ZPNESX: Empires of Sky

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,676
Location
Portsmouth, England, UK
Generations ago, the world was torn asunder. The aeon of peace had endured too long, the ancient greed for mana had gone too far. The restless forces of chaos saw their chance. The elder kingdoms where consumed, it is said, in a single flash of flight. But the forces of creation intervened, saving scattered pieces of the world from destruction and setting them adrift in the ether.

Some day, it is foretold, the scattered remnants of this world will be forged together under a great leader....


islandfloatingbybreathi.jpg


Welcome

This is a graphical story/board-esque NES with minimal stats and rules, set in a fantasy / steampunk world, the major twist being that the contested territory is able to move around the map. Stories are not so vital, but any kind of background / characterisations are welcome. I am not enforcing any backstory other than the opening paragraph, so much is up to players to decide. This is an experimental game and not entirely serious, but neither shall it be 'lulz'!

The NES is based around the highly original concept of 'Mana' (and around stolen SNES-style sprites :) )

Spoiler Mana Types :
manatyoes.png


Metal Mana
Spell strengths: piercing, protection
Unit strengths: toughness, attack power
Unit weaknesses: unreliability, lack of initiative
Good vs: Life
Bad vs: Fire, Earth

Life Mana
Spell strengths: healing, empowering
Unit strengths: versatility, mobility, regeneration, stamina
Unit weaknesses: fragility
Good vs: Earth
Bad vs: Fire, Metal

Fire Mana
Spell strengths: damage, confusion
Unit strengths: attack power, mobility
Unit weaknesses: lack of stamina
Good vs: Life, Metal
Bad vs: Water, Earth

Earth Mana
Spell strengths: protection, stealth
Unit strengths: strength, stamina, toughness
Unit weaknesses: slowness, lack of initiative
Good vs: Metal, Air
Bad vs: Life

Water Mana
Spell strengths: absorb, dis-spell
Unit strengths: mobility, stamina
Unit weaknesses: weakness outside of water
Good vs: Fire
Bad vs: Air

Air Mana
Spell strengths: teleportation, speed, confusion, stealth
Unit strengths: mobility, initiative
Unit weaknesses: fragility
Good vs: Water
Bad vs: Earth


Rules

Spoiler Rules :
Mana comes in the various flavours listed above. For simplicity, mana cannot be banked, it must be spent each turn. Also, only a generic mana income is shown on the map, and every player faction will have a generic pool of mana with which to build units, steer its islands around and cast spells etc. But it may be assumed that the different flavours of mana are having an effect behind the scenes - for example, a faction with speciality in Air mana (see below) will need at least one Air territory in order to function properly, while if it gains several non-Air territories it may also consider branching out with new kinds of units and spells. By agreement you may allow another player to spend some of your mana. Similarly, NPC's can be bullied into giving up their mana in following turns.

Your Faction will have two specialities with mana, primary and secondary (actually, they could both be the same), and your faction will have greater skills using these types of mana. By default, your capital island will produce 5 mana (assume it to be some mix of those types).

Islands generate some mana (one or two flavours) for whoever owns them. Islands can be captured by taking your units there and killing or expelling all enemy (allies have to decide who gets the prize). Islands can also change hands via diplomacy. Conquered islands always produce some mana, but will give more if the type of island matches your faction's primary / secondary mana. You can use spells (see below) in an attempt to convert islands to another type, for example an Earth mana island into a Life mana island. Islands can also be moved around the map by spending mana (air mana works best of this). Thus it is possible to use islands as transports and as weapons against other islands. Islands can also be fused together to form continents, allowing any kind of unit to pass, and for mutual defence.

Moonlets are small barren spheres of rock. They usually produce no mana, but can be captured and moved around more easily than Islands (using mana). Strange items may be found here.

