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Thread: Gods, Guts and Glory - A tale of the Hebrides

  1. #26

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Bluntly, it is horrible.

    Every single thing you have done contradicts the setting.

    I mean, this is not an anime character type setting. You should use your own creativity to create your nation, rather than taking from the anime you've seen. The gratuitous japanese is quite frankly, annoying. The whole 'alternate dimension' thing, again, does not mesh with the setting. Your bonuses are ridiculous, you should only have two, not two broken into seven parts. The powerful person leading the regiment seems to conflict, the point seems to be for armies, not heroes. Now, possibly, if you want to try again, and create a new army, that would be fine! I'm sure none of us would mind if you would use your creativity to come up with an original idea, and we can even answer questions if asked.
    This space intentionally left blank.

  2. #27

    Re: Gods, Guts and Glory - A tale of the Hebrides

    You gave far more than two bonuses, and added bonuses that add extra special rules that would only apply to you
    Your entire nation is completely unoriginal and composed of fictional characters
    You obviously don't actually even know anything about Japan except for its anime implications because you can't even spell Feudal right
    It would seem patently ridiculous in this semi-serious game to have people fighting a nation led by Kamina and the Power Rangers, technological or not
    Even in the context of the shows they came from half of those characters weren't actually that good at leading and would never be in charge of a country (that was the main point of the start of the second arc of TTGL, for starters)
    They're all from technological eras
    Your history is "Basically, some dude from another demension made an inter-demensional teleporter, gathered up a whole-buncha' japanese characters, and came to this demension to try to become it's sovereign ruler.", if you can't see the problem with that then I honestly don't know how to help you

  3. #28
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Well, I can see where your getting from, and sorry for my horrible spelling. I've never been good at i . Although I don't see why it doesn't fit the setting, i'm sorry. I've recently went on a KR binge, so yeah. I can come up with something better, though I really have NO ideas after the referance one ):.
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  4. #29
    SELF-INFLICTED PUNISHMENT Pharmacy's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: PHARMACY
    Nation Name: Jobsworth
    Government: Monarchy Like All The Other Squares
    Leader: Hurricane Jane
    Location: See My Five Letter Summary
    National Colour: RED
    Flag:
    Brief Nation detail: A dark nation infamous for their intimidating architecture, dangerous monsters, and unpredictable weather. Although Jobsworth is practically an enigma in Hebrides, rumormongers have claimed that this nation is not of this world...

    Brief History:

    ...which is true. Since their conception, Jobsworth's history intertwine with the the harbingers of hell, denizens of heaven, and the elderspawns in-between. No one knows why. Ancient manuscripts had claimed that the founder of this nation, an indomitable soul, escaped from hell with a tour of the damned and settled...but even the citizens of Jobsworth are not sure if this is complete bullshit or not.

    Bonuses:

    Supernatural Savvy: Are you a native of Jobsworth? Well, good luck! Your life is going to be full of demons, angels, non-euclidean space-invertebrates, and so on. Fortunately, your arse Goetia is not going to be fried too easily. The Jobsworth nation gain bonuses related to the supernatural - diplomacy, loyalty and so forth.

    Hazard Pay: Thanks to living near fire-breathing, chemical-spraying, man-eating, acid-farting animals of various shape and skills, Jobsworth fellas/gals are resistant to fire and chemical attacks. They also have an affinity for monsters and domesticate them much to the distress of their neighbors.

    Initial starting army:

    2 cavalry
    1 archer
    3 infantry

    Jobsworth's military wear striking black (and fire-retardant) armor and if needed, they ride on steeds which are either skeletal, on fire, or both. Occasionally, they set themselves on fire as an intimidation factor.

