Entry tags:
Betrayal - ☆ZRAEL
[ You spill out of the elevator into the chapel— the elevator is gone when you look back.
Flavor text.
You enter the Chapel. Dazzling chandeliers hang from the high ceilings, the rows of pews draped with gold-embroidered cloth; the candle holders look as if they could go on the market for hundreds of dollars. Such decadence for a place of God.
At the front of the Chapel's hall there is an altar with wilted flowers on the corner of either side that crumble into fine dust to the touch. A holy book sits in the center of the altar - it's hard to read, but there's something that can barely be read: "...God did not spare angels ... but cast them into hell and committed them to chains of gloomy darkness to be kept until the judgment…"
Regardless of whether you read the holy book or not, you'll find a feeling bubbling up in your throat, a craving- not yours, not quite. Something out of your reach denied because others were too foolish, too fearful but damn them all! Really damn them all-- they stopped you last time but this time they'll be the ones on the slab and exaltation will be within your reach. It's manic, a line of mania and seething that bleeds out like someone's guts had once been spilled here like confessions from loose lips. But you're fine. Your stomach is whole, sealed, and you have a solid piece of reality between your mind and the manic echo burbling at the back of it. You could reach for it, but you'd have to try and why would you want to? But if you lose your sanity or gain too much damage, that pane between you and it will fall and it'll overwhelm you.
A holy symbol hangs from a hook near the exit, Exael's hologram crouching beneath it, her chin resting on her knees. 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 (perform a human sacrifice to summon a demon) as well as the item that you've been given (holy item). 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: East. ]
Flavor text.
You enter the Chapel. Dazzling chandeliers hang from the high ceilings, the rows of pews draped with gold-embroidered cloth; the candle holders look as if they could go on the market for hundreds of dollars. Such decadence for a place of God.
At the front of the Chapel's hall there is an altar with wilted flowers on the corner of either side that crumble into fine dust to the touch. A holy book sits in the center of the altar - it's hard to read, but there's something that can barely be read: "...God did not spare angels ... but cast them into hell and committed them to chains of gloomy darkness to be kept until the judgment…"
Regardless of whether you read the holy book or not, you'll find a feeling bubbling up in your throat, a craving- not yours, not quite. Something out of your reach denied because others were too foolish, too fearful but damn them all! Really damn them all-- they stopped you last time but this time they'll be the ones on the slab and exaltation will be within your reach. It's manic, a line of mania and seething that bleeds out like someone's guts had once been spilled here like confessions from loose lips. But you're fine. Your stomach is whole, sealed, and you have a solid piece of reality between your mind and the manic echo burbling at the back of it. You could reach for it, but you'd have to try and why would you want to? But if you lose your sanity or gain too much damage, that pane between you and it will fall and it'll overwhelm you.
A holy symbol hangs from a hook near the exit, Exael's hologram crouching beneath it, her chin resting on her knees. 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 (perform a human sacrifice to summon a demon) as well as the item that you've been given (holy item). 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: East. ]

Item
Your cellphone tells you its effect: Wearing it and taking it with you will bolster your sanity. Gain 2 Sanity now. Lose 2 Sanity if you lose the Holy Symbol. ]
[ 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
Session 3 Discussion
Notes for Reference
- It Is Meant To Be - one time, can use a 5 in lieu of rollingSession 4 Discussion
Session 5 Discussion
Session 6 Discussion
Session 7 Discussion
Session 8 Discussion
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Hello, everyone!
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Oh, got company this time.
Well, I'm gonna massacre everyone else in this mansion, but you guys can do what you want.
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Session 9 Discussion
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Session 10 Discussion
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Damn. Now I have to go find another one.
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1/2
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Session 11 Discussion
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We need to find Angel.
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Session 12 Discussion
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EXAEL
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TRAITOR GOAL
Man☆Eater'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: the character may have an increased level of cynicism for all things "good" and a fanatical interest in all things "evil"; your character may also feel an impatience and paranoia that other people will get to their goals before your character does. You have to do it first, you're going to succeed this time so you need to get there right now - there's no time left. Your character also may perceive rejection to be a greater sin, and at the same time want to test others who would dare reject your character. 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. ]
Lace'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: the character may have an increased level of cynicism for all things "good" and a fanatical interest in all things "evil"; your character may also feel an impatience and paranoia that other people will get to their goals before your character does. You have to do it first, you're going to succeed this time so you need to get there right now - there's no time left. Your character also may perceive rejection to be a greater sin, and at the same time want to test others who would dare reject your character. 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. ]
Little☆Red'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: the character may have an increased level of cynicism for all things "good" and a fanatical interest in all things "evil"; your character may also feel an impatience and paranoia that other people will get to their goals before your character does. You have to do it first, you're going to succeed this time so you need to get there right now - there's no time left. Your character also may perceive rejection to be a greater sin, and at the same time want to test others who would dare reject your character. 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. ]