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Sim Cult {Objective: World Domination}
So I wanted to start a role play game focused on a short list of guidelines packed with a ton of creative potential.
Your one person. All you've got to your name is you and one of the packs below (Their are five different packs to chose from). Your objective is rather simple,
To start a cult.
What is a cult? A cult is a group of people mind controlled to do and care for whatever your wills happen to be. A cult is a group of easily influenced people, but every group that follows needs it's charismatic leader.
Yep, thats you, a charismatic leader in the making. How will you gain followers and build your loyal group of members?
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=Character Sheet=
Name:
Age: (See packs)
State of Origin: (You chose! No Hawaii or Alaska)
Cult Name: Unfounded
Cult Stage: 0
Items: (See packs)
Cash: (See packs)
Followers: 0
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=Debrief=
First off, the day/night sequence:
Days are 6 pages long (4 Day, 2 Night). Your options will chance depending on the time of day so beware.
All players begin in a suburban town (not a real town) but chose what state they will play in (it has no influence on the game until late game). The town has everything you'd expect to find in town, obscure locations will have to be traveled to with a risk attached to it. (Exp. I need to go to the ammunition shop)
To found a cult you must first acquire members, your options are basically limitless on how you might want to accomplish this. A more powerful cult obviously has more members. You can infiltrate the local high school, or try to run for mayor, heck you can even try to steal someone else's members by joining an opposing cult. All is possible really. However intelligence is key and making risky decisions may come at a cost.
Throughout your adventure you may need to put chance on the line: (Note: some things like declaring war against the united states will forever taint your relationship with such things as the law)
A level 1 Risk (10% chance to backfire)
=Hanging around inappropriate areas (Like if your 39 hanging around teenage girls in a school)
=Lying
=Speeding or other minor offenses in terms of the law
=Stalking
=Driving a long distance
A level 2 Risk (25% chance to backfire)
=Stealing
=Violence in a public place (minor violence such as cutting or slapping)
=Vandalism
=Snooping around at night
=Leaving important things unwatched or unprotected for extended periods of time
A level 3 Risk (35% chance to backfire)
=Kidnapping (May pose other risks)
=Accomplice of Murder
=Dealing with gangs/mobsters
=Buying illegal substance
=Fleeing from cops (Less of a chance if they haven't identified you)
=Converting someone's way of seeing something
A Critical Risk (65% chance to backfire)
=Murder
=Keeping a kidnapped victim
=High level sex related or violent crimes
=Converting Gangsters/other states
=Messing with a government run system (such as voting fraud or trying to break out of prison)
=War Results
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Cult Stages
As your cult grows more influential your goals will without doubt change....
-Stage 0 Cult (Does not exist yet)
-Stage 1 Cult (Has at least 5 members and has met before, has a purpose)
-Stage 2 Cult (Cult is known and respected by mobsters, society or other cults)
-Stage 3 Cult (Cult has at least 120 members and at least 3-5 members in public office or in charge of gangs or other related affairs)
-Stage 4 Cult (Cult is in control of the entire city, can be with weapons or through influence)
-Stage 5 Cult (Cult has +20,000 members, controls a country and has declared war agains the United states, cult may then try to get other countries to ceed and join given cult)
-Stage 6 Cult (Maxed out cult in control of USA, cult leader can then issue an ending for his/her cult in relation to it's message or take over the world)
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Starting Packs
Select one of the following packs to begin your conquest of the mind with:
Pack A:
=Age 17
=Beat up Honda Accord (But it works great! Seats 4 but you can't legally drive other people)
=Swiss Army Knife
=Led Flashlight with shake batteries
=15 Acidic Pills (Poisons small quantities of liquid)
=20 Packs of Mint gum
=You start with $4 Million but can't bank it so you'll have to lug it around. You can buy a house but you'll have to lie about your age. You also can't buy a new car until your cult reaches level 3.
Pack B:
=Age 25
=Aging Audi A4 (Nice and strong classy german car, It can potentially break easily if roughed up, seats 5)
=5 Grenades
=5 Smoke Bombs
=A Police Uniform
=A pack of Cigarets
=The Laptop your currently using (Please give brief details of it's condition), You also get a speedy internet connection. You can not acquire cult members online.
=You start with $400,000 to your name.
Pack C
=Age 28
=Brand New Ford GT (Really strong car and looks great, seats however only 2)
=A hunting rifle without bullets
=Brass Knuckles
=An Iphone 5 with every app you want on it
=A box of matches (Never runs out of matches)
=You start with $450,000 to your name but it's stolen money, therefor it's a level 1 risk every time you spend.
Pack D
=Age 35
=MP4-12C McLauren (Awesome sports car, may attract undesired attention however, seats 2)
=Bullet Proof Vest
=A Pet snake that will do things for you. Your snake however will not hurt or kill anyone.
=A small 2 room apartment to your name with everything you'd expect in an apartment. Every time you visit the apartment however you'll have to pay a 200$ rent cost.
=You only start with 600$ to your name, but heck, you've got a McLauren.
Pack E
=Age 39
=Pink Volkswagen Bug (Easy to park in tight place, looks a bit ridiculous, Can't repaint)
=An invisibility cloak
=A really rare bottle of wine
=5 Nock out Pills
=1 Million Dollars to your name
Note: You can never buy something that was not in your pack to begin with
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You ready for this?