LiliS
[ You spill out of the elevator into the Solarium— the elevator is gone when you look back.
The solarium should be bright and airy in a room like this, but the atmosphere is oppressively humid, and some of the plants have overgrown across the windows, creating a sort of canopy. There's an odd, sickly-sweet odor wafting from somewhere, and some of the ground-level plants are more on the order of things like venus flytraps and pitcher plants. A container with a small hole dug invites you to plant something yourself.
The fear of decay lingers in the back of your mind as the smell of rot consumes your nostrils. You can’t exactly tell where that stench is coming from when the light has been blocked out, but you don’t really mind. After all, the image appearing in your mind of light coming through the windows only brings an unpleasant numbness around your eyes. You can feel your heart pounding in your chest when you think about it . . . well, that IS your heart, isn’t it? If you focus on the beats vibrating in your ears, fury swells up inside of you. You can almost remember that promise that was broken, but you feel that if you remember it, you won’t ever be able to go back. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A bag of seeds sits in the small hole.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (epipen some fucking seeds into some hearts) as well as the item that you've been given (bag of seeds). 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. ]
The solarium should be bright and airy in a room like this, but the atmosphere is oppressively humid, and some of the plants have overgrown across the windows, creating a sort of canopy. There's an odd, sickly-sweet odor wafting from somewhere, and some of the ground-level plants are more on the order of things like venus flytraps and pitcher plants. A container with a small hole dug invites you to plant something yourself.
The fear of decay lingers in the back of your mind as the smell of rot consumes your nostrils. You can’t exactly tell where that stench is coming from when the light has been blocked out, but you don’t really mind. After all, the image appearing in your mind of light coming through the windows only brings an unpleasant numbness around your eyes. You can feel your heart pounding in your chest when you think about it . . . well, that IS your heart, isn’t it? If you focus on the beats vibrating in your ears, fury swells up inside of you. You can almost remember that promise that was broken, but you feel that if you remember it, you won’t ever be able to go back. If you lose your sanity, or are damaged too far, the sensation will overwhelm you.
A bag of seeds sits in the small hole.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (epipen some fucking seeds into some hearts) as well as the item that you've been given (bag of seeds). 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. ]

Demeter'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 more territorial and defensive about whatever place they feel is close to their heart. If another person approaches a room they feel a connection to, they'll be more likely to be hostile and aggressive. This can also manifest as becoming over-protective over whatever they consider to be theirs. Better that than falling for someone's ruse again. Characters may lack trust in other people's words, and demand proof via action or physical proof over any verbal claims other people might make, and might seek to prove things themselves in an extreme manner. If someone claims they're not going to hurt them, they may aggress and attempt to murder them to see it proven under duress, for instance. 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. ]