Entry tags:
Betrayal - Taisho Roman Revolution
[ You spill out of the elevator into a Pentagram Chamber— the elevator is gone when you look back.
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
There's a fuzzy impression of something off here in the back of your mind. Like this place should look different, or maybe it even did once. Something happened here - not in this room, but in the very earth it's built on. A person was kept still there once, amidst the low hum of funeral rites. Or so you think, anyway - it's hard to be sure of even that much. You probably don't want to dwell on it any further than that; you're already feeling a little drawn to the shovel, as if it might help alleviate the ugly, helpless feelings permeating the air. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A mask sits on the rock slab, and Exael's leans against the wall, standing apart from both pentagrams. If you have questions and she's not busy with hosting or another unit, she'll appear here to answer them.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (bury someone alive) as well as the item that you've been given (mask). 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. ]
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
There's a fuzzy impression of something off here in the back of your mind. Like this place should look different, or maybe it even did once. Something happened here - not in this room, but in the very earth it's built on. A person was kept still there once, amidst the low hum of funeral rites. Or so you think, anyway - it's hard to be sure of even that much. You probably don't want to dwell on it any further than that; you're already feeling a little drawn to the shovel, as if it might help alleviate the ugly, helpless feelings permeating the air. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A mask sits on the rock slab, and Exael's leans against the wall, standing apart from both pentagrams. If you have questions and she's not busy with hosting or another unit, she'll appear here to answer them.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (bury someone alive) as well as the item that you've been given (mask). 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. ]

Kuzuebiko'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 wish to play a possessed version of your character, you may play this sanity break as causing manic paranoia, and/or over-consciousness of how they're seen and treated by others - essentially, they may come into a belief that if they act outside of what someone wants from them, that person will want them dead. Your character may perceive any sentiments along the lines of "you're not acting like yourself," "you should be a little more [x]," or even "why do you think [y]?" as a veiled threat, along with anything else that might come off as an attempt to restrict, influence, or control them. A traitor with this sanity break could adopt a volatile kill-or-be-killed mentality, or may feel incensed about "their" misfortune, and simply want to spread their own feelings of misery and tear down anyone who "pretends" to be accepting of others. Or a messy combination of the two. Or all of the above! 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. ]