Units cost at least 2 mana, with traits relative to the different kinds of mana you have. You design a unit by giving a brief description, and I will edit it to enforce balance - the more varied abilities you give it, the weaker it will be in each area, unless you give it greater mana cost. And/or, you may want to give it extra weaknesses (such as being slow, dumb etc). *After your first turn, you are limited to creating one new type of unit per turn.*

Unit Support is capped at one per island controlled, plus four from your capital.

Spells cost at least 1 mana per shot. You don't have to specifically design spells each time, just say what effect you desire (can be good or bad). Again, the more ambitious the spell, the more chance of it not working at all, unless you ramp up the mana. Your faction can gain experience with certain types of spells, making them more effective. You should also base your spells on the main kinds of mana you have - a fireball is a poor choice if your main source of mana is water type, etc. Spells can only be cast from units with some kind of magic / spell-casting ability, and each can only perform one spell per turn, so bear that in mind when designing your units!

Generic Transports can each carry one unit, particularly useful if those units that can't fly. Transports will slowly re/spawn from your islands and this happens free of cost. Their fighting ability depends on the units being carried. Better transports can be designed and built as a large, expensive type of unit (at least 3 mana to be any good).



Joining

The actual map will be built on update 0, and starting positions will be somewhat randomised. Those joining in turn 1 will not get any head-start, but they will get to decide where to start.

As for creating a Faction, within the realms of fantasy and steam-punk, you can be as creative as you wish. Remember you have 5 mana to spend on units (or one unit and maybe some protective/empowering spell if you really want).

If you want to suggest your own graphics, I reccomend Spriter's Resource (specifically games for SNES, some for DS and PSX) or FireEmblemPlanet. If editing your own graphics, please avoid resizing anything (it screws the pixels), avoid anti-aliasing around the outline (makes it hard to select and copy to the map) and stick to PNG/GIF/BMP files (to avoid compression artefacts) :)

Spoiler Examples :
examplesa.png


Forest of Flurhal: Daftpanzer
Color: blue-green
Mana: Life / Earth
Capital: Flurhalla
Description: An alliance of innocent lifeforms dedicated to the protection and furtherance of Life mana.
Unit: Gaertree (3 Mana)
* A large wooden golem, very slow moving but possessed of great physical strength using crushing limbs and whip-like branches, and able to regenerate damage. They also have a minor magic ability. However, they are much weaker outside of Life or Earth areas.
Unit: Glizard (2 Mana)
* These caterpillar-like entities are rather slow, but rather tough and able to burrow into the dirt. They attack with spines and sprays of noxious liquid.

Duchy of Sturmhaus: Daftpanzer
Color: dirty yellow
Mana: Metal / Life
Capital: Sturmhaus
Description: exiles from greener lands, the mostly human peoples of Sturmhaus have become known for their metal-crafting skills, and this lends itself to weapons of war.
Unit: Sturmknight (3 Mana)
* Armoured cavalry armed with fearsome war-axes. They inspire courage and discipline in fellow soldiers, but are expected to lead from the front...
Unit: Axemen (2 Mana)
* Companies of Sturmhaus Axemen are renowned for their bravery and strength in close combat. However, they can be a little unruly, and perhaps foolhardy. These infantry are also trained to use throwing axes against distant foes.

Fire Ghost Discipline: Daftpanzer
Color: crimson/purple
Mana: Fire / Air
Capital: Daikan
Description: degenerate survivors of a once-noble race of humanoids. In their efforts to recover the lost elemental arts of Fire and Air, they have expanded their studies to the scientific as well as the magical.
Unit: Firecaster (3 Mana)
* Stealthy and agile, if a little fragile, the Firecaster is a master of martial arts with basic spellcasting knowledge.
Unit: Bomb Angel (2 Mana)
* clumsy fliers at the best of times, they are rendered even more cumbersome by their large fire cannons. These are powerful ranged weapons, but unreliable and slow to reload.


Template:
(Faction name / Player)
Color:
Mana: (primary / secondary)
Capital: (name)
Description:
Unit: (name) (mana build cost)
* (unit description)
 
Updates:

Prelude

Chapter One

IMPORTANT ANNOUNCEMENTS:

(post-update 0) Rules for some kind of peaceful mana-growth incoming!

