Hearthstones
Of Water
Gem Of Injury
Sense (Manse •)
Trigger: Place hands next to the target’s skin and concentrate
This Hearthstone is a beautiful blue and
green stone shot through with glistening hairline cracks. The bearer of this
stone senses any injuries or illnesses as disruptions in an invisible energy field
that surrounds her patient. This won’t give her exact details of what’s wrong,
but it will tell her where the problem is and the approximate severity.
The Labyrinthine
Eye (Manse •)
Trigger: Concentration
This stone is a perfect, glimmering sphere
of gold and brown bands. Its owner will always pick the right path to reach
either the exit or the center (her choice) when navigating mazes or labyrinths.
The path she should follow will simply be evident to her when she’s confronted
with a choice. This gem conveys no knowledge of whether or not the route is
safe—merely that the route will lead the bearer to her destination.
Lullaby Stone (Manse •)
Trigger: Sleep
This Hearthstone is a pale translucent
blue. The bearer will sleep a calm, restful and nightmare-free sleep,
regardless of circumstances. However, the difficulties of any attempts to wake
up before the night’s sleep is over are increased by 1. Difficulties for
spirits or others trying to invade her dreams are similarly increased by 1. In
addition, anything they try to do within her dreams that would frighten or harm
her fails.
Gem Of The Noble Brook (Manse •)
Trigger: None, constant
This pale-pink
stone is delicate and smooth. While carried, the possessor cannot have a poor
Social Trait. If the carrier has an Appearance, Manipulation or Charisma of 1,
the Trait is raised to 2. As soon as the stone is removed from the owner’s
presence, the Trait reverts to its original level.
Gem Of Visitations
(Manse •)
This multicolored, multifaceted gem is of
limited, but effective, use. It is seen my many as a novelty — and a waste of
geomantic resources — but those who make extensive use of the Infallible
Messenger spell claim that the Hearthstone is invaluable. The possessor of this
Hearthstone can opt to receive an incoming instance of Infallible Messenger
mentally, without the visible and audible cherub effect, and can store and
redisplay at will up to five Infallible Messenger missives. If the owner of the
gem casts Infallible Messenger, she can opt to name multiple recipients for the
spell at a cost of 5 motes of Essence per additional recipient, up to a maximum
of five recipients. In addition, she can affect limited cosmetic changes on the
cherubic display of the spell (Storyteller’s discretion). However, the voice
emitted remains the one she speaks in when reciting the message.
Blood-Purifying Gem (Manse ••)
This Hearthstone
looks to be a large amethyst, dark purple and as richly colored as wine. The
wearer will never be affected by intoxication: He can swill down wine like
water and can also take other recreational drugs without being affected by
them. This gem also protects from active non-magical poisons, causing them to
have no effect. Also, the Exalt gains no particular benefit from the wine or
drugs, other than enjoying its taste: He will not become euphoric or find that
they relieve any tension. Magical poisons or Charms that involve poison will
cause damage as normal.
The Bloodstone (Manse ••)
This stone
purifies and controls the blood of any Exalted who carries it. While carrying
such a stone, the Exalted is immune to all poisons and diseases. She also never
bleeds. Although all wounds do normal damage, the character never loses blood
and so never need worry about bleeding to death. The stone is a deep sea-green
liberally speckled with blood-red flecks.
Fountain-Summoning Stone (Manse ••)
The possessor of
this Hearthstone can call water from the earth, wherever he may be, summoning a
fresh spring to the surface of the land ― even in the heart of the
desert. He need merely stamp his foot against the soil or rock,
or against paving if it lies atop the earth without intervening cellars or
tunnels, and water will gush out freely. The water produced will be fresh,
sweet and drinkable. In the heart of the desert, such a spring will last for a
few hours. In more temperate climes, it may endure for a month. This
Hearthstone will not function on a magical surface or an enchanted floor. The
stone itself is a dark oval emerald, with a cold and faintly moist texture.
Gem Of Acclimation
(Manse ••)
Trigger: None, constant
This Hearthstone is a blending of dark
purple and white. It allows the bearer to feel comfortable in very hot and cold
climates and reduces any heat- or cold-based damage she takes. Mechanically,
reduce damage taken from any source of heat or cold by two health levels per
turn.
Gem Of Omens (Manse ••)
Trigger: Concentration
This stone is a transparent, faceted
blue-gray. It enables its bearer to understand the omens she sees: in flights
of birds, patterns of tea leaves and so on. Omens are
not entirely reliable predictors of things to come, but they often give a brief
glimpse into the future. Mechanically, the character concentrates on a pattern
or event (usually one found in nature), and her player makes an Intelligence +
Occult roll with two extra dice. If the roll succeeds, the Exalt gains some
minor insight into the immediate future.
Gem Of Tears To
Poison (Manse ••)
Trigger: Shedding tears
This Hearthstone is a bright, shining blue.
The tears of the Exalted who carries it act as a poison. They have no effect on
skin contact, but if ingested, they induce pain and vomiting for one day for
each drop swallowed. The tears do not become poisonous until they are shed. If
the tears are not ingested within one day of being shed, they revert back to
normal tears.
Stone Of
Recognition (Manse ••)
Trigger: Concentration
This Hearthstone is a rough sphere of
azure-blue stone mottled with white. It causes a target to believe he has met
or heard of the bearer before. To use the stone, the bearer concentrates and
her player makes a Manipulation + Socialize roll for the Exalt to catch her
target’s eye. If this roll succeeds, the target’s player makes a Willpower roll
at a difficulty that equals the number of successes the bearer’s player got. If
the to 11 fails, the target is generally well disposed toward the bearer but
can’t quite remember where he’s heard of her before. If the roll botches, he
believes the bearer to be someone good and trustworthy — a childhood friend or
famous hero. If the roll succeeds, nothing happens.
