Sep. 1st, 2014

DRAMA

Sep. 1st, 2014 06:32 pm
[You step into a small room, reasonably comfortable room with plenty of chairs for you to sit on, and the door promptly locks behind you. Everything is decorated in your team colors, with splashes of neutral cream.]

On one wall is a huge, laminated poster bearing your instructions. On the lone table in the middle of the room, you find a tall glass cylinder labelled "Bank"; it contains 15 small orbs in your team color. You also find: four buttons (Hand, Shield, Lunch, Kit) that you can press should you wish to make a purchase; the six cards that are to be your starting hand; and five card-shaped, team-colored slots. Your team color is notably missing.

Everything is utterly indestructible, no matter what you try to do.]

INSTRUCTORS

Sep. 1st, 2014 07:19 pm
[Once everybody is gathered in the common area of the Staff Room, the intercom comes to life again. This time, it's for your ears only.]

Before we begin, know that something precious to you is riding on your co-operation—you'll recall your dreams, I'm sure. I expect great things from you all. [He clears his throat.]

Your instructions are simple enough! Right now, the teams are choosing how they wish to attack each other. You will be the ones to carry out these attacks, to the letter—I will know if you shirk your duties, attempt to cheat, or otherwise fail.

One: You have access to a supply closet, in which you will find everything you may need. You may keep one of these items with you, but all others must be returned after use. Do not let anything fall into the hands of a Student!

Two: You may not warn or protect Students.

Three: If they lock their doors against you, force your way in.

Four: You will be provided with some state of the art medical technology, with which you may stop a Student from bleeding out entirely. Use this unless your assignment is to kill.

Five: If you're tasked to break some fingers and remove a hand from the same team, do not remove the hand whose fingers you just broke. Do not kill the person you just maimed. Do not lessen the impact of the lesson you are teaching.

Six: If you're tasked to steal, you must bring the items back here before the start of the next round.

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