Hearthstones Of Air

 

Gem Of Echoes (Manse •)

Trigger: Concentration

This Hearthstone is a black jewel that glows softly with an inner light. It throws confusing echoes of any sounds its bearer makes, causing footfalls or whispers to come from odd directions, misleading anyone trying to locate the source of the sounds. Mechanically, it adds 2 to the difficulty of anyone attempting to use hearing to detect the bearer.

 

Gem Of Holiness (Manse •)

Trigger: None, constant

This Hearthstone is a banded, light-purple gem. Its bearer takes on a faint air of holiness, and unless he does something to obviously contradict this aura, people will take him to be a devout and trustworthy man. The character gains one die to any Manipulation or Charisma rolls when attempting to convince people that he can be trusted.

 

Jewel Of The Flying Heart (Manse •)

Trigger: Combat

This blood-red stone has a number of sharp facets. The Jewel grants the possessor a bonus to Dodge rolls equal to one-half her Conviction, rounded-up. In addition, if the Jewel of the Flying Heart is set in an edged weapon, it grants the owner a one-die bonus to any melee attacks made with that weapon.

 

Memory Stone (Manse •)

Trigger: Constant

An Exalt who carries this stone will never forget anything. Every image or incident, from a face seen in a crowd last week to the contents of a treaty that he hurriedly read before being chased off by guards, will be remembered in perfect and exact detail. The wearer’s player can even make Perception + Awareness rolls after the fact for the Exalt to notice further details about an event. Although this Hearthstone does not allow the wearer to learn Abilities, Charms or spells any faster or easier, the wearer could read a 1,000 page ancient tome and remember every word and illustration 50 years later. These unnaturally sharp memories soon fade forever if the character ever ceases to be attuned to this stone (the stone, not the Manse). If the character reattunes, the memories are still gone. This Hearthstone is clear and colorless, with a shining rainbow opalescence inside.

 

Stone Of Quick Thought (Manse •)

Trigger: Concentration

This Hearthstone is banded with opaque red and dark silver. When the bearer concentrates, time seems to slow down for her, but in reality, her thought processes speed up. It gives her time to think when in a tense and time-pressured situation and increases her reflexes. Mechanically, this gives the stone’s bearer one extra die for Wits and Dexterity rolls.

 

Stone Of The Spider’s Eye (Manse •)

This square-cut white crystal is shot with lines of pale blue and is quite small for a Hearthstone. The bearer of this stone is gifted with a greater ability to penetrate veils of magical deceit or subterfuge. The stone of the spider’s eye can either cancel up to -2 worth of difficulty penalties due to magical stealth or concealment or give two bonus dice on rolls to pierce such effects. Both bonuses cannot be applied to the same roll.

 

Gemstone Of Surface Thoughts (Manse ••)

Trigger: Concentration

This Hearthstone is a round, light blue gem, with fiery flecks of color throughout. It enables the Exalted bearing it to pick up another person’s surface thoughts — whatever is foremost in the target’s mind.

The bearer’s player must succeed at a Perception + Awareness roll; the number of successes she achieves determines the amount of information the Exalt picks up. One success allows the bearer to pick up brief, enigmatic phrases and partial images. Two successes gives her a general idea of what subject most occupies the target’s thoughts at the moment. Three successes adds detail to that general impression. Four or more successes gives the bearer a thorough idea of what the target is currently thinking about.

 

Godspeaking Trillion (Manse ••)

Trigger: None, constant

A godspeaking trillion resembles a square-cut piece of milky blue topaz. This Hearthstone causes its bearer’s voice to ring and resonate in the ritual tones of the Council of Winds, granting him the attention and a measure of respect from spirits and elementals. A godspeaking trillion grants two bonus dice to all Social rolls when dealing with spirits and elementals (not including ghosts or demons). When Dealing with air elementals or spirits belonging to a court specifically concerned with the element of air, this bonus is increased by an additional die, for a total of three dice.

