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. ]

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. ]