Celestial Hearthstones

 

Gem Of Starlight (Manse •)

Type: Sidereal

Trigger: Concentration

This Hearthstone is a silvery, crystalline rod, very similar to the Gemstone of Shadows, in which shadows and light eternally swirl about. When the bearer wishes, the light within the stone flares up, casting a pale, flickering glow in an area the size of a small room.

 

Gem Of Water-Walking (Manse •)

Type: Solar

Trigger: Sunlight

From sunup to sundown, the bearer of this yellow pyramid may walk upon water as though it were land. If he rides a horse, the horse will sink as normal; the water is solid only to him. If the water is rough and stormy, make a Dexterity + Athletics roll for the bearer to keep his footing. If he falls, the surface of the water will remain solid to him, and he may be roughly tossed about. If he stays on the water when the sun sets, he will fall through the waves.

 

Gemstone Of Shadows (Manse •)

Type: Lunar

Trigger: Concentration

This Hearthstone is a silvery, crystalline rod. It causes an inky shadow five feet in diameter to flow about the bearer. This shadow may be penetrated by magical sources of light, and it is not completely black—anyone peering directly into it will see vague shapes but no specific details. It increases the difficulty to spot something that lies within the shadow by 1. This penalty can be raised even higher if die power of this stone is used in a place where a shadow is not obvious, such as outside at night, and the person doing the spotting doesn’t know where to look.

 

Glance Of The Unconquered Sun (Manse •)

Type: Solar

Trigger: Staring through the gem

This inconspicuous clear gem only shows its true worth when the bearer looks through it into a darkened place. For a few moments, she can see everything as if it was illuminated by the sun's light at midday, allowing her to clearly assess what lies ahead of her.

 

Oathstone (Manse •+)

This stone is round and usually a deep blood-red. An oathstone’s true powers are not revealed until it is given away rather than kept. When the stone is given as a gift or as payment to seal a bargain, it can bind an oath or agreement between the giver and the receiver. This works just like the Eclipse Caste ability at no cost of Essence to either party (the Essence is supplied by the Manse that created the Hearthstone). If either party violates the oath, his or her player will horribly botch a number of important rolls equal to the oathstone’s rating (usually one, but some oathstones have higher ratings). Additionally, either party knows instantly if the agreement is broken, and the giver of the oathstone is automatically aware of the holder’s general whereabouts. The rightful holder of an oathstone may use it to regain Essence normally, even without being attuned to the stone’s Manse.

 

Gem Of False Death (Manse ••)

Type: Sidereal

Trigger: Meditation

This Hearthstone is a pale yellow amber with a crack through the center. The bearer can put herself into a trance that mimics death, during which all vital signs halt. The bearer retains her senses, although, if her eyes are shut, she can’t see. The bearer wakes up whenever she chooses; if the stone is removed from her body, the trance ends immediately. While she is in this trance, she does not require air or food, but she can be injured as normal.

 

Jewel Of The Graceful Courtier (Manse ••)

This oval, opalescent jewel seems to shift color with the light and background it is exposed to. The jewel’s wearer blends easily into any social situation as if using the Mastery of Small Manners Charm. The bearer’s player is incapable of botching Socialize rolls, and the bearer will never make an unintentional faux pas. Like the Charm, the jewel’s protection only covers the most basic manners and interactions. Deep or involved social interaction does not benefit from its protection.

 

Merchant’s Jewel (Manse ••)

The bearer of this smoky stone with gold flecks gains a bonus equal to her Conviction for all her player’s rolls to buy or sell merchandise. However, if the character ever gives the Hearthstone away or trades it for less than a fair price (in the Storyteller’s judgment), she falls under a curse. Her player will automatically botch her next roll involved with buying or selling anything, with the character ending up either paying outrageous amounts for shoddy merchandise or practically giving away goods for nothing.

