The year is 2016, the country is the United States of America. As the new year dawns, the city of Bayside sleeps. All except for you. You'll wake them up soon enough, but for now you need to prepare. The Council of the Inner Witness have sent you, those who excelled in their previous posts, to form new chapters in Bayside. The Calm Gatekeeper has decreed 2016 to be the year of the Expansion. 25 new cities are to be awoken, and it is your great honor to be some of those chosen to lead.
This is going to be a strategy game, where you control (hopefully) your cult members, attempting to expand and take over the city of Bayside. It is not a cooperative game, but there is nothing stopping you from working together. The goal, is to become the eminent rule of the city, through any means. The more control you have, the more the Calm Gatekeeper will approve. Player death may happen, depending on the route you take to control.
The structure, function, and ideals of your cult have been left to you to decide. As long as the Calm Gatekeeper is recognized in some way, his power will grow. He will occasionally pass down suggestions, help, and orders to you, which are yours to do with as you wish. The first of these suggestions is to grow your cult chapters to at least 25 members each, and find a place to live. The location, means, and recruiting are all up to you. Good luck, and Glory to the Calm Gatekeeper!
Name: (Your name)
Title: (What you want to be refered to as)
Skills:
- (Pick 2 from the skills list)
-
Health Defect: (Randomly GM Rolled)
-
Attributes: (You have 4 points. Zero in a skill means a -1 on a roll, 1 means a +0, ect.)
Strength: (Physical and mental, used for combat, intimidation, shouting orders, and things of that nature.)
Allure: (The attraction you have for new recruits. Boosts their immediate loyalty, and recruiting speed.)
Control: (Allows you to keep a tighter hold on your flock. A control roll is made each round to determine the opinion of you that your cult has)
Intelligence: (Your intellect, used for deducing new strategies, speeding up building time, coming up with new missions and ideas, and misc. tasks)
Recruits: (You have 5 points for recruits to begin with, plus your Allure score. You can spend 1 point to choose the skill aqquired by a recruit.)
Homeless Person (1 point) - 1 random skill, 1 random health issue, 0 wealth tributed.
Transient (1 point) - 1 random skill, 2 random health issues, d1000 wealth tributed.
Cultist (2 points) - 1 random skill, begins with a strong loyalty to you, 0 wealth tributed.
Blue Collar Worker (3 points) - 2 random skills, 1 random health issue, d5000 wealth tributed.
White Collar Worker (4 points) - 2 random skills, d10000 wealth tributed.
-Healthy (Starts off with 1 less health issue)
-Accounting (Reveals inner workings of finances, eliminates skimming.)
-Agriculture (Makes you better at growing things)
-First Aid (Increases survival of cultists from injury)
-Mechanic (Allows you to keep mechanical objects running longer)
-Chemistry (Allows the creation of chemical compounds)
-Building (Increases success of building projects)
-Local Contacts (Allows you to access local sources of information more easily)
-Melee Combat (Increases chances of survival and damage done in hand-to-hand combat)
-Shooting (Increases success using long range weaponry)
-Writing (Allows you to write better, changing minds and influencing people)
-Medicine (Decreases risk of disease in cult)
-Interrogation (Allows you to extract information from unwilling people)
-Law (Allows you to keep away from the authorities for longer, and get in less trouble when they do pounce)
If you have any other ideas for skills, feel free to use them.
Cult Name: (Anything you like)
Doctrine: (Anything you like, just flavor, really, but may change some in-game things)
Each one of your cults has been furnished with the following:
An old van
Meals (50) (1 meal + 1 water = 1 day fed)
Water (50)
Basic First Aid Supplies (10)
$5000
-ATHATH
-TopHat
-AbstractTraitorHero
-SaberToothTiger