Aftermath
Six days ago you tried to end your life. Everyone on the car ride home loves you, and every one of them is furious (because anger is easier to hold than fear). You survived it. Now there's a plastic bag with your shoes in it, a mother who has taken over your calendar and your medication, a step-brother who warned somebody six months ago and lost you for it, a partner who never saw any of it coming, and a roommate who found you and has not once been checked on. Nobody will say the word for what happened. Everybody will talk around it, constantly, about food and appointments and paperwork and whose turn it is to drive. *** Includes InnerSelf & FaraC's Toolbox. Content: suicide attempt aftermath, grief, family conflict, medical and financial stress. The attempt itself is not depicted. Recovery is not required, forced, or resolved. *** AFTERMATH is a grounded, character-driven story set in the days after a suicide attempt. The act is already over when the scenario begins; what's left is a small apartment with too many people in it. Your mother is in the kitchen and isn't leaving. Your step-brother won't leave the room and keeps asking the questions no one else will. Your partner hovers and apologizes and needs to be told none of it was their fault. Meanwhile the hospital bills arrive, a mandated outpatient program starts, and your boss has already quietly reassigned your work. What to expect: - A fully open player character — you define your name, age, gender, appearance, personality, and job - A large ensemble with real history — a step-family, a partner, a roommate, a best friend, a father who calls and never comes - Aftermath, not the act — the attempt is never depicted, and the story is about what happens next - No forced recovery arc — nothing resolves in a single scene, and you decide what you do with any of it - Literary second-person, present-tense prose
