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H41 - Hedge - Isle of Tears

An oddly-shaped upthrust of granite encircled by sheer, albeit short, cliff walls, the island is not easy to clamber onto from the water (successful Str + Athl climbing roll needed). There are no gentle beaches, no kind slopes, on the path of the trod. OFF the trod, alternatives exist, but those have their own consequences.

The stone is grey and black, monochrome, granite absent Vermont's frequent hints of green. So is the stony soil, and the thorn bushes, and the animals, the trees... The entire island exists under a weary, monochromatic pall, worse the nearer one grows to the sheltered center of the space, trods winding through cracks in the rock at times barely wide enough to admit a walker at all.

There are clearings, here and there. Smooth. Lovely. Tempting. The bones from their last occupants' struggles are carefully swept away... for here, too, are dangers. Legend, in the case of the Isle of Tears, is all too real. Hobs and changelings alike, devoid of any impetus beyond cold practicality and physical need, haunt these shores, predatory, less than sane, and the longer you are here, the more like -them- you grow, the Hunters, the truly Lost.

Why would anyone come here? The Tears of Aomi. There are scattered trees, hidden deep within the island's mazy walls and thorns, which bear a glassy, teardrop fruit, willowy branches weeping down toward the earth. The fruits are precious, and damning, and no few fruit hunters fail to leave the island.

NOTE: this area has a supernatural effect which leeches warm feelings of any kind. See http://fatesharvest.com/w/Hedge/Isle_of_Tears for full details, and '+view here/empathy' for a summary of MANDATORY mechanics, please. Being here is a constant threat to your sanity and your life. You will attack your friends without remorse.

Mechanics

he Isle of Tears exists under a supernatural effect which can be resisted, but never avoided. There is a sense of presence throughout the island, a sense of cold, demanding hunger, plucking at your will, invading your innermost heart.

* Every 5 minutes your character is on the island, roll Resolve + Composure.

If you succeed, you continue to feel oppressed/as though you were being pulled at/watched/being loomed over by a predator you've no way to escape. If you fail, in addition to the penalties below, you immediately begin suffering the effects of the island. You feel no warm emotions. You feel no loyalty. You feel no pleasure, no joy. Cold satisfaction for a job well done is the 'warmest' sentiment left to you. The value of your most beloved friend/heart-mate is reduced to its simplest, most selfish level: how can this person's presence/skill set benefit you and what you want? Are they a physically crippled yet emotionally wonderful, loving, creative person who specializes in, say, carving soap? They are weak baggage better off being a meal or bait. The relationship's value is nil.

This deadening effect will remain until you leave the island.

Merits like Indomitable or other innate abilities apply. This is supernatural mental/emotional influence.

Each time you fail, and/or every 15 minutes, add a -1 penalty to your next roll. This penalty is a reflection of a temporary lowering of your Empathy skill score. The penalty is cumulative.

To be exceptionally clear, every 15 minutes you are on the island, your Empathy score drops by 1 dot, and may drop even faster if you are unlucky in your rolls. There is no way to stop this from happening except leaving the island.

exempli gratia:

Roll #1: You +roll Resolve + Composure. You fail.
Your next roll is at -1. (+aomi)
Roll #2: You succeed.
The -1 penalty is unchanged.
Roll #3: You fail.
The -1 penalty becomes -2. (+aomi)

Penalties gained on this island apply to all Empathy skill rolls, including Contracts. Any time you gain a penalty, use the +aomi command to set it on your +sheet. The command will only work in this room. See '+help +aomi' for more details.

Once your Empathy has effectively been poisoned below 1 dot, you may no longer apply any Empathy specialties to your rolls. Adroitnesses are a magical effect, and may still be used.

Additionally, you may no longer attempt to resist the hunger of the island until you have regained a "dot" of Empathy (i.e. until your penalties have faded enough to bring you back above zero). Negative numbers do count. If you're at -2 Empathy, you have to heal through -1 and 0 before you hit 1 dot in Empathy again.

These penalties heal at a rate of 1 per week.

There is no known way to hasten the healing of this damage.

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