Entry tags:
Betrayal - BAD END=DEAD END
[ You spill out of the elevator into a graveyard— the elevator is gone when you look back.
It is, predictably, spooky as fuck: cobwebs culminate to huge masses of spindly white on the iron bars that line the plot of land, as well as on the various headstones. They're unreadable by this point, text worn away by time and wind, but while many of these graves have only been exposed to forces of nature, some of them have been tampered by what could only be human hands. Several grave plots have been completely upturned, caskets open and skeletons exposed, bodies completely broken and arranged messily as if someone had manhandled them in order to look for something. The caskets give a clear idea of what that might be: there are parts missing to them, the lining and the decorative emblems and even the hinges, on some caskets. Grave robbing seems to be popular, here.
There are also just a few graves with an open coffin and no body. How . . . mysterious. . .
Not everyone who died here was given a coffin, or a grave. The sight of an empty coffin's decadent lining fills you with a sense of revulsion; you get the feeling that some people's finery came at other people's expense. Someone amidst the less fortunate once tried to bring justice - only to fail, and die a nameless, unknown death, while these people went on to one day even rot in more silk and gold. But it's just a hunch - the knowledge sits uncertainly in your head, faint and far-off. You could bring it into focus, maybe, but the vague impression of loathing and despair - well, it's probably better off left a vague impression. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A medallion sits on an intact monument and Exael's hologram balances on the edge of it, rocking back and forth and watching you. 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 (kill someone and steal an item from them) as well as the item that you've been given (medallion). 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 is, predictably, spooky as fuck: cobwebs culminate to huge masses of spindly white on the iron bars that line the plot of land, as well as on the various headstones. They're unreadable by this point, text worn away by time and wind, but while many of these graves have only been exposed to forces of nature, some of them have been tampered by what could only be human hands. Several grave plots have been completely upturned, caskets open and skeletons exposed, bodies completely broken and arranged messily as if someone had manhandled them in order to look for something. The caskets give a clear idea of what that might be: there are parts missing to them, the lining and the decorative emblems and even the hinges, on some caskets. Grave robbing seems to be popular, here.
There are also just a few graves with an open coffin and no body. How . . . mysterious. . .
Not everyone who died here was given a coffin, or a grave. The sight of an empty coffin's decadent lining fills you with a sense of revulsion; you get the feeling that some people's finery came at other people's expense. Someone amidst the less fortunate once tried to bring justice - only to fail, and die a nameless, unknown death, while these people went on to one day even rot in more silk and gold. But it's just a hunch - the knowledge sits uncertainly in your head, faint and far-off. You could bring it into focus, maybe, but the vague impression of loathing and despair - well, it's probably better off left a vague impression. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A medallion sits on an intact monument and Exael's hologram balances on the edge of it, rocking back and forth and watching you. 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 (kill someone and steal an item from them) as well as the item that you've been given (medallion). 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. ]

Ogre'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 effect, your character may adopt an extreme sense of self-righteousness, or a stark black-and-white mode of thinking. They will come to think that everyone, rich, poor, young, old, is equally untrustworthy with material possessions: all of them would do horrible things just for selfish gain. They could very well believe that the only person who can be trusted with the items in this house is themself - which is why they should relieve everyone else of theirs. They may also delusionally believe that any items someone else is in possession of were stolen by that person and should be taken from them to even the scales, and/or that they don't deserve to have them in the first place. 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. ]