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TRANQUILIZERS ([personal profile] robbies) wrote2020-10-05 05:17 pm

DEATH AND TRANQUILIZING


DEATH AND TRANQUILIZING

This is not an exit.


ON DYING

Poison, drowning, claw or knife. So many ways to take a life.

Death is every bit as realistic and painful for your character as it is in canon. It also comes with a price.

Whenever a character dies, their body will remain in the place they died in, unless another character moves them. There, their body will begin the usual decomposition process you would expect from a freshly dead corpse for a few hours, after which the character's body will disappear and reappear back in their house within one to three days. They will awaken in their beds in the morning similar to how they did when they first arrived in Santa Rosita, wearing their pajamas. They will also feel very groggy, nauseous and weak, and will take about a week to fully recover.

Physically, your character will gain ugly looking scars and bruises reminiscent of and hinting at the way they died. For example, a long scar across the throat if theirs was slit, puckered bullet wound scars in the area they were shot, burn scars if they were set on fire, heavy bruising if they were beaten or bludgeoned, etc. You can get very creative with the appearance these marks take, but they will remain with your character for the rest of their stay in Santa Rosita and can not be healed, even with magic or if you request them to be healed as a regain. However, all other injuries will be healed upon resurrection, including lost or maimed organs and limbs.

The first time your character dies, it will take them twenty-four hours to revive. They’ll only gain one mark and will seem normal, mostly. Starting with their second death, they’ll start coming back... wrong. They’ll gain more scars in addition to their old ones. Their body temperature will start to drop until they become completely cold, and their skin will lose its color. They’ll notice their joints and bones popping noticeably from time to time, and they'll gradually begin to lose the ability to feel pain. They'll start to smell bad. Animals — including their own pets — will be terrified of them. Emotionally and mentally, they’ll still be the same characters, but their moods might become just a little more unstable, their tempers shorter and more violent, or they might begin to exhibit characteristics reminiscent of extreme PTSD. Essentially, the more they die, the more, well, dead they’ll begin to seem.

These effects will stack and worsen with each death. Just like death scars, they can't be healed by any mechanic in the game. Additionally, each time they die, it will take one more day for them to revive; so, the second time they die it will take two days, and the third time will take three. After a character dies 3 times, their next death — their 4th — will be permanent and the player will have to reapply for them from a different canon point. They will not keep their previous regains or memories of Santa Rosita. For all intents and purposes, they will be treated like a completely new version of the character pulled in from a slightly different universe.

You can pick any of these effects to implement for your character, or you can let a mod decide for you. You can have your character undergo all of them, or you can choose one and have that effect get noticeably worse each time they die. Most of them can be opted out of if you so choose. However, death scars can not be opted out of, and every time your character dies after their first death, they must gain one effect.

TRANQUILIZING

We found a way of doing it, and it's just perfect. Perfect for us, and perfect for you.

One of the greatest dangers your characters will face during their stay in Santa Rosita won’t just be to their bodies, but to their minds as well. Santa Rosita’s community leaders employ many punishments to discipline wayward citizens with, but their favorite is Tranquilizing, a process that’s very similar to brainwashing.

The Santa Rosita Police Department and a select number of named NPCs have the ability to Tranquilize characters on the spot, usually in response to infractions, crimes, flagrant disregard to the rules, or pure disrespect. These NPCs include Mayor Clarke, Chief Harding and the Happy Homes Association. The effects of Tranquilizing vary but are generally based on the severity of the infraction your character commits; the lesser the infraction, the more mild the Tranquilizing is and the quicker it takes to wear off.

There are six stages of Tranquilizing:

Stage 1. Mild. Characters will immediately forget whatever they were doing at the time of Tranquilizing, feeling compelled to return to their homes and go about their day normally. Usually only lasts for an hour.

Stage 2. Moderate. Characters will immediately forget whatever they were doing at the time of Tranquilizing, feeling compelled to return to their homes and go about their day normally, although they will suffer headaches and be more than a little dazed. Lasts longer than one hour but less than a day.

