Hearthstones
Of Wood
The Farmer’s Stone
(Manse •)
Trigger: Tending farmland
This Hearthstone is a long, angular,
pale-blue gem. The bearer’s crops grow particularly well. They must be at least
minimally watered and taken care of, but they will invariably grow, flower and
yield a perfect harvest, even when the conditions for growth aren’t favorable. This
Hearthstone affects any size of farm, so long as the bearer of the stone takes
a personal hand in tending it throughout the season. The bearer may aid a farm
that he does not ordinarily tend by spending one full day working it just after
planting has taken place. This effect works on a maximum area of one square
mile, and it only protects against minor problems: mild droughts, brief periods
of flooding and small infestations.
Stone of Healing (Manse •)
This stone is a healthy earth-brown,
mottled with spots of green. It is round in shape and could have come from the
bottom of any streambed, were the colors not so vibrant. The stone enhances the
medical talents and knowledge of any character that bears it, making an
unskilled character into a skilled surgeon and a gifted doctor into a brilliant
healer. A character bearing this stone has three dice added to all her player’s
Medicine rolls.
Stone Of Shelter (Manse •)
Trigger: Concentration
This Hearthstone is an opaque dark blue
with bright green flecks. Each night, its bearer will find a place to sleep
that is sheltered from the elements. Shelter might mean the house of a farmer,
an abandoned barn, a dry cave or even a hollowed out tree. The shelter is not
necessarily safe and doesn’t always come with food and drink, but it will be
dry and protected from the elements.
Stone Of The Emerald Rooster (Manse •)
Trigger: Constant
This stone is
primarily green but has rainbow sheen in the noonday sun. The Hearthstone
grants a bonus on all Survival and Endurance rolls equal to one-half the
possessor’s Valor, rounded-up.
Stone Of The Hunt
(Manse •)
Trigger: Concentration
This Hearthstone is a sphere banded with
swirling patterns of light and dark green. Its bearer gains an empathy for wild
animals. This gives him two additional dice to any roll involved in hunting,
taming or otherwise understanding untamed animals.
Jewel Of Youthful Suppleness (Manse ••)
This stone is a
sparkling peridot, its edges scalloped and razor-sharp. The bearer of this
Hearthstone becomes as flexible and supple as a young sapling in spring. She
gains a bonus of two dice to all Athletics rolls. In addition, the character
capable of dislocating and relocating her joints at will, without taking any
damage for doing so, which may lower the difficulty of Larceny rolls to escape
bondage, depending on how the character is restrained.
The Monkey Stone (Manse ••)
This Hearthstone
is a rich reddish brown, with a surface that looks and feels like soft, furry
bark. It gives the bearer the agility of an arboreal primate. Any character who
possesses such a stone reduces the difficulty of all Athletics rolls involving
balance, jumping or climbing by 2 (to a minimum of difficulty 1). In addition,
the stone doubles the character’s climbing speed and the distance she can jump.
Opal Of The Hunted
(Manse ••)
Trigger: None, always on
The opal of the hunted is a glistening orb
of scintillating green and violet, with flecks of gold that move like light
shining through the forest’s canopy. This Hearthstone adds three dice to all
rolls made by the bearer’s player to detect ambush and, should the character
still be successfully ambushed, adds three dice to the roll to act during the
combat. In addition, the stone adds three dice to all rolls to evade tracking
and pursuit.
Scintillating Gem
Of Ally’s Embrace (Manse ••)
Among the most simple and tactically useful
of Hearthstones for Terrestrial Exalted, this pentagonal gem sparkles with the
five colors of magical jade. The wearer of the gem can affect Charms that
require a touch up to a range in yards equal to his Essence, but only with
Charms that allow for the empowerment of allies.
Soot-Stone (Manse ••)
Trigger: Touch
The Hearthstone of Yesryk’s Aerie is
smoke-colored gem about the size of a hawk’s egg. Yesryk does not carry it
himself, preferring to leave it in the hollow of his Manse (since that’s where
he’d likely need to use it, anyway). He admonishes the hawkmen guardians of the
Aerie not to touch the Soot-Stone. They, of course, revere Yesryk enough that
they need no such reminder.
The wielder of the Soot-Stone may brush an
enemy’s flesh with the gem and concentrate briefly. That enemy is then marked
for a period equal to (user’s Willpower rating) months. The mark manifests
physically as a black smudge on the enemy’s flesh and can be concealed from
mundane sight simply by covering it. However, the marked individual is
vulnerable to any Charms that track Essence, including Measure the Wind,
whether or not such Charms would normally work on him. Also, the Hearthstone’s
bearer receives two automatic successes on any attempt to track the marked
individual, whether using a Charm or mundane means.
