Truth or DARE!!!!!

Discussion in 'The Playground' started by jackdaniel0, Nov 18, 2011.

  1. Beau Hollow Bastion Committee

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    If I could be anyone in the world for a day... I would be me. I don't want to be anyone else, because I'm me. I'm happy with myself and wouldn't want to be anyone but myself. I mean, what's the point of being yourself if wish you could be someone else?
     
  2. Jayn

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    @Sforzato;

    Alright. I think you're deserving of an ongoing 'truth', like Makaze's The Beast.

    Heart's Spell; Part One -- The Setup

    You are immortal. You are called a Valen. The Valens are apart of an assembly of subordinates contracted power by their superiors known as the “Powerful Immortals”. They come from diverse regions and their powers significantly differ, however each one of them desire reign over the same land. To win their right to KHVIDIA, the Valens formed a game to play, mimicking the actions of their predecessors. Winner takes all.

    Pawns (Members)

    The Pawns are the fundamental pieces on the Game Board that cannot be forcibly removed by the Valens. They are human and are unmindful to the Valens game at the initial start of it. The Pawns have no mystical abilities and are only proficient of reacting to the world and manipulations around them. The only control of the game they have is over their decisions.

    Rooks (Pieces)

    The rooks are the additional game pieces that are thrown onto the Game Board by the Valens. They have no hearts and their decisions and actions are controlled by the Players that cast them. Their sole purpose is to be used to manipulate the Pawns and assist their Player in winning the Game. However, despite this, they are the second most valuable pieces, even more valuable than the Players themselves (as the Players cannot physically enter upon the Game). A Player is able to get close to the Pawns and interact with them through their Rooks without breaking a rule. Rooks are still a risk to take, nevertheless. Rooks are capable of forming hearts and becoming a permanent piece in the Game. If this happens, the individual Player responsible of casting it out is disqualified and the Rook takes their place.

    Knights (DemiValens)

    The Knights are seven game pieces which can only be called on upon a seemingly hopeless situation. If a Player finds themselves trapped in a situation in which the enemy player can call “Check “upon them, then that cornered Player may call upon the Knights for aid (though it considered very disgraceful and borderline cheating). The Knights are very powerful beings who are in fact very unreliable. They posses their own agendas, unlike the Rook, and are known for being very cunning and uncertain in their moves. Their loyalty is doubtful, but they are still bound to assist in getting out of a tough spot. The hard part is getting them to leave the Game Board after the deed is done.

    Bishops

    The Bishops are what a Rook who gains a Heart become. Bishops are superior to Rooks and no longer have to take orders from the Player who cast them. They have their own hearts and own minds, able to do what they’d like, even assist the Pawns.

    Hearts (Spirits)

    Hearts are the key to the game. These “Hearts” are not referring to the muscular organ inside of a human. Instead, it is the word to represent the very passionate core and essence of a being. These Hearts are rarely seen in either the human realm or any other. It is a spectacular accomplishment for anyone to form a Heart, which is precisely why Rooks are granted some form of mortality if they succeed in doing so. To form a heart, one must also form a conscious and an agenda. The moment a heartless being begins to act out a specific purpose for an honest reason of their own is the moment they are granted a Heart.

    Check

    “Check” is called in the account of an immediate threat. A Player calls “Check” in the event of the opposite Player being in urgent danger of losing the Game. The lead Player is required to call this, to give the behind Player a chance to redeem themselves.

    KHVIDIA

    KHVIDIA is the world you are after. Vast, diverse and beautiful. Many different members and causes.

    The Game Board (Playing field, location)

    The Game Board is the playing field of the game in which the Pawns reside. This game board can change in occurrence to the Players wishes. This means that everything from the location, to the relationship of the pawns can change once one match ends. For example, at one point, the Game Board location may be at a school campus while in the next match, the location may be in the middle of nowhere. However, the Game Board cannot change in the middle of a match nor can it be in the human realm.

