Entry tags:
Betrayal - future is now
[ You spill out of the elevator into the kitchen— the elevator is gone when you look back.
You enter the Kitchen. It gleams, modern, chrome, and threatening. A kitchen needs no haunted house to twist to be threatening— a rack of knives tall as a child is set into a long countertop, pots and pans hang from above. There's stoves with gas and flame, a wood-fired oven and a modern one, a walk in freezer with a very prominent pad-locked— currently left open, but that could change. Inside the freezer, there is nothing but meat. Inside the refrigerator, cake. On the counter, a meat slicer guillotine and jars and jars of pickled ingredients-- hopefully ingredients.
Looking long enough at the fridge or the cupboards gives the shadow impression of a memory of someone rooting through them, looking for a few specific things. A person who hit the point of desperation right at the finish line, just a few details away, who couldn't let go just because they didn't have one or two materials and tore through hunting for makeshift replacements - things to use in place of eyes, fingers, and a heart - until they found the resolution to even use their own, all to no avail. You know this only vaguely, in some distant and uncertain corner of your mind - but you probably don't want to linger too long on the thought that you have more materials around than they did. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A book sits open on the counter, and Exael's hologram is sprawled on the edge nearby, one arm dangling off the edge of the counter and her head pillowed on her other as she looks over in your direction. 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 (complete a partially assembled human body) as well as the item that you've been given (book). 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: West. ]
You enter the Kitchen. It gleams, modern, chrome, and threatening. A kitchen needs no haunted house to twist to be threatening— a rack of knives tall as a child is set into a long countertop, pots and pans hang from above. There's stoves with gas and flame, a wood-fired oven and a modern one, a walk in freezer with a very prominent pad-locked— currently left open, but that could change. Inside the freezer, there is nothing but meat. Inside the refrigerator, cake. On the counter, a meat slicer guillotine and jars and jars of pickled ingredients-- hopefully ingredients.
Looking long enough at the fridge or the cupboards gives the shadow impression of a memory of someone rooting through them, looking for a few specific things. A person who hit the point of desperation right at the finish line, just a few details away, who couldn't let go just because they didn't have one or two materials and tore through hunting for makeshift replacements - things to use in place of eyes, fingers, and a heart - until they found the resolution to even use their own, all to no avail. You know this only vaguely, in some distant and uncertain corner of your mind - but you probably don't want to linger too long on the thought that you have more materials around than they did. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A book sits open on the counter, and Exael's hologram is sprawled on the edge nearby, one arm dangling off the edge of the counter and her head pillowed on her other as she looks over in your direction. 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 (complete a partially assembled human body) as well as the item that you've been given (book). 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: West. ]

Item
Your cellphone tells you that carrying it will increase your knowledge. Gain 2 knowledge now, and lose 2 knowledge if you lose the book. ]
[ Use the discussion headers to speak to unitmates in the same session as you. Otherwise, note that you are ready to start exploring the mansion under the header and the next room will be made available to you. ]
Session 1 Discussion
no subject
Umm... I guess I should try to go find other rooms...?
[time to open the door and go forward]
Charred Room
Library
Session 2 Discussion
no subject
Well this is fucking disgusting.
[Welp, I guess out he goes - exit stage WEST]
Session 3 Discussion
Session 4 Discussion
Session 5 Discussion
no subject
[Picks up the book and a knife and here the fuck we go again.
Exit stage left]
Session 6 Discussion
Session 7 Discussion
Re: Session 7 Discussion
Wuh? This again? Well, that seems very strange! I guess I'll have to go out again . . .
[TIME TO EXIT WEST]
Session 8 Discussion
Session 9 Discussion
Session 10 Discussion
Re: Session 10 Discussion
[She lets out a large sigh, still covered in soot and flour, and looks strangely tired for once.]
no subject
no subject
WAAAAAAAAAAH- Intensity?!
no subject
[Looks around completely disoriented]
Angel?
no subject
You're here this time! Have you gone through all of the weird and sometimes scary rooms, too? Ummmmm-
[DID U SEE PPL TRYING TO KILL PPL]
no subject
no subject
[shakes it]
I can't take it off. It's fine though. Are you okay?
no subject
[If Angel is still holding on to his sleeve, he is just going to lead her toward the kitchen counters where he is going to picking up a knife and various empty jars]
You?
no subject
[:(]
no subject
Take these.
no subject
Oh! Okay . . . what are we using these for?
no subject
Do you have the book?
no subject
I got a lot of neat and weird stuff! There were some puzzles and things kept disappearing and I got locked in for a while . . .
no subject
no subject
[Looks a little bit DISTRESSED.]
no subject
no subject
O-oh.
no subject
You coming?]
no subject
Session 11 Discussion
Session 12 Discussion
no subject
no subject
no subject
no subject
...
