future is now
[ You spill out of the elevator into the library—the elevator is gone when you look back.
In the library shelves form labyrinth corridors of books, between which are heaped precarious piles of paperbacks. Leather wing-back chairs provide privacy around the crackling fireplace at the back—if someone was sitting in one, you'd never be able to tell until you circled the full way around to the front to see. Expensive looking paintings line the walls, and you'd expect the shelves to be laden with rare editions. However, there's hardly any hardbacks at all, most everything is cheap spy novels and erotica. No accounting for taste, really.
The library has been disturbed though—something is missing from it. Through the books, through the stacks, notes have been removed, pages torn out. Aching wells up in your throat, the raw urge to scream, to exclaim some truth about the knowledge missing but it's just not there. Your mind has been scrubbed clean just like these shelves have, of whatever truth you can't recall—though, that's for the better, isn't it? Better not to know, than to meet that fate again comes the thought twinned with another one: how dare they bury your knowledge from you. You feel this distantly, in some distant and uncertain corner of your mind—but you probably don't want to linger too long on the thought that you have more materials around than they did. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A book sits open on the counter, not all the pages torn out: some are empty, and a scant few are filled out with deductions.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (accuse your victim of their crimes with recorded evidence before killing them) as well as the item that you've been given (book). 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: South. ]
In the library shelves form labyrinth corridors of books, between which are heaped precarious piles of paperbacks. Leather wing-back chairs provide privacy around the crackling fireplace at the back—if someone was sitting in one, you'd never be able to tell until you circled the full way around to the front to see. Expensive looking paintings line the walls, and you'd expect the shelves to be laden with rare editions. However, there's hardly any hardbacks at all, most everything is cheap spy novels and erotica. No accounting for taste, really.
The library has been disturbed though—something is missing from it. Through the books, through the stacks, notes have been removed, pages torn out. Aching wells up in your throat, the raw urge to scream, to exclaim some truth about the knowledge missing but it's just not there. Your mind has been scrubbed clean just like these shelves have, of whatever truth you can't recall—though, that's for the better, isn't it? Better not to know, than to meet that fate again comes the thought twinned with another one: how dare they bury your knowledge from you. You feel this distantly, in some distant and uncertain corner of your mind—but you probably don't want to linger too long on the thought that you have more materials around than they did. If you lose your sanity, or are damaged too far, though, it will overwhelm you.
A book sits open on the counter, not all the pages torn out: some are empty, and a scant few are filled out with deductions.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (accuse your victim of their crimes with recorded evidence before killing them) as well as the item that you've been given (book). 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: South. ]

メデューサ's Sanity Break
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 obsessed with material proof-- experiences only matter if you can back it up, because other people won't believe you even if they say they do. They might only be stringing you along so they can put you on the hook for it, after all. With the thought in mind that "you won't be dumb enough to trust that they'll mete out justice", characters may use that reasoning to mete out justice themselves. They might also want vengeance with proof to use to take power so the same thing can't happen again. It's hard to kill someone who is blackmailing them, with information that they can't risk you leaking-- and then, you can eliminate the power other people might hold over you by eliminating them completely. 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. ]