Stage 3. Average. Characters will immediately forget whatever it was they were doing at the time of Tranquilizing. Any negativity will be immediately wiped away and they’ll forget whatever it was that had them upset, brushing it off as unimportant and returning to their homes. They will also adopt some of their neighbors’ mannerisms, including early 1960s vocabulary and a cheerful attitude. Lasts for one to three days.

Stage 4. Severe. Characters will not only forget whatever it was they were doing at the time of Tranquilizing, but will also begin to forget certain details about their original life and homeworld, having them replaced with very realistic memories of their fake life in Santa Rosita. They will adopt their neighbors’ mannerisms, including early 1960s vocabulary, values and a very cheery attitude. Lasts from anywhere between three to seven days.

Stage 5. Very severe. Characters will forget whatever it was they were doing at the time of Tranquilizing as well as large swathes of their memories of their original life, including names of friends and family and events in their canon. All of these lost memories will be replaced with realistic memories of their fake life in Santa Rosita that are indistinguishable from their real ones. They will essentially believe and act as if they really are from 1961, that their fake family is their real one, and that they really did just move to Santa Rosita. Lasts anywhere from one to two weeks.

Stage 6. Extreme. The character becomes a Robbie. Loses all memories of their homeworld and original life, as well as the ability to express the full spectrum of human emotion, behaving more like a robot attempting to mimic emotion — specifically and only happiness and occasional, mild disapproval. Loses the ability to feel pain. Believes they really are from 1961 and completely loses themselves in their fake identity. Can last anywhere from a week to a full month.

Note that any stage of Tranquilizing will leave the character docile and with no inclinations to fight or rebel against Santa Rosita and its leaders, and is incurable by supernatural or scientific means (but if you attempt to use either to cure a Tranquilized character, let us know — something special might happen). Your character just has to ride it out and wait for it to wear off. The duration we have listed here for the various stages are just general guidelines; you have some flexibility for how long you want the Tranquilizing to last, such as if you want your character to be a Robbie for one week or ride out the full month.

Currently, there are no penalties or long-term effects for Tranquilizing beyond what is listed here, except for the very unique form a certain ice cream loving friend to the town utilizes. What does it do? Well…


DEATH AND CRIME RECORDS

This page also functions as a catch-all post where players can report character deaths as well as character committed crimes. Simply fill out the appropriate form below and comment with either DEATH or CRIME in your header.

Please note that changes resulting from death that aren't death scars are determined by mod discretion if you opt-into having us choose them, meaning that if you put down that you would like a randomized death effect that isn't a scar, we will assume that you're alright with having us do whatever we want to your character. This includes mental changes.

An important note about crimes as a whole: just because your character commits one doesn’t necessarily mean they’ll always be Tranquilized or punished as they have to be caught first, so don't feel like you can't do anything rebellious or creative in the setting, or that you have to be a perfect angel that goes along with everything Santa Rosita asks you to do because you're afraid of being punished. We just ask that players use their best judgement in determining what they could feasibly get away with, unless they have mod permission or have made some arrangement with the mods due to an event.
DEATHS


CRIMES

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hydraulics: (rawr.)

[personal profile] hydraulics 2021-01-21 12:17 pm (UTC)(link)
Character: James Mace
[personal profile] hydraulics
Crime: Stole a Santa coat during December’s event! Tried to be slick about it but a passing robbie (whom he’d insulted just minutes before) saw him in the act.
Punishment: Stage two tranquilizing, please 🤧
undiagnosed: (pic#14468756)

[personal profile] undiagnosed 2021-01-30 03:32 pm (UTC)(link)
Character: sterling archer
anthony j crowley (with permission from the player)
[personal profile] undiagnosed
[personal profile] demonicmiracle
Crime: attempted break into the projectionist's booth. like two people excellent at avoiding detection, they... didn't
Punishment: stage 2 for both, please!