    Your nation in five words: Please Do Surprise Me, Gallo
    SINNER'SSANDWICH

  5. #30
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Did I fix it?
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  6. #31

    Re: Gods, Guts and Glory - A tale of the Hebrides

    The fact that you insist on writing the names in half-Japanese is still a bit weird but it's at least more fitting with the setting

  7. #32
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Well, I took the time to look up the words, so I'm kinda reluctant to do anything different. Although now I feel a little under-powered, especially seeing what Pharm. Just said...
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  8. #33
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Having a Japanese themed kind of nation is not unusual for these City-states esque games but your nation is still straight up Japan, and it cant be that.

  9. #34
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    ): . Nobody told me that. Well, shit. I'm screwed, becuase now even DEMONS are taken. bluh. I JUST WANT TO BE AN SEMI-PEACFUL ISLAND NATION BASED OFF OF JAPAN!!! Is that so wrong? Do I absolutely HAVE to use crazy monsters and demons and shit?
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  10. #35

    Re: Gods, Guts and Glory - A tale of the Hebrides

    If you'd look at the other entries you'd see that no, you don't have to have crazy shit
    You just also have to not be literally a real existing nation with nothing changed

  11. #36
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Their, now it's DRAGON country. Is THAT good?
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  12. #37
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by swampmist1142 View Post
    Their, now it's DRAGON country. Is THAT good?
    No, it has to be human.

    You can have dragons in your country, but dragons being stupidly powerful magical creatures they'd probably be rare.

  13. #38
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    *eyetwitch* And yet a society of DEMONS, HELLSPAWN and ANGELS is OK?!?
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  14. #39

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by swampmist1142 View Post
    *eyetwitch* And yet a society of DEMONS, HELLSPAWN and ANGELS is OK?!?
    All of those nations are chiefly humans that are either worship or are terrorised by some form of higher power
    They don't have them as citizens
    It also says clearly in the OP that you don't get magic at the start! And it never mentions flying units
    You are not special and above the rules :P

  15. #40
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    ...The population thing was a joke 0-0. Also, that's pretty much what my thing does! It even says "Semi-Dragon worshiping." Also, it said we can't have MAGES, not magic itself. I'm content with just flying lizards, though. Also, where does it say "no flying stuff?" Because, I don't see that ANYWHERE in te rules. Just because they aren't in the basic infantry list doesn't mean they don't exist.
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  16. #41

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: 98714123340 (Numbers)
    Nation Name: PortTown
    Government: Bureaucratic Capitalism
    Leader: Shauce (There is no sole leader as decisions are voted among many but Shauce has a strong influence)
    Location: The island near Veno
    National Colour: #FFD700 Golden

    Flag:



    Brief Nation detail: Originally started as a port town. Many resources goes through the nation and resold to neighboring countries that inquire for goods. It is a hotspot for mercenaries and tourists.

    Brief History: "What is this place called?" "It's a port town." "Yes that is very clear, but what is the name?" "Did I stutter?"

    Bonuses:

    Tourist Hotspot: People from all over come to trade. Stories are told and rumors fly faster than wildfire. An excellent source of income, mercenaries and intelligence.

    Trader Infrastructure: Those who go into trade agreements with the nation reap the benefits as much as the nation itself.

    Initial starting army:

    2 Archer
    2 Infantry
    2 Calvary

    Your nation in five words: Thank you come again traveler.
    Last edited by 98714123340; 04-27-2012 at 01:38 PM.

  17. #42
    Supernerd's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Would you like me to help you make an application that Galloglasses will probably accept Swampy?