Clarified (hopefully) the rules on mana and how it is abstracted. Note that individual spells will now become more effective the more they are practised.

(pre-update 0) I've decided that there will be generic mana incomes shown on the map and generic mana to be used on things. So don't worry if something is 2 Air + 1 Metal or 2 Metal + 1 Air etc, it will just be 3 Mana from now on. However, your faction will still have its favourite flavour(s) of mana and those kinds of territories will produce more income for you.

Faction Details:

Exodus of Aiielm: Masada
Capital: The Exodus
Color: pale yellow
Mana: Metal / Fire
Unit: Construct (5)
* Immense metallic war-machines, that float through complex mechanical means, Constructs are both the home and principle war machines of the Aiielm. Capable of spewing fire that can puddle rock and launching projectiles that can split a mountain they are few in number and immensely powerful. They also boast heated swimming pools and full bar and catering facilities.


The Dark Hooded Guild: erez87
Capital: Darekni
Color: Pink/Purple
Mana: Twisted-Life (special!)
Unit: Hooded one (5)
* Members of the hooded guild form their bodies and life energies to become a hooded one. A single being capable of wielding powerful dark magic and capable of moving through the lands of shadows (a form of teleportation).
Unit: Shade (2)
* Pure life energy flowing through Darekni never stays the same. It twists and turns into something different, sometime weird. A shade is a floating bubble of twisted life energy that just slowly sucks into the life energy of others like a leech. It can easily be defeated with any pure energy form thrown at it.
Unit: Dale (2)
* When metal energy flow into Darkeni, like any other it would twist and turn and form a Dale. The dales are small hardy mechanical beings. They are grounded and slow but pack a powerful punch when they come in large numbers and their metal bodies give them a very tough skin.


Rawriers!: Immaculate
Capital: Joevs, The Great Volcano
Color: Purple
Mana: Fire / Metal
Unit: Purity Pyre Velociraptyre (2)
Fast and agile, the Purity Pyre Velociraptor are armed with a pair of flame-guns mounted on their shoulders. Their forearms are also armed with long slashing scythes from the deep forges of Joevs, the Great Volcano. The Purity Pyre Velociraptyre lack for stamina, their heavy flame-cannons and their fuel tanks, matched with their zealotry-fueled speed combining to tire them quickly.
Unit: Inquisitor Rocket Diplodocus (4 mana)
A massive dinosaur embedded with heavy armor clockwork cybernetics, the Inquisitor Rocket Diplodocus is slow and ponderous, rellying on its heavy armor for protection. They are armed with primitive rockets and other projectile weapons built into clockwork armor. Lastly, wickedly sharp scythes are armed on its tail to allow the Inquisitor Rocket Diplodocus a lethal armor-piercing mêlée attack. Because of their lack of intelligence but excellent zealotry, the Inquisitor Rocket Diplodocus can rise high in the ranks of the Rawrier! Inquisition, often serving as Deacons, Archdeacons, Bishops or even Archbishops.


The Manor (of Sir Percival Archébald Muldoon): Abaddon
Capital: The Manor
Color: Brown
Mana: Metal / Water
Unit: Skitter (2)
* Small skittering beasties that overwhelm. The endless waves pour out, self replicating, repairing and cannibalising each other as they move forth.
Unit: Juggernaut (4)
* A massive device. Slow moving, but immence power. Simply drives/drills/cuts/bulldozes through whatever is in its path. Cannot be steered. it is simply set off in a direction, and allowed to plough forwards...


The Vultan Convent: Anonymoose
Capital: Vult
Color: Red
Mana: Fire / Life
Unit: Magma coil slugs (4)
* Sentient worms composed of living flame, they consume obstacles or consolidate to become a living flaming construct of burning isolationism.


