Pre-IllumiNES thread

Seon

Not An Evil Liar
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Not Lying through my teeth
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Take control of secret societies and TAKE OVER....

THE INTERNATIONAL COCAINE TRADE!!!

THE MAFIA!!!

THE PENTAGON!!!

THE INTERNATIONAL COMMUNIST CONSPIRACY TO CORRUPT OUR BODILY FLUIDS!!!!

THE PRESIDENT OF UNITED STATES!!!

AND LOBSTER FANCIERS!!!

Have you ever felt as if there are eyes watching you right now?! Then this game is not for you! Are you the eyes that were watching the person who just said "bah" and walked away? Then this game is just right for you!

Would the senator be 15 minutes late for a meeting because of an inopportune meeting with a dentist who just INSISTED that he needed his wisdom teeth pulled out?

Are the Men-In-Black really alien hunters, or is that just government propaganda?

Are there really South American Nazis?

Would FEMA gain total dominance over the United States by declaring Martial Law?

Join, and build your own conspiracy to take over the world!
 
Each player controls a SECRET SOCIETY. Each secret societies can control 4 proxies who will form the core of the conspiracy. Those proxies can then control other proxies and so on and so on.

Each Secret Society has a Special Victory Condition and abilities, which I shall determine from the beginning based on your background from a pre-established set of victory conditions and abilities.

Let's just take an example here:

illuminati%25282%2529.gif

The Bavarian Illuminati (Power: 10/10. Income 9. Treasury 15 MB.)
-Can use 5 MB every turn in order to sabotage any attempt made by any secret society in order to sabotage your actions.

The Bavarian Illuminati is wealthy, powerful, and is also the most secretive of all secret societies, unlike the damn Templars who parade down the streets every now and then. They know how to use their money...very well... which makes defending against their advances rather difficult.

Also interesting thing to note about a secret society is that they are COMPLETELY UNAFFECTED BY INFLUENCE (more on that later), do not have any alignment, and do not have a nationality. It is possible for a single Secret Society to control the Republicans, the Yakuza, and Kremlin, while Kremlin would have difficulty controlling and holding onto the Republicans.

Now let's explain something about Groups. These are potential proxies for you to control in order to wage your secret war between each other.

Each group has an alignment, a nationality, Power, Resistance, income, and Treasury.

Alignment determines what the groups are. A similiar kind of a group will be able to control each other with more ease. A different kind of groups will not.

The types of groups include...

Governments... Opposed by Communist (government)...

Weird... Opposed by Conventional

Liberal... Opposed by Conservatives

Fanatics... Opposed by Other Fanatics...

Violent...Opposed by Peaceful

And Criminals... OPPOSED BY NONE MWAHAHAHAHAHAHAHAHA

.............................................................................................

Power indicates the amount of influence that the particular group has. More influence, more power. This means that you can use EVIL PLOTS to increase your groups' power. To win this game, you have to collect Power in various different continents and super powers.

Some groups may come with Transferable Powers. This means that these groups, instead of doing their own devilish little things, can transfer a certain percentage of their power to another group doing devilish things... FOR FREE! No devilish plots or explanations necessary!

Each group comes with a Resistance. That is how entrenched their members usually are. Resistance is used to show how difficult it is for another secret society or a group to control them.

If the difference between the power level and the target's resistance is less than 2, then it is generally inadvisable to just plain directly attempt to control the group without doing anything else to weaken it before. It may lead to loss of several limbs.

Being close to the core secret society also increases a faction's resistance. A group directly controlled by the Illuminati have a resistance of +10 to their normal resistance. A group controlled by a proxy of the Illuminati have +5. Group controlled by proxy of a proxy have +2. The rest doesn't.

For example... let's say that the Russian Mafia attempts to control the IRS....

Russian Mafia: Criminal, European. Power 7. Resistance 6. Income: 5. Treasury 7. +4 IN ANY ATTEMPT TO DIRECTLY CONTROL ANOTHER CRIMINAL GROUP.

