Character Applications Closed For Now
In the universe there are several fundamental forces at play that ensure balance in all of creation; Light and Dark, Order and Chaos, Good and Evil, Life and Death. Each force, equal to its counterpart but always in opposition, is embodied by a cosmic being that oversees all in its domain and ensures that the delicate balance on which the universe hangs is never disrupted.
There is another among these deities, however; a nameless being said to exist as the opposition of balance itself, a being that seeks the destruction of all creation. It bears many titles but none are its true name as names designate identity, and identity is a force of creation. Commonly it is referred only as 'The Other'. Ever since the dawn of time The Other has been a shadow lurking at the corner of consciousness, it is the dark shadows in one's mind that devour newborn ideas before they can come into being, preventing further creation. For all of eternity it was content at gnawing away at the edges of creation, a constant reminder of how delicate the precious balance truly was, and keeping the gods hard at work to maintain it, but no more. The Other has grown tired of waiting, and it now conspires to destroy the balance and end creation by its own will. It has created a god of its own name, one called The Eater, who has challenged death himself, and killed the very avatar of life's end, taking on his essence, and becoming the new Death.
With Death's powers as his own, the Eater would consume all lives across the cosmos, preventing new life from ever being born, taking the first step in destroying the balance. This was how The Other desired it, but it would not be so. Death sensed the end of his own life approaching, foretold his defeat at the hands of The Eater, and prepared accordingly. Going down to earth, Death reaped several mortals before their time, robbing them of Life's hold and taking them within his domain. Rather than let their souls return to the cycle, however, he split his great scythe, the seat of his power, into equal pieces, and embedded it within each of the mortals he had chosen. He the sent them back to earth, marked with his touch. The once mortals, taken into death's embrace and then sent back to the land of the living, were thus branded as Death's Children. Immortal by any typical means, they now held a fraction of death's power as their own, and thus were rendered living safeguards of the great scythe.
Thus, when the Eater devoured Death and consumed his essence, he lacked the scythe that would allow him to descend to the world of the living and perform the great reaping; he bore Death's title and position, but not his power. Infuriated The Eater created minions of death, reapers who would descend to the mortal realm in his place and kill Death's children, collecting the pieces of the great scythe they possess so thy can be returned to The Eater.
Now is the time for the Children of Death's stories to unfold, their duty will be to stay alive, fight the forces of The Eater, and prevent the destruction the balance, whatever means be necessary.
So in this rp we will be playing the titular Children of Death. The setting is present-day, in a city called Faustsberg, a fictitious metropolis located somewhere along the upper east coast of the USA. The premise is essentially that we are all newborn demi-gods of death who have no idea what kind of cosmic shitstorm we're about to be pulled in. There will be very little time for any of our characters to meet and interact (unless you agree with another player that your 2 characters already have a pre-existing relation of some sort) before the plot reapers arrive, so I'll be setting up a limited amount of staring areas for us all. I want to make it clear that this will not be Devil May Cry, nor will it be like Bleach. Yes our characters will eventually be basically living gods of death who will visit doom upon all who stand before them and all that good juicy, evil-laugh-inducing stuff, but for the beginning of this RP we will all be more or less clueless to what exactly is going on, and we will all be very weak in comparison to those who hunt us, expect a lot of running for our lives, and a lot of us needing to work together as a team (at least initially) if we want to survive. Yes, we will have to earn our happy ending, but that will make it all the sweeter when our characters can curb-stomp a dozen enemies by themselves and go "hah, remember when we used to actually be afraid of these guys?".
Quick Reference Note: 6 months ago there was an earthquake that hit Faustsberg. While it was only a mid-class one, the city does not frequently experience tectonic activity and, as such, several of the older buildings were completely ill-equipped to deal with the tremors, collapsing under the stress, resulting in the deaths and injuries of dozens. It is during THIS event that all of our characters experienced their temporary deaths (even if their death in question was not directly caused by the earthquake). This was made so that there would be no suspicion arisen from the notion of several people all being put in lethal situations and miraculously surviving all at the same time. Not everyone who was killed in that earthquake was chosen to be a child of death, not everyone who survived it (numbering only amongst the 'injured) survived because they were brought back to life. This way, our characters were basically 'hidden amongst the numbers' when they were chosen as Children of Death
All that being said, here are the starting locations that will be available to us at the beginning of this roleplay.
