PREMISE You will be spending three rounds going on adventures to build your statistics as a team. In the final round, you will choose a role based on the statistics you've managed to increase in order to take part in a fight against the Darkness.
The adventures and the final fight alike will play out before you in paper and cardboard; no one will actually be harmed.
STATISTICS PURITY - your ability to resist corruption and evil FAITH - your continued belief and hope in the face of trial COURAGE - your resolve and fortitude to take action even in the face of fear and danger MERCY - your ability to show kindness to others WISDOM - your capacity for good judgment
You will have an opportunity in each of the first three rounds to go on an adventure that can either increase or decrease two of your statistics up to two points each, depending on how you respond to the scenario you are presented.
In the final round, you will choose a role to take in fighting the Darkness; whether you are successful or not depends on if you have enough of the necessary statistics for that role.
LOCATIONS These are the places in which you may adventure. You must choose a different one in each of the first three rounds. ♦ explore the DUNGEON (tests your Purity and Courage) ♦ walk in the GRAVEYARD (tests your Mercy and Courage) ♦ carouse in the TAVERN (tests your Purity and Wisdom) ♦ attend class at the UNIVERSITY (tests your Purity and Faith) ♦ tend to the GARDENS (tests your Purity and Mercy) ♦ venture into the FOREST (tests your Faith and Courage) ♦ shop in the MARKET (tests your Faith and Mercy) ♦ study in the LIBRARY (tests your Faith and Wisdom) ♦ clean the BELLTOWER (tests your Courage and Wisdom) ♦ help in the CLINIC (tests your Mercy and Wisdom)
GAMEPLAY In rounds one through three, you start by choosing a place to adventure--keeping in mind you cannot adventure in the same place twice. You will be presented with a scenario to which you must respond. Acting with the virtues needed for a situation will increase your likelihood of a good outcome, as will thoughtfulness and creativity.
In the final round, you will pick from a list of ten roles and explain how you will fight the Darkness in that role. Depending on your statistics, choice of role, and explanation, you can receive bonus points here.
WIN CONDITIONS The teams with the most accumulated points (total statistic points plus the bonus from the final round) win the game.
BONUS RESULTS If enough teams raise their statistics enough to successfully fight the Darkness, it will be defeated, and something nice may happen...
You spend some time in the local library, poring over tomes (and occasionally sneaking a peek at some adult fiction, perhaps). It's growing late when you stumble upon a strange and dusty book in the back of the building. You open it, only to find that dark runes glow on its pages. Shadows rise from the dusty paper, and ancient magics whisper to you of all the sorrows of humanity. Before you know it, you are drawn deeper and deeper into the book's twisted world of evil...
The chance to merely close the book has passed. How will you escape its grasp without giving in to the darkness it draws you towards?
You decide that rather than take on an onerous task, you will treat yourself to some leisure time at the local tavern. No sooner have you settled in at your usual seat at the bar, however, than an argument breaks out among a handful of students from the nearby university of magic. Soon enough, you can see that at any moment, the situation is likely to escalate into a full-fledged fight, with at least two apprentices flinging boozed-up fireballs and one or three collaborating to create a golem out of ale bottles. What will you do to make the pub a safe place to drink once more?
The Darkness is upon you; there's no more time for adventures or preparation. Choose a role and explain how you use the statistics you've developed to carry it out.
The roles available are PALADIN (requires high Purity and Faith), BERSERKER (requires high Faith and Courage), MESSENGER (requires high Courage and Mercy), HEALER (requires high Mercy and Wisdom), SUMMONER (requires high Wisdom and Purity), KNIGHT (requires high Purity and Courage), GENERAL (requires high Courage and Wisdom), TACTICIAN (requires high Wisdom and Faith), BARD (requires high Faith and Mercy), and SCOUT (requires high Purity and Mercy).
Kunzite chooses the role of the Tactician, operating upon the traits of Wisdom and Faith.
Kunzite's would utilize this role by standing together and using our own bonds, while encouraging the other people of the city to do the same with their family, with their peers and fellow students, with their friends; forming shielded groups with those who know them best. We'd request that they stay in these close-knit groups for their own safety, protection and effectiveness against the Darkness; and that they keep their hopes and wishes alive and reinforce them amongst themselves.
We'd also use the signs we saw upon our adventures to deduce how and where the Darkness could attack: through cursed artifacts, through people's own aggressions and negativities, and through the darker nature of the magic the city itself uses -- and request that others come to us with anything else of that ilk that they might have seen. Following that, we would direct the good cityfolk to cover those problematic areas or soothe down situations that might lead to incursions of Darkness, and try to remain flexible and optimistic, and remind them that even though Darkness and sorrow and violence are present within the walls -- with ingenuity, fortitude and teamwork, they can be turned back upon themselves, with good seeds extracted even from rotten fruit in the end.
