THE DEATH SYSTEM
Congratulations, you've died! Death is not permanent in the prison, and so you've been revived. Because death is entertainment here, your wardens have decided to reward all inmates who put on a show for the audience at Monday and Friday's events. If you are brutally slaughtered off-stage you may also be rewarded, but generally these rewards only apply to deaths done while in an event.
Speaking of death, candy must be eaten once a week or the poison supplied by the inmate's collar will kill them. This death is extremely painful, and will not earn the inmate any reward. In addition, for the first day after a revival from a collar death, all of the inmate's senses will be dulled to half strength. An inmate starts off with no poison in their system when they first arrive, and at any time they eat a piece of candy, the poison in their body resets to zero. In addition, if an inmate dies by any means, the poison in their body resets to zero when they revive.
In addition, suicide is not allowed. If a character attempts to commit suicide, their collar will inject a powerful sedative and the character will pass out, unable to be played for one IC day. It's no fun if you just kill yourself!
After dying, your character will awaken on their bed in their assigned room in perfect condition, almost instantly. The body left behind will be taken away by staff. The only time a character will return in less-than-perfect condition is if they died from not taking their candy (as mentioned above), or if they had a
penalty game recently (a character must die twice, not just once, to restore any body parts lost in a penalty game).
Death rewards come in the form of enhancements to your physical body, with the exception of the very first reward. The main incentive for dying comes in the form of something called a
Branch of Sin; this is a special power that allows you to manipulate your very own blood as a weapon, and upon obtaining it subsequent deaths will strengthen it and your body, thus making it slightly harder to die the next time.
1. 100,000 CP & pain being slightly dulled
2. Weakest form of branch of sin; makes you incredibly dizzy, it's very easy to pass out
3. Slightly stronger branch of sin; dizzy spells lessened, blood more solid
4. Recovery time from injuries decreased; cuts that would heal in a day heal in 3/4 of a day, etc
5. Slightly stronger branch of sin; more powerful attacks-- a tap becomes a slap
6. Slightly stronger branch of sin; more powerful attacks-- can scratch and draw blood
7. Increased blood production; dizzy spells incredibly lessened
8. Slightly stronger branch of sin; more versatility in the kind of attacks used
9. Slightly stronger branch of sin; more powerful attacks-- sharper, can pierce and cut much better
10. Increased blood production; dizzy spells gone completely, takes a longer time to bleed out
11. Slightly stronger branch of sin; more versatility, can open doors and do other fiddly motions, etc
12. Slightly stronger branch of sin; strong enough to break bones if used correctly
13. Increased recovery speed; a broken leg can be healed in half the time, etc.