> Joshua Wigmore General Hospital: The largest and most well-equipped hos[ital in Faustsberg. The one thing that all of our characters share in common (beside them being children, of course) is that they all woke up in this hospital 6 months ago after the earthquake. there are several reasons for people of all ages to be here.
> Paulownia Mall:A large, modern shopping mall with several entertainment amenities such as a movie theater and arcade. A popular spot with the younger generation.
> St. Thomas Graveyard: A very well manicured and maintained graveyard located near the norther suburbs of the city. Visitors paying respects to deceased spouses, relatives and friends can be found within nearly every day, especially since the earthquake earlier this year.
The powers that all of our characters will have access to, as arranged in 4 general categories, and what can be expected of them by allocating affinity points to each category, the 'Basic Skill' listed in each category refers to the very first skill that each character must learn in each category before further developing their powers. Quick Reference Tip: choosing an affinity between the 4 skill categories will very much be like choosing your character's class in an RPG, in which case Scythe = Warrior, Spirit = Scout, Decay = Mage, Purification = Healer (roughly speaking).
Scythe skills revolve around mastery of the Death Scythe each Child will be capable of summoning forth by tapping into the power of the piece of the Great Scythe inside their souls. Those with an affinity for scythe skills will grow more and more adept at basic melee combat using the scythe, well-suited to being front-line fighters during battle. The three general sub-categories of skills found in the Scythe skill category are:
Mastery: Skills revolving around the mastery of the scythe itself in battle. Skills learned in this sub-category will enable the user to deliver faster, harder, stronger and more diverse strikes with their scythes, as well a how to combo them better. Eventually the user s will even learn how to control their scythe telekinetically. Depending on which kinds of skills a Mastery specialist focuses on, hey could either become a fearsome duelist conquering in 1 on 1 battled, or an awes-inspiring telekinetic that can dispatch hordes of weaker enemies more easily.
Transformation; in which the Scythe masters will learn to manipulate the very shape of the scythe they wield, initially being able to lengthen of shorten it, but eventually being able to make it take on nearly any shape they can conjure in their mind and even split it into multiple bodies at will. Masters of transformation are as great painters and their scythes are their canvas.
Conditioning: These skills actually very rarely directly involve scythes but as they center around the strengthening of the physical body (rather than spiritual/magical attuning) they still fall under Scythe skills. Users who train under Conditioning will more quickly learn how to tap into the new limits of their divine bodies. At first this will be limited to with standing greater amounts of pain, as well as learning to feel less pain from taking damage, but eventually users will learn how to focus their strength so as to pick up and throw things no normal human should, learn to harden their skin when faced with danger so as to take less damage, learn to jump several stories and run along the sides of walls, and eventually even glide and fly through the air. Conditioning skills focus in letting a user tap into the divine aspects of their new bodies and shed the mortal mentality that holds them back from attaining their full potential.
Base Skill: Scythe Summoning - The ability to actually bring forth one's scythe to their hands by willing it. This ability receives the following bonuses from initial Affinity Point Allocation
5pts: User is capable of first summoning the Scythe by instinct whenever they feel they are in physical or supernatural danger, or as soon as they become consciously aware of this ability's existence (i.e. as by seeing another Child summon their scythe); and are then capable of summoning it again at any time they will it afterwards. Obtaining the scythe before the beginning of the game is possible for these characters.
4pts: User is capable of first summoning the Scythe by instinct when they are in danger of supernatural origin (i.e. by being attacked by a reaper or hostile ghost), or as soon as they become consciously aware of this ability's existence; and are then capable of summoning it again at any time they will it afterwards.
