Entry tags:
Betrayal - Heart Soldier Senshi
[ You spill out of the elevator into a Crypt— the elevator is gone when you look back.
It's huge, just like the rest of this house is - but largely it seems to be for just one guy. One dead body. Hmm. The coffin in the middle of the room stands tall, with lights illuminating it from underneath a bevelled stone indent in the ground. Currently, the lights are a dim red, though they flicker on and off rapidly and in general are liable to cause a headache. On the walls are hieroglyphs in Egyptian style, depicting this guy's life or something. Who knows? You're not Egyptian, probably. You can't read it. What you can see is that the hieroglyphs seem to depict some sort of game, as well as a spreading darkness from one corner of the room to the last hieroglyph: a man standing triumphant while others bow before him, with rivers of red running between the standing man and the bowing men. How ominous.
The coffin seems to be slightly ajar. Check it out? Maybe there's something in there. Like, something useful, I mean.
Those indecipherable hieroglyphics resonate strangely with you, and though you can't read them you understand. Someone had done wrong, and it had to be corrected but instead injustice stood. The worst case scenario came to be. It cannot stand. It cannot stand. One more game, and it can be put right— or at least, what was wrong can be repaid in kind. But you don't understand any further. What lies beyond feels pitch dark and sweltering, a feeling that's not yours and not one that wants to be. It's inscrutable and won't reveal itself unless you break, fear, pain or overwhelming loss making it accept you in kind. Hopefully, you will stay whole and it will not have to.
A spirit board is placed on the sarcophagus, and Exael's hologram floats at eye level with it, blowing on the planchette like she's seeing if she can move it that way. 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 (play a death game against someone and win) as well as the item that you've been given (spirit board). 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: North. ]
It's huge, just like the rest of this house is - but largely it seems to be for just one guy. One dead body. Hmm. The coffin in the middle of the room stands tall, with lights illuminating it from underneath a bevelled stone indent in the ground. Currently, the lights are a dim red, though they flicker on and off rapidly and in general are liable to cause a headache. On the walls are hieroglyphs in Egyptian style, depicting this guy's life or something. Who knows? You're not Egyptian, probably. You can't read it. What you can see is that the hieroglyphs seem to depict some sort of game, as well as a spreading darkness from one corner of the room to the last hieroglyph: a man standing triumphant while others bow before him, with rivers of red running between the standing man and the bowing men. How ominous.
The coffin seems to be slightly ajar. Check it out? Maybe there's something in there. Like, something useful, I mean.
Those indecipherable hieroglyphics resonate strangely with you, and though you can't read them you understand. Someone had done wrong, and it had to be corrected but instead injustice stood. The worst case scenario came to be. It cannot stand. It cannot stand. One more game, and it can be put right— or at least, what was wrong can be repaid in kind. But you don't understand any further. What lies beyond feels pitch dark and sweltering, a feeling that's not yours and not one that wants to be. It's inscrutable and won't reveal itself unless you break, fear, pain or overwhelming loss making it accept you in kind. Hopefully, you will stay whole and it will not have to.
A spirit board is placed on the sarcophagus, and Exael's hologram floats at eye level with it, blowing on the planchette like she's seeing if she can move it that way. 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 (play a death game against someone and win) as well as the item that you've been given (spirit board). 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: North. ]
Item & Goal details
Your cellphone tells you how to use it. You can use it once per room, before moving on to explore an unexplored area-- it will tell you if there is an event or an item waiting for you, the name of the room, and any other effects it might have. If there is a traitor in the house, they will be told which direction you are from them. ]
[ The goal is as follows: play a death game against someone and win. You may choose to play any sort of game, whether rock/paper/scissors or an arm wrestling contest, but it must be a game that is determined by the roll of speed, strength, knowledge, or sanity. The loser
is banished to the Shadow Realmwill die magically, actually just think of Yu-Gi-Oh! Duel Monsters and Shadow realm. Like, exactly like that. Heart Soldier Senshi's goal will only be fulfilled if they win the death game.[ 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
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Session 4 Discussion
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AGAIN!?!
WHAT ABOUT EVERYONE ELSE?
presumably she still has her spirit board, or else she's taking it AGAIN and running out again.
gotta find LOKI ]
Session 5 Discussion
Re: Session 5 Discussion
Everything is Fine and Normal ]
Re: Session 5 Discussion
[Just looking around this creepy crypt for a little while before heading north.]
