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. ]

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."