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

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 :

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).
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 :

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)