[ With that last blow of damage, everything snaps sharply into focus.
You are in pain. You can’t think clearly. But that’s fine. You don’t need to be you. That isn’t what anyone is here to see. They came to see you play your part, hero. Your mind gives you lines, and you've already made them yours. All that's left is to convince the audience. You don’t need to be weak, to be hurt. It's not in the script you memorized, and rehearsal is over.
In the script, your backstory goes like this: you, the ambitious manager in a cutthroat corporate world, lead your team through fixing a dire situation.
It’s so hard to get good help these days, and it’s driving you up a wall. There’s no work ethic around here, so it’s you, you always you. At least you’re used to it, but with things as they are, corporate’s going to need someone to take the fall for what happened in the lab last week, and you know it’s going to be the lowest performer. Why wouldn’t it be? That’s the most efficient way to go about it.
So of course you’re going to have to institute some extreme measures around here. It’s for the good of the entire department. For one thing, without you, everything would fall apart around here, and for another thing, you’re changing the world here with your work. Working on this project is an honor! If you go to prison, what’ll become of all that important work?
There’s no “I” in team, and now more than ever, everyone needs to take things seriously. Anyone who isn’t is dragging all of you down, not showing commitment to the project, and you can’t let that happen. You’d sooner die than let it. Or, rather, you’d sooner they die.
Sanity break effects: you may continue to play your character as mostly their normal self, but in pursuit of this goal, through whatever justification you prefer.
You may also play it with your character being swept away in "method-acting" their role: if you choose to play with this, your character may choose to express their role by acting with a certain amount of frenzy and recklessness with absolutely no room for error from others: YOU are doing this for the sake of the end goal and bottom line. Others, however, are merely careless fools who do not understand the grandeur of your vision and goal. Surely your work here will lead to great things, and they are standing in the way of progress. Those who actively refuse to play will not be tolerated at all because they, above all others, are clearly not just lazy hindrances to the project who drag their feet only because of the flaws inherent in their personality, but because they are active and willful saboteurs.
Meanwhile, if your character is maybe not so into the Goal and the Greater Good, it could be they're in it because they want this done. They have other better projects that they can move onto, only if they get this tedious chore of a game out of the way. They might behave aggressively, because this is an obstacle and regrettable as it is that they need to take an axe to someone else's chest, it would be all the more regrettable if they stayed in this horror hotel longer because they were dragging their feet about it.
All of these aspects are optional, and may be individually played up or toned down to whatever degree would be fun for you, so long as they ultimately motivate your character to pursue the traitor goal.
Traitors are aware of the full layout of the house, which can be found here. ]
S2FpYmE='S SANITY BREAK
You are in pain. You can’t think clearly. But that’s fine. You don’t need to be you. That isn’t what anyone is here to see. They came to see you play your part, hero. Your mind gives you lines, and you've already made them yours. All that's left is to convince the audience. You don’t need to be weak, to be hurt. It's not in the script you memorized, and rehearsal is over.
In the script, your backstory goes like this: you, the ambitious manager in a cutthroat corporate world, lead your team through fixing a dire situation. Sanity break effects: you may continue to play your character as mostly their normal self, but in pursuit of this goal, through whatever justification you prefer.
You may also play it with your character being swept away in "method-acting" their role: if you choose to play with this, your character may choose to express their role by acting with a certain amount of frenzy and recklessness with absolutely no room for error from others: YOU are doing this for the sake of the end goal and bottom line. Others, however, are merely careless fools who do not understand the grandeur of your vision and goal. Surely your work here will lead to great things, and they are standing in the way of progress. Those who actively refuse to play will not be tolerated at all because they, above all others, are clearly not just lazy hindrances to the project who drag their feet only because of the flaws inherent in their personality, but because they are active and willful saboteurs.
Meanwhile, if your character is maybe not so into the Goal and the Greater Good, it could be they're in it because they want this done. They have other better projects that they can move onto, only if they get this tedious chore of a game out of the way. They might behave aggressively, because this is an obstacle and regrettable as it is that they need to take an axe to someone else's chest, it would be all the more regrettable if they stayed in this horror hotel longer because they were dragging their feet about it.
All of these aspects are optional, and may be individually played up or toned down to whatever degree would be fun for you, so long as they ultimately motivate your character to pursue the traitor goal.
Traitors are aware of the full layout of the house, which can be found here. ]