TAKSHAKA
[ 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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TURN-IN
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Sending a fate point to Henwen.
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You manage to successfully disarm all traps you encounter and avoid detection.
You successfully reach the end of the woods with no causalities.
However, your mission is altogether a failure and eventually, war is declared. Your knight dies defending your honour on the battlefield.
You gain 30 POINTS.
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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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There's plenty that could do some good.
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TURN-IN
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Our fate point (if we have one? i don't think we have one) goes to Henwen.
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Too bad, because a few years later she dies of entirely unrelated causes.
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ROUND 3
You're a princess. Again.
She's a dragon, and has kidnapped you. But you want to stay. However, an army is being sent to storm her mountain and save you. You have at your disposal her entire hoard (composed of every shiny thing you could possibly imagine), and of course, her. Your parents have already shown they will not listen to reason on this matter. They want you back, no matter the cost.
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[ but why are we dating dragons. ]
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...
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Why don't we just... leave? If she's willing to leave the hoard behind, except for some stuff to take for money, we could get out of here and go where the army can't find us.
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TURN-IN
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