smell like ale on the battlefield they charge on a straight line to victory.

Cirque champions - (humans and ogres?)
When asked by our reporter to describe their elfball team, he got beaten up and one of the champions said to him "you can quote this, we dont see no elves winning here, its called cirque, hear that ? CIRQUE!"

Nomadic Storm - (desert dogs + gnolls?)
the gnolls and the desert dogs have played elfball for generations and even their young are raised playing the game, as a matter of fact the highest possible honor is to die on the pitch while scoring the decisive score, and then ten thousand virgin cheerleaders will welcome you.... wait... we cant say that, current fantasy-sport-report rules disallow any suggestive comments regarding cheerleaders. (at least the gnolls are laughing...)
bouncergriim

I know you are still finishing edit the rules (after I keep finding things). But has there been any more development on the fluff of each team or how the realm works together or war?
GalakStarscraper

bouncergriim wrote:
I know you are still finishing edit the rules (after I keep finding things). But has there been any more development on the fluff of each team or how the realm works together or war?
Haven't had time.

If Impact! quadruples in sales next year ... I'll be able to devote a lot more time to it ... (I give Impact! as much time as I can ... but unless it really grows about 3 to 4 times larger ... I need the day job to pay the mortgage.)

The day job still eats up a lot of my free time.

Galak
Lychanthrope

GalakStarscraper wrote:
The day job still eats up a lot of my free time.


It's funny how that happens. Wait until your kids get a little older they consume the rest of your time.
Tarota

(This is the background for my Divine Wind team. Pictures to follow, if I ever get a decent camera...)

School of the Gentle Zephyr

This Elfball school has been led by fifteen generations of the Akashari family, and has generally been one of the top contenders for the title of School of the Divine Wind. (This title, awarded every year in a national tournament, allows the school so honored to travel the Middle Kingdoms representing the Emperor himself.) The grey uniform and light blue armor of the school evoke the sky when the school's namesake wind is blowing, and has been in use for most of the school's history. Based on the eastern island of Tsuko, these winds occur frequently during the school's training sessions, which emphasize balance in all things.

This school uses a traditional belt structure to indicate rank, rather than the more modern system of numbering the players. On the field, you will find only one player with a black belt: the team captain. (In the Gentle Zephyr school, this position is generally taken by a midfielder.) Each position will then be filled with belted players in order of seniority: brown, green, and orange. Yellow and white belt players are also seen in training, but would never be allowed on the playing field in an official game. Fielding such inexperienced players would be an intolerable insult to the opposing school in Okyto proper, and they are not proper defenders of the Emperor's honor when abroad.

This year the school is again led by Akashari Tohiro, a scion of the founding family. After last year's disappointing loss in the semi-finals of the Divine Wind tournament, he has taken the school on an extended tour of the Middle Kingdoms. We will have to see if his departure from traditional training methods will allow the Gentle Zephyr to recover their balance (and the Divine Wind title). If so, we may see more schools from Okyto on the circuit next year!
Tarota

(I haven't finished my Deadlings yet, either in concept or in painting. But here's what I've got so far...)

The Bunburry Bounders

The Bunburry Bounders are one of those Deadling teams that opponents find most disconcerting to play: those in denial about their undeath. They speak of the green grasses and rich brown soil of their farmland homes, never noticing the blighted condition of those lands now. They will insist that the land is the same color as the uniform they wear, in the face of all evidence. They eat sticky cakes on the sidelines, only to have the undigested remains fall from their skeletal torsos.

And the creepiest thing is their unstinting optimism and sportsmanship. They will jovially high-five each other after a score, and always offer a friendly handshake in the event the other team wins a test.

(Like I said, needs work...)
bouncergriim

Crosspost from RPG ideas

original post http://artistsunited.myfreeforum.org/ftopic2233-0-asc-15.php

I see it as a relatively peaceful realm, with minor skimishes like bandits, but not huge politically based wars.  Larger disputes are settled with representatives of the nation or realm on a field of play rather than a battle field.

Here are some fluff conjectures based on minimal rulebook race info and other things I have read here

I liked some ideas I heard earlier, like the ratrace are used as couriers by all.  The orcs are the remnants of a once mighty warlike race that now realizes it can't win any real battles because of the size of other nations/races, but that it can gain prestige and power though Elfball.