  18. #43

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Neopie
    Nation Name: The Confederacy of Dorf.
    Government: Theocracy of Dorfs.
    Leader: The Mighty Reverend Urist Thunderaxe (Actually a short human with a beard :O)
    Location: On the mainland connected section of main Federation territory, the spot with a mountain northwest and a lake south of it.
    National Colour: Green
    Flag: The flag of the State of Ohio should work.
    Brief Nation detail: Worship their Dorf ancestors as mighty artificers and powerful beings, want to convert other nations to dorfism by force and raise the inferior dwarfs into mights Dorfs
    Brief History: It used to be a section of the federation with an unusually high dwarf population. But then after the revolution, most of the dwarves moved away. Now, the humans worship the few dwarves remaining as mighty dorfs, artificers that may be able to one day reach the power and majesty of dorfs past. They also worship the mighty god of mood swings, lava, death, carp, dorfs, mining, happiness, and health, Urist UristUrist.
    Bonuses: RESOURCE EFFICIENCY: Dorfs and humans in the Confederacy can much easier gather resources, especially by mining. They are able to get the raw resources much faster.
    Artificing: Dorfs are excellent artificers, their equipment is much higher quality than the average. On the DOWNSIDE, they take much longer to actually make swords and armor and such.
    Initial starting army:
    3 Archers
    2 Infantry
    1 Calvary
    Last edited by Neopie; 04-27-2012 at 07:03 PM.
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  19. #44
    The Polymedes Palamedes's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Swamp, I think one of the major problems is that you're trying to replace ALL of your units with dragon-based units, since dragons are

    Quote Originally Posted by Galloglasses View Post
    stupidly powerful magical creatures they'd probably be rare.
    Also, Gallo also specifically said in the rules that you could only choose between three unit types, none of which can use magic or ride dragons.

    Might be worth talking with Gallo over PM to figure out what would be acceptable and what wouldn't be.

  20. #45
    Perplexingly Pseudonymous suomynonAyletamitlU's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    I will understand if this needs to be modified. I'm trying to be fair to both the concept and the world, but it will require tweaking.

    Player Name: suomynonAyletamitlU
    Nation Name: (Barbarian State)
    Government: Anarchic Tribalism
    Leader: None
    Location: Let's say the westernmost small (2-city) island of the colonies area, western city. Island of Oh and Dritt
    National Colour: Black with white hatches On fire, mostly
    Flag: Unadorned black flag (or alternately, the Jolly Roger) Black flag with X and flames
    Brief Nation detail: Not so much a nation as "Nobody around to stop things from going to crap." Barbarians are anarchic, self-involved, and corrosive to society. They do not produce, research, or train.
    Brief History: Unfortunately, this city was corrupt enough that when things started to collapse, there was nobody sane left to pick up the pieces. Cults of personality developed--cults that fought each other, innocents, and outside forces equally. Each of these militias is an independent actor--none are allied. All cities owned by this faction are lawless, and produce nothing beyond their own self-sustenance, although new barbarian units appear from time to time.
    Bonuses:
    * Disorganized Rabble: All units are poorly trained and suffer combat penalties; however, they can recruit new fighters from the populace (rebuilding an existing unit, not creating a new one) very rapidly. They are also more likely to scatter and run, allowing them to survive encounters against superior forces. (Ranged and mounted units are more likely to kill fleeing barbarians than infantry)
    * Maxim 1 (Pillage THEN Burn): Barbarians are less interested in capturing cities than they are in looting. If they loot a city, they sabotage long-term production, but have a chance of improving the unit or immediately creating a new barbarian unit (which may flee from, ignore, or compete with the looting unit). Barbarians do not have a navy, but can produce longboats when looting a port city, allowing infantry to cross to another landmass. These longboats are destroyed in the process of landing.
    Initial starting army: 6 Infantry, 2 Longboats (?)
    Your nation in five words: "Barbarians krush, kill, 'n' destroy."

    The Barbarian State is not meant to be a serious contender for long-term governance. It's basically just the grim black claw of chaos, leaving a bloody (but hopefully not deep) gash on your legs as you try to get your feet under you. Honestly, given the choice, I would scatter the forces all over, and just make attacks of opportunity continuously. Or perhaps this is a faction best run by GG himself...
    Last edited by suomynonAyletamitlU; 04-29-2012 at 10:47 PM.

