WILD CITY
[ You spill out of the elevator into a tower room with stale air— the elevator is gone when you look back.
You are in the tower. A spiral stair encases the shaft of it, leading to a singular room at the top. Search lights atop the roof beam up into the dark above the Tokyo skyline, demanding attention. Anyone not attending the game must see that something is happening at the Game Tower. Ascend to the top, picking your way through the splintered wood of where something destroyed the still-locked door, and you enter the tower. Even with the wind at this altitude, the air is stale, and the room is littered with wrappers of cheap snacks that wouldn't last anyone long, more a taunt than a lifeline.
The sight of the splintered door sets your eyes looking around the room, expecting someone and then setting your heart racing when you don't find them. Did they get out? You don't know if that's hope or dread welling up in your chest, because there's an icy core at the center of what might have been elation: someone, certainly, didn't make it out of this room. 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 readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill with an accomplice) as well as the item that you've been given (skull). 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. ]
You are in the tower. A spiral stair encases the shaft of it, leading to a singular room at the top. Search lights atop the roof beam up into the dark above the Tokyo skyline, demanding attention. Anyone not attending the game must see that something is happening at the Game Tower. Ascend to the top, picking your way through the splintered wood of where something destroyed the still-locked door, and you enter the tower. Even with the wind at this altitude, the air is stale, and the room is littered with wrappers of cheap snacks that wouldn't last anyone long, more a taunt than a lifeline.
The sight of the splintered door sets your eyes looking around the room, expecting someone and then setting your heart racing when you don't find them. Did they get out? You don't know if that's hope or dread welling up in your chest, because there's an icy core at the center of what might have been elation: someone, certainly, didn't make it out of this room. 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 readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill with an accomplice) as well as the item that you've been given (skull). 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. ]

Coyote'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 very us-against-the-world in mind set. People they're "in" with they trust with their life, people on the outs are canon fodder or villains. They might want to take their vengeance against people on the outs. Alternatively, they may just want to prove that two is enough, wanting to take on the world like that, with their group. Or, they may want to prove their death wasn't fair, take enough people and anyone will go down easy. Characters possessed might take on an aspect of codepdence, that they think they can't do anything without someone at their side, or they might want the extra protection as well. 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. ]