New NESes, ideas, development, etc

You're using proconsul in place of consul. Consul and Pro-Consul were different things. A Consul was the elected office, while a Pro-consul was someone who wasn't actually a consul but had the imperium of one. Usually they would be a former consul, and they'd be appointed as a provincial governor instead of electing more magistrates. Roughly the same thing with propraetors and proquaestors.

Just use Consul.
 
This is a different universe, not set in Rome. I'm just stealing pretty words, not their original use or really meaning. Just the familiarity makes it easier to envision. Thank you though, I did not know that.
 
Actually, Eltain, using proconsul like that is about as sensible calling the person in charge of the Republic the "Foreign Secretary" because you think the words "Foreign" and "Secretary" sound nice. :p
 
That's all the reason I'd need. What I really like the sound of, though, is the sound of 'spryllino' and 'update' really close to one another, perhaps with other words connoting that a sprylliNES update is anywhere in the near future. At all. Somewhere close by. In sight. Within reach. A couple years down the road. Anything.

so anyway, the reason I came here...
Fantasy races that don't get used enough for a potential story idea that may someday develop into a NES.
 
Make a NES with monkey people...or mer people and I'm there.
 
That's all the reason I'd need. What I really like the sound of, though, is the sound of 'spryllino' and 'update' really close to one another, perhaps with other words connoting that a sprylliNES update is anywhere in the near future. At all. Somewhere close by. In sight. Within reach. A couple years down the road. Anything.

so anyway, the reason I came here...
Fantasy races that don't get used enough for a potential story idea that may someday develop into a NES.

Once Seon and Quisani finish that conversation of theirs and reply to the diplomacy from Midnae, there'll be an update pretty quickly. I'd very much like to update. :)

And my NES has merfolk in it, doesn't it Anony? :p
 
Yeah it does have merfolk. Merfolk that bow to the will of Mulhudomillolotodull. or however I spell it. It was actually a request, Iggy. :D I'm looking for some underused fantastical races. I'm quite open to newly synthesized races as well.
 
I'm seriously considering starting up my own story-based NES. Any thoughts?
 
I actually thought of another game since Milarqui's Evil GENIUS NES gave me an idea.

I present to you the game of...

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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!


So, any thoughts on the premise of the NES? Good idea? WORST IDEA EVER?
 
Ossim idea. Jewish-Bolshevik-Maori conspiracy signing in :D
 
South American Geneticly Enhanced Nazis...but this also depends on your rules setup. ;)
 
Basic Rules, mostly based on Illuminati the Board Game. These rules are tentative and may change when it would be cooler to do so.

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:

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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.
 
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