Entry tags:
Betrayal - avante en garde
[ You spill out of the elevator onto a balcony— the elevator is gone when you look back.
Flavor text.
You enter the Balcony. It's expansive. A pool drained dry suffocates in the night air; an engine that's meant to be circulating the water instead heaves and sputters but refuses to die. Dim lights meant for an ambient glow outline the crags of an artificial waterfall, now just jagged rocks. Lounge chairs and patio furniture circle the pool, cushioned to extend an invitation— stay.
Looking to the pool fills you with a sense of dread, but more than that, a gut-wrenching fascination. Though it isn't filled with water anymore, you know - somehow, you know - that was, is, the gravesite of the last person here before you. The knowledge is a thick feeling in the back of your throat like pressure from holding your breath underwater, and maybe you are holding your breath after all. At least, you're definitely aware of how your chest rises and falls, how easily it could stop doing that, how it feels like your heart could burst from oxygen deprivation at any moment. It's a dull feeling, vague; like something you crammed for on a test and aren't positive of it, it's tentative— you need to reach for it. In other words, easy to ignore while you have your wits about you, but an almost-uncomfortable presence that threatens to overwhelm you if you lose your sanity, or if you acquire enough damage.
Besides the empty pool sits a spear, pulsing with power. Exael's hologram twines her fingers through her pigtails, twisting them absently nearby as she watches 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 (drown someone) as well as the item that you've been given (spear). 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. ]
Flavor text.
You enter the Balcony. It's expansive. A pool drained dry suffocates in the night air; an engine that's meant to be circulating the water instead heaves and sputters but refuses to die. Dim lights meant for an ambient glow outline the crags of an artificial waterfall, now just jagged rocks. Lounge chairs and patio furniture circle the pool, cushioned to extend an invitation— stay.
Looking to the pool fills you with a sense of dread, but more than that, a gut-wrenching fascination. Though it isn't filled with water anymore, you know - somehow, you know - that was, is, the gravesite of the last person here before you. The knowledge is a thick feeling in the back of your throat like pressure from holding your breath underwater, and maybe you are holding your breath after all. At least, you're definitely aware of how your chest rises and falls, how easily it could stop doing that, how it feels like your heart could burst from oxygen deprivation at any moment. It's a dull feeling, vague; like something you crammed for on a test and aren't positive of it, it's tentative— you need to reach for it. In other words, easy to ignore while you have your wits about you, but an almost-uncomfortable presence that threatens to overwhelm you if you lose your sanity, or if you acquire enough damage.
Besides the empty pool sits a spear, pulsing with power. Exael's hologram twines her fingers through her pigtails, twisting them absently nearby as she watches 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 (drown someone) as well as the item that you've been given (spear). 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
Your cellphone tells you its effect: It will increase your might. Roll 2 additional dice (max 8) when making a Might attack with this weapon. You cannot use another weapon when you're using this one. ]
[ 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
Re: Session 3 Discussion
and time to mosey north]
Re: Session 3 Discussion
[ There goes Raijuu. ]
[ Gonna. Gonna follow. ]
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Session 4 Discussion
Re: Session 4 Discussion
IMMEDIATELY SPEAR GRAB AND GOING NORTH.]
Session 5 Discussion
no subject
this is certainly a thing.
takes a breath, takes the spear, heads north]
Session 6 Discussion
Re: Session 6 Discussion
he sure has a goal in mind.]
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Session 7 Discussion
Re: Session 7 Discussion
GETTING THAT SPEAR AGAIN.]
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Session 8 Discussion
Re: Session 8 Discussion
... hello, spear, old friend. taking you again unless told otherwise.]
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Session 9 Discussion
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Session 10 Discussion
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Session 11 Discussion
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Session 12 Discussion
Re: Session 12 Discussion
[ ... This thing is not subtle at all but whatevs, gonna take it and head off. ]
EXAEL
TRAITOR GOAL
Aibou'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: 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. ]
Gold'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: 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. ]
Raijuu'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 choose to play with this, your character may become more temperamental, more overprotective of unitmates, and/or generally more suspicious of others. They may feel more "lawful" and inclined to observe the proper order of things (which may be a proper order of things that they delusionally made up in their head), and/or may also behave more subserviently towards unitmates (though not to the point that they would obey a command not to kill someone to complete the traitor goal). Your character may feel feel like a failure, and may become fixated with the idea of not repeating that failure. They could want to eliminate all potential threats, to make sure they won't fail to protect anyone again. 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. ]
Cardigan'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 choose to play with this, your character may become more temperamental, more overprotective of unitmates, and/or generally more suspicious of others. They may feel more "lawful" and inclined to observe the proper order of things (which may be a proper order of things that they delusionally made up in their head), and/or may also behave more subserviently towards unitmates (though not to the point that they would obey a command not to kill someone to complete the traitor goal). Your character may feel feel like a failure, and may become fixated with the idea of not repeating that failure. They could want to eliminate all potential threats, to make sure they won't fail to protect anyone again. 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. ]
Nemesis' 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, more overprotective of unitmates, and/or generally more suspicious of others. They may feel more "lawful" and inclined to observe the proper order of things (which may be a proper order of things that they delusionally made up in their head), and/or may also behave more subserviently towards unitmates (though not to the point that they would obey a command not to kill someone to complete the traitor goal). Your character may feel feel like a failure, and may become fixated with the idea of not repeating that failure. They could want to eliminate all potential threats, to make sure they won't fail to protect anyone again. 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. ]