Stone Of Blood
Inviolate (Manse ••)
Trigger: None, constant
This Hearthstone is a mottled red and
green. As long as an Exalted bears it, his blood cannot be spilled. He can be
injured, strangled, beheaded and so on, and he may certainly be killed, but he
will not bleed — not even if a limb is severed. Neither can blood be deliberately
drawn from him.
Stone Of Color (Manse ••)
Trigger: Concentrate to initiate change
This Hearthstone is a clear prism cut in a
triangular shape. The bearer can change her skin, hair and eye color at will to
match those native to the area she is in.
The Stone Of Empty
Knife (Manse ••)
Trigger: Concentrate to change state of weapon
This Hearthstone is a silvery-black disk.
Its bearer places a weapon against the skin of his arm, and it fades into the
limb. The weapon leaves a “tattoo” perfectly representative of it on the
surface of the skin. Only one weapon at a time may be stored on each arm. The
weapon must be small enough that the tattoo will fit on the character’s arm
between wrist and shoulder. If the skin in which the tattoo rests is cut, scarred
or indelibly marked, the weapon is lost forever. The bearer must have
possession of the stone in order to remove the weapons; he does this by placing
a hand over the tattoo and concentrating. This process takes as long as drawing
a normal weapon. It is permissible for the character to hide a weapon into
which the stone is set, and the character will still be able to retrieve it
afterward.
Stone Of Mending
Flaws (Manse ••)
Trigger: Concentration and touch
This Hearthstone is a porous green and blue
rock the size of a person’s eye. Its bearer may mend any small cracks or flaws
in the surface of a non-living material, over a maximum area of five feet in
diameter, at a touch. He may not heal cracks and flaws in any of the Five
Magical Materials, nor in Hearthstones or other mystical items.
Survival Stone (Manse ••)
Trigger: None, constant
This Hearthstone is a leaf-green stone with
brown striations. Its bearer will never starve or die of thirst. He will feel
hunger and even intense pain from that hunger, but he will not die of
malnutrition or become too weak to function. If he goes more than four days
without food or water, he suffers a -1 die penalty to all actions representing
the distraction of intense hunger pangs or thirst.
Tree-Striding
Emerald (Manse ••)
Trigger: None, constant
The tree-striding emerald makes it bearer
totally at home in the heights of a towering canopy. While under its effects,
the characters weight will be borne by even the smallest branches, and his feet
will find easy purchase even among the most twisting boughs. The character can
move through tress as easily as if he were walking on fl at ground and may even
dash up the vertical trunks of trees at his normal movement rate (with a
successful Dexterity + Athletics roll made by his player). The bearer of the
stone may also add two dice to any rolls to resist being knocked down or
knocked back while standing or perched in a living tree or plant of significant
size, typically the characters height or greater.
Adder’s Eye (Manse
•••)
Trigger: None, constant
This gold and black veined wedge of serpent
stone was highly desired by the Night Caste Solars of the First Age. In current
times, Dragon-Blooded assassins and huntsmen insert these stones into their
artifact weapons to give them the advantage over powerful prey.
The adder’s eye envenoms any weapon it is
set into with a coat of deadly poison. This poison acts as poison snake venom
and must be resisted any time a wound is inflicted with the weapon. This
Hearthstone is only effective when set into weapons that draw blood, and
weapons fitted with it are easily detected as being envenomed.
Dragon
Trigger: None, constant
The dragon willow agate is a faceted
half-sphere of agate, shot through with veins of green and dark umber. This
stone enhances the anima power of Wood-aspected Terrestrials. A Wood-aspected
character possessing this Hearthstone may use his anima power twice in any
given turn. Exalted who do not possess the Wood-aspected anima power and
Wood-aspected Dragon-Blooded whose anima powers are not activated add two dice
to Dodge and Athletics checks while they possess a dragon willow agate,
although these bonus dice may not be used to grant the character reflexive
Dodge or Athletics actions in the way that the Wood Aspect anima power can.
Gemstone Of
Entrance (Manse •••)
Trigger: Touch
This shimmering blue stone causes all
locked doors and windows to unlock at a touch. It only works on points of
entrance and egress, not on locked strongboxes or shackles.