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  21. #46
    The l7r. is in. DenizenShipper's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: DenizenShipper
    Nation Name: Allegoria
    Government: Empire
    Leader: His Magesty King Erumbect I
    Location: Below the city which is itself directly below the r in federation.
    National Colour: Middle red.
    Flag:
    Brief National Detail: A rugged, slightly backwards land, full of impoverished peasants ruled by sophisticated lords. Contains numerous magical features. Takes a lot of cues from Arthurian England.
    Brief National History: This nation was once the centre of a mighty empire, thanks to a single legendary king wielding a magic blade. However, bringing it under control was one of the early sucesses of the federation. Its seemingly endless list of petty nobles, once each a proud warrior king over a small scrap of land and keep, were stripped of almost all of their powers to prevent the empire from reforming, and reduced to wealthy bureacrats. However, a sense of entitlement remained strong in their rich, intricate culture over the intervening years, and a weakening Federation was an immediate cause for an attempt to recreate the legendary nation of old. A supposed blood sucessor to the king has been found, and the campaign to recapture their destiny has begun. We'll see how well these "destined rulers" do, though, considering they've spent the last few generations tasting wine and hunting quail...

    Bonuses:
    Magic Blade: This is an arcane item of hideous power. In fact, it is rarely used in close combat; swinging it about in the general direction of an enemy will generally bring about their ruin. The immense arcs of magical energy it produces are even capable of destroying small buildings.
    This magic weapon can be equipped to any one unit, significantly increasing its combat ability. It can be re-equipped to any geographically viable unit. I do not expect to get it before anybody else gets arcane units; presumably, the Nymph of the Bog will not return it until she sees genuine hope of restoring the Empire. And God help me should the unit bearing it be defeated (lootable?).

    Serfs: If there's one thing the nobles of Allegoria still know how to do, it's tell the difference between a peasant whose family is starving and one who's just whiny. They are highly adept at getting the most from taxation.
    Increased revenue from populace.

    Starting Units:
    3 Archers
    2 Mounted
    1 Infantry

    "Far too proud to live."


    Oh, and I'd understand if a stealable military asset creating a sudden power imbalance is a concern. Consider making one bonus far better than the other, or just ask me to come up with a better one (like +5000 vs. dragons).
    Last edited by DenizenShipper; 04-28-2012 at 03:20 PM.

  22. #47
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Supernerd View Post
    Would you like me to help you make an application that Galloglasses will probably accept Swampy?
    Yes, Super, that would be helpful. Shoot me a PM?
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  23. #48
    ubcalculatefly Laset's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Laset
    Nation Name: The Queendom of Durest
    Government: Enlightened Monarchy.
    Leader: Queen Stella I of Durest, nee Rheasdottír.
    Location:

    National Colour: Beige.
    Flag:

    Brief Nation detail: A young colonial queendom, where the most prominent religion is worship in the cult of Narrativius, the God of Stories.
    Brief History:
    The isle of Durest was empty and unsettled before the Southern Trading Company found it and started organizing colonization. Early on in the colonial process, the cult of Narritivius got it into their heads that settling a new land would make for a good story - and so, they did. The cult was highly successful in Durest, and quickly became the dominant religion of the region.
    Stella Rheasdottír could trace her ancestry back to royalty on two sides - on her mother's side, she descends by an unbroken female line from the leader of a matriarchal band of natives who were rapidly assimilated into the colony as it arrived, and on her father's side, her ancestry traces by an unbroken male line to the last king of a fallen kingdom. Her inborn leadership abilities lead to her becoming a colonial governor under the Southern Trading Company, a station she held for a few years until the recent events lead to her proclaiming Durest's independence from the Southern Trading Company and the Federation at large, as well as announcing her heritage and thus her right to be Queen of Durest.

    Stella has approached the priests of Narritivius for their assistance, but as it makes for a better story if their aid is withheld until she proves her nobility and right to rule, she doesn't have their assistance yet.

    Initial starting army: Two archer levies, four infantry levies.
    Bonuses: High Literacy, Everyone's A Hero In Their Own Story.
    Your nation in five words: STORIES FOR THE STORY GOD.