3pts: User is capable of first summoning the Scythe only when they become consciously aware of this ability's existence (i.e. by being informed that they posses this ability, or seeing someone else display it), and are capable of summoning it again at any time they wish afterwards.
2pts: User must train outside of battle in summoning their scythe at some point after becoming consciously aware of this ability before being able to summon their scythe for the first time.
1pt: User must train outside of battle in summoning their scythe at some point after becoming consciously aware of this ability, and then be put in a state where they feel they are in physical danger (typically a battle) before they can summon their scythe for the first time. will need to either train once more outside of battle or be engaged in another threatening situation before being able to summon at will.
Spirit skills revolve around the perception and control of entities that belong in Death's domain such as ghosts, wandering souls and reapers. Those with an affinity for Spirit skills will quickly learn to not only detect the presence of 'otherworldly' entities but also to control them to do their bidding, being able to gather information on their surroundings and enemies faster than anyone else and even learning how to avoid fighting by havign others do it for them. the three Spirit sub-categories are as follow:
Perception; in which the users will train their ability to perceive the presence of otherworldly beings. at first this will limit itself to training themselves to see (and later understand the language of) ghosts and, later, pure souls. Eventually however the users will develop a 'radar'-like sense that will allow them to be aware of the beings' presence even without seeing them, masters in perception will be able to pinpoint the location of every ghost, soul, reaper, child of death, or other unnatural being within an entire city if they so wish, never being caught off guard and being able to co-ordinate attacks and stratagems perfectly.
Interaction; these skills allow the users to interact with the spirit world. Usually used in conjunction with Perception skills at least to some degree, Interaction skills will allow users to at talk to ghosts and souls (later even telepathically) and even touch them. the more advanced levels of interaction, however, will allow the user to enter the spiritual plane and move through the world as if they were a ghost themselves (at first this will be done through astral projection, then later the actual body will be able to enter the spiritual plane). Skilled practitioners of Interaction arts will even be able to interact with the souls of living creatures (manipulating them at first, being able to affect emotions and thoughts, then later being able to forcefully pull souls out of living hosts, reaping them), as well as the essences of inanimate objects, analyzing them and understanding their composition through this (works better with high perception skills). Masters in interaction become unparalleled scouts and spies.
Puppetry: Skills revolving around the (often forceful) manipulation of ghost and souls. Puppetry skills allow Spirit users to bend otherworldly beings to their will. At first this will be useful for little other than commanding ghosts to serve as spies and scouts, increasing the number that can be commanded at once as the user practices; but eventually the user will be able to take possession of the spiritual entities they command and be able to control their movements directly, even making them fight enemies for them. a higher level skill will even be able to make souls and ghosts take possession of living humans in order to help the user in the physical world, and eventually take possession of corpses in order to raise undead soldiers. Masters of puppetry will eventually be able to forcefully control the actions of even living, physical beings who happen to posses the Mark of Death, provided said targets are significantly weaker than the user of course.
Quick Reference Tip Spirit Specialists get a bonus to Combination Skills due to their natural ease at understanding and manipulating the flow of Death energy.
Base Skill: I See Dead People Ghost Sight - The ability to perceive the ghosts of the dead in the visual spectrum. This ability receives the following bonuses from initial Affinity Point Allocation
5pts= Users can see an unlimited number of clearly defined ghosts that might be in their field of vision.
4pts= Users can see an unlimited number of clearly defined ghosts that enter their immediate vicinity.
3pts= Users can see up to 3 clearly defined ghosts that enter their immediate vicinity
2pts= users can only see 1 ghost that is in their immediate vicinity. The ghost's features are somewhat blurred.
1pt= Users can only perceive a single ghost in their immediate vicinity. The ghost's features are blurred beyond recognition.
