Entry tags:
Betrayal - WILD CITY
[ You spill out of the elevator into a room with stale air— the elevator is gone when you look back. The room is circular, and through barred windows you can see far below you the distant lights of the hotel and hospital. Nearer— the lights of a mansion below. The room is comfortable, furry bean-bag chairs, a large wide-screen television. Snacks. A singular shelf full of snack wrappers, that might have lasted someone a week, if that.
You know, with a clawing hunger in your gut, that it did not last them any longer, the person that was here before you. The door outside was deadbolted— and still is— and by the time they managed to get it splintered they were too weak to get down with the wind howling on the roof and wedging the door to the mansion from up here shut. 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 backpack with a skull sits near the exit, and Exael's hologram floats above it, perching on her knees and looking down at 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 (commit an act of cannibalism) as well as the item that you've been given (skull). 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: South. ]
You know, with a clawing hunger in your gut, that it did not last them any longer, the person that was here before you. The door outside was deadbolted— and still is— and by the time they managed to get it splintered they were too weak to get down with the wind howling on the roof and wedging the door to the mansion from up here shut. 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 backpack with a skull sits near the exit, and Exael's hologram floats above it, perching on her knees and looking down at 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 (commit an act of cannibalism) as well as the item that you've been given (skull). 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: South. ]

Item
Your cellphone tells you its effect: If you take mental damage, you can take all of it as physical damage instead. ]
[ 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
Session 2 Discussion
Re: Session 2 Discussion
Eat people?
Re: Session 2 Discussion
It doesn't sound easy...
Re: Session 2 Discussion
It sounds gross.
Re: Session 2 Discussion
If we're just exploring would it be better for us to split up?
Re: Session 2 Discussion
It would probably be more dangerous, but I guess you're not worried about that...
Re: Session 2 Discussion
Re: Session 2 Discussion
Should we take the skull....
Re: Session 2 Discussion
Re: Session 2 Discussion
...alright I guess it might be useful.
[tentatively picks up skull]
Re: Session 2 Discussion
Only one way out from here .. so we can split if there's two paths, to cover more ground.
Re: Session 2 Discussion
Okay, let's go.
ARIES END SESSION STATS AND ITEMS
Items:
Skull - If you take mental damage, you can take all of it as physical damage instead.
Idol - 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.
Blood Dagger - 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.
Dark Dice:
"Once per turn, you can roll 3 dice:
6: Move to the location of any character you choose.
5: Move one other character in the same room to an adjacent room
4: Gain 1 physical trait
3: Immediately move into an adjacent room
2: Gain 1 in a mental Trait
1: Draw an event card.
0: Reduce all your traits to the lowest value above the skull symbol. Discard the Dark Dice."
Session 3 Discussion
Session 4 Discussion
Session 5 Discussion
Re: Session 5 Discussion
Session 6 Discussion
Session 7 Discussion
Session 8 Discussion
Session 9 Discussion
Session 10 Discussion
Session 11 Discussion
Re: Session 11 Discussion
Do we really need to do this twice?
[oh well, looks like no one else is around, heads out]
Session 12 Discussion
EXAEL
TRAITOR GOAL
You receive no points for committing this act on a unitmate. ]
Whiskers' 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 more temperamental and impulsive based on their carnal needs - primarily hunger, of course. They may be more overtly needing for attention and praise, both physical and verbal, to the exclusion of the others' comfort - who cares if they want to do something else, when they could be paying attention to you? Your character also may feel possessive and paranoid of being left behind; it's better to stay with you, they should want to stay with you, there's no reason for them to be around if they won't stay with you. These feelings may come coupled with a sense of protectiveness, however only in your character's comfort: this makes you feel good, so it doesn't matter what they want. They won't be hurt, so long as they stay with you - so long as they're in your stomach. 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. ]
Aries' 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 more temperamental and impulsive based on their carnal needs - primarily hunger, of course. They may be more overtly needing for attention and praise, both physical and verbal, to the exclusion of the others' comfort - who cares if they want to do something else, when they could be paying attention to you? Your character also may feel possessive and paranoid of being left behind; it's better to stay with you, they should want to stay with you, there's no reason for them to be around if they won't stay with you. These feelings may come coupled with a sense of protectiveness, however only in your character's comfort: this makes you feel good, so it doesn't matter what they want. They won't be hurt, so long as they stay with you - so long as they're in your stomach. 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. ]