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Session 6 Discussion
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Session 7 Discussion
Session 8 Discussion
no subject
What the heck is going on?
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Session 9 Discussion
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Session 10 Discussion
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-- He was right. This is still happening.
[ Not much to do except head north. ]
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Session 11 Discussion
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Session 12 Discussion
EXAEL
TRAITOR GOAL
Re: TRAITOR GOAL
Re: TRAITOR GOAL
Hiryuu'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: your character may feel they are the authority figure that reigns above all; they may feel that they are the benevolent ruler that protects their people. To that end, their stubbornness may be increased, and they won't be able to be reasoned with; moreover, they'll find every slight against them to be worthy of punishment, and they'll especially find any threat against people they perceive to belong to them as a threat to their people, someone to be eliminated for the greater good. Eye for an eye, tooth for a tooth - but they're the king, so they'll settle this by a Game. While they might still feel love, they'll find that love is to be expressed as such: dominating will and an impenetrable, invincible wall of power. They may also feel they are elevated in comparison to their peers - I know what's best for you, I will make your decisions, and while they might even be endeared by their people expressing agency, your character will ultimately believe that their people must be led, that they are sheep that will be lost to the cliffside if you don't guide them. 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. ]
Hurricane'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: your character may feel they are the authority figure that reigns above all; they may feel that they are the benevolent ruler that protects their people. To that end, their stubbornness may be increased, and they won't be able to be reasoned with; moreover, they'll find every slight against them to be worthy of punishment, and they'll especially find any threat against people they perceive to belong to them as a threat to their people, someone to be eliminated for the greater good. Eye for an eye, tooth for a tooth - but they're the king, so they'll settle this by a Game. While they might still feel love, they'll find that love is to be expressed as such: dominating will and an impenetrable, invincible wall of power. They may also feel they are elevated in comparison to their peers - I know what's best for you, I will make your decisions, and while they might even be endeared by their people expressing agency, your character will ultimately believe that their people must be led, that they are sheep that will be lost to the cliffside if you don't guide them. 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. ]
Mori'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: your character may feel they are the authority figure that reigns above all; they may feel that they are the benevolent ruler that protects their people. To that end, their stubbornness may be increased, and they won't be able to be reasoned with; moreover, they'll find every slight against them to be worthy of punishment, and they'll especially find any threat against people they perceive to belong to them as a threat to their people, someone to be eliminated for the greater good. Eye for an eye, tooth for a tooth - but they're the king, so they'll settle this by a Game. While they might still feel love, they'll find that love is to be expressed as such: dominating will and an impenetrable, invincible wall of power. They may also feel they are elevated in comparison to their peers - I know what's best for you, I will make your decisions, and while they might even be endeared by their people expressing agency, your character will ultimately believe that their people must be led, that they are sheep that will be lost to the cliffside if you don't guide them. 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. ]
Abi'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: your character may feel they are the authority figure that reigns above all; they may feel that they are the benevolent ruler that protects their people. To that end, their stubbornness may be increased, and they won't be able to be reasoned with; moreover, they'll find every slight against them to be worthy of punishment, and they'll especially find any threat against people they perceive to belong to them as a threat to their people, someone to be eliminated for the greater good. Eye for an eye, tooth for a tooth - but they're the king, so they'll settle this by a Game. While they might still feel love, they'll find that love is to be expressed as such: dominating will and an impenetrable, invincible wall of power. They may also feel they are elevated in comparison to their peers - I know what's best for you, I will make your decisions, and while they might even be endeared by their people expressing agency, your character will ultimately believe that their people must be led, that they are sheep that will be lost to the cliffside if you don't guide them. 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. ]
Wire'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: your character may feel they are the authority figure that reigns above all; they may feel that they are the benevolent ruler that protects their people. To that end, their stubbornness may be increased, and they won't be able to be reasoned with; moreover, they'll find every slight against them to be worthy of punishment, and they'll especially find any threat against people they perceive to belong to them as a threat to their people, someone to be eliminated for the greater good. Eye for an eye, tooth for a tooth - but they're the king, so they'll settle this by a Game. While they might still feel love, they'll find that love is to be expressed as such: dominating will and an impenetrable, invincible wall of power. They may also feel they are elevated in comparison to their peers - I know what's best for you, I will make your decisions, and while they might even be endeared by their people expressing agency, your character will ultimately believe that their people must be led, that they are sheep that will be lost to the cliffside if you don't guide them. 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. ]