Decay skills focus on the propagation of death and reinforcing its influence in the cosmos through tapping into one's own powers. Decay specialists will start off comparatively much weaker than other children, but through tapping into their powers, they will eventually reach a mastery of death's powers that is nearly unrivaled, embodying the concept that no living thing can escape death's touch forever. The three sub-categories of the Decay sills are as follow:
Destruction; Skills that focus on destroying the physical world around the user. This sub-category actually only has 2 skills, and it is the proficiency with each skill that make the difference between a novice and a master of destruction. The first skill is Rot, in which the user causes the decomposition of organic material at a heightened rate, initially can only apply to simple bacterial and plant life the user touches, but as the user becomes more practiced with this skill they will be able to make decay more complex tissue, decompose faster ones more quickly, and extend their abilities telekinetically, eventually being able to attack specific organs and body parts of complex living organisms and cut them in twain by causing the high speed decomposition of their cross section, or to rot away into nothing the wooden foundations of an entire building simply by touching part of them. The second Destruction skill is Erode, the ability to wear away a inorganic material. Initially only soft and simple synthetic materials like plastic will be eroded, but as Erode works n the same principles as Rot, eventually a master of Erode would be able to bring down an entire skyscraper by himself simply by destroying he steel beams that support it.
Corrosion; Abilities that center around releasing Area of Effect death spells in the form of noxious Miasma. The miasma, at first will be fairly contained and quite weak, being only able to kill one's energy and slowly drain away the stamina of those who enter, but as the user's strength with Corrosion increases, the user will be able to not only learn how to make the miasma more powerful and spread it farther, but also how to induce status debuffs by shifting the focus of the miasma's 'killing' to other aspects such as killing one's speed or their strength to make them weak or slow. At higher levels the master of corrosion will even be able to inflict status ailments on their targets through their miasma (killing their sight to inflict Blind, killing their immune system to inflict poison, ect.). As the user grows in strength, more and more abstract concepts will be able to be killed through Corrosion's miasma spells (inflicting Slow and Stop by killing one's time for example would be a top-tier spell, same with inflicting mass-doom), making a master of corrosion capable of single-handedly debilitating an entire army if they are not prepared to face the wrath of his miasma.
Quick Reference Tip: creatures bearing death's mark are more resistant to corrosion spells and will not succumb to the effects of Corrosion as soon as they enter the miasma. How long they must stay in before the effect takes hold depends on the spell used, and how powerful the target is compared to the caster. Also, the miasma's 'killing' is not permanent, the effects of the miasma will fade sometime after the target has exited the noxious cloud. how long they will take to fade depends largely on the same conditions listed above.
Corruption; Focusing on the reinforcement of death's influence in its purest form, these abilities turn a normally destructive Decay specialist into a strong supportive ally. The first of these abilities will do little more than allowing the user to give some of his power to another who bears death's mark. As the user trains with this, however, they can start being more efficient with their casting, eventually supercharging allies for only a fraction of the amount of power they are bestowing. The user will also be able to enhance objects such as death scythes and other objects bearing death's mark (through Combinations skills, granting equipment specific enchantments such as a poison blade is also possible) and, eventually, be able to actually imbue ordinary objects with Death's mark. Ultimately, a master corrupter will be able to grant death's mark to even regular mortals and imbue them with enough power to fight beside him against supernatural enemies.
Base Skill: Rot Touch - by coming into physical contact with simple plantlife, a decay specialist will cause it to wilt or outright rot unless they have the skill to choose to do otherwise. This ability receives the following bonuses from initial Affinity Point Allocation
5pts= User can cause medium sized plants to rot away quickly by touching them and can turn off teh power whenever they will it
4pts= User can cause medium sized plants to rot away at a moderate speed by coming into contact and can turn off teh power whenever they choose
3pts= User can cause flowers to rot away at quickly in their hand and can turn off the power whenever they choose
2pts= User can cause flowers to wilt quickly but not rot by coming into contact with them can turn off the power at will with some effort
1pt= User will cause simple vegetation such as grass and flowers to wilt away at a moderate speed by coming into contact with them and are unable to turn this power off until they receive proper training.
