Hearthstones Of Earth

 

Eye Of The First Goat (Manse •)

Trigger: Non-combat situations

This pale-orange stone has a slitted red “eye” in its center. The Eye grants the possessor a bonus to Athletics rolls equal to one-half his Temperance, rounded-up. In addition, if the Eye of the First Goat is set in a blunt weapon, it grants the owner a one-die bonus to any melee attacks made with that weapon.

 

Gem Of Deep Meditation (Manse •)

This Hearthstone is a translucent, milky moonstone, surprisingly heavy for its small size. Its owner will find it comforting and cleansing to his mind to meditate on it and will gain focus and concentration merely by possessing it. Any character owning one reduces the difficulty of all Willpower rolls by 2, to a minimum of difficulty 1.

 

Gem Of Dignity (Manse •)

Trigger: None, constant

This stone is luminescent and perfectly clear. Its bearer possesses a natural dignity, and any attempts to make her look foolish or stupid are at a +1 difficulty.

 

Gemstones Of Synchronicity (Manse •)

Trigger: None, constant

When more than one of these stones are formed within a single Manse, multiple people attuned to the Manse may carry them. The stones themselves are octagonal and bright green. Each Exalted in the bond will feel the pains of the others. Though this is unpleasant, the sensation is muted and does not generally impede the characters. When the pain of one is extreme, it causes a penalty of at most one die to all actions attempted by the others. If one of those bearing a stone from a set dies, the others feel it as a searing pain of the heart that lasts for a full minute before easing. These stones only form in. sets of two or more.

 

Hardened Spirit Gemstone (Manse •)

Trigger: Regaining Willpower

The deep amethyst of this polished jewel glitters as if from distantly reflected torchlight. Each morning, its bearer’s player adds one die to his Conviction roll for his character to regain Willpower. A character must have a permanent Willpower of 6+ or a Conviction rating of 3+ to receive this benefit.

 

Stone Of Breath (Manse •)

Trigger: None, constant

This Hearthstone is a flat, opaque stone of pale green. When not exerting herself, the bearer settles naturally into deep breathing — a simple, abdominal rhythm of breath. This breathing increases overall vitality, aids circulation and strengthens the body. Mechanically, the bearer gains one die to all Endurance rolls.

 

Stone Of Comfort (Manse •)

Trigger: Conversation with target

This plain white stone enables the bearer to soothe the emotional pain of others. The effect lasts for half a day, and it eases the effects of any derangements. This power may only be used once per day.

 

Stone Of Earth’s Blood (Manse •)

This marbled russet-and-maroon oval, while useful in the event of poisoning, is truthfully most often used by Dragon-Blooded who require a few moments of sobriety during their busy party schedules.

For 1 mote of Essence per minute, the user of this Hearthstone may completely defer or negate the effects of any poison or intoxicant in his system. When the character stops spending Essence, or runs out of Essence, the full effects of the poison or intoxicant returns.

 

Stone Of Humble Glory (Manse •)

Trigger: Constant

This pentagonal jewel has a mirror finish that never dirties or smudges, always revealing the simple truth of the world. The player of a character bearing this stone adds a bonus equal to the Exalt’s lowest Virtue to all Social rolls in which the character speaks plain truth without guile or embellishment. A character who bears this stone for a month may optionally choose to shift her Nature to Paragon, but this personality change is not required.

 

Cold Iron Bauble (Manse ••)

Trigger: None, constant

Beads of black iron, these Hearthstones are relatively common on the Blessed Isle, springing forth from the ordered Earth Essence that flows around the Imperial Mountain, but they are most needed and greatly treasured in the hinterlands of the Threshold. Any weapon fitted with a cold iron bauble inflicts aggravated damage to Fair Folk, just as if the weapon were constructed of cold iron. Furthermore, the cold iron bauble adds 1 to the difficulty of any Fair Folk powers used against its bearer.