 

Snakeskin Stone (Manse ••)

Type: Lunar

Trigger: Sleep

This oddly shaped, not-quite-fl at rock bears a pattern of black, red and white reminiscent of a snake’s scales. When the Exalted that bears this stone is injured, he will shed his skin the next time he sleeps. As a result, any surface-level injuries heal. Wounds close, burns give way to smooth new skin, and so on. Damage to internal organs is not healed by this stone and must be healed naturally (or by other magical means). Mechanically, this means that, for combat injuries, half of any damage (rounded up) is healed. The amount of damage healed from other wounds is up to the Storyteller to determine.

 

The Ever-Open Eye (Manse •••)

Type: Sidereal

Trigger: None, constant

Despite its dull, gray and uninspiring appearance, this Hearthstone will allow an Exalt to stay awake as long as she wishes, without feeling tired or suffering any deterioration is her physical or mental abilities. For every full day the character remains awake after the first two days, her player must make a Stamina + Endurance roll each day. For the first week, the difficulty is 1; for the second, it is 2; and so on. If the roll fails, the character starts to experience hallucinations and waking nightmares. These pass after a single night’s sleep. A botch gives the character a temporary derangement, which endures until she goes without using the Ever-Open Eye for the same length of times as she was using it continually before the botch.

 

Gem Of Grace (Manse •••)

Type: Solar

Trigger: None, constant

This Hearthstone is a cloudy white sphere. Its possessor evokes mild feelings of awe and respect in others, even other Exalted. It adds three dice to relevant Charisma and Manipulation rolls.

 

Gem Of Wakefulness (Manse •••)

Type: Sidereal

Trigger: None, constant

This Hearthstone is a dull gray, perfectly flat rock. It allows the bearer to stay awake as long as he wishes, without feeling tired and without loss of cognitive abilities. For each full day after the first, however, his player must make a Stamina + Endurance roll. The first roll is at difficulty 1, the second at 2, the third at 3, and so on. When the roll fails, the Exalt starts having hallucinations and waking nightmares. If the roll botches, he gains a temporary derangement that will not fade until he has slept a full eight hours for each day after the first that he stayed awake. It only takes a single night of sleep to end the hallucinations and waking nightmares.

 

Gem Of Wise Discernment (Manse •••)

A flattened, clear hexagonal-cut gemstone with a clear “window” through its largest facets. When the gem’s owner looks for what they truly are. Guises and illusions are stripped away, revealing what lies behind them. This works on physical disguises as well as magical ones. The gem does not reveal a character’s true Nature or detect lies or other forms of deception, only changes in appearance. A character using this stone automatically penetrates the Fair Folk’s glamour and beguilement. In addition, he automatically detects the Tells of any Lunar Exalted he encounters, even if he is not suspicious of the Lunar. This Hearthstone explicitly does not allow characters to see the invisible.

 

Jewel Of The Rabbit’s Sword (Manse •••)

Type: Lunar

Trigger: Expenditure of Willpower

This sharply faceted stone is yellow-green in color, and its shape and number of facets seem to change rapidly. The possessor may expend one temporary point of Willpower to reroll any 1’s in any Ability check. This power may only be invoked once per Ability check.

 

Jewel Of Whispers (Manse •••)

This dark, cabochon-cut stone allows its owner to hear all sounds near the jewel as if she were actually present at that spot, regardless of the distance between the owner and the jewel. If the owner wishes, she can speak and make her voice appear to come from the jewel. The Hearthstone is magically linked to the owner’s Essence and can be recalled to her over any distance. The owner merely wills it, and the jewel vanishes from where it is and reappears in its setting. While the stone is used to sense remotely, no other Hearthstone can be placed in the setting used to hold the gem.

 

Sphere Of Courtesan’s Constellation (Manse •••)

Type: Solar

Trigger: None, constant

This perfectly spherical orange stone is filled with golden flecks. If the possessor of this stone has an Appearance of 2 or lower, the Trait is raised to 3. As soon as the stone is removed from the owner’s presence, the Trait reverts to its original level. In addition, the possessor of the sphere gets a two-die bonus to all Performance and Presence rolls.