High Gleanne: Matt0088
Capital: Gleanne
Color: Blue
Mana: Air / Metal
Unit: Guardian (4)
* These floating contraptions are the protectors of High Gleanne8217;s fragile society, and so have been programmed to defend the city from intrusion at all costs.
Spell: Cloud Cover (1)
* If wished, one of the sky cities' many hidden secrets includes the ability to seclude itself among the clouds, concealed from all.


Penguinska: Lord_Iggy
Capital: Penguinska
Color: Icy Blue
Mana: Water / Air
Unit: Airca (2)
* These fearsome flying cetaceans serve as steeds for daring Penguinskan warriors, who fight with lance, sling, sword and more while riding on the backs of these majestic predators.
Unit: Blimpback (4)
* Massive, gentle and calm creatures, these tremendous airwhales are the most massive animals in the Penguinskan Arsenal. They are used mostly for large-scale transport, but in times of war they can carry armies of penguins, or veritable fortresses built on platforms mounted onto their broad backs.


Groganai: NinjaDude
Capital: Deliuth
Color: Green
Mana: Life / Earth
Unit: Green Howler (3)
* A pile of rocks held in a vaguely humanoid shape by tangling vines. To ensure no one forgets the treachery of the enemy, the forest spirit has ordered them to constantly shriek the uncountable crimes against nature they have committed. Their composition makes them extremely hard to kill, but alone they are also rather weak. Unfortunately, they almost always travel in mobs.
Unit: Oblivion Plant (2)
* Guided by the will of the forest spirit, these enormous plants drift through the air, held aloft by their fluffy tops. Their roots dangle below them, ensnaring anything unfortunate enough to get in its path. It will then fly either extremely high or off the edge of an island. Either way, the trip down is unpleasant.


The Old Wardens: bestshot9
Capital: Erthrika
Color: Orange
Mana: Earth / Air
Unit: Stone Watcher (3)
* A golem brought to life by The Old Wardens that watches over their lands, ready to give its own life to keep the Wardens safe from harm.
Unit: Wind Serpent (2)
* A gift from the Air God, these flying snakes are small, fragile, but numerous and deadly in swarms.


La'chris: Seon
Capital: La'chris
Colour: Yellow
Mana: Metal / Air
Unit: Yeslabot (3)
* They are very heavily armored, and are capable of levitating through the use of electro-magnets that nobody except the inventer really understands. They have devices that shoot powerful energy streams, and are also equipped with primitive guided missiles.
Unit: Machine Spirit (2)
* These are spirits that once inhabited a machine, but now left their mortal shells through the usage of advanced magic science of the people of La'chris. They are capable of turning into sentient lightning bolts and use their blinding speed to confuse, disorient, and kill the enemy.


Kazekinzoku: Blaze Injun
Capital: Hitoshirenu
Color: Crimson
Mana: Air / Metal
Unit: Kaze Kanata (3 mana)
* Looking like a dust devil on the battlefield. This lightly armored flyer uses speed & mobility to attack using thousands of long metal wires
to slice through flesh, bone & armor. Creating death & confusion on the battlefield. Pilots of these flyers can develop into spell casters.
Unit: Kikou (2 mana)
* Tiki looking, these heavily armored infantry carry cyclonic rifles, weapons that create a hurricane vortex. Good at holding & defending but lack initiative to exploit opportunities without inspirational leader. Dumb.


The Shaman Rise: lord_joakim
Capital: Windfall
Color: Dark Green
Mana: Life / Fire
Unit: Kindler (3)
* The Bloodwilled shamans are very skilled in rage infusion and excitement, some specialize in the art of 'kindling', invoking excitement or even fury in beings. They serve at warfeasts or dances as well as on the battleground. When in combat, they ignite the souls of their kin and themselves, making all units in the raiding party go berserk in ectasy.
Unit: Emberheart (2)
* The apes of Windfall treetops are dubbed emberhearts by the Bloodwilled. They, like other beasts in the Shaman Rise, can never be truly tamed, but serve as curious frontline barbarians when the Shaman Rise gangs up on something. Their size is not what usually strikes one's attention; it's the sheer volume of their howls and the fact that the cries never seem to tire their angry throats. Their weapons are their bare hands. To most, they are destructive brutes. But to the Bloodwilled, emberhearts are walking pieces of beautiful art.


