That is why I like it. Even the person who was just rescued has to help with the next, so there is no waiting :> Jack On Mon, 11 Jun 2001 10:46:31 -0400 "Joe Revesz" <joe.revesz@...> writes: > Jack wrote: > > > Yes I remember this. Do you want to make this a permanent rule in > 2Ed ?? > > If so, Fine. > > Probably. > > When you think about it, this is a clarification, or quantification, > of the > original rule that allows the AM to decide when enough counsel is > given. > Either works, but this forces everyone to contribute and sets a > definite goal. > > Joe > > > > *************************** > > > Teamwork Rescue Rule > > > > The power of a Sin Enchantment is established by a roll of a > Shadow > > > Stone > > > and adding twelve, or SSt + 12 (the number shown on the Shadow > Stone > > > plus > > > twelve) unless otherwise stated in the adventure narrative. If > more > > > than > > > one TwiceBorn falls under the same enchantment the enchantment's > > > > power is > > > established for each victim separately. > > > > To rescue a TwiceBorn caught in an enchantment, each LightRaider > may > > > give > > > counsel once. By contributing advice and counsel, LightRaiders > > > contribute Rescue Points equal to their strength on the > Character > > > Strength or Ability attacked. Therefore, if a LightRaider with > a > > > Joy of > > > 8 contributes against an enchantment that attacks Joy, 8 Rescue > > > > Points > > > are scored against the enchantment. The Adventure Master > decides > > > acceptability of the advice and counsel given. Every > LightRaider > > > must > > > contribute once before anyone can contribute a second time. > > > > When enough LightRaiders contribute Rescue Points to add up to > the > > > enchantment's power, the enchanted TwiceBorn is freed. If all > > > unenchanted LightRaiders have contributed and there are still > not > > > enough > > > Rescue Points, then all unenchanted LightRaiders may contribute > > > > once > > > again. > > > > Victims of Sin Enchantments are rescued individually; if more > than > > > one > > > victim needs to be rescued, advice and counsel must continue to > be > > > offered (this forces players to think deeper and come up with > more > > > reasons why a particular evil is not a good idea). > > > > Note that when there is a second enchantment to be broken, it > still > > > requires every unenchanted LightRaider to give counsel or advice > > > > once > > > before anyone can contribute again. This forces everyone into > the > > > spiritual warfare. > > > *************************** > > > > -- > To unsubscribe, send ANY message to > <dragonraid-unsubscribe@...> > > DragonRaid, the Christian Scripture memorization game at for Teens and Young Adults http://www.hope2help.com/dragonraid Try learning the Christian walk in a Narnia-type world and a role-playing game