OMETOTCHTLI
[ Once you enter the train, it takes off...moving for only a few moments before coming to a stop in the midst of the void Delriza's realm floats in.
There's still no sign of the echo herself, but fortunately it's at this point that the rules of the game burn themselves into your mind, like you always knew what you were supposed to be coming here for. ]
There's still no sign of the echo herself, but fortunately it's at this point that the rules of the game burn themselves into your mind, like you always knew what you were supposed to be coming here for. ]

RULES
In this game, you will attempt to save your girlfriend. A scenario will be presented to you each round, and you will discuss among yourselves and try to present a solution that you as a team believe will result in your girlfriend not dying. You are allowed to use anything described in the scenario as well as any skills or powers you may possess as part of your solution. Once it is turned in, you will receive your result at the end of the round.
In addition, you have in your possession the MOON card and WHEEL OF FORTUNE card.
Playing the MOON card must be done at the beginning of the round, and will erase the current scenario and give you a new one. The WHEEL OF FORTUNE card must also be played at the beginning of the round, and will instantly result in a complete success for the round but cause one other random team to fail.
IN EVEN MORE ADDITION, each team begins with one fate point. At the end of each round, you must, along with turning in your solution, choose a team or teams to send at least one fate point to (for example, you must always send one, but if you have more than that you do not have to send all of them. If you have three, you can keep one, send one to one team, and send one to another team). For each fate point a team has, the harder their scenario will be.
BUCKLE UP
ROUND 1
You don't want that.
The rogues of the wood most often employ ranged weapons, and usually lay traps on the most traveled paths through the wood such as caltrops or bladed traps designed for crippling horses, or magical bombs designed to damage carriages beyond use, before firing on those who do not surrender from the trees and brush.
You are taking with you, aside from your knight, a decoy carriage with your court magician, who specializes in EXPLOSION MAGIC, a priestess, and five additional warriors.
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It would probably make the most sense to send the decoy and some of the warriors on one of the more traveled paths and take a less common one ourselves, right?
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It sounds sensible, yes.
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Should we just go with that idea as it is, or do you want to add anything to it?
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Yeah, that makes sense.
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TURN-IN
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We will send our fate point to Vanara.
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However, the mission itself doesn't go well...but everything seems fine. For a few years, until war is declared anyway.
Your knight dies on the battlefield, defending your honour.
You receive 30 POINTS.
ROUND 2
You're both astronauts on a space station.
You both had to perform a spacewalk to repair an air leak, but something has gone terribly wrong, and both of your tethers have broken. Neither of you have anything on you, but one of you can push the other back towards the station.
There are rescue craft on the station, but she's adamant that you are the one to be sent back.
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TURN-IN
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However, it's guidance system breaks down, and you both go drifting off into space. Fortunately, you have enough supplies onboard to keep the two of you alive for a few more years. You both die after that.
You receive 20 POINTS.
ROUND 3
You both are in a concrete room, each with one gun, feeling unbearable amounts of pain from an unknown source. It's like all your nerves are on fire. You know you won't die until one of you kills the other.
She's begging you to kill her.
Who shoots first?
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TURN-IN
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You saved her.
...But now you're fading away. You'll never see her again, now. After all, you had to wake up eventually.
You receive 30 POINTS.