AlcheME!
[ You spill out of the elevator into an abandoned room — the elevator is gone when you look back. Before you spreads a room empty of everything save dust. Your steps and the hems of your robes leave footprints and trails through the floor, tracking where you're the first person to be in a long time. There is only one place in the room without dust before you move through— before the wall, where broken glass litters the floor.
The broken glass comes from a full-length mirror, removed from a dressing room. You, in your clothes from AlcheME's style look like you're meant to go on stage any second. You can almost hear the backstage murmuring, reapplying your makeup in the quick break between acts, feeling the burning in your throat as you try to power through the last act all the while aware that this is your very last act. Someone punched the mirror then, cracking it through— they had no more use for it. But they did have something else in mind, for the grand finale, and had someone perfect in mind for their costar. You know the role was not one that came with a happy ending. You feel this knowledge vaguely; like something you crammed for on a test and aren't positive of it, it's tentative— you need to reach for it. You probably don't want to. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A mask sits in the middle of the glass shard pile.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill without letting your face be seen) as well as the item that you've been given (crystal ball). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: East. ]
The broken glass comes from a full-length mirror, removed from a dressing room. You, in your clothes from AlcheME's style look like you're meant to go on stage any second. You can almost hear the backstage murmuring, reapplying your makeup in the quick break between acts, feeling the burning in your throat as you try to power through the last act all the while aware that this is your very last act. Someone punched the mirror then, cracking it through— they had no more use for it. But they did have something else in mind, for the grand finale, and had someone perfect in mind for their costar. You know the role was not one that came with a happy ending. You feel this knowledge vaguely; like something you crammed for on a test and aren't positive of it, it's tentative— you need to reach for it. You probably don't want to. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A mask sits in the middle of the glass shard pile.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill without letting your face be seen) as well as the item that you've been given (crystal ball). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: East. ]
Item
Your cellphone tells you how to use it. Once per room you can attempt a Sanity roll to use the mask:
4+ You can put on or take off the mask.
If you put on the Mask, gain 2 knowledge and lose 2 Sanity.
If you take off the Mask, gain 2 Sanity and lose 2 Knowledge.
0-3 You can't use the Mask in that room, try again in the next. ]
Traitor Goal:
[ Your traitor goal is to kill without letting your victim see your face. This can be done with the mask, wrapping bedsheets around your face, ambushing them from behind, however you want to do it.
You have no desire to and receive no points for committing this act on a unitmate. ]
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Siberian's Sanity Break
That corner of your mind that you weren't touching before, because it wasn't yours, not something of you is no longer held back. You can't be you right now-- you're in too much pain, too much agony. And this thing is clear. Vengeance is sharp and sure, and it tells you the story and what you need to do next:
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 the vengeful spirit's personality overlaid on your character to some degree: if you choose to play with this, your character may become intentionally dramatic, playing the villain with all they've got-- they realize what role they've chosen, or been chosen for. If they are the villain, why not go all out in the fiendish murders they must commit? They may also feel the lines of reality blurring, not realizing that what they're experiencing now is anything more than a show that they're an actor in. Trying to convince them that this is real and that you're actually hurting might become an insurmountable task. They might also take to surviving with zeal as they go about their dirty work: this time they'll perform and survive, and take out all threats to their spot on the stage, as the actress rival in the memory did. 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. ]
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