 

Jewel Of The Clever Merchant (Manse ••)

Trigger: Business negotiations

This silvery-white stone carries many complex facets. The bearer of this stone gains a three-die bonus to all rolls associated with business negotiations, including price dickering, contract negotiation and bidding for rights. This bonus can be applied to both Mental and Social rolls.

 

Mind-Cleansing Gem (Manse ••)

This blue topaz is the pale shadow of dawn before the sun has fully risen and a precise sphere. Its clarifying influence assists the wearer in casting off attempts by others to dominate or influence his mind. Any wearer gains an extra two dice to all contests involving Willpower. In addition, if the Hearthstone is touched to someone who is under sorcerous or Charm-induced mental influence, it allows the target’s player to attempt to free his character by rolling a reflexive opposed Willpower test. If the target’s player rolls fewer successes, nothing changes, but if he rolls an equal or greater number of successes, the target is freed from all mental influences.

 

Mind Shield Stone (Manse ••)

Trigger: None, constant

This Hearthstone is a smooth blood-red. This stone prevents the bearer from developing any new derangements; it does not cure derangements that the bearer already possesses.

 

Purifying Mercy Stone (Manse ••)

This Hearthstone makes the air pure and sweet for its wearer, so that he will never suffer from the effects of smoke, airborne gases, poisonous vapors or even the stench of a dunghill. In effects extend for five feet around him in a sphere, so those close to him may also be protected. Smoke and visible vapors can be seen to ebb and curdle around the boundaries of the sphere, leaving the Exalt standing in clear, fresh air. The stone itself is heavy rock quartz, thick and limpid as the purest spring water.

 

Stone Of First Impressions (Manse ••)

Trigger: Concentration

This stone is an opaque blue and white. Whenever its bearer meets someone for the first time, he gets an immediate sense of whether he likes or dislikes her, based on what that person’s intentions are at that time toward the bearer or his immediate concerns. The stone only grants a first impression; it lends no insight into a person’s overall personality or trustworthiness.

 

Gem Of Elemental Travel (Manse •••)

Trigger: None, constant

This faceted, bright-red gemstone allows its bearer to walk safely on water, lava, mud, ice, quicksand or any other naturally non-traversable ground. This does not grant the bearer the ability to walk on air or to travel on anything other than a generally horizontal surface.

 

Gem Of Forgetting (Manse •••)

Trigger: None, constant

This arrowhead-shaped Hearthstone bears a pattern of swirling red and rose, and its surface is perfectly smooth. Anyone who meets the bearer of this stone will be unable to remember her clearly later. Only repeated and prolonged exposure to the possessor of this stone will negate this effect. Thus, the bearer’s family and friends will remember what she looks like, while random shopkeepers will not. The player of any character who sees this Exalted after their first meeting must make an Intelligence roll at difficulty 3 for his character to remember who she is. Repeated contact lowers this difficulty.

 

Key Of Mastery (Manse •••)

Hearthstones of this type are highly sought after by military sorcerers for their potential great boost to the efficiency of combat magics. In order to make use of a key, a sorcerer must ritually attune it to a spell in her repertoire over an uninterrupted period of hours equal to the base Essence cost of the spell, culminating in casting the spell into the key itself. While wearing the Hearthstone, the attuned spell’s Essence cost is reduced by the user’s Essence x 2. These flat, crystalline rectangles are perfectly clear normally but fill with a smoky and symbolic color when attuned to a spell. The cost of a spell can never be reduced by more than half through the use of a key of mastery or through the use of a key of mastery coupled with another, similar effect (such as the No Moon Caste ability). No combination of effects can reduce a spell’s Essence cost below 1 mote. A character can possess more than one key of mastery but gains no additional benefit from attuning more than one of them to the same spell.

