Fantastic Mastermind
07-01-2019, 06:47 PM
(This post was last modified: 08-17-2019, 06:00 PM by ProfessorLizzard.)
FANTASTIC MASTERMIND
In an age of Magic and Spies...
...can you gather enough followers and technology to do what it takes...
...to achieve world domination?
It is the middle of the century. A worldwide communication network is on the rise. People wear colourful clothes, and sing colourful songs. There are huge advances in magic, there is even a nascent magic space program. The world is at peace.
Or so it seems. Two great superpowers are seeking to project their power across the disk. One is the H.A.R.M.O.N.Y., who prefers to bring out the most of the natural magic and abilities inherent to the people. On the other side, we see the D.I.S.C.I.P.L.I.N.E., who favour magic learned through great scholarly efforts. These two forces have become increasingly paranoid about each other across the years. But these days, they can not confront each other directly. So they have to rely on thieves, assassins and diplomats who weave lies, plots and the very future itself. People wonder, in whose hand will the world be in the end?
“Mine” says you, the Fantastic Mastermind. And with these two forces locked up in a fight with each other, this is the perfect moment to strike. On your Island Of Indeterminate Location, hidden beneath a respectable Legitimate Business Front, shall you scheme and plot. Even if the forces of justice manage to spare a few agents, to penetrate your base, surely, they will fall afoul to your loyal henchmen, or perhaps your genius traps…
Will you manage to finish your Doomsday Device and ransom the world? Or perhaps you will be upstaged by other Masterminds? Or maybe even decide “hey… only one continent isn’t that bad” and team up…
Or so it seems. Two great superpowers are seeking to project their power across the disk. One is the H.A.R.M.O.N.Y., who prefers to bring out the most of the natural magic and abilities inherent to the people. On the other side, we see the D.I.S.C.I.P.L.I.N.E., who favour magic learned through great scholarly efforts. These two forces have become increasingly paranoid about each other across the years. But these days, they can not confront each other directly. So they have to rely on thieves, assassins and diplomats who weave lies, plots and the very future itself. People wonder, in whose hand will the world be in the end?
“Mine” says you, the Fantastic Mastermind. And with these two forces locked up in a fight with each other, this is the perfect moment to strike. On your Island Of Indeterminate Location, hidden beneath a respectable Legitimate Business Front, shall you scheme and plot. Even if the forces of justice manage to spare a few agents, to penetrate your base, surely, they will fall afoul to your loyal henchmen, or perhaps your genius traps…
Will you manage to finish your Doomsday Device and ransom the world? Or perhaps you will be upstaged by other Masterminds? Or maybe even decide “hey… only one continent isn’t that bad” and team up…
THE LORENING
Before this game begins, we will need to perform the LOREning, so you shall create the world that you will… rightfully rule? Destroy? Up to you. I will cherry pick from your suggestions, and craft a world out of them.
Countries:
Members of H.A.R.M.O.N.Y.: Three regions. They prefer magic that is spiritual, nature based.
Members of D.I.S.C.I.P.L.I.N.E.: Three regions. They prefer magic that is extremely methodical like alchemy and runes.
Unaligned countries/regions: five-seven of them.
A region might be made up of smaller nations, such as an archipelago, or a region made up of miniscule tax haven monarchies.
Races: There are eight races in the world. Two-three are major in H.A.R.M.O.N.Y., Two-three are major in D.I.S.C.I.P.L.I.N.E. The rest are scattered... But who are they?
Once the LORENING is complete, mechanics and signup forms will be revealed.