The manipulation of Death's energies through rejection. Purification specialists show their mastery of death not by propagating it, but by denying it, decreasing or eliminating its presence as they see fit. The three sub-categories of Purification are as follow:
Healing; Skills that focus on reversing Death's hold on objects and living beings. The antithesis to Decay's Destruction skills, Healing can slow down and eventually reverse the progression of wounds and illnesses, as well as repair damaged or destroyed objects at higher levels. At their strongest A master of Healing will be able to make themselves and their allies completely invulnerable to damage by utterly rejecting death's embrace in its totality. In truth, if they also posses enough spirit skills to properly manipulate the ghosts or souls of the dead back into their corpses (or have a spirit specialist helping them) a master Healer can even reverse the cycle of life and death, bringing the deceased back to the world of the living.
DenialDenial skills allow for the erection of barriers that interfere with the usage of enemy spell casting and skill usage. At first a Denial user will only have access to weak barriers that hamper low-level Decay spells, but as their skill increases they will not only be able to cast more powerful barriers and nullify stronger spells, they will also learn how to affect other skill specialists. At intermediate skill level, a Denial user will be able to interfere with a Spirit user's casting and active skills, at an advanced level they can begin setting up physical barriers instead of purely magical ones to counter Scythe specialists, and at a master level, a Denial user will even be able to reject Purification specialists rejecting the control of death energies even through their rejection, hampering or completely stopping healing skills and offensive exorcism skills and, yes, even being able to cast barriers on others attempting to erect barriers (yo dawg). One who completely masters Denial may have no great offensive skills, but will possess unparalleled defensive capabilities that render all enemy opposition utterly useless.
Exorcism Exorcism skills at first seem to be opposite to a purification specialist's typically supportive roles in battle but are, in fact, the purest expression of Purification's manner of controlling death. Exorcism skills revolve almost entirely on offense, and center around damaging and even destroying objects and entities bearing death's mark and belonging to death's domain by not attacking them, but rather attacking the death element that supports them directly Exorcism skills are in fact some of the hardest to master (partly due to the fact that those with an affinity to purification tends to have a psychological and emotional aversion to harming others) and are nearly useless against regular mortals and their various tools, but when facing reapers, ghosts and other kinds of otherworldly opponents, a master Exorcist will be the single greatest weapon one could have against them, at first being able to destroy the skills they are using (different from a Denial user who either protects against/disrupts the efficiency of activated skills, or interrupts a skill currently being cast,) then attack their equipment, eventually learning to dispel death scythes and such weapons of death at will, and eventually being able to launch deadly, nearly unblock able magic attacks against the cores of their opponent's powers. Exorcism skills are a clear and often deadly reminder that purification specialists are still bearers of death's mark and should not be trifled with lightly.
Base Skill: Healing Hands - The ability to cure minor wounds through touch. This ability receives the following bonuses from initial Affinity Point Allocation
5pts= Users can heal scrapes and non-lethal cuts almost instantaneously by putting their hands over them.
4pts= Users can heal scrapes and non lethal cuts at a quick rate by putting their hands over them.
3pts= Users can heal minor cuts but not scrapes at a moderate rate by putting their hand on them
2pts= Users can slowly heal minor cuts by touching them
1pt= users can increase the healing of minor cuts by approximately 75% by touching them (in other words they're not really much use save for making the pain go away)
Not a 'Category' of itself and impossible to have an innate affinity to (though Spirit specialists usually have an easier time casting them), Combination skills are skills that focus on the combination of abilities from two or more different Categories or Sub-Categories. Combinations skills are incredibly useful because of how diverse they can be, but are also very difficult to cast because they either require one user to be trained enough in at least two separate arts to combine them into one, or they require two or more separate users to attain a level of team work and synchronization high enough that they can combine their abilities. Neither method is inherently better than the other because a single caster using combinations spells will not have to worry about synchronization with another, but will generally be weaker in each of the individual categories he is drawing skills from, resulting in consistent, but weak or low-leveled combinations skills. Conversely, two or more separate specialists focusing on only one category will have access to higher ranked spells in their respective arts, and thus the opportunity to cast higher-ranked combination skills, but the issue of synchronization, especially in battle conditions, will result in frequent mis-casts and failed combinations if the separate users have not trained extensively together over a long period of time, and even then, if one of the users is missing then their partner/s become/s unable to use their well-trained combination skills.