IRS: Criminal, Government. American. Power 5. Resistance 4. Income SPECIAL. Treasury 15. CAN TAX 2 MB FROM ANY GROUP

Both are criminal groups, so Mafia gets a +4 to their power when attempting to control the IRS. IRS is criminal, so the mafia gets an additional +4 power. Russian Mafia is European, so it rolls a -2 for different nationality penalty. So it has a 13 power against IRS's 4 resistance, which seem like a good enough deal. But the IRS's treasury is MASSIVE, with 15 MB inside. It may need some assistance by a good plot if they want to succeed in taking the IRS under their palms.

Some groups, such as Secret Society, have no Resistance. This means that these groups CANNOT POSSIBLE BE ATTACKED. BY ANYONE.

.......................................................................................................

Treasury and Income As hinted before, each Group has its own individual Treausry and individual Income. The money in the group's individual treasury can only be used to do their own little devilish plots or to protect themselves in case of an attack.

The main treasury controlled by your Secret Society, however, can be used to fund pretty much anything.

The money in the group's treasury can be transferred up the proxy network. However, some of the money is lost during every transference. Some groups, such as the Federal Reserve or the Swiss Bank, have special ability to negate this penalty when they are transferring money.
 
WINNING THE GAME!!!

There are three ways to win the game...

1. Sole Survivor: Destruction of all other Secret Societies, leaving you the entire world.

2. Influence: Gain a certain amount of power in EVERY SINGLE CONTINENT of Earth (excluding Antarctica) to win the game. The amount of power will be determine by the number of people playing.

3. Solving of the Secret Goal: In this game, the game will continue, but the Secret Society will be considered as having won the game first anyways.

LOSING THE GAME

After the third turn of the game, if you have no proxies whatsoever left, then your Secret Society is considered DESTROYED.
 
Examples of Groups i have right now...

Science Fiction Fans.

Fiendish Flouridators

Underground Newspaper

#nes

FEMA

DARPA

Transhumanists

CDC

Republicans

Postal Service

Trilateral Commission

Dumbledore's Secret Army

Fast Food Chains

Goldfish Fanciers

Comic Books

Madison Avenue

Coffee Shops

Parent/Teacher Agglomeration

Cycle Gangs

Trekkies

American Autoduel Association

Hackers

Libertarians

United Nations

Society for Creative Anarchism

New York

Conspiracy Theorists

Hollywood

Video Games Company

International Communist Conspiracy

Internet Trolls

Recyclers

Militia

Cloneers

Health Food Companies

Antiwar Activists

Convenience Stores

KKK

Loan Sharks

CIA

Evil Geniuses for a Better Tomorrow

Eco-Guerilla

California

Car Companies

South American Nazis

Fraternal Order

Punk Rockers

Multinational Oil Corporations

Moonies

Flat Earthers

Intellectuals

S.M.O.F

Texas

Mortician

Gun Lobbey

Boy Sprouts

Yuppies

Psychiatrists

Congressional Wives

Federal Reserve

Local Police Departments

Tobacco and Liquor Companies

Big Media

Girlie Magazines

Moral Minority

Nuclear Power Companies

Spam Bots

The PHONE COMPANY

MTV

Robotic Sea Monsters

Pentagon

White House

Supreme Court of the United States

Kremlin

Parliament

OPEC

Survivalists

Semiconscious Liberation Army

Mafia

Yakuza

Cartel

Televangelists

International Cocaine Smugglers

Nephews of God

The Men in Black

FBI

Chinese Campaign Donors

Democrats

Feminists

IRS

Interpol

Scotland Yard

CFL-AIO

Orbital Mind Control Lasers

KGB

L-4 Society

Information Awareness Office

Most of these were stolen from the Illuminati the Game :p
 
Umm... I don't get it.
 
Secret Societies So far.

Eternity/Milarqui
Power: 7/7. Income 16. Treasury 0. +5 to defend against any threat. Cannot move to destroy any group unless the groups are rival Secret Societies or Violents.

Cult of Cthulhu/Nuke

Power: 9/9. Income: 14. Treasury 0. +2 in any attempt to destroy a group.

Order of Assassins/Omega

Power: 8/8. Income : 16. Treasury 0. +4 in any attempt to neutralize a target.

