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. ]

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."