 

Gem Of Perfection (Manse ••)

Trigger: None, constant

This Hearthstone is a beautiful, moss-green gem, transparent and smooth. It causes the bearer to ignore the effects of long-term injuries, scars and birth defects. Congenital conditions vanish under the effect of this stone. Paralysis is lifted and chronic pain vanishes. It can even restore what is missing, although it takes two months for whole limbs to regenerate. This stone does not allow the bearer to ignore die penalties incurred during combat, but after a week of healing any remaining penalties go away. If the bearer loses possession of this stone, the ill effects of any permanent injuries and defects return, although regenerated limbs remain.

 

Gemstone Of The Brother’s Bond (Manse ••)

Trigger: Constant

These marbled pebbles bear intermixed striations of the five colors of jade and always grow in sets of two to five from the same Manse. Multiple individuals attuned to the Manse who carry these stones feel a powerful psychic link binding them together. This link duplicates the effects of the spell Sworn Brothers’ Oath, save that the bond has a fixed rating of 5.

 

Gemstone Of Deep Drink (Manse ••)

Trigger: Concentration

This grass-green chunk of glass-like stone with very sharp edges allows its bearer to drink as much alcohol as she likes. It will act in all respects as water to her, apart from the taste, even to the point of satisfying thirst.

 

Kata-Sculpting Gem (Manse ••)

Trigger: Activating Form

This pearly disk emits a faint white light that brightens and dims in the regular intervals of a heartbeat. Dragon-Blooded martial artists can use the focusing rhythms of this Hearthstone to activate any known Celestial-level Form-type Charms without their players needing to make the usual reflexive Dexterity + Martial Arts roll. Only Terrestrial Exalted with a Martial Arts rating of 3+ possess the precision necessary to execute the expanded katas permitted by this Hearthstone. In addition, all bearers of this stone reduce the Essence cost to activate Form-type Charms by 2 motes.

 

Kill-Hand Gem (Manse ••)

Trigger: Unarmed combat

This stone is such a dark green that it almost looks black. When the bearer engages in unarmed combat, it enables him to hit his opponent’s vulnerable points. Rather than doing bashing damage, his unarmed blows deal lethal damage.

 

Salt-Gem of the Spirit’s Eye (Manse ••)

This stone is white and porous, like salt or chalk, but like all Hearthstones, is almost impossible to mar without enchanted tools. A character bearing this Hearthstone is very difficult for unmanifested spirits to perceive. If a spirit is not actively looking for the character, it will overlook him. If a spirit is looking for the character, it increases the difficulty of Perception + Awareness rolls to spot the character by 1 (if he’s using Stealth). If an unmanifested spirit attacks the character, any attempts to harm the character at a -2 dice penalty. This Hearthstone has no effect on spirits that have donned physical form.

 

Sphere Of Balance (Manse ••)

Trigger: None, constant

This Hearthstone is a sphere of dark green shot through with white. Its bearer has perfect balance. Any attempts to knock her down or otherwise throw her off balance suffer a +2 penalty to difficulty. She gains two dice to any Athletics rolls that involve balance, such as walking across walls or tightropes or keeping her footing on ice.

 

Spider’s Eye Stone (Manse ••)

Trigger: Meditation

This stone is a smooth gray color, with sparkling veins of blue throughout. The bearer can see through the eyes of any spider within a 10-yard radius. This effect also works on Ahnules (spider-demons) and other spider-like creatures.

 

Stone Of The Earthweb (Manse ••)

Trigger: Constant

An Exalted bearing this Hearthstone never need fear sneak attacks or stumbling around in the dark. While wearing it, the Exalt can feel the earth around her just as a spider can feel the strands of its web. Within a radius of 10 yards, the Exalt can feel everything that rests upon the ground and is on the same floor she is standing on. She can feel size, approximate weight and any movement of all such objects and individuals. A large chest would be a heavy rectangular weight, while even the most carefully hidden assassin would feel a like a live person standing very still. As long as the Exalt is standing upon the ground or a floor that is built directly upon the ground that is within her range. However, if she is standing upon the upper story of a building, then these perceptions only apply to objects and people resting upon that upper floor. Also, the Exalt cannot sense anything that is not on the floor. Hanging lamps, assassins standing upon desks or couching in windowsills cannot be felt with this item (although the desk the assassin is standing on might seem oddly heavy). This Hearthstone is a rough light-gray stone covered with a complex network of black veins. While using this stone, the characters suffers no penalties for poor visibility and can effectively detect all invisible characters, so long as they touch the ground (obviously, this has no effect on mind tricks such as Mental Invisibility Technique).