Gemstone Of Mental
Health (Manse •••)
Trigger: None, constant
This smooth, cloudy orange stone
permanently cures any derangements the bearer suffers from. Any new
derangements are cured as quickly as they are gained.
Gemstone Of
Perfect Passage (Manse •••)
Trigger: Contact
This shimmering brown stone causes all
doors, windows, gates, trapdoors or other points of entry of exit to open with
a touch. It is useless on locked boxes, chains or shackles, though, and on
locks bound shut with Essence.
Gladestalker’s
Stone (Manse •••)
Trigger: None, constant
This deep red cabochon of garnet pulses,
quick and shallow, like the heart of a terrified beast. This Hearthstone
empowers the character’s arrows, making them fly swift and true like hunting
falcons. Any Archery attacks made using a powerbow in which this stone is
housed add three dice to their attack pool and a +1 bonus to the arrows damage
modifier.
Stone Of The Sure
Path (Manse •••)
Trigger: Concentration
This red, striated, gleaming Hearthstone
allows an Exalted who knows her destination to find her way to it. The more
definite her knowledge of the destination, the more likely her path is to be
straight and true. The rougher her knowledge, the more her path will wander and
the more likely it is to lead her through danger. Regardless, her path will
always lead her to her destination eventually—though, in some cases, it may
take years.
If an area is sorcerously concealed, this
Hearthstone will lead the bearer in circles. It cannot negate the concealment.
Gem Of Memory Will
(Manse ••••)
Trigger: Meditation
This Hearthstone is a smooth, metallic ore.
It allows the bearer to recall (and mentally relive) any particularly positive
and will-reinforcing memory. This recollection allows the bearer to recover a
single point of temporary Willpower, once per episode.
Rose Of Millions
(Manse ••••)
Trigger: None, constant
This Hearthstone takes the form of an
eight-sided pink and black tourmaline cross section, with eight facets around
the edge with perfectly smooth faces. This Hearthstone weaves beauty and grace
around its owner. In addition to adding five dice to all Presence and
Performance pools, with a successful Wits + Performance check (difficulty 3) by
her player, the bearer may seamlessly avoid embarrassing or humiliating accidents
or social errors. The stone does not protect the bearer from ridicule, though
it does make such attacks seem grossly inappropriate and cruel to those who
witness the exchange.
Stone Of Healer’s Flower (Manse ••••)
Trigger: Concentration, touch
This is a simple
blue stone. At will, the possessor of this stone may touch any other individual
and heal their wounds completely. Anyone who has ever used this stone to heal
another is immune to its healing effects. The possessor of this stone
immediately suffers half the damage she healed (rounded up), which cannot be
negated, redirected or otherwise reduced. This damage must be healed normally
and may lead to the bearer’s death. At the same time, the bearer of the stone
may roll a number of dice equal to the number of health levels suffered. Each
die success reduces the bearer’s Limit by one point.
Gem of Incomparable Wellness (Manse •••••)
This brilliant emerald stone has an
unearthly appearance, for it is constantly changing shape as it grows outward
from its ever-shrinking center. A character carrying this stone cannot die. He
will regenerate one health level per turn, even if rendered into ash.
Aggravated damage requires up to a minute per health level to regenerate. The
bearer will never become sick and never age. He cannot drown, suffocate, starve
or dehydrate. The only way he can be destroyed is if the Hearthstone is broken,
if the Manse is damaged so much the stone becomes inactive or if the item the
stone is set in is separated from him long enough for the committed Essence in
the setting to dissipate (about a day).
Song Of Life Stone (Manse •••••)
Trigger: Singing
This Hearthstone is a brown and white
banded sphere. Any plant life within the sound of the bearer’s voice will
thrive and grow. The rate of growth is noticeable; withered grass grows green
and lush; trees flower and bear fruit; vines lengthen and spread over whatever
surface they cling to; bushes grow tall and leafy. This can bring a dead plant
back to life so long as its roots are still buried in the earth.
Stone Of Loyalty (Manse •••••)
Trigger: None, constant
This Hearthstone is a solid brown jewel.
The bearer inspires feelings of loyalty in all those she commands. The player
of anyone under the Chosen’s command who wishes to betray her must make a
Willpower roll at difficulty 5 to do so. The players of those who are not under
her command but consider her a friend, ally or partner must make a Willpower
roll at difficulty 3 for their characters to betray her. Even players of her
acquaintances must make a Willpower roll at difficulty 1 in order for their
characters to betray her. The difficulty may be lowered if the betrayal is
considered particularly innocent or insignificant.