    (Some of the above is propaganda.)
    Last edited by Laset; 04-28-2012 at 03:10 AM.

  24. #49
    Confusing as Hell Fragowump's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Fragowump
    Nation Name: Juicebox
    Government: Inconsistent mess. (Capitalistic, communistic, socialistic, fascist; republic, democracy, monarchy, etc. Changes whenever)
    Leader: Wumples the Insane
    Location: Ink, if those places are where we pick, Otherwise one to the left and one up from Veno.
    National Colour: White for the moment.
    Flag:
    Brief Nation detail: A nation of artists, thieves, warriors, drunks, magicians, scholars, clergymen, buxom women, sentient golems and angels, which somehow works well in conjunction.
    Brief History: Juicebox was founded by Wumples the Confused several hundred years back, it was comprised solely of himself, and a rock that looked oddly like Harrison Ford. They quickly gained the attention of the outcasted, oppressed, and unloved people for their unusual customs, and incredible kindness. Now a place where you can find anything, and everything, which equally worships the gods of Art, Madness and Light, but there's also the God(dess) of wisdom spread out nicely in the Ladder Quarter.

    Initial starting army:
    3 regiments of Archer Levies
    1 regiment of Infantry Levies
    2 regiment of Mounted Levies
    Bonuses:
    Madman! He's a Madman!: Because they serve an insane leader, the people of Juicebox are prepared for almost literally, ANYTHING. Be it five headed dragons with three wings that can only fly backwards while shooting lightning from its' hostages (has happened, long story), or a band of wolves that can sing and dance which have come only to sample their beers (also happened, shorter story), these people have seen, and can keep their cool. (Better prepared for any combat situation, etc.)
    Diversity!: The people of Juicebox are so ridiculously diverse, there's always something new happening. Whether it's a new form of training for their soldiers, a new weapon, or something completely different like a portal to the best places for snow sports, it'll happen sooner or later. (One turn bonus chosen at random from list I'd love to make, replaced with something new every year.)
    Your nation in five words: "I'm sorry, I don't understand"


    Just let me know if I need to change anything.
    Last edited by Fragowump; 04-27-2012 at 10:32 PM. Reason: Bolds

  25. #50
    Rogue of Caste Tasr's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Tasr
    Nation Name: The Veiled Collective
    Government: Kratocracy
    Leader: Üred the Obfuscated
    Location: island City closest to Arberland
    National Colour: Green

    Flag:

    Brief Nation detail: A nation based on the ideal that the strongest should rule, through whatever means available to them. The highest ranking officials are usually Mages because of this fact. The citizens of the Veiled refuse to ever take off their masks, to do so is tantamount to heresy and such exposure causes them to go into a frenzy akin to a junkie going through withdrawals.
    Brief History: The Veiled were formerly influential Magi whom had found an ancient tomb beneath their city, inside were many tomes chronicling the adventures of an unknown mage from a fantastical and far off land. Whilst taking inventory of the ancient crypt an apprentice accidentally broke the unknown mages death mask, triggering a thief-deterrent curse that had been laid on it. Warped through ages of entombment the curse brought forth the mind of the old unknown mage, normally his mind would consume the owner or wearer of the death mask as punishment for disturbing his rest, but without a proper focus something unexpected happened, the mages consciousness seeped into the minds of the populous changing them. It was subtle at first people wearing masks, losing most sense of individuality, an intense urge to belong and conform until they became part of the whole, a being of an almost singular mind devoted to their ruler. The one with the strength to take power and lead.

    Bonuses:
    Will of the One: All citizens are loyal to their leader
    Assimilation: Enemy units may be captured and indoctrinated into becoming veiled themselves

    Initial starting army: 2 archers, 1 mounted and 3 infantry
    Your nation in five words: Masks, Magic, Domination and Power
    Last edited by Tasr; 04-28-2012 at 09:04 AM.

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