Deserts of Fire: Omega
Capital: The Complex
Color: Orange/Red
Mana: Fire / Earth
Unit: Phoenix (3 Mana)
* A magnificent bird made of fire, they are very large and dangerous. However, the priests of the Desert learned how to tame them, and use for war and transport (They choose who they burn). They are also immortal in a sense; when they die, their ashes turns into a infant phoenix. The only way to truly kill one is to dispose of the ashes.
Unit: Jackal Warrior (2 Mana)
* Jackal Warriors, a human with a real jackal head, are said to be descendant of Anubis, although that is up for debate. What isn't is their swordsmanship. Wielding two scimitars, they are some of the experts of whatever style they trained in. They also sometimes officers in the army, although they prefer to fight alone or with other Jackals than with humans.
 
I'm in!

Exodus of Aiielm/Masada
Mana: Metal, Fire
Capital: The Exodus
Description: Engineers unparalleled, the Aiielm are refugees from a dying world. The last of their kind, few in numbers, the Exodus has forced them to turn away from art and towards the art of war. Living in massive mechanical constructions powered by fire, woven from living metal, the Aiielm are terrifying on the battlefield.
Unit:
Construct (3/2)
* Immense metallic war-machines, that float through complex mechanical means, Constructs are both the home and principle war machines of the Aiielm. Capable of spewing fire that can puddle rock and launching projectiles that can split a mountain they are few in number and immensely powerful. They also boast heated swimming pools and full bar and catering facilities.
 
As ever!
 
LJ is going to be happy.

So am I. Not much of question on whether or not I'll be in. :)
 
Can I take Life and twist it a little like this:?


The Dark Hooded Guild/erez87
Mana: (life)
Capital: Darekni
Description: As more and more happy and nice nations appear chaos has not forgotten itself. On Darekni, small haven of life the hooded ones formed their guild and begun sucking the life energy of the island. They take away life from others and twist it into deadly spells and shadows that can only bring doom. The hooded guild grows by twisting life energy to produce more members.
Unit: Hooded one (5 life)
* Members of the hooded guild form their bodies and life energies to become a hooded one. A single being capable of wielding powerful dark magic and capable of moving through the lands of shadows (kind of teleport like - but with shadows).
Shade (1 life)
* Pure life energy flowing through Darekni never stays the same. It twists and turns into something different, sometime weird. A shade is a floating bubble of twisted life energy that just slowly sucks into the life energy of others like a leech. It can easily be defeated with any pure energy form thrown at it.
 
IN!

Will detail more when i read the rules.


EDIT: copied from page 3:

Rawriers! /Immaculate
Color: purple
Mana: Fire / Metal
Capital: Joevs, The Great Volcano
Description: Clockwork cybernetic enhanced dinosaurs organized into a religious theocracy based on a multitude of fantasy inquisition-type societies, the Rawriers! are bent on converting all others to their faith. The various dinosaur species are broken up into castes but are led ultimately by High Inquisitor Death Frodo Spock, the Robot T-Rex.
Unit: Purity Pyre Velociraptyre (2 mana)
Fast and agile, the Purity Pyre Velociraptor usually hold the position of deacon, acolyte or novice. Their primary role is to identify and punish heretics and infidels. To accomplish this they are armed with a pair of flame-guns mounted on their shoulders. These are controlled through neuronal clockwork cybernetics. Their forearms are also armed with long slashing scythes from the deep forges of Joevs, the Great Volcano.
The Purity Pyre Velociraptyre lack for stamina, their heavy flame-cannons and their fuel tanks, matched with their zealotry-fueled speed combining to tire them quickly.
Unit: Inquisitor Rocket Diplodocus (4 mana)
A massive dinosaur embedded with heavy armor clockwork cybernetics, the Inquisitor Rocket Diplodocus is slow and ponderous, rellying on its heavy armor for protection. They are armed with 24 ‘Burning Heathen’ 19-rocket tube launchers, all mounted on swiveling turrets built into the Inquisitor Rocket Diplodocus’s cybernetic armor. These in turn are controlled by cybernetic tracking devices within its eyes and sensors along its tails. Lastly, wickedly sharp scythes are armed on its tail to allow the Inquisitor Rocket Diplodocus a lethal armor-piercing mêlée attack.
The Inquisitor Rocket Diplodocus lacks for speed and occasionally, smarts. Because of their lack of intelligence but excellent zealotry, the Inquisitor Rocket Diplodocus can rise high in the ranks of the Rawrier! Inquisition, often serving as Deacons, Archdeacons, Bishops or even Archbishops.


