Post Death Mod Journal (withoutheaven) wrote in postdeath, @ 2011-08-24 00:02:00 |
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Entry tags: | ! mod |
PREMISE
YOU ARE DEAD.
Your character is dead. How they die is up to the individual mun-- it could be a canon death, or something you yourself invented entirely. But as stated in the profile blurb, you cannot arrive to the afterlife by any other means. Your character is dead as a doorknob or a fur coat.
Generally speaking the people who arrive to the afterlife are only there for an hour or two. They wait that hour or two for the multiverse to assign them to a new body, one that won't reject their soul. This is reincarnation; no memories of the previous life are kept after being transferred, but while you're in the afterlife you remember only your most recent life.
Additionally, this particular afterlife is used by a large amount of universes and timelines.
However! Recently, there's been trouble. The caked on suffering of the souls who came here to move on have built up to such a point that this negative energy has decided to take on the form of monsters. More on the specifics of the monsters later. But anyways, as a side effect of the new life appearing, the souls brought here aren't passing on normally. That means your character isn't able to reincarnate.
As a response to this error, whatever higher being exists has sent down a message to one of the grunties working on the problem. It's partial compensation of sorts to the souls who have been caught up in this mess. They're given two choices, and choices are a big deal because dead people don't often get many of those.
The first choice is to not-live in the afterlife until their soul is modified and can take on a new body.
The second choice is to come back to life.
The first one is pretty self explanatory-- wait a few years and you get to reincarnate.
The second is more complex. Whatever higher being there is has sent down a riddle. If you can puzzle it out, you're effectively digging through timelines and universes with your own hands and finding one that is exactly the same as the one you came from, with a major difference: you didn't die. The afterlife is an extremely malleable realm and so passing through the phases of this riddle will in theory work pretty well in returning you to your former life. You won't retain memories of your time in the afterlife.
And that's the basic premise.
THE AFTERLIFE.
The afterlife itself is pretty quirky.
It takes the form of an island with a town on it. It doesn't sound odd at all just hearing about it like that, but it's a patchwork of different cultures and worlds. This means there's stark contrast everywhere you turn-- one part of the town will resemble feudal Japan while the next building over is ultra modern. Technology is consistent with the buildings too! Someplace from Medieval times won't have running water, and so on.
This applies to the uncultivated areas as well. There is a sharp divide between snowy Arctic land and the African savanna-- it's nearly as though someone drew a line with a stick. There's bits and pieces of everything on this island, even if it's only a few feet of it. (Except for lava. There's no lava.) The temperatures are just as starkly different in each "area" as well-- your Arctic wasteland has suiting chill and the savanna has sweltering heat.
Something you might notice straight away is that the colors are all very muted. You stick out like a sore thumb, being bright and colorful.
The natural light of the afterlife is as though there is a sun and a moon; there isn't, not really, but the way light works here it might as well.
There are no seasons, but it will rain at times! When it rains all parts of the island are rained on.
Additionally, this afterlife is one of many. All of the possible universes and timelines can't use just one afterlife, otherwise it would be waaaay too crowded. So there are multiple ones. Because of that, they're able to block off this afterlife until it's fixed.
There are also specific afterlives for all lifeforms considered people-- people in this case meaning anyone who can convey or think complicated ideas-- or animals. 'Animals' meaning lifeforms that cannot think complicated ideas.
Also upon arriving in the afterlife, depending on the mun's preferences, characters can be instantly familiar with all of the rules and dangers present in this write up.
Map & Map
MONSTERS, SOULS, AND YOU.
As said above, the monsters are created by too many tortured souls ending up at this particular afterlife. This means their forms are based on traumatic events. Your character may even see a monster based on one of their own personal demons! They are rather new to the afterlife and they are distinctly alive, unlike everyone else. The two realms were never meant to collide this way, and so the monsters are fucking up a lot of shit just by existing.
The monsters are alive while you are just a soul-- usually, they would not be able to hurt you. But because they were born from the left-behind trauma of your fellow souls, they are able to touch you. Any attacks have more pain than it would if you were a flesh and blood body because they are directly touching your core of being, your soul, unless of course you have a particular ability. More on that below.