The Network/BSmith

Power: 7/7 Income: 16 Treasury = 0. Knows of Potential Targets before they become revealed.

Monster with 21 Faces/electric

Power: 10/10. Income: 18. Treasury = 0. Can make one action immune to interference by paying 5 MB from Secret Society Treasury

Name: Burngate/SKILORD

Power: 9/9. Income: 16. Treasury 0. +2 in any attempt to control a Conservative or Violent Group. +2 in any attempt to destroy a Communist or a Liberal Group.

Name: Eurobean Marxist Conspiracy/NedimNapoleon
Power: 9/9. Income : 16. Treasury 0. +2 in any attempt to control a Communist or Violent Group. +2 in any attempt to destroy a government or a conservative group

Merry Pranksters/Immaculate
Power 8/8. Income: 16. Treasury 0. +4 in any attempt to control weird groups. Immune to any attacks from a conventional or government groups.

Knights Templar/English Crusader
Power: 8/8. Income: 18. Treasury 0. +2 in any attempt to control fanatic groups. +4 in any attempt to destroy fanatic groups.

MJ-12/Southern King
Power: 7/7. Income:14. Treasury 0. Secret Society can do TWO actions per turn.

Note that information on these cards, espescially the Income, is subject to change.

Faceless Men/Thomas.Berubeg
Power: 7/7. Income:24. Treasury 0. Money can be transferred between any groups in the powerstructure without any cost, as long as they are not used in the same turn.

Half Blood Brood/Adrogans
Power: 6/6. Income: 18. Treasury 0. Whenever a group in the power structure is lost, gain 10 MB.

Slender Men
Power: 8/8. Income: 18. Treasury 0. May revise power structure without limit, even if the groups involved have previously been used in an action. However, once the power structure is revised, the groups involved in the switch cannot perform an action..

WFI

Power: 8/8. Income: 16. Treasury 0. +3 when attempting to control weird or peaceful groups. +2 when attempting to destroy Violent groups.

ATLANTIS

Power: 9/9. Income: 12. Treasury 0. +3 when attempting to control weird groups. Groups under their control cannot be destroyed. They cannot destroy any groups.
 
Looks like the domains have been seized :o

FBI, CIA, the British Monarchy, the Chinese communist party, and Jamba Juice to name a few :)
 
The irony is pretty funny in of itself.
 
Lol. Just remember I'm watching you. :scan:
 
Your Order of Assassins ain't gonna be the same Order of Assassins as in the Assassin's Creed universe, as there are no Abstergo in this game :p

Besides, the Order of Assassins was already in the game as "stock secret society", on the same level as Bavarian Illuminati, Cultists of Cthulhu, and the UFOs.

You could go after the bunch of gnomes though.
 
Your Order of Assassins ain't gonna be the same Order of Assassins as in the Assassin's Creed universe, as there are no Abstergo in this game :p

Besides, the Order of Assassins was already in the game as "stock secret society", on the same level as Bavarian Illuminati, Cultists of Cthulhu, and the UFOs.

You could go after the bunch of gnomes though.

Or its going to be revealed immeditaly. :p

Abstergo is just a front of the Templars, anyways. But I understand, I just wanted to use that awesome quote.
 
Added a full list of what I had thought of so far. Obviously I have United States pet down. I can convert some of the organizations over there to their counterparts for other continents and that should be a comprehensive list.

If you have anything to add to it, then please feel free :p
 
I'm interested, but highly confused.
 
I'm interested, but highly confused.

One ought to be confused in a game involving conspiracy.

Seriously though, the rulesets need to be cleaned up, I imagine.
 
What the heck. I'll give this a try (still not exactly sure what I am getting into here)... I'll be The Phone Company :evil:.
 
What the heck. I'll give this a try (still not exactly sure what I am getting into here)... I'll be The Phone Company :evil:.

That's a group you control, not a Secret Conspiracy. However, you could be the *whisperwhisper*
 
Of course, if people want, I can get rid of VC all together and just leave the Sole Survivor left as the final goal :p.

Yeah Good luck with that.
 
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