 

Crystal Venom Jewel (Manse •••)

Trigger: Spending Essence

This smoothly oval-shaped stone pulses with a bilious acid-green glow. Its bearer can spend 1 mote as a simple action to purge a single non-magical poison or intoxicant from his body. Over the turn that the character spends Essence, the toxin condenses and crystallizes within his stomach as a dull and lightless copy of the Hearthstone. At the end of the turn, the character coughs out this noxious jewel. Crystals of concentrated poison dissolve if swallowed or submerged in any liquid, but otherwise, they exist indefinitely. Anyone consuming a poison gem directly or in a beverage must contend with the normal effects of exposure to the toxin. While Exalted assassins originally developed crystal venom jewels to distill deadly new poisons in their own blood, the Hearthstones see more use in the Realm by House Cynis as a means of creating exotic drugs for their jaded palettes.

 

Gemstone Of The White Jade Tree (Manse •••)

Trigger: Constant

This blue-violet stone seems to glow with an inner light. Any damage suffered (after soak) by the possessor is halved, rounding all fractions up. At the same time, the possessor’s Dexterity pool and movement speed are halved, rounding down.

 

The Jewel Of Stability (Manse •••)

Trigger: None, constant

This stone is solid inky black and slightly rough. Any character bearing it cannot lose his balance or fall down as long as he is standing on the ground. In addition to being immune to knockdowns and knockback, the character will never slip or fall while running along a narrow ice-covered mountain path or sprinting along a slick walkway of small, wet, moss-covered stones. The character also cannot be picked up while standing on the ground. Even when standing on one foot, he remains firmly rooted to the earth. All forms of movement while climbing ropes and ladders or on upper stories of a building are unaffected by this Hearthstone.

 

Precision Of Form Gemstone (Manse •••)

Trigger: Activating Form

This Hearthstone bears the rainbow iridescence of an opal glittering inside a translucent white sphere. Whenever the character activates the Form-type Charm of a martial-arts style, the Essence cost to use all Charms in that style decreases by 2 motes. This effect cannot reduce the Essence cost of a Charm below half its original value, rounded up. Characters using a Form-type Charm cannot activate any Martial Arts Charms of another style while bearing a Precision of Form Gemstone.

 

Stone Of Judgment (Manse •••)

Trigger: Concentration

This Hearthstone is a smooth piece of rich blue stone. The bearer asks someone whether or not he committed a crime or other harmful act. If the subject answers, the bearer’s player gets an extra three dice to use in a Perception + Socialize roll to determine whether or not he is telling the truth.

 

Gem of Adamant Skin (Manse ••••)

This Hearthstone is a glittering, flawless black ovoid. The character who bears it cannot be cut or have her bones broken. Lethal damage done to her is automatically converted to bashing before soak is applied. This Hearthstone has no effect on aggravated damage.

 

Gem Of Inner Purity (Manse ••••)

Trigger: Constant

This clear pentagonal stone smolders with a perpetual inner fire the color of its bearer’s anima. A Dragon-Blood attuned to this gem gains the benefits of the Breeding Background at a rating equal to his Essence. This Hearthstone does not increase the likelihood that a bearer’s child will Exalt, nor can the jewel raise temporary Breeding above 5. Other types of Exalted and Dragon-Blooded with a higher innate Breeding rating than their Essence do not gain access to this power, but may carry this Hearthstone to recover Essence.

 

Gem Of Safe Harvest (Manse ••••)

Trigger: None, constant

This Hearthstone is a dark yellow amber of irregular shape. Any food eaten or drunk by the possessor of this Hearthstone will be safe: It cannot kill her or make her ill, even if it is poisoned.

