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 Willow Agate (Manse •••)

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.

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