    Heart’s Spell

    Heart’s Spell is a forbidden form of gameplay. In the previous game played by the current Player’s precedes, a Valen by the name of SPDude called “Heart’s Spell” seconds before he would have lost the game. Heart’s Spell turns the game into a free-for-all, diminishing all rules and guidelines and permitting the most devious and unfair of moves. The game becomes an arms race, the Players entering upon the Game Board themselves.

    Heart's Spell; Part 1.5 -- Who's playing?

    This is where you come in.

    Valens;

    As stated before, you are an immortal. You are a player; one of the gods playing this game. You also have others you are playing the game against, all competing for KHVIDIA.

    > [#1] The ____.
    > [#2] The ____.
    > [#3] The ____.
    > [#4] The ____.
    > [#5] The ____.

    Must be ACTIVE KHV members only. Number five is you. Give them (and yourself) a title (adjective describing their personality). Fill in numbers 1-4 who you think would be playing the game with you as IMMORTALS.

    Pawns;

    > [#6] The ____.
    > [#7] The ____.
    > [#8] The ____.
    > [#9] The ____.
    > [#10] The ____.

    Must be ACTIVE KHV members only. Give them a title (adjective describing their personality). Fill in numbers 6-10 who you think would be on the game board. In other words, the story will follow them and the Immortals will be toying around with their scenarios. They are the ones you all control.

    Rooks;


    > [#11] ____.
    > [#12] ____.
    > [#13] ____.
    > [#14] ____.
    > [#15] ____.

    Remember, the Rooks are pretty much marionettes. They have the ability to form hearts and become permanent characters, but you really don't want that to happen or you'll be replaced. Pick five active KHV members that would make good assistants to the five immortals. Keep in mind that their personalities will affect the outcome. If they aren't passive, as a person, they will be more likely to form hearts and rebel. They have no title.

    Knights;

    > [#16] ____.
    > [#17] ____.
    > [#18] ____.
    > [#19] ____.
    > [#20] ____.
    > [#21] ____.
    > [#22] ____.


    These characters are like rooks, except they already have hearts and they can betray you. This doesn't mean they are always fickle. Just pick seven active KHV members that would work with you and the other immortals in desperate times. They will not enter the game board unless needed. No title.


    Rules and conditions will be revealed after this.

    If it is confusing to you now, don't worry. Once the game starts, it'll make more sense.

    Have fun thinking of 22 members, babe. <33
     
  3. Plums Wakanda Forever

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    Has there ever been anything presented to you that you did not claim right away, but regretted later.

    And ToD to next poster.
    And truth in case someone posts before me.
     
  4. Makaze Some kind of mercenary

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    I do not understand? What do you mean? Please rephrase.
     
  5. Plums Wakanda Forever

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    Ah, sorry.

    Did someone ever give you the opportunity to do something, like travel or go off with someone you admired, but you turned it down. Do you have any regrets for doing that if you did?
     
  6. Jayn

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    Truth or dare to the below?
     
  7. Makaze Some kind of mercenary

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    I had opportunities to go places and see friends. I regretted it because there were stories and I was not in them. I do not like being left out.

    Truth.

    Truth or dare?
     
  8. Ars Nova Just a ghost.

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    > [#1] Makaze, The One.
    > [#2] Catch the Rain, The Smile.
    > [#3] Misty, The Tranquil.
    > [#4] Chevalier, The Crowned.
    > [#5] Sforzato, The Devil.

    > [#6] Saximaphone, The Lady.
    > [#7] DPWolf, The Hunter.
    > [#8] Suzuha Amane (Plums), The Scribe.
    > [#9] Rebecca Black (Jiku), The Hidden.
    > [#10] Sheik (Rissy), The Maiden.

    > [#11] Laria
    > [#12] Christhor
    > [#13] RvR
    > [#14] LilBueno
    > [#15] Jayn

    > [#16] Zter
    > [#17] Tienewman
    > [#18] Arch
    > [#19] Forsaken
    > [#20] Phantasmagoric (G_S)
    > [#21] TheMagicalMisterMistoffelees (Dalk)
    > [#22] What?

    COME AT ME, SIS.
     
  9. LARiA Twilight Town Denizen

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    Hey, Forzie. I appreciate being put on your list, but, but as a measly pawn... how disgraceful. And shouldn't I, as a marionette, as THE marionette, be a rook? After all...