HELL YEAH RAWRIERS! GONNA RULE!
images
 
Erez I was going to have anti-Life (Death) Mana as a secret extra. You can go down this route if you want, but I warn you its going to get nasty!

@everyone also, please understand the idea of starting with two units is that you could attack somewhere next turn without leaving your capital undefended.
 
Erez I was going to have anti-Life (Death) Mana as a secret extra. You can go down this route if you want, but I warn you its going to get nasty!

@everyone also, please understand the idea of starting with two units is that you could attack somewhere next turn without leaving your capital undefended.
I wanna be EVIL!
 
shall i balance that, or stick with my metal/water/fire streampunk idea?
 
Abaddon be whatever you want, I can have NPC's as token life/earth etc just to get the other mana types in there
 
I think I prefer to be twisted life energy more than death, since I assume I will see much more life islands than death ones?

Or maybe my units can cost less in death, and x1.5 in life?
 
I think I prefer to be twisted life energy more than death, since I assume I will see much more life islands than death ones?

Or maybe my units can cost less in death, and x1.5 in life?

My idea for Life mana is being postive / productive / abundant and not draining from others. So I can't put your original idea as normal Life mana.

Conquered islands of different types will always produce a kind of mana that is useful for you, just not that much (rules clarified!).
 
Cool than.

So shades should be a little stronger, and could float in air, and cost 1 death and 1 life orbs.
 
Sir Percival Archébald Muldoon / Abaddon
Mana: (Metal / Water)
Capital: The Manor
Description: Sir Percival Archébald Muldoon, is a tinkerer. He lives alone except for his machines. The rest of humanity lives a life of domestic bliss, every whim carried out by a steam powered device. Sir P.A.M. is the wealthiest man alive, by nature of his inventions. The year is 1823.
Unit: Skitter (1M1W)
* Thousands of skittering beasties that overwhelm. The endless waves pour out, self replicating, repairing and cannibalising each other as they move forth.

steampunk-spider.jpg

12_large.jpg

The Juggernaut (3M1W):
* A massive device. Slow moving, but immence power. Simply drives/drills/cuts/bulldozes through whatever is in its path. Cannot be steered. it is simply set off in a direction, and allowed to plough forwards...
482_darksteel.jpg
 
The Vultan Convent / Anonymoose
Mana: (Fire / Life)
Capital: Vult
Description:The bastard children of elementals and humanoids, the Vulta live a secretive life and want the secret kept!
Unit: Magma coil slugs 2F2E
* Sentient worms composed of living flame, they consume obstacles or consolidate to become a living flaming construct of burning isolationism. :D

EDITED: FACTION COLOR OF RED, PLZ
 
Abaddon mind if I change that to just metal and fire? Also, this world has nothing to do with the real world, so your reference to the year 1823 must have some meaning to your faction?
 
but thats not steampunk :(

Also, can't my world be THE steampunk world? the idolised victorian society.. or do you want nothing to do with RL?
 
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