 

Stone Of Dream Entrance (Manse •••)

Type: Lunar

Trigger: Touch and concentration

This Hearthstone is around, smooth, white stone with milky irregularities in its surface. It allows its bearer to enter someone’s dreams. He may observe those dreams, speak with the dreamer or alter those dreams as he pleases, turning them into beautiful fantasies or terrible nightmares. Anything that harms the dreamer within her dream will cause her player to make a Willpower roll at difficulty 2. If it succeeds, the character wakes up immediately, unharmed. The target may be woken up as normal by damage to her physical body, loud noises or someone trying to wake her, and she will awaken at her normal rising time. When the dreamer wakes, her player must succeed at an Intelligence + Awareness roll for the character to remember anything that happened while she was dreaming. The more successes she gets, the more detail she remembers.

 

Stone Of Temperance (Manse •••)

An oval-shaped, translucent watery-blue stone, the stone of temperance adds 3 dice to all of its bearer’s player’s Temperance dice pool to exceed five dice). This included activation of the Virtue using Willpower. However, the bearer’s player must make a Temperance roll whenever the bearer is confronted with a situation and wishes to act contrary to the Virtue, and the stone’s bonus dice count toward this roll as well. Thus, the bearer of the stone of temperance is incredibly resistant to temptation, bribery or corruption and capable of great acts of deliberation, but he is also virtually incapable of bias, deception, betrayal or impulsive action. In short, he makes the perfect censor or diplomat.

There are said to be Hearthstones aligned with the other Virtues in much the same way as the stone of temperance.

 

Dream-Stone (Manse ••••)

Type: Sidereal

Trigger: Concentration

This Hearthstone is a smooth black stone, with abstract white markings. When its bearer remembers her dreams, they will always be prophetic in some way. Once each episode, the bearer’s player may make a Wits + Occult roll upon her character’s waking. Any success at all causes her to remember a dream from the night before that gives some indication of events to come. The more successes she receives, the clearer the dream.

 

Gem Stone Of Wild Life (Manse ••••)

Type: Lunar

Trigger: None, constant

This rough stone of pale purple aids its bearer in figuring out how to make do in wild places. He has an easier time finding safe food and shelter, recognizing poisonous animals and plants and understanding dangerous weather conditions. Mechanically, this adds four dice to any Survival rolls the bearer’s player makes.

 

Jewel Of The Monkey’s Finger (Manse ••••)

Type: Lunar

Trigger: Constant

This round stone is a deep violet. This jewel adds two dice to all Dexterity and Charisma rolls made by the possessor’s player. In addition, while leaping and capering like a monkey, the owner of this stone may use his Dexterity and Charisma scores interchangeably. While this can prove a massive boon to an Exalted who find himself particularly blessed or limited in one of these areas, jumping and frolicking are not suitable under all circumstances. The Storyteller should feel free to increase the difficulty of appropriate checks by one or more dice in situations when monkey-like behavior would be a detriment.

 

Seven Leaping Dragon Stone (Manse ••••)

Type: Solar

Trigger: Combat

This Hearthstone is a translucent reddish-orange gemstone with a golden-orange iridescence that plays across its surface. The stone gives its bearer a better understanding of the weaknesses of the body. Mechanically, it adds four extra dice to any Martial Arts attack roll.

 

Wilderness Gem (Manse ••••)

Type: Lunar

Trigger: None, constant

Whatever the environment, this gem will allow its bearer to survive in the wilderness. The gem gives the Exalt an instinctive knowledge of where safe shelter and campsites can be found, what plants and animals are safe to eat and how to recognize the signs of the onset of dangerous weather. The gem adds four successes to any Survival roll the bearer’s player makes, and it allows the character to take part in supernatural tracking contests.

