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.

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