The Enemy were closing in. George wildly swung around the dual LMGs he held in his hands, mowing down the oncoming forces. Charlie pulled the pin on a grenade and threw it over the fence into what had once been a familiar cityscape. It exploded throwing the enemy across the concrete like fallen leaves. "Emily!" Brain cried, unrelenting as he tried to push back the onslaught with his deadly rapier. "Emily, its too late I don't think we can hold them off!" "Prince Brain, if we simply believe in the power of friendship, we can accomplish anything!" She called back dramatically as she sprayed the advancing foe with her high powered laser rifle of doom. George let our a roar as he was overwhelmed, his twin LMGs not being able to throw out enough bullets to prolong his fate any further. "He's right" said Charlie "General Emily, we must retreat to the great wall!" Emily stopped firing her laser rifle of doom for a second to consider their surroundings. The enemy were advancing from all sides and there was little they could do - the margin for escape would be slim. "You're right, if we're quick we can get to the great wall and fend them off from there, its our only hope!" The three of them nodded in agreement and all sprinted in the direction of the great wall, the enemy was clawing at their heels, charlie could feel their breath on the back of his neck. Just as they were about to reach the wall a hand reached out and- The bell rang loudly across the yard. Emily let out a sigh and she, Brain, George and Charlie trotted over to where class 5K was lining up ready to go back after the break. Miss Kendal got them all to light up nicely and they sounded off their names before they marched back into the classroom. "Now then 5K." The short teacher said as they were all sat down "The time has come for you all to elect a class representative. Since we've been talking about elections in citizenship these past couple of weeks I thought it would be a great idea if over the next week maybe some of you could run campaigns before the elections. Maybe you could form parties, wouldn't that be fun!" Emily grinned, finally an opportunity for her to become the true and undisputed leader of 5K. This is a picture of my old school and my year 5 class, I'm the one on the grass 5th from the right. Imperium OffTopicum: The Quest for Supremacy Welcome friends to The Quest for Supremacy. Where you will fight it out across the playground for dominance of of the class 5K. In this game you take on the roll of a Year 5 (4th Grade in USA) student at a Primary school during the week leading up to the election of the Class representative. You can use guile, politics and all out playground warfare to make sure that your name gets the most slips of paper when it comes to the elections. Good luck. Sign ups In this game players take on the roles of Year 5 students of the 5K class. This means they are 9-10 year olds. To sign up simply fill in the following form. For the stats you can distribute 10 points between the 5 categories. Spoiler : Name: Birthday: Appearance: Parent's Jobs: Interesting Fact: Stats Adventure: Guile: Imagination: Oration: Be sure to also mention whether you are intending to run for the Class Representative position. Rules 5K is a class of 32 students. When the election comes each person will get to vote and whoever has the most of those 32 votes will become the class representative. This action must be posted in the thread. Multiple people can try and work on the same student to try and convert them to their cause. If it comes to a fight the content of the persuasion as well as oration skill will be taken into account. Each turn represents either a morning break or Lunchtime when the students get out onto the playground. Here they live out fantasy battles filled with heroism and intrigue each player can perform 3 actions. A list will be given of actions that can be undertaken, but don't consider this list to be limiting, you can always make up your own schemes to try and swing the balance in your favour. I operate on a degrees of success scheme for most rolls. Where each multiple of 5 over 5 that your roll is is a degree of success. Degrees of success can mean either points of bonus an item or title gives or how successful a custom action is. In a couple of actions is works in multiples of 10 rather than 5. In general it should be clear what I mean from the results posted in the updates. Spoiler : Recruit a Student Based predominately on your Oration skill of the player doing the action against the devotion of the NPC being acted upon toward their chosen leader. Success means that the devotion of the NPC will be drastically reduced and potentially flip to your cause. Spoiler : If only 1 person is attempting to recruit the student: That student gains/loses 1d5*([oration]+[bonuses]) dedication in the direction of the cause that attempted to recruit it at 10 they will vote for you in the election, at 25 they become part of your cause If 2 people are attempting to recruit the student The roll is ([oration]+[bonuses]+[convincing rhetoric 0-3]) whoever wins the roll then proceeds as if only 1 person were attempting to recruit the student Characters with 0 oration can not attempt to recruit as they are too shy or too abominable to be around. Group speeches can be made that move 1d8 people by the value of your oration skill. Spoiler : Jenny is attempting to recruit Helen and so is Nathan 2+1=3 Oration+bonus from sporty 2+1=3 3vs3 rng gives value 4 Nathan wins 1d5*(2+1) rng gives 4 Dedication of Jenny changes be 12 to Nathan's cause Build up the Arsenal Based on a character's creativity skill this represents the student dreaming up new ways and weapons that could be used against the enemy in playground combat. This will allow your cause to field more advanced weapons giving a bonus to combat. Each armament is created with 1 action and can arm 1 person. 