 

Wind Jewel (Manse •••)

Trigger: Concentration

This Hearthstone grants the wearer the ability to control minor winds and light breezes within 10 yards. The character can easily perform simple feats such as clearing a room of smoke in a few minutes, blowing out torches or stilling the wind to enough that uncovered candles can burn without fear of being blown out. The wearer can also precisely direct the wind so that it can blow out only one candle from a candelabra or riffle the pages of a single open tome, while not disturbing the other papers on a table. To perform such complex and exacting feats requires a Wits + Larceny roll. Success indicates that the wind has performed only the desired feat, failure means that either the wind cannot achieve that task or that it has also affected nearby objects, while a botch means that the wind has affected something quite different from what was desired. The wearer can also summon up a moderately strong breeze to help or hinder a ship. It can add or subtract up to 20 miles per hour from the speed of any single craft up to the size of a yacht or small cargo vessel (add •• to the ship’s speed) and up to 10 miles per hour for larger ships (add • to the ship’s speed). These same breezes can also be used to blow the character upward so that he takes no damage from falls. Occasionally, tiny breezes will play around the wearer when he is exceedingly upset. This stone is a transparent sky blue, with a slight cloudiness inside.

 

Windhands Gemstone (Manse •••)

This Hearthstone is perfectly clear — so clear that it becomes invisible if submerged in clear water. A character bearing this Hearthstone has his reflexes enhanced, allowing him to knock aside or dodge arrows and thrown attacks with casual ease. Whenever the character is subject to a ranged attack, he may make a reflexive roll to dodge or parry it (his option) at his full Dexterity + (his Dodge or his highest combat Ability, whichever he chooses) dice pool.

 

Lightning Rod Gemstone (Manse ••••)

Trigger: None, constant

This Hearthstone is a shaft of very deep purple. Any lightning (normal or magical) that would strike within 10 yards of die bearer will instead be drawn into the stone and have its energy dissipated harmlessly.

 

Savant’s Icy Eye (Manse ••••)

A Hearthstone of this type is formed from imperishable, clear-blue ice and seems to contain within itself a shifting matrix of crystalline patterns and shapes. The user of the icy eye is instantly aware of the number of any objects that he can see and can estimate with near-flawless accuracy the number of things if he can see only a part. Trees in a forest, soldiers on a battlefield, coins in a vault: All of these things can be instantly and accurately identified. With this intuitive knowledge, the wearer of the icy eye can also analyze and manipulate the relationships of these figures with preternatural ability. A character using a savant’s icy eye gains five bonus dice to any task where numbers and analysis are a factor.

 

Stone Of Airwalking (Manse ••••)

Trigger: Concentration

Whenever the bearer of this stone desires, she can walk on the air instead of the ground. Although she still moves at her normal movement rate, the character can move safely across water or quicksand by walking on a layer of air lying above the surface. In addition, the character can walk up or down the air as easily as others walk up or down a staircase. With sufficient climbing, the character can walk along for miles above the ground. However, if the character trips or is knocked down, she may fall to her death unless she can get her feet under her by making a successful Dexterity + Athletics roll at difficulty 3. Also, the stone only allows the character to move in this fashion. Any steed she rides must still travel along the ground. This stone is a soft white with brilliant sky-blue veins and swirls, resembling a tiny solidified cloud.

 

Stone Of Easy Breath (Manse ••••)

Trigger: None, constant

This Hearthstone is a cloudy, almond-shaped gemstone. It allows the bearer to breathe easily in any surroundings — under water, in toxic fumes, at elevations where the air is thin and so on.

 

Twice-Striking Lightning Prism (Manse ••••)

Plainly but perfectly formed prisms made of a material that is somehow both metallic and transparent, these Hearthstones are as prized by some, especially sorcerers, as they are thought dangerous by others. The wearer of a twice-striking lightning prism can reflexively and momentarily add a phantom +1 to her Essence rating for the purpose of calculating the effects of Charms or spells. Every use of this effect drains one point of temporary Willpower from the user, as the very Essence of her being is momentarily concentrated to empower her actions.