Gem Of Desire (Manse •••)
Trigger: Concentration
This stone is a transparent and beautifully
faceted, bright-yellow gem. It causes a person to be overtaken with moderate
desire for some thing or someone; this effect lasts for half a day. During this
time the target must succeed at a Willpower roll in order to pass up any
opportunity to satisfy his desire. This stone may only be used once per day on
a single target, and the bearer must be within 10 feet of that target.
When the effect ends, the target’s player
makes a Willpower roll; if the roll fails, this stone
will spark a longer-lasting desire within the character. If the roll botches,
he becomes obsessed with the object of his desire.
Wavecrest
Awareness Gem (Manse ••)
This outward-spiraling aquamarine
Hearthstone is of great use to those who, by fate or by choice, often find
themselves needing to use their heads and powers of perception under stressful
conditions or those who need to regularly assimilate a great deal of
information in a short time. An Exalt attuned to this gem gains the ability to
reflexively access her Perception + Awareness dice pool. This pool refreshes as
normal and may not be split, and use of it does not count as the character’s
dice action for the turn.
Gemstone Of Spoken
Language (Manse •••)
Trigger: Concentration
This Hearthstone is a watery blue-green. The
bearer understands anything spoken aloud in any language or dialect. This
doesn’t help with written language, and it doesn’t give the Exalted the ability
to speak other languages.
The Freedom Stone (Manse •••)
The Hearthstone is a murky blue-black, full
of shifting colors, like lake water rich with algae. A character who bears this Hearthstone can never be physically
restrained. Shackles placed around her wrists will fall off, the knots of
lassos and nooses will come undone when drawn tight. All grapple, clinch, hold
and throw maneuvers attempted against her automatically fail. Note that the
character cannot be restrained. She can still be confined — this
Hearthstone does nothing to counter locked doors and barred gates.
Stone Of Aquatic Prowess (Manse •••)
This Hearthstone
appears to be a smooth ovoid of pure water bound into a solid shape. It is
completely invisible if placed in water. Anyone attuned to this Hearthstone
becomes fully amphibious. In addition to being able to breathe water and
survive swimming in near-freezing seas without harm, the user can also swim at
a maximum speed equal to her normal running speed. Also, all fatigue and
mobility penalties for armor are reduced by -1 while in water. Characters
wearing light or medium armor can swim normally. Those wearing heavy or
superheavy armor cannot swim, but comfortably walk along the bottom of the lake
or ocean. The user can also fight normally in the water and suffers no
penalties when battling aquatic creatures. Most examples of this Hearthstone
are found in Manses that are partially completely submerged.
Gem Of Masks (Manse ••••)
Trigger: Concentration
This Hearthstone is a rainbow-colored
sphere with cloudy rough spots on its surface. While possessing it, an Exalt
may change the details of her face. She cannot use it to change anything about
the rest of her body, including her hair color, but any facial feature (eye
color, nose, lips, the shape of her face, etc.) may be changed. This stone may
not be used to alter or hide Caste Marks.
Gem Of Youth (Manse ••••)
Trigger: None, constant
This Hearthstone is a dark, smooth black,
with the fossil of some small, unrecognizable animal buried in the center. The
bearer will appear forever young, frozen at the age at which he took up this
stone. His health will progress at its natural rate however, and he will die of
old age at the same time that he would have originally. If he gives up this
stone, his appearance will start to age from the point at which it was frozen;
his appearance will never catch up with his true age.
Pearl Of Wisdom
(Manse ••••)
Trigger: None, constant
Always forming in the shape of an
iridescent blue pearl, the pearl of wisdom grants its bearer a degree of inner
serenity and calm, even under the most intense conditions. Those with a surfeit
of violence in their souls (including no small number of Fire Aspects) often
seek out a pearl of wisdom as a means of moderating their more impulsive
tendencies. When rolling the character’s Compassion or Temperance, any result
of 9 or 10 counts as two successes. When rolling the character’s Conviction or
Valor, 10s count as only a single success.
Seacalm Gemstone (Manse ••••)
In appearance, a fist-sized drop of
brilliant azure seawater caught in perfect stasis, this Hearthstone brings the
character incredible luck at sea. No matters how severe the weather or how poor
the handling, the character’s ship will never founder at sea and will, in fact,
emerge totally unscathed. Note that this does not protect it from shoals,
pirates or anything of the sort — it only protects the character’s ship from weather-related
mishaps. Note this is more powerful than it sounds — a character can ride
before a gale with full sails and have no fear of ripped cloth or snapped
masts.
Stone Of Gender
Transformation (Manse ••••)
Trigger: Meditation
This transparent crystal is peach-colored.
It allows the Exalted who bears it to change gender. The Exalted will still be
moderately recognizable; the stone re-shapes the body to make it conform to the
standards of the new gender but does not radically alter size or features. The
player of any character who knows the bearer gets a Perception + Awareness roll
at standard difficulty for his character to recognize her. Other factors may
increase the viewer’s difficulty: radically different clothing, hidden face,
time having passed since he last saw the bearer and so on.
Gem Of Sleep (Manse •••••)
Trigger: Concentration
This stone is a deep, translucent, dreamy
cobalt blue. The bearer concentrates, and her player must make a Manipulation +
Socialize roll in order for the character to catch someone’s eye. If the roll
succeeds, the target’s player makes a Willpower roll
at a difficulty equal to the number of successes the bearer’s player rolled. If
this roll fails, the target immediately falls asleep. He may be awakened by
loud noises, shaking or anything else that would normally waken a sleeping
person, and he will wake up regardless in five minutes’ time. He awakens with
all the confusion and sleepiness of anyone waking out of deep sleep.