Ultimately Combination skills are a double edged sword with many advantages but many risks and shortcomings as well. What remains forever true, however, is that one should always be on guard when facing enemies well-versed in combination skills since their versatility and unpredictability alone can often make up for their lack of brute power as a lethal force.
Base Skill: Base Skill: Scythe Summoning - The ability to actually bring forth one's scythe to their hands by willing it.
Base Skill: Ghost Sight - The ability to perceive the ghosts of the dead in the visual spectrum.
Base Skill: Rot Touch - by coming into physical contact with simple plantlife, a decay specialist will cause it to wilt or outright rot unless they have the skill to choose to do otherwise.
Base Skill: Healing Hands - The ability to cure minor wounds through touch
What's the difference Between Ghosts and Souls?
Souls are essentially the basis of life, they are the fuel for will and conscience that animates us, making us different from inanimate objects (which posses 'essence' but not 'souls'). Ghosts are souls of the living who are still shaped by memory and emotion, specifically the memories and feelings of their time as living beings. typically when people die their souls are brought to the afterlife, Death's realm, and washed clean of all their memories and emotions, turned back into pure souls, at which point they can be used to create new life. Usually speaking, only ghosts with really string regrets or attachment to this world would be able to resist being called to the afterlife and thus would become wandering spirits. But since Death's murder a few months ago the door to he afterlife has been tightly shut, meaning no one's been able to move on. this has led to the creation of things called corrupted souls. If a ghost stays in the world of the living too long, their memories will start to fade away. As their memories fade more and more, they themselves begin to turn back into souls. However, if they still have a great resentment or regret, they won;t be able to wash themselves clean of it even while they lose all their memories and they'll become a soul that is tainted by a single, all encompassing negative emotion like hatred or sorrow. These are what are called Corrupted Souls, and they are essentially considered spiritual parasites, feeding off of and amplifying the negative emotions of other ghosts and creating otherworldly monsters like Wraiths through this process.
Or characters are 'immortal'? does that mean they are indestructible or do they just keep regenerating?
First one. Our characters' bodies literally cannot be damaged by anything other than an object or person bearing the mark of death. BUT we can still feel pain. So if someone punches us in the face, it won't exactly feel like they're hitting a brick wall, we'll still react like they just punched us in the face, and we'll feel pain from their blow, just none of our cells, bones or tissues will actually be damaged by the blow thanks to our status as demi-gods. This means that certain weapons, especially firearms, can still be dangerous to us because there's only so much pain a human mind can take before forcibly shutting down. A shotgun blast to the head might not kill us, or even leave a scratch on us, but it would sure as hell knock us out for a while. Similarly a sufficient amount of pain in a limb would hamper our usage of it temporarily. if someone keeps beating on your arm with a lead pipe, it's gonna be a fair bit too sore afterwards to properly twirl a scythe around with, even if it technically took no damage. This pain barrier is stuff that we'll all gradually learn to ignore as we become more and more familiar with out divinity powers. It's like Neo opening his mind to the absence of there actually being anything that can harm him in the matrix, thus becoming more or less invincible within. The same concept applies here, as we become stronger and stronger our subconscious will stop identifying us as 'mortals' and more like 'gods', accepting our new reality and thus making mortal weapons hurt us less and less. The pain won't ever fully disappear mind you, not until we become actual full-fledged gods, but eventually it will get to a point where, to knock us out, the mortals would need to use military grade ballistic and artillery weapons on us, repeatedly.
What the hell IS Death's Mark anyways?
Death's Mark is an irremovable black mark that appears somewhere on the bodies of entities that are in the land of the living but belong to death's domain, this includes ghosts, souls, children of death, reapers, ect. The mark also appears on certain objects that are considered part of Death's domain, such as death scythes. The mark comes in 2 variants. The first, a common Death Mark, is a simple black circle. This is the mark found on nearly every entity or object belonging to death's domain. The second variant has a black dot inside the circle, this mark only appears on entities that possess a shard of the great scythe within them, identifying them as heirs to lord Death himself. Objects and People who bear either version of the mark are considered Heralds o death in the mortal world and thus can't be destroyed by anything from that world (unless they themselves have been given divine authority from Life or one of the other gods). Under most circumstances, only others who also bear the mark can harm them.