 

Willstone Of The Strategos (Manse ••••)

Trigger: Concentration

The Willstone of the Strategos is a spindle of fiery red spinel, with a center of solid blue amethyst. It is normally carried in the pommel socket of a daiklave. When used by a general coordinating a battle, the stone give her an uncanny insight into the way events will likely play out, selecting the most probable outcomes from among options and giving the general the ability to make sure her forces fight at their best. At the start of each turn, her player can roll the character’s Wits + Lore (Tactics) as a simple action — every two successes scored adds 1 to her unit’s initiative, and every four successes adds 1 to their Valor and all dice pools.

If their Valor is raised above 5, soldiers under the bearer’s command become immune to fear and will not fail Valor checks of any kind until their Valor falls to 5 or lower. These benefits are dependent on the general being able to communicate with her troops and wear off at the rate of 1 initiative/Valor/die every other turn. So, for example, if her player rolled eight successes on the first turn of a battle, the initiative would have worn off eight turns later, and the Valor benefits after four turns. Rolls on successive turns do not stack, but can supplant earlier rolls at the wearer’s option. Charms may not be used to improve the dice pool, but Virtues may be — Valor is always appropriate, and Conviction normally is.

 

Gem Of Sapphire And Emerald (Manse •••••)

This gem has no constant color — depending on the angle the viewer sees it from, it appears pale or brilliant, cloudy or translucent, green or blue. A character bearing this Hearthstone is treated as if she was constantly under the effects of the spell Sapphire Countermagic. Terrestrial Circle spells cast at her are snuffed out instantly, and Celestial Circle spells that target her are torn asunder. This Hearthstone protects the character only — she cannot disrupt spells that do not include her in their effects, nor can she tear apart already-extant magic.

 

Gem Of The Wind’s Secrets (Manse •••••)

Trigger: Constant

The Gem of the Wind’s Secrets is a perfect diamond the size of a man’s fist. Unlike most Hearthstones, it is not intended to be worn constantly. Instead, it is permanently emplaced in a stand in the center of a great hemispherical chamber in the Aviary. When an attuned user touches the stone, it immediately casts forth an image of every thing that flies within 100 miles of the Aviary, identifying them by size, airspeed and direction. Each representation appears in a general relation to the Aviary (“located” where the Hearthstone is placed). The user can refine this to screen out unwanted detections — this is commonly done to filter out low-flying birds — and can magnify any particular contact to get a closer look for identification purposes. The latter allows a normal Perception + Awareness check, but the gem cannot bring the point of vision closer than 500 yards from a target, for unknown reasons, and normal penalties for range should be assessed. Even dematerialized spirits are shown by the gem — sorcery of the Celestial Circle or Charms of at least Essence 4 are required to hide from its gaze.

 

Stone Of Memory Capture (Manse •••••)

Trigger: Meditation

This Hearthstone is a bright orange gemstone. Its possessor can recall in perfect detail any memory she wishes. This allows her to pick up details that she missed when she first viewed a scene or to remember details that she might otherwise forget. The bearer meditates on the memory, and her player makes an Intelligence + Awareness roll. The more successes achieved, the more detail the Exalt remembers. One success allows her to recall general events. Five or more successes allows her to recall the most minute details.

 

Third Hand Orb (Manse •••••)

This hollow, silver oval is another form of Hearthstone often desired by sorcerers, as it possesses the ability to store a spell within itself for later release by the bearer. To use this orb, a sorcerer must ritually attune it to a spell she knows over an uninterrupted period of hours equal to the base Essence cost of the spell, culminating in casting the spell into the orb itself. This spell may released as a reflexive action at any time, as if cast by the wearer. The spell stored inside the orb is lost if the orb is ever caught within the radius of a Countermagic spell, and the wearer may suffer minor negative effects due to the spell’s forced dissipation. Essence committed to casting the spell is committed until the spell is released.

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