Entry tags:
Betrayal - AlcheME!
[ You spill out of the elevator into an abandoned room — the elevator is gone when you look back. Before you spreads a room empty of everything save dust. Your steps and the hems of your robes leave footprints and trails through the floor, tracking where you're the first person to be in a long time. There is only one place in the room without dust before you move through— before the wall, where broken glass litters the floor.
They once stood tall and proud there, a silver floor length mirror. A reflection kept for company, a place to scry and keep watch no matter that they couldn't be reached. But now even watching is impossible— someone was left here alone until their mind collapsed, still reaching for a person they couldn't get at, slamming their hands into it until it shattered and sliced them and left them without even that small reprieve. 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 crystal ball sits in the middle of the glass shard pile, with Exael floating above it, cross-legged, upside down, and watching you with her twin-tails dangling. 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 (shove someone through the looking-glass) as well as the item that you've been given (crystal ball). 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. ]
They once stood tall and proud there, a silver floor length mirror. A reflection kept for company, a place to scry and keep watch no matter that they couldn't be reached. But now even watching is impossible— someone was left here alone until their mind collapsed, still reaching for a person they couldn't get at, slamming their hands into it until it shattered and sliced them and left them without even that small reprieve. 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 crystal ball sits in the middle of the glass shard pile, with Exael floating above it, cross-legged, upside down, and watching you with her twin-tails dangling. 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 (shove someone through the looking-glass) as well as the item that you've been given (crystal ball). 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 will let you know how to use it. Once someone has turned traitor, once per room, you can attempt a knowledge roll to peer into the Crystal Ball:
[ 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. ]
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['Cause I sure am.]
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[ :///// ]
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[He's leaving real quick but if any chatting is wanted catch him]
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EXAEL
TRAITOR GOAL
A Bird With Blue Wings' 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 do so, your character may be equal parts desperately, agonizingly lonely and jealously resentful of any hint of abandonment or other suggestion that someone around them could be happy without them, simply one or the other, or oscillating wildly between the two. You may want to mirror-entrap other player characters purely to inflict your own misery on them, or to ensure that there will be someone with you if you are trapped there again, or both! (Most likely both.) 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. ]
Is this a Pigeon'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: if you do so, your character may be equal parts desperately, agonizingly lonely and jealously resentful of any hint of abandonment or other suggestion that someone around them could be happy without them, simply one or the other, or oscillating wildly between the two. You may want to mirror-entrap other player characters purely to inflict your own misery on them, or to ensure that there will be someone with you if you are trapped there again, or both! (Most likely both.) 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. ]
Pleasant Boy'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: if you do so, your character may be equal parts desperately, agonizingly lonely and jealously resentful of any hint of abandonment or other suggestion that someone around them could be happy without them, simply one or the other, or oscillating wildly between the two. You may want to mirror-entrap other player characters purely to inflict your own misery on them, or to ensure that there will be someone with you if you are trapped there again, or both! (Most likely both.) 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. ]