Are we only able to access the base skills at the start of the rp? And Do you have to max out the base skill to be able to use the specific powers?
To the second, well, it depends. For Scythe skills, for example, it would be impossible to 'max out' the base skill since the different levels of it only affect how easy it is for you to initially summon your scythe. That being said, yes, you would need to get good enough at summoning the scythe at will before you could start practicing with it and developing new techniques with it, of course. Now, for decay skills, well, destruction only has 2 abilities, rot and corrode. So technically teh base skill, rotting touch, is part of the 'rot' skill, and you can't learn high forms of that skill without being able to at least able to do with rotting touch what a lvl 5 can do as soon as he starts. Of course, if you want to study a completely different skill tree of decay, Like corruption, then you wouldn't need to train your rotting touch at all. That being said, however, your character doesn't just 'know' what abilities he can and cannot develop. Only through training and experimentation will you guys discover what options are available to you, so it's entirely possible that none of you would ever learn even the most basic Corruption spells or Exorcism spells through t the entire course of the rp, simply because your characters never stumbled upon those abilities or though to use their powers in that fashion while training. So it's highly likely that, to even learn how to use corruption spells would be to first train the rotting touch and, through it, learn the mechanics of decay spells and familiarize yourself with them. The only way to bypass this step would be to either have someonething TELL you that you can use your decay powers in a different way, or if you observed someone/thing using decay abilities in a way you never saw before and trained to copy them. So it's not always 100% required that you train your base skill before learning others, but I'd say in about 90% of the possible scenarios, you would need to at least become decently proficient in it before you could start using your powers in that field in more creative ways.
Did we all wake up right after being revived?
-->No<--. Here's the thing, we only got our divine powers AFTER being returned to our bodies(which, thankfully, only happened a few minutes after our souls were reaped, so odds are no one even knew we died in the first place), meaning that those bodies were mortal when we died in the earthquake, meaning they suffered some pretty significant damage. Now, major stuff (like, say, getting your head blown off or your heart impaled) you can assume would have been healed pretty much instantaneously, courtesy of plot convenience Death so that the vessel you were returned to was at least functional, but our bodies would still have needed time to heal after our death before we woke up. The healing process would have been hastened by our new status as demi-gods of course, but you can assume it took an average of about 2-3 days before we actually opened our eyes again, having been comatose that whole time.
What the Fuck is the Spirit World? What does it look like?
The spirit world is an astral plane that exist side-by-side to ours. it's... hard to explain a little. For the most part it looks just like our world but with a blurry filter, but the entire thing is basically a ghost of the world's essence.
like, souls are what actually animates us, and our ghosts are just our souls that are molded by our memories and emotions into looking (most of teh time) exactly like we did in life, right?
well the spirit world is molded by the collective memories and emotions of every single soul inside that world, which means that for the most part it looks just like ours because everyone;s memories are compiling together to make a perfect replica. The problem though is that, like i said, memories fade, and they are not always perfect.
For example, if there was an empty lot in the real world where there used to be an apartment building that, 20 years ago, went up in flames, killing dozens of people inside. well, if all of those people left ghosts behind to lament over their deaths, then that empty lot from the real world woudl still hold that apartment building in the spirit world, and it would most likely perpetually be on fire, the ghost reliving the memories of their horrific deaths while interposing it with their string regrets (for example, entering the apartment of one ghost who lived there and had just gone through a divorce before dying may show the inside of his department as the stage for his daughter's school recital that he lamented never being able to go to)
For the record, because a bunch of people died in the earthquake and the doors to death's realm closed soon after, several parts of the city that are, in the real world, undergoing reconstruction, are shown as still being destroyed in the spirit world thanks to the strong and traumatic memories associated with dying in the earthquake that so many of the ghosts have.