INSTRUCTIONS
You will be spending three rounds going on adventures to build your statistics as a team. In the final round, you will choose a role based on the statistics you've managed to increase in order to take part in a fight against the Darkness.
The adventures and the final fight alike will play out before you in paper and cardboard; no one will actually be harmed.
STATISTICS
PURITY - your ability to resist corruption and evil
FAITH - your continued belief and hope in the face of trial
COURAGE - your resolve and fortitude to take action even in the face of fear and danger
MERCY - your ability to show kindness to others
WISDOM - your capacity for good judgment
You will have an opportunity in each of the first three rounds to go on an adventure that can either increase or decrease two of your statistics up to two points each, depending on how you respond to the scenario you are presented.
In the final round, you will choose a role to take in fighting the Darkness; whether you are successful or not depends on if you have enough of the necessary statistics for that role.
LOCATIONS
These are the places in which you may adventure. You must choose a different one in each of the first three rounds.
♦ explore the DUNGEON (tests your Purity and Courage)
♦ walk in the GRAVEYARD (tests your Mercy and Courage)
♦ carouse in the TAVERN (tests your Purity and Wisdom)
♦ attend class at the UNIVERSITY (tests your Purity and Faith)
♦ tend to the GARDENS (tests your Purity and Mercy)
♦ venture into the FOREST (tests your Faith and Courage)
♦ shop in the MARKET (tests your Faith and Mercy)
♦ study in the LIBRARY (tests your Faith and Wisdom)
♦ clean the BELLTOWER (tests your Courage and Wisdom)
♦ help in the CLINIC (tests your Mercy and Wisdom)
GAMEPLAY
In rounds one through three, you start by choosing a place to adventure--keeping in mind you cannot adventure in the same place twice. You will be presented with a scenario to which you must respond. Acting with the virtues needed for a situation will increase your likelihood of a good outcome, as will thoughtfulness and creativity.
In the final round, you will pick from a list of ten roles and explain how you will fight the Darkness in that role. Depending on your statistics, choice of role, and explanation, you can receive bonus points here.
WIN CONDITIONS
The teams with the most accumulated points (total statistic points plus the bonus from the final round) win the game.
BONUS RESULTS
If enough teams raise their statistics enough to successfully fight the Darkness, it will be defeated, and something nice may happen...
ROUND ONE
DISCUSSION
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And those would be...?
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CHOOSE YOUR ADVENTURE
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The chance to merely close the book has passed. How will you escape its grasp without giving in to the darkness it draws you towards?
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ROUND TWO
DISCUSSION
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Ah, we did really well!
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[you can tell he's amused, though]
What next? Plenty of these locations test one or the other.
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CHOOSE YOUR ADVENTURE
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ROUND THREE
DISCUSSION
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CHOOSE YOUR ADVENTURE
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ROUND FOUR
The roles available are PALADIN (requires high Purity and Faith), BERSERKER (requires high Faith and Courage), MESSENGER (requires high Courage and Mercy), HEALER (requires high Mercy and Wisdom), SUMMONER (requires high Wisdom and Purity), KNIGHT (requires high Purity and Courage), GENERAL (requires high Courage and Wisdom), TACTICIAN (requires high Wisdom and Faith), BARD (requires high Faith and Mercy), and SCOUT (requires high Purity and Mercy).
DISCUSSION
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CHOOSE YOUR ROLE
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Kunzite's would utilize this role by standing together and using our own bonds, while encouraging the other people of the city to do the same with their family, with their peers and fellow students, with their friends; forming shielded groups with those who know them best. We'd request that they stay in these close-knit groups for their own safety, protection and effectiveness against the Darkness; and that they keep their hopes and wishes alive and reinforce them amongst themselves.
We'd also use the signs we saw upon our adventures to deduce how and where the Darkness could attack: through cursed artifacts, through people's own aggressions and negativities, and through the darker nature of the magic the city itself uses -- and request that others come to us with anything else of that ilk that they might have seen. Following that, we would direct the good cityfolk to cover those problematic areas or soothe down situations that might lead to incursions of Darkness, and try to remain flexible and optimistic, and remind them that even though Darkness and sorrow and violence are present within the walls -- with ingenuity, fortitude and teamwork, they can be turned back upon themselves, with good seeds extracted even from rotten fruit in the end.
Re: CHOOSE YOUR ROLE