GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:I doubt Jillian will successfully take the Capital. Wanda knows that a side with fliers, turns of practice staying hidden, and experience as mercenaries, now knows where the capital is and how poorly defended it is. If Jillian returns, it will be better defended or have a secret weapon defense.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



0beron wrote:If Wanda is doing this to find FAQ, then it's definitely not a Thinkamancy thing. Jillian was REALLY pissed in Book 1 when Wanda used a full-fledged Suggestion on her. A level of pissed that suggests it hadn't gone that far before.

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


You rarely saw self-powered vehicles—only a Turnamancer could make one



ftl wrote:Turnamancy, as in 'turning' wheels and gears.
Erfworld runs on puns. We've already seen how 'turn'amancy can be used to turn a unit to your side, and how it can affect game 'turns', and now stuff like paddleboats is also turnamancy.



ftl wrote:Turnamancy, as in 'turning' wheels and gears.
Erfworld runs on puns. We've already seen how 'turn'amancy can be used to turn a unit to your side, and how it can affect game 'turns', and now stuff like paddleboats is also turnamancy.


BCCroaker wrote:So this is the way Wanda finds Faq. Classic really, let a prisoner think they have escaped by there own abilities, then trace or use them in some way. Remember how much control Wanda had over Jillian in Book 1. Also, the boat may be monitored in some way - left there for just that purpose. However, what Wanda does with the information will be interesting as she has to see to her revenge and escape herself.


We've seen hints that 'turning' a unit might involve torture (Jillian complaining that the Turnamancer didn't know how to 'play right', IIRC). Torture devices that involve turning? The rack, perhaps?Housellama wrote:I can totally understand how it runs a paddlewheel. It grants Motion to Erf. It's the intangible things that it does (like game turns and unit loyalty) that I find interesting. I didn't think of those things as being on the Erf axis.


Beeskee wrote:Somehow, I feel that lying about a person dying was wrong, even if it helped Jillian escape.
Regarding the vehicles, it makes sense that a turnamancer can make those, in an Erfworld sort of way that we've all gotten used to. I don't think that extends to a turnamancer being able to anything if the word 'turn' can be squeezed in there somewhere.
So far, turnamancers can turn units, end a turn when linked to someone with an artifact, shorten the number of turns it takes to produce a unit, and now create self-powered vehicles that involve moving parts, plus whatever I have forgotten. Keep in mind too that those self-powered vehicles are probably slower and most definitely weaker than the large ships, that a city can pop plenty of crew (infantry) for in 2-3 turns. A lot of casters seem to be able to create some form of golem, pet, mount, or unit, so it seems reasonable. We haven't heard everything about Erfworld magic yet.
MarbitChow wrote:We've seen hints that 'turning' a unit might involve torture (Jillian complaining that the Turnamancer didn't know how to 'play right', IIRC). Torture devices that involve turning? The rack, perhaps?Housellama wrote:I can totally understand how it runs a paddlewheel. It grants Motion to Erf. It's the intangible things that it does (like game turns and unit loyalty) that I find interesting. I didn't think of those things as being on the Erf axis.

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