[ You are within a circle of trees and angels all made of water and all glowing faintly in your team's color. Somehow everything beyond this circle disappears in that glow. ]
[ The shape of a silver hand glows just beneath the surface of the water, waiting to be touched and imbued with the memory requested. ]
Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.) Character It Comes From: Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
Memory: You see Citrine: Caramel, Rocky, Dio, and a small girl with long dirty blonde hair. They are very tense. This is a Trauma game. They must make decisions on who to inflict horrible punishments on, and who will receive horrible punishments... It is desperate from the beginning. Punishments pile up for Citrine to receive. Caramel doesn't want to allow Maple (the girl with dirty blonde hair) to take any of the painful punishments. Caramel experiences a combination of being in a state of almost-death, being burned from the inside out, and passing out into a nightmarish stupor where ALL OF THE PAIN CAN STILL BE FELT...
...And it doesn't matter, because Maple still is forced to take a very painful punishment. (Ripping off her fingernails.) No victory, no memories, Caramel spends at least two days recovering. Character It Comes From: Caramel/Takano Miyo Keyword: Despair
[ The silver hand closes and retreats into the depths. For a fleeting moment, the memory imparted to it ripples out and passes briefly, vaguely, through the minds of all those present. ]
[ The trees and angels surrounding you quietly melt away, replaced by thirteen archways, each with glowing writing upon them. You have the sudden awareness that you will need to explore three of these entrances. ]
A tale of determination. A tale of betrayal. A tale of a pioneer. A tale of wrath. A tale of friendship. Another tale of determination. A tale of a fight. Yet another tale of determination. A tale of bitterness. A tale of discord. A tale of partnership. A tale of trust.
[ Comment here every time you decide to pass through an arch. You will be presented with a scenario in each one, to which you must then react as a team. If you don't wish to decide on a reaction or solution to any given scenario, you may exit the archway and pick another one, but to finish the game you must solve three of the tales given to you here. ]
ROUND ONE
Tell me of a time, whether here or in your world before, when one of you suffered and endured a trial.
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Sorry, did I miss something?
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Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.)
Character It Comes From:
Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
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...And it doesn't matter, because Maple still is forced to take a very painful punishment. (Ripping off her fingernails.) No victory, no memories, Caramel spends at least two days recovering.
Character It Comes From: Caramel/Takano Miyo
Keyword: Despair
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ROUND TWO
Choose your team's most prized virtue, which you most aspire to uphold.
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Well, you guys tell me.
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Virtue: (This does not have to be a classical or cardinal virtue. "Curiosity" is as acceptable as "charity.")
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Why Did You Choose This Virtue? We're really really determined to help our friends and be friendly!
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ROUND THREE
THE WRITING ON THE ARCHES
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ENTER AN ARCHWAY
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SCENARIO ONE
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MAXIMUM DETERMINATIONNNNNN
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