Shit.
Grabs a new knife, more jars, and the book before he dashes out of the kitchen]
EXAEL
TRAITOR GOAL
inventory
angel
+2 knowledge
[Opening the puzzle box gets her
Medical Kit
A doctor's bag, depleted in some critical resources
"Once during your turn, you can attempt a Knowledge roll to heal yourself or another character in the same room.
8+ Gain up to 3 points of Physical traits.
6-7: Gain up to 2 points of physical traits
4-5: Gain 1 point in a physical trait
0-3: Nothing happens.
You can't raise a trait above its starting value with the medical kit."
FUTURE ROLL (only one die)
https://imeeji-frontstage.dreamwidth.org/25686.html?thread=19479382#cmt19479382
For one future die roll of your choice that you attempt, you can use that number instead of rolling. If that number is higher than the max possible result, use the max possible result instead.
1 2 2 3
A smooth, ordinary-looking rock. You sense it will bring you good fortune.
"After you attempt a roll of any kind, you can rub the stone once to reroll any number of those dice.
Discard this item after you use it."
FUTURE ROLL (only one die)
For one future die roll of your choice that you attempt, you can use that number instead of rolling. If that number is higher than the max possible result, use the max possible result instead.
1 1 2 3
A smooth, ordinary-looking rock. You sense it will bring you good fortune.
"After you attempt a roll of any kind, you can rub the stone once to reroll any number of those dice.
Discard this item after you use it."
Blood Dagger
WEAPON : A nasty weapon. Needles and tubes extend from the handle . . . and plunge right into your veins.
You roll 3 additional dice (max 8) when making a Might attack with this weapon. If you do, lose 1 Speed. You can't use another weapon while you're using this one. This item can't be traded or dropped. If it's stolen, take 2 dice of physical damage.
music box
A hand-crafted antique. It plays a haunting melody that gets stuck in your head.
"Once per turn, you can open or close the Music Box.
While the Music Box is open, any character that enters or starts its turn in the same room must make a Sanity Roll of 4+. If the roll fails, the character is mesmerized and rolls 1 less die for all rolls.
If a person carrying the music box is mesmerized, they drop the music box and it remains open."
Intensity
Garbage book + 1 INT
GODDAMN IT I DON'T KNOW WHO'S RESPONSIBLE - 1 INT
GODDAMN IT WHISKY - 1 SPEED
Items:
Pickpocket Gloves: Helping yourself has never seemed so easy. When you are in the same room as another character, you can discard this item to take any item that character is carrying.
Music Box: A hand-crafted antique. It plays a haunting melody that gets stuck in your head.
"Once per turn, you can open or close the Music Box.
While the Music Box is open, any character that enters or starts its turn in the same room must make a Sanity Roll of 4+. If the roll fails, the character is mesmerized and rolls 1 less die for all rolls.
If a person carrying the music box is mesmerized, they drop the music box and it remains open."
Medical Kit: A doctor's bag, depleted in some critical resources "Once during your turn, you can attempt a Knowledge roll to heal yourself or another character in the same room.
8+ Gain up to 3 points of Physical traits.
6-7: Gain up to 2 points of physical traits
4-5: Gain 1 point in a physical trait
0-3: Nothing happens.
You can't raise a trait above its starting value with the medical kit."
Idol - Kagamine Len: Perhaps it's chosen you for some greater purpose. Like human sacrifice. "Once per turn, you can rub the Idol before making any trait, combat, or event roll to add 2 dice to the roll (to a max 8 die). Each time you do, lose 1 Sanity."
CEO ☆ S2FPYME='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 their sanity break as if they are obsessed with the object of their hatred (the frankenstein). The traitor may genuinely realize the frankenstein is a stranger to them, or they may be convinced they know them and become fixated on an idea of them they make up in their head, or they may even delusionally project the identity of another character onto it. They may also be afflicted with a heightened inferiority/superiority complex and/or a bad case of tunnel vision. Traitors with this sanity break may also be generally disinterested by and unsympathetic towards the other player characters, except as sources for body parts with which to complete the project. 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. ]
Re: CEO ☆ S2FPYME='s Sanity Break
Game start.