Taisho Roman Revolution
[ You spill out of the elevator into a Pentagram Chamber— the elevator is gone when you look back.
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
This room is hot. It’s disgustingly hot. The taste of iron lingers in your mouth even though it has become completely dry. You try to catch your breath in that thick, sticky air that permeates the room, but every gasp only brings a gurgling sensation in your throat. You desire to reach out, but you feel as if you cannot move. .
You feel lonely. As you look around, you swear you catch glimpses of others around you. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A crystal ball sits on the rock slab.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (drink the blood of your victim, before or after killing them) 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. ]
It's a Pentagram Chamber. As in, it is a chamber with the markings of a pentagram - or several pentagrams, rather. One takes up the whole wall, unrecognizable runes drawn upon it in what looks like blood, with an accompanying circle. The second, matching circle sits on the ground, where a rock slab sits in the middle. Put two and two together: clearly, the ground's circle is where you put the sacrifice in, and the wall circle's where whatever you summoned comes. . . out. Probably.
There's a shovel in this room, sitting in the corner; dirt tracks from the chamber to the singular entrance and exit.
This room is hot. It’s disgustingly hot. The taste of iron lingers in your mouth even though it has become completely dry. You try to catch your breath in that thick, sticky air that permeates the room, but every gasp only brings a gurgling sensation in your throat. You desire to reach out, but you feel as if you cannot move. .
You feel lonely. As you look around, you swear you catch glimpses of others around you. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A crystal ball sits on the rock slab.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (drink the blood of your victim, before or after killing them) 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. ]

Fox'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 dispassionate on the topic of death-- be it other's pleas for lives, the prospect of their own death when faced with threats, all of that will fail to move them. They have faced certain death before, afterall, it just so happens that they'll come back. They know what they need to do to ensure their survival, and if they fail, well, it's no surprise either. Characters may also become very self-reliant: doing whatever they feel needs to be done themselves, that anything worth doing right they need to make sure they do themselves. After all, no one else helped them, and they can't count on anyone. Aggressively independent, they'll do what they want or feel they must do regardless of what other people tell them or try to convince them of. They may also confuse want for need: whatever they want, they need to get. In the absence of fear of death, the most important thing is their selves, along with their vengeance. 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. ]