The widows/half elves are an unhappy race not really accepted by elves or humans.  Perhaps when elves and humans mate only females are produced for some strange reason, possibly like mules and then are generally infertile.  Or maybe these elves are like the amazons, only using men/malelfs for one thing.

Deadlings are the remains of a once thriving "halfing" community.  There are still halfings around scattered, doing menial tasks like cooking and trainer roles for teams.  But the vast majority of this race is now undead and not happy about it.  Possibly a central liche King who presides over the darkened world.  Maybe he or she is really a samhaino power seeker, who wants to rule the samhaino and is using what means he can to usurp power.

Desert dogs are a pseudo Arabian team that challenges the gnolls for turf and though they are rivals and fight over land have a respect for the others and strive to make it in the harsh vihktoria desert.

The divine wind (Japanese) keep to them selves mostly and are very mysterious, but always try to show the secretive martial prowess on the field.  The have an emperor for who it is true glory and honor to fight for on the pitch.

Thunder hammer Dwarves are the miners of the land and provide necessary materials to other races.  A stout breed that is powerful and determined.  The play to promote themselves but more importantly to have something to do after they leave the tavern.  Dwarf teams do not always represent a king, but usually a wealthy dwarf who wants to play and needs people around him to help  (think of it like how royalty hires players for polo).

Black rock dwarfs are fair magic users that are trying to corrupt things through usurping power on the field.  Not afraid to use what ever means necessary to gain control, they have been know to intentional conjure extra hobimps before a game only to the them fight each other to stay in this realm and play on the pitch.  Also failure on the pitch = punishment, for dwarfs it is to be turned into a bull and for hobimps it is to be banished to the riskiest of mines.

Gnolls a race of fierce hunters that ekes out an existence on the fringe,  they survive by wits and cunning.  A very competitive team that seeks to expand their territory in order to secure a more stable and sustainable life (yet they are not sure what they would do if they actually succeed in this)

Gnomes adept miners and builders.  they are known for digging deeper and faster than dwarfs.  And being able to build a elf ball feild in a single night.  They are also known for the unusually high fatality rate of these endeavors.  Once a team of 100 gnomes built 10 stadiums complete with stands and concessions for a massive tournament in two days, however only 5 showed up afterward to receive the final 50% of their payment for the task.  These little guys are adept a good magic and mechanical intuition.  no one is quite sure what holds their contraptions together if it is bolt, nails, magic, or a combination of all of the above.

The middle kingdom is a race of humans based on survival of the fittest who take all male children from families at a very early age and all are train in elfball.  only the best go on to represent the middle kingdom.  Though some of the second stringers will sometimes put together a team to challenge the official team.

The night elves live in a dark forest and practice magic to make their lives easier.  They have an uneasy alliance with the widows.  And are possibly the fathers of many of the widows.  Not much is known of the inner workings of the night elves, aside from the cruelest seem to be the leaders.

The Pharaohs are an ancient race that used magic to make themselves live to play the game of kings forever.  These creatures from the tombs awoken by the building of a stadium over an ancient burial ground have come back to continue the game that they once loved millenia ago.  And nothing is going to send them back.  The represent the remnants of the decedents and are a sort of protector of their dwindling linage.

The razorbacks are a rather unrefined primitive society.  They like the gnolls seek to eek out existence in a fringeland.  Some of their members aspire to more than just hunting or menial tasks and have left to seek fortune and glory on the field rather than a substantive living in the swamps.

The sarcos are a coldblooded race that has been around for a very long time, but has just recently decided to lay claim to victory in the stadiums.  They have decided to come out of the swamp to ensure their independence and perpetuity after seeing what has happened to the once mighty and warlike orcs.

The sarigit are the all stars of plains.  Though the many animal races interact daily they usually keep to their own kind in villages.  Yet each provides the specialization the society needs to function as a whole.  On the pitch tthat specialization is especially noticeable.  This team is quick to adapt to any challenge, yet cannot always rely on the same strategy from game to game.

The timber line elves are another "primitive" society that lives in the woods.  Yet they are very knowledge of the land and all in it.  They like the sacros use the game of EB to advance themselves and maintain their right to the woods and the mountains ensuring the safety of all that they love.  They often clash with the black rock dwarfs when the BR come to harvest more lumber to shore up their mines.  These elves have agreements with some of the other races about the harvesting of lumber.  A good example of this is that the gnomes have been known to help the elves with the removal of fallen or sickened trees.  This keeps the forest strong and gives the gnomes ample wood for their contraptions and furnaces without harming what the elves hold dear.