For the record, ghosts who are better at perceiving the real world from within the spirit world will often freak out at how humans seem to walk through walls and float because the architecture in the real world has changed.
1. NO GHOSTING: period. If you enter this rp then drop out or stop posting without giving a single warning, I will find you, i will murder you, i will bring you back to life, and then i will feed you to Valerium. If you have personal problems going on right now or have a busy exam schedule or are moving soon or whatever, don't bother putting up a charter. I realize that i am sounding like an asshole but i have had too many RPs ruined by people doing exactly this in the past. (note: if something unexpected comes up but you give us fair warning of your absence BEFORE you leave, as well as when you expect to come back, I will work with you to figure out a way to keep your character alive and have them do what you had planned for them until you return)
2. Typical 'don't be an asshole' stuff: This is a high-casual rp, I shouldn't have to tell anyone here that god-moding, meta-gaming, auto-hitting, being an ass OOC, etc. is all unacceptable.
3. Keep it classy: I assume we're all over 13 here so I'm not gonna enforce any PG 13 rules or anything like that. Swearing is allowed and so is killing (obviously) but racial slurs and the like are completely forbidden in the OOC and need to have a damn good reason to be used IC. Also, even if it occurs that you create a racist character and i give you the OK to have him say nigger once in a while (I'm black, in case any of you didn't know). If what your character says offend another player then consider your permission slip immediately revoked until otherwise notified. This place isn't 'Barney and Friends', sure, but I'm not gonna tolerate anyone being made to feel uncomfortable and/or discriminated against in my threads either.
Note: Oh, as for sex scenes; well, I've yet to actually come across anyone who would actually write those out in a public thread, buuuuut if it DOES come to the point that you and another player want to get each other's rocks off, have some decency and move it to PM or sth. (this totally does not apply to me and Valerium's bromance sex)
4. Read the Whole OOC before posting a character: Actually not a 'rule' so much as a very, very strongly recommended guideline. I mean, firstly, it took me several hour's worth of work to write all this stuff down for you guys. You can take 10 minutes to read through it. Secondly, all of the information here will be relevant to making yoru character, reading all of this info especially the FAQ, will be very useful in informing you of certain setting-pieces that you'll have to be aware of in your character sheet.
HTML Code:[B]Name[/B]: (what is your character called?) [B]Age[/B]: (how old is your character?) [B]Gender[/B]: (Male or female?) [B]Appearance[/B]: (anime pic preferred, description also accepted. Real Life pics if you must) [B]Starting Location[/B]: (Which of the 3 provided starting locations will your character be in at the beginning of the rp?) [B]Death Scythe Appearance[/B]: (optional) [B]Affinity Point Distribution[/B] (8 points to distribute max, 1 minimum to each category) -[U]Scythe Skills[/U]: -[U]Spirit Skills[/U]: -[U]Decay Skills[/U]: -[U]Purification Skills[/U]: [B]Personality[/B]: (what your character does and why, how they feel and think, what their values are) [B]History[/B]: (your character's back story, the major events or circumstances of their life that have shaped them into who they are today. I expect to hear about how they died during the earthquake and how their life may have changed in the 6 months since then. Fair warning, this section is what i will primarily base my opinion of your character on. If you can't write up a decent history, I'll assume that your skill as an rper is too low for this rp) [B]Other[/B]: (optional, any extra info you'd like to put in that doesn't fit in any of the above categories)
>St Thomas Graveyard
Azuriel as - Trevor Jasten
Silyan as - Vivienne Gianna Wade
Valeric as Kathleen Darkwood
DreadPirate as - Ferris Bueller Poleson
BioHazard as - Terra Torchwick
Kagamine as Isadora Raven
Urukhai as - Roland Saris
>Joshua Wigmore General Hospital
Me as Lisa Love
Rtorn as - Jane McNolastname
Valerium Therme as - Jason 'notvoorhees' Warnock
Saint0120 as - Joshua Phree