    So what's your logic?
     
  10. Makaze Some kind of mercenary

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    So we both noticed that. I thought it was strange.
     
  11. Ars Nova Just a ghost.

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    DO NOT QUESTION THE DEVIL

    Yeah actually it makes more sense in reverse. Fixing.
     
  12. Jayn

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    @LARiA; Logic? What do you mean?

    FIREPLACE CHATTIN'

    [​IMG]

    The Beast: Part Four

    You don't want her to go. She brought you comfort and company, and you enjoyed being around her. As she picks up her basket and starts heading towards the entrance, you force yourself to step forward and gently touch her shoulder. A bit awkward, you look to the ground trying to find the words to say. Something that might convince her to stay with you. She stops, and you can hear her sigh softly under her breath. Does she want to leave? You shake your head once to stop the confusing thoughts from stopping you, and you ask her not to stay. You recognize the name Noroz and don't believe she'll be safe there. You want to protect her.

    Stubborn as always, Saxima mumbles that he will be expecting her and that she'll need to settle down soon. She doesn't understand why you don't trust him, and tries to assure you that no matter what happens during her stay there, she will be safe. You turn her around to face you and wrap her up in your arms again. She has become very dear to you, and you do not want to risk losing her. She resists you at first, telling you that you don't know what you're dealing with. That you're being naive in some way and she has to go. She tells you that she feels as if time has stopped. That being with you made things on the outside seem less important--but that that's not true. She mentions wanting to start a life, and awkwardly, a family. You're not sure if that hurts you or not. You haven't thought much about the physicalness of things.

    But you don't care. Every time she resists you, you bring up another memory. You only want her to stay and let you take care of her. She feels she needs to struggle, for some reason. It's like she enjoys causing pain to herself and you don't know why. You don't understand. Finally, she looks up at you and gazes into your dark eyes. She drags her fingers over your fur tenderly, and sighs again--this one much gentler. She looks as if she's about to cry, but the basket she had been clutching before has dropped. Her body surrenders to your embrace, and you stroke her hair. She has decided to stay.

    Months go by and she stays. She is happy, and so are you. The castle is warm and inviting, and spring is approaching quickly. Warmth spreads throughout the gardens and fruits begin to blossom. Together, you pick them and enjoy them.

    There's just one thing missing. The castle is lovely, no doubt. But sometimes you see her staring out of the windows like she's a prisoner. Like she's stuck. You figure she might want to go somewhere. Maybe she wants to travel? She hasn't had many interacts besides you, and you do not like leaving the castle. You would rather avoid the criticism of the outside. You don't want her being associated with you, the beast as well. You decide to try and contact a friend of yours from your previous village. Maybe they can help. You write a letter to them asking them to come to the castle.

    ---

    1; Who is the friend you would trust to take care of Saxima and take her into town and such? Active KHV member, of course. Who is trustworthy enough?


     
  13. LARiA Twilight Town Denizen

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    That was directed at Sforzato, perhaps poorly coordinated. I meant, what was the logic of having me a pawn by the name of The Marionette when the rook was, labeled by you, more of a marionette type.
     
  14. Makaze Some kind of mercenary

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    What?. I could trust no one more than him with her well-being.
     
  15. Jayn

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    @LARiA; Oh, okay. Sorry. xD;

    Truth or dare to the below?
     
  16. Beau Hollow Bastion Committee

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    A truth, my dear~
     
  17. Jayn

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    What is your favorite memory? A memory that makes you happiest when you think of it.

    Truth or Dare?
     
  18. Ars Nova Just a ghost.

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    We should rename this thread Truth or Truth

    ToT next taker*

    EDIT: Not taking another one from Jayn since it's greedy to double up. So hers is still open.
     
  19. Beau Hollow Bastion Committee

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    When I got my dog, Reggie, a few days before Christmas. There were tears in my eyes when I saw him walk through my front door. It always makes me smile.

    EDIT: I'll a truth as well Sforzato.
     
  20. Makaze Some kind of mercenary

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    Truth or dare?