The Collective - A Flower Power Commune (or Cult)
Are you tired of the establishment telling you how to live? Tired of The Man judging your lifestyle?
The Collective does not judge. The Collective believes in freedom. Free-love, free minds, higher consciousness. The Collective returns you to nature, and simplicity. In The Collective, you can freely alter your mind, reach a higher plane, all the while working to help your fellow man live their truth. Don't let the establishment put your life in chains, join The Collective and be free.
--Gameplay Details--
5 New Arrivals, Standing. Forced traits are % chances for Psychite addiction, Smokeleaf dependence, nudist, ascetic, optimist, psychically sensitive, chemical interest, green thumb, and cannibalism.
Restrictions: The Collective eschews high-tech mumbo jumbo. Disallowed building for: Multi-analyzer, orbital trade beacon, long-range mineral scanner, ground penetrating scanner, ship reactor, vitals monitor, and tube television.
Assets: Starts with research for drug production, psychite refining, psychoid brewing, penoxycyline refining, medicine production, bed rolls, pemmican, brewing, passive cooler, hydroponics.
Starts with 500 pemmican, 3 chickens, 500 wood, 2 assault rifles, 2 auto pistols, 3 psychic soothe pulsers.
--Special Rules--
Your colony should up hold their own morality of freedom. Harming another member of The Collective is prohibited, punishments can be up to banishment depending on the severity of the crime. The Collective has no problem taking lives in defense of their compound, fight off those establishment pigs! The Collective keeps vegetarian, eggs are okay though for making pemmican.
--OPTIONAL--
So you want to make your commune into a Cult...
The biggest difference between an anarcho-commune and a cult, is a bit of non-sense religion and a leader. To make your commune into a cult, add some special rules.
Example Rule Ideas:
-- Choose a colonist to be the leader of the cult. The leader becomes a messiah figure to the cult.
-- Establish a lavish bedroom for the leader.
-- If the leader dies, the ritual suicide begins.
-- Make up a dogmatic religion for your cult.
-- Name each colonist the same name, except for the leader.
-- Make every colonist wear the exact same outfit.
-- Use outfits and names to establish a caste system in the colony.
-- Add More stringent rules on food and activities, such as mandatory cannibalism.
-- Introduce more severe punishments for “heretics”.
-- Banishment for disrespecting the leader,
-- Joy deprivation for breaking dress code or policies
-- Solitary confinement for violence against members of The Collective.
-- Have the colony become increasingly militaristic.
And just remember to have fun!