Pick-Up Sticks

Pick-up sticks is a game of concentration. One wrong move, and the whole thing comes crashing down. A bad choice means the end of the game, and all is lost.

There's no way to get so good at it that you never lose.

The psychiatrist is easy to pull from the pile of seemingly haphazard dangers heaped in a pile in front of her when she first awakens. She's one of those doctors who wants to believe the best; the girl can tell that from their first meeting. She's not stupid, but she's not a threat. She can be played with ease.

She's wary of the reporter. The redheaded bloodhound is one of those sticks that seems like it will be an easy pull, but it turns out to be entwined with all the other sticks in a way that make it almost impossible to grasp without wrecking the game. It takes every bit of skill the girl possesses to use their conversations to her advantage, and she starts to wonder after a while if she's really the one being played.

She can tell right away that the heavyset cop is best left alone. He's deep in the pile, with no desire to make himself accessible or kind. She tiptoes around him, knowing that disturbing him in the slightest will lose her the game forever.

The Empath is an unknown quantity, but interacting with him is one of those moves she has to make to stay in the game. She goes slowly, scared of what will happen if she tries to pull him free of the morass of evidence and pain around her. In the end, he's too big of a risk, and she lets him lie.

The softspoken doctor is the perfect move. She grasps at him with all her might, knowing for sure that he's her move to win the game. It's not until she's committed, fully and completely, that she realizes the horrible truth. She's miscalculated, and the game is over. She lost.