The samhaino are a race of mystery.  It is rumoured that they are magically manifestations of other races nightmares.  Their society seems to be hierarchical with those who have the strongest magic as being the leaders.

The Valkyries are "amazons" of the north.  They can take care of themselves.  The society is based on strength and alliances within.  They stick together to ensure the continuation of their proud arctic lifestyle.  They take the pitch to show that their ways are superior to all others and that you don't mess with polar powerhouse.

The ratmen live on the fringe of all large cities, taking advantage of urban sprawl and the refuse generated by such massive places.  The are almost everywhere, yet the do not have a centralized capitol.  They have many small teams around, yet few are good enough to find the professional circuit.  They are also the couriers for other races.  They are also a race to worry about, for if they could ever band together there numbers would be greater than any other individual race.


I also picture the elfball world as post-great war type world.  Where the first war was so great both the pharohs and orcs were almost completely descimated and finally a massive treaty bound by magic was enacted to ensure that a great war would never happen again.  Now disputes are settled by elf ball.  Also the total magic of the world has been slightly diminished because so much was used to bind the treaty permanently.

Also a side note:  Elves think elfball is so old that existed even before magic!  And as such the first pitches where in the forest with trees especially planted to make the modern "pokeball" shape.  Thus you couldn't pass out of bounds because trees were there and there where trees down the middle of the feild separating halves.

trees inhibit passing, but there is ussually enough room to run/walk through them see diagram



   x x x /-\ x x x
  x x x  \_/  x x x

But no one really knows for sure the history was lost in the great war.

Speaking of the great war... Here are a few more thoughts I have on it:

The war was a sort of magical arms race, that ended very badly so every one wanted to limit magic with the treaty.  Hence now the wizards will only cast one spell at a match because they don't have that much power to begin with.    The night elves and black rock magic is also limited to summoning imps/hobimps and other smaller tasks, unlike before where they summoned large creatures for battle.  Magic is still potent, but no where near what it was at its height during the great war.  The desolation in the east is the result of a massive spell similar to an atomic bomb, with residual magic that makes necromancy easier, but only in that area of the world which is why there are not any full or at least very many normal sized undead.  The magic bomb had hit the home of the halflings and also instantly petrified and killed many trees.

I really need to organize these thoughs better into a more coherant fluff, but I would like some input from you all on what you think so far.  I am not really that creative of a writer, but my wife is and she might be able to better edit my thoughts on the world...  I could primary work on background, history and setting.  I would not go into the teams of note/hall of fame players and the like.  Just try to set up the world so others could flesh out how the teams interact and famous players and the like.[/url]
Mephisto

Quote:
The middle kingdom is a race of humans based on survival of the fittest who take all male children from families at a very early age and all are train in elfball.  only the best go on to represent the middle kingdom.  Though some of the second stringers will sometimes put together a team to challenge the official team.


The Middle Kingdom is not a kingdom on it's own, but rather a territory where different human kingdoms, states and tribes live. Only united ocasionally when having to confront an outside enemy, the different cities (Polis) fight each other, not only in war, but also in Elfball. Even if they play against other teams, the Middle Kingdoms have their own league. Teams are formed in every city-state (polis) selecting the best players between their population.

Well, it's a short and quick description, but due to the fact that the MK are greek based, I think it would be cool to have some of their background, especially the fragmented kingdom that only unites when fighting other races.
bouncergriim

Seeing the rune on the RAT giant's shoulder made me wonder what other symbols various teams might use in Elfball.  I could see the gnomes having a crossed wrenches symbol...

Just wondering what other Ideas might be out there, and if you can sketch, that would be cool to see your idea too.
bouncergriim

Tom,

Now that Impact! is your full time job, has there been anymore thoughts on fluff/world stuff?  Also you could always try to considate what you like, tell us and I know some of us on this board would be happy to try to flesh stuff out even more.
GalakStarscraper

Keep in mind my other job ... BBRC.

That's going to chew up my free time for October and some of November.  After that ... I should finally start seeing light at the end of the tunnel to look at doing some creative stuff (like finally finishing the rules for Boulder Brawl).

Galak

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