1 person can only have 1 armament. Spoiler : To create an item a roll of 1d8*[creativity] is made. If the vale is 0-5 no item is made each additional 5 increases the value of the item by 1 Thus characters with 0 creativity always fail. Spoiler : Jenny attempts to create a new item 1d8* rng gives 5 a roll of 20 gives a level 3 item 3 coin flip determine ATT and DEF Item is 3+ ATT and will be named The Death Stick of Despair Grassing Based on a player's guile skill this is the act of grassing up one of your classmates for something they may or may not have done. This could result in them being held in at break or even sent to the headmistresses office. This will reduce the number of actions they will be able to use in future turns. Each time a guile action occurs the target is announced and can use one of their actions to target whoever they think targeted them for a chance to have them grassed up rather than yourself. Spoiler : A roll to grass someone up is 1d3*([Guile]+[bonuses]) on 0-5 it results in failure, each additional value of 5 is a turn lost to the target. If two players both attempt to grass on each other then ([oration]+[guile]+[bonuses]) then proceed as if thee had not been a challenge Characters with 0 guile are totally transparent and so can not defend themselves from grassing or grass up other people. Spoiler : Owen attempts to grass up Nathan, Nathan then guesses that it was own and so challenges him. Owen: 5+2 guile+oration Nathan: 3+2+1 guile+oration+bully rng gives 6 Owen wins 1d3*5 rng gives 3 15 means Nathan loses all his next break Playground Combat Based on the level of your arsenal, the number of students I your faction and the adventure skill of your chosen generals. Playground combat can be used to force your enemy to concede ground and victory will greatly increase the devotion of all your students and decrease the devotion of the losing students. In the end it will likely be an epic playground war that will determine the fate of 5K. Spoiler : Combat rolls have an attacker and a defender each roll attacker roll is [adventure]+[ATT bonus] and defender roll is [adventure]+[DEF bonus] If an NPC loses a fight then their dedicating will be vastly decreased, if a PC loses a fight then some NPCs may have their dedication slightly decrease. The opposite effects are true if a PC wins a fight. Characters with 0 adventure will always run from a fight, and thus suffer the effects of losing unless they specifically direct a NPC in their cause to fight protect them as one of their action. Invent a Title Relying on your imagination and oration skills along with epic deeds you have performed you can invent a cool sounding title for yourself and try to get it to catch on for other people. The more people that start using the title (NPCs and PCs) the more likely it will be to further catch on with the NPCs. Alternatively you can start calling other people names, and if you have sufficient oration or other influence that name might catch on too! This can be used in a positive or negative way. Spoiler : Works the same way as creating a weapon but also uses the oration stat. however when creating a negative title you must also roll against your opponents oration skill using your own. Spoiler : Amy wants to create a negative title for Nathan Amy: 2 Nathan: 2 2v2 rng gives 1 Amy wins Amy rolls 1d8*(2+5) rng gives 6 42 gives a score of 3 3- to recruitment rolls The title is "Horrific Goblin Lover" Of course any other adventurous, imaginative, scheming or otherwise despicable plots will of course be allowed, just send me a PM and I'll make it happen. Also feel encouraged to add some more description to what you'd actually like to do, such as what you're grassing up a student for, what you have imagined or how you try to convince the students to join you. RP has often been described as the lifeblood of IOTs and this is no exception. This game will be made fun by crazy playground shenanigans rather than dry gameplay. I will try and facilitate that in the updates. If your looking for inspirations my main inspirations for this game have been the flavour text for the Civ3 Playground Wars Mod as well as the South Park episode about Game of Thrones and of course my own memories of doing battle alongside my own friends during primary school. Once sign ups close I will add in the rest of the 32 students as NPCs but they can be claimed at any point by anyone who wants to join in later. Information About the School Your school is a nice community primary school tucked away in a small English city. There are daily assemblies in the main hall and each year group is split into two classes each one designated by the first letter of the teacher's name (5K is a year 5 class taught by Miss Kendal). The school has a 15 minute break in the morning where everyone gets to go out onto the Playground and a 45 minute session at lunchtime after lunch has been consumed in the hall. The school has a uniform of white polo shirt, trousers and sweatshirt with options for dresses and skirts. Personalities Each child has a personality giving different effects on their respectability and effectiveness Nerdy: 2+ to recruitment attempts if there is already another nerd supporting the cause Bully: 1+ to Grassing against this character but this character gets 2+ in combat due to intimidation tactics Quiet: 2- to recruit this character 2- to this characters attempts to recruit Academic: If this character gets grassed up they get 1- to all rolls next turn 3+ to rolls to grass other people up Sporty: 1+ to recruiting this character, if their character succeeds in a roll they automatically have a 25% chance for the effects to be doubled Gamer: this character gets 2- to attempting to recruit non-gamer character 2+ to attempting to recruit gamer characters Mysterious: This character is an enigma Spoilt: If this character fails a test they get 1- to all future rolls this turn, 1+ to all recruitment rolls through bribery Different: This character sometimes does odd things and as such has a 50% chance each turn to have 1- to all recruitment, combat and guile rolls or to have 1+ to creativity, guile and recruitment rolls. Total War At any point a character who has a cause with 6 or more people supporting it can declare total war on another cause with 6 or more total followers. These two will battle it out and all characters must take at least 1 action per turn as a combat action. Victory or defeat will result in large dedication changes once the peace has been settled. NPC Actions While player get 3 actions per turn NPCs only get 2 1 of which will always be chosen at their liberty and the other can be dictated by the PCs leading the faction. During total war the NPCs will still always have 1 action to choose freely.