 

Gem Of Madness (Manse •••••)

Type: Lunar

Trigger: None, constant

This Hearthstone is a jagged piece of hard black rock. Anyone who physically attacks the Exalted bearing it gains a single derangement. This Hearthstone will not give the same person multiple derangements, even if he repeatedly attacks the character. Once a derangement has faded or been worked through, then another may be caused in the same manner.

 

The Hearthstone Of Xaal (Manse ••••)

Type: Lunar

Trigger: Tasting Blood

The Hearthstone is an egg-shaped, blood red crystal. It allows the user to draw upon the strength of an enemy. Upon tasting the blood of an enemy, the user may use the last Charm that the victim used. For instance, if the Last Hunter feeds upon a Solar Exalt who tried (unsuccessfully) to dodge the attack using Shadow Over Water, the Last Hunter can then use Shadow Over Water once. The wearer may “stack” a number of uses of the Hearthstone equal to his permanent Essence, absorbing Charms and saving them for when they might be most useful. Charms absorbed through use of this Hearthstone ignore prerequisite Charms but not prerequisite Abilities and Essence (meaning to absorb Shadow Over Water, the user does not need to know Reed in the Wind, but must have Dodge 3 and Essence 1). Combos cannot be absorbed.

 

 

The Gem Of Day’s Light (Manse •••••)

Type: Solar

Trigger: Concentration

This yellow gem seems to burn with an inner light. It allows the Exalt who owns it to travel confidently, knowing that the light of the Unconquered Sun will be with her. She only has to concentrate on the gem to make it glow like a mini-sun, illuminating everything within up to a mile’s radius with the light of day. The Exalt can determine how far the effect stretches by concentrating on the gem. The effect lasts for as long as is needed.

 

Gem Of Sorcery (Manse •••••)

Type: Solar

Trigger: Casting sorcery

This Hearthstone is clear, but its surface has an oily, gold sheen to it, and it glows brightly from within. At will, the bearer can reduce the Essence cost of casting one spell by 10 motes. This power can be used only once per day.

 

Guardian Gem (Manse •••••)

Type: Sidereal

Trigger: None, constant

This Hearthstone is a shimmering silvery sphere, and fate watches out for its bearer. Twice per episode, the bearer’s player may reroll a roll of her choice, and twice per episode, she may also force someone else who is acting directly against her to reroll a roll of her choice. She chooses which roll to keep. Alternatively, she may give up any one of these rerolls in order to subtract two health levels from a single incoming attack after damage is rolled. Both rerolls can be sacrificed at one time to absorb particularly damaging attacks.

 

Home’s Hearth (Manse •••••)

Type: Sidereal

Trigger: Concentration

This irregular gemstone of a myriad of colors allows the bearer and up to five other people of his choice to immediately return to or leave his Manse. One moment, they can be anywhere in Creation. The next, they stand in the Hearthroom of the Manse. Distance has no bearing on the ability of the gem to bring the bearers and his friends home. Time is not a factor, either. The transit is instantaneous. The only limitation is that the stone can only take people from the Manse to somewhere within 100 miles of the Manse and that the effect is less reliable from the Wyld. The bearer’s player must make a Wits + Occult roll to safely transport from the Wyld to the Manse. A failure will drop the characters into a random place within the Wyld, while a botch will render the stone useless for 48 hours, while the Essence within it recharges. All three of the Sidereal’s hidden Manses use a home’s hearth to bring people to and from the Manse quickly.

 

Scrying Stone (Manse •••••)

Type: Sidereal

Trigger: Meditation upon an issue

This Hearthstone is a flat black stone polished to a high, reflective shine. The bearer sees visions in that surface related to any issue she chooses to meditate on. These visions can show the past, present or future. They either illuminate some aspect of what will happen or lend some understanding of the situation that the Exalted does not yet have. They may be clear or cryptic, symbolic or literal; the bearer’s player makes an Intelligence + Occult roll to decipher the visions. Visions of the future are possible tomorrows, not definite ones.

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