Monster behaviour varies. Some monsters are content to cry alone while others are more violent. All monsters only appear during the night, and for some reason cannot enter buildings. They can see through windows much better than a regular person can! So a lonely monster might screech and holler for you.
Because they're born from the suffering of people, they can understand spoken language fairly well, and might even react to your talking to/about them. How well they speak varies with their form; if they have no mouth they cannot scream, but if they have one they might be able to let out distinct words. Being able to speak very clearly is somewhat rare.
The specific types of monsters can be seen here. More will be added as we get more characters.
Generally they are difficult to kill. You can only affect them with your own personal Weapon. However, killing them yields a very important and vital object for long-term survival in the afterlife: soul energy. After the monster dies, you'll find soul energy underneath their body. It takes the form of a large bottle of strong alcohol; the taste is the same as regular vodka. It will make your character high for a short to moderate period of time. This is because it's pure, concentrated energy.
Why do you need this soul energy? Because your soul is essentially corrupt data on a disc, you are very likely to fade away. You can prevent this by drinking half a bottle of soul energy every week. When you fade away, you become energy-- energy directly not to do with life, such as the heat from a star or a fire. How you fade away is your body parts will slowly drop off. They aren't tangible anymore the moment they fall from your body, so you can't pick them up again. You can only watch as they crumble to dust and are blown away.
Dropping a body part does not hurt, but it sure as hell can freak you out. The connected parts will look as though the part dropped was amputated. Fingers lost will shift the bones of your hand so it's as though you never had five to begin with, losing an arm will leave you with a smooth stump, and so on. Once a body part has been dropped, it cannot be restored. Drinking soul energy will also instantly heal any wounds.
Additionally, once the monster has been observed, there is a time limit of one hour before the monster must be killed. If you do not kill it within that hour, it will enter the world of the living and wreck havoc.
SOUL WEAPONS AND SOUL ABILITIES.
When you died, four things were determined. These are your three soul Abilities and your soul Weapon. Normally these things do not exist; however, since you were drawn into a dangerous afterlife, you have been outfitted with suitable defences after your original abilities have been taken.
A soul Weapon is drawn from your chest. Simply think about drawing it and it will come out. It doesn't hurt, but it does feel strange-- as though something were tugging on your heart. The Weapon's form depends on your overall psyche and what you were familiar with in life. This means if you feel your character's canon weapon suited them, they can use that, but you're also free to give them something completely different.
Your abilities consist of two passive, and a single active ability.
Passive abilities are based on the method of which you died and your regrets. They are primarily defencive.
The active ability is based on how you felt prior to the fear of death. This is an active ability and may work with your weapon-- it could also be something entirely different.
DEATH | POWER | WHY | REGRETS | POWER | WHY | EMOTION | POWER | WHY |
Torn apart by monsters | Tough muscles; sprains and strains do not happen | Because they were ripped limb from limb and muscles tore as well as bones breaking. | That they didn't get to see someone before they died | Enhanced vision; can see small objects from very far away | So they can always see!!! | Crippling depression | Instant thunderstorm | Because rain and water is associated with the blues; thunderstorms are often destructive, and so is depression |
Eaten alive | Does not need food; can go longer before needing soul energy | Because you satisfied something's hunger | That you didn't get to own everything you wanted to | Extra bottle of soul energy per monster killed | BECAUSE FUCK U IDK | Longing | You can make objects fly to your hands ala THE FORCE | BECAUSE YOU WANTED STUFF IDK |
Crushed head | You cannot be knocked unconcious | Cuz your head got smashed DUH! | Saving someone | Your pain is dulled | Pain is both a help and a hinder; you made the ultimate sacrifice for someone but regret it, so you get a double edged sword | Happiness | You can toss out a flash of light that blinds everything around temporarily | Happiness is associated with light |
NAVIGATION
( Premise ) ( Taken ) ( Questions )
( Monsters ) ( Application ) ( Join )