BARiTONES
[ You spill out of the elevator into the rookery— the elevator is gone when you look back.
From the rookery, the house is reached via the long, winding stairway leading up and out to it; the floorboards of the stairs are discolored from exposure to the weather, stained a dull greyish-brown. The rookery itself juts out from the house, a circular outcropping, and the cacophonous cawing of crows can be heard from the upper rows of rafters, built to house the birds.
But for a moment, that's not the only noise you hear. There's a ringing in your ears that forms a melody, a song unearthly and uncomfortable. The cawing of crows sounds like uncanny, sounding in rhythm, singing lyrics like and unlike human speech, something from beyond the stars and beyond human limits, but now pounding in your skull. It crawls up your brainstem and down your throat and you're almost humming— but no, now the sound escapes you as a particularly loud bird takes flight and throws off the rhythm, and now you can't hear it so clearly anymore. So long as you don't think about it, you almost can't hear it at all. Though— if you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A crow in the rafters flies down and lowers its head to you, in a gesture oddly like a bow. Held in its beak is a ring, with a strangely shining inscription. If you open your hand to it, it will deposit the ring within your palm, as if entrusting it to your safe keeping.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (murder someone via mental damage) as well as the item that you've been given (a ring). 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. ]
From the rookery, the house is reached via the long, winding stairway leading up and out to it; the floorboards of the stairs are discolored from exposure to the weather, stained a dull greyish-brown. The rookery itself juts out from the house, a circular outcropping, and the cacophonous cawing of crows can be heard from the upper rows of rafters, built to house the birds.
But for a moment, that's not the only noise you hear. There's a ringing in your ears that forms a melody, a song unearthly and uncomfortable. The cawing of crows sounds like uncanny, sounding in rhythm, singing lyrics like and unlike human speech, something from beyond the stars and beyond human limits, but now pounding in your skull. It crawls up your brainstem and down your throat and you're almost humming— but no, now the sound escapes you as a particularly loud bird takes flight and throws off the rhythm, and now you can't hear it so clearly anymore. So long as you don't think about it, you almost can't hear it at all. Though— if you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A crow in the rafters flies down and lowers its head to you, in a gesture oddly like a bow. Held in its beak is a ring, with a strangely shining inscription. If you open your hand to it, it will deposit the ring within your palm, as if entrusting it to your safe keeping.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (murder someone via mental damage) as well as the item that you've been given (a ring). 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. ]

The Mask of Taarahat'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 lose any and restraint they had, or concern about how others perceive them, figuring that once they drive others mad they'll lose all credibility. They may approach the game of betrayal with a devil-may-care attitude, in it for the fun they can get out of it until their turn in control is over, and they must give themselves over to their traitor goal and drive others to madness. Alternatively, they may become very conspicuously meticulous about keeping up a business-like persona: better they not let anyone in on what's up until the end. They may regard others as leeches, and be more likely to target those that they feel are dependent upon others, or more likely to target those that they feel are the type to spread word of what's become of them. 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. ]