 

Stone Of Final Rest (Manse ••••)

This Hearthstone is a polished onyx stone the size of a child’s fist, with odd glints of light at the heart. It has the power of sanctifying tombs of the dead and bring rest to the souls of the departed. No grave within a half a mile of the Manse that produced this Hearthstone may be polluted by necromancy: Skeletons and zombies may not be raised, and ghosts may not be called forth. In addition, the touch of a bearer of this Hearthstone causes zombies and other physical creations of necromancy to lose their semblance of life and return to their proper state of death. While ghosts can force themselves to approach the wearer, they take one health level of aggravated damage for each turn that they are within five yards of him. Ghosts see the Hearthstone as a blazing cold diamond, and though they are unaffected, Deathlords and deathknights perceive its light as sharp and hurtful. Ghosts will be aware of its presence from 100 yards away, Abyssals from as many leagues away as they have dots of permanent Essence, and Deathlords from 10 leagues away. Deathlords will also know if such a Hearthstone crosses the border of a shadowland they control and can roughly sense its location. This Hearthstone does not function in the Underworld. If in the shadowlands, it does no affect ghosts and only does one level of aggravated damage per turn when touched against physical undead. It will also be blindingly perceptible to all natives of the shadowlands, irritating and disturbing the magical currents for up to a league’s distance.

 

Stone Of Refuge (Manse ••••)

Trigger: Curl into a ball on any solid ground and concentrate

This stone is a palm-sized green gem, rough and uncut. The bearer may fade into the ground, becoming a part of it. Her body will not be visible, her scent may not be detected in the earth, and the scent of her trail will fade as normal. Minor damage to the ground she lies in (scuffs, the removal of a handful of dirt, heavy things falling) will not affect her. If someone digs into the ground where the character lies, she will take one health level of bashing damage and will immediately rise up out of the ground. The character will hear and see nothing while in the ground, but she may feel the vibration of heavy footfalls or other movement above. She will starve as normal, but she will not suffocate. The character may emerge whenever she wishes. Magical sight will be able to detect the character.

 

Gem Of Immortality (Manse •••••)

Trigger: None, constant

This Hearthstone is a smooth, darkest black, with the faintest rainbow sheen playing across its surface. Its bearer will not age while she bears this stone, and she will not fall prey to any of the infirmities or illnesses of old age. She can be harmed and killed as normal, but she will never die of old age or natural illness. If she stops carrying this stone, she will start aging normally.

 

Gem Of Life (Manse •••••)

Type: Earth

Trigger: None, constant

This smooth, black, iridescent stone grants a Dragon-Blood the extended lifespan of a Celestial Exalt. While he bears the stone, he does not age, nor does he suffer from the infirmities and illnesses of old age, should he already be old when he gets the stone. The Exalt cannot die of old age or illness, but can be harmed and killed through other means. If he loses attunement to the Manse or stops bearing the Hearthstone, he will start to age as normal.

 

Iron Soul Stone (Manse •••••)

Trigger: Constant

This unassuming gray stone does not glow or bear intricate facets. Apart from its surprising weight and perpetually cool surface, the Hearthstone does not give the slightest impression of magic and looks no different than any other rounded pebble taken from a riverbank. Those who bear an iron soul stone receive the stabilizing protection of the Earth, shielding them and their gear from all effects of the Wyld. If one of the Fair Folk or any other Wyld denizen susceptible to cold iron approaches within five yards of a character bearing an iron soul stone, the creature suffers one level of unsoakable aggravated damage each turn. Creatures of the Wyld killed by this baleful radiance disintegrate into utter annihilation. All creatures of the Wyld can sense the deadly chill of an iron soul stone from 15 yards away.

Bringing an iron soul stone any deeper into the Wyld than the Bordermarches creates a violent disruption of Essence that all Fair Folk within a league can sense. Needless to say, the hordes of the unformed fae do not look kindly on those who bring such a bane into their realms.

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