Celestial
Hearthstones
Gem Of Starlight (Manse •)
Type: Sidereal
Trigger: Concentration
This Hearthstone is a silvery, crystalline
rod, very similar to the Gemstone of Shadows, in which shadows and light
eternally swirl about. When the bearer wishes, the light
within the stone flares up, casting a pale, flickering glow in an area the size
of a small room.
Gem Of
Water-Walking (Manse •)
Type: Solar
Trigger: Sunlight
From sunup to sundown, the bearer of this
yellow pyramid may walk upon water as though it were land. If he rides a horse,
the horse will sink as normal; the water is solid only to him. If the water is
rough and stormy, make a Dexterity + Athletics roll for the bearer to keep his
footing. If he falls, the surface of the water will remain solid to him, and he
may be roughly tossed about. If he stays on the water when the sun sets, he
will fall through the waves.
Gemstone Of
Shadows (Manse •)
Type: Lunar
Trigger: Concentration
This Hearthstone is a silvery, crystalline
rod. It causes an inky shadow five feet in diameter to flow about the bearer.
This shadow may be penetrated by magical sources of light, and it is not
completely black—anyone peering directly into it will see vague shapes but no
specific details. It increases the difficulty to spot something that lies
within the shadow by 1. This penalty can be raised even higher if die power of
this stone is used in a place where a shadow is not obvious, such as outside at
night, and the person doing the spotting doesn’t know
where to look.
Glance Of The Unconquered
Sun (Manse •)
Type:
Solar
Trigger:
Staring through the gem
This inconspicuous clear gem only shows its
true worth when the bearer looks through it into a darkened place. For a few
moments, she can see everything as if it was illuminated by the sun's light at
midday, allowing her to clearly assess what lies ahead of her.
Oathstone (Manse •+)
This stone is
round and usually a deep blood-red. An oathstone’s true powers are not revealed
until it is given away rather than kept. When the stone is given as a gift or
as payment to seal a bargain, it can bind an oath or agreement between the
giver and the receiver. This works just like the Eclipse Caste ability at no
cost of Essence to either party (the Essence is supplied by the Manse that
created the Hearthstone). If either party violates the oath, his or her player
will horribly botch a number of important rolls equal to the oathstone’s rating
(usually one, but some oathstones have higher ratings). Additionally, either
party knows instantly if the agreement is broken, and the giver of the
oathstone is automatically aware of the holder’s general whereabouts. The
rightful holder of an oathstone may use it to regain Essence normally, even
without being attuned to the stone’s Manse.
Gem Of False Death
(Manse ••)
Type: Sidereal
Trigger: Meditation
This Hearthstone is a
pale yellow amber with a crack through the center. The bearer can put
herself into a trance that mimics death, during which all vital signs halt. The
bearer retains her senses, although, if her eyes are shut, she can’t see. The
bearer wakes up whenever she chooses; if the stone is removed from her body,
the trance ends immediately. While she is in this trance, she does not require
air or food, but she can be injured as normal.
Jewel Of The Graceful Courtier (Manse ••)
This oval,
opalescent jewel seems to shift color with the light and background it is
exposed to. The jewel’s wearer blends easily into any social situation as if
using the Mastery of Small Manners Charm. The bearer’s player is incapable of
botching Socialize rolls, and the bearer will never make an unintentional faux
pas. Like the Charm, the jewel’s protection only covers the most basic manners
and interactions. Deep or involved social interaction does not benefit from its
protection.
Merchant’s Jewel (Manse ••)
The bearer of this
smoky stone with gold flecks gains a bonus equal to her Conviction for all her
player’s rolls to buy or sell merchandise. However, if the character ever gives
the Hearthstone away or trades it for less than a fair price (in the
Storyteller’s judgment), she falls under a curse. Her player will automatically
botch her next roll involved with buying or selling anything, with the
character ending up either paying outrageous amounts for shoddy merchandise or
practically giving away goods for nothing.
Snakeskin Stone (Manse ••)
Type: Lunar
Trigger: Sleep
This oddly shaped, not-quite-fl at rock
bears a pattern of black, red and white reminiscent of a snake’s scales. When
the Exalted that bears this stone is injured, he will shed his skin the next
time he sleeps. As a result, any surface-level injuries heal. Wounds close, burns give way to smooth new skin, and so on. Damage
to internal organs is not healed by this stone and must be healed naturally (or
by other magical means). Mechanically, this means that, for combat injuries,
half of any damage (rounded up) is healed. The amount of damage healed from
other wounds is up to the Storyteller to determine.
The Ever-Open Eye (Manse •••)
Type: Sidereal
Trigger: None, constant
Despite its dull, gray and uninspiring
appearance, this Hearthstone will allow an Exalt to stay awake as long as she
wishes, without feeling tired or suffering any deterioration is her physical or
mental abilities. For every full day the character remains awake after the
first two days, her player must make a Stamina + Endurance roll each day. For
the first week, the difficulty is 1; for the second, it is 2; and so on. If the
roll fails, the character starts to experience hallucinations and waking
nightmares. These pass after a single night’s sleep. A botch gives the character
a temporary derangement, which endures until she goes without using the
Ever-Open Eye for the same length of times as she was using it continually
before the botch.
Gem Of Grace (Manse •••)
Type: Solar
Trigger: None, constant
This Hearthstone is a cloudy white sphere.
Its possessor evokes mild feelings of awe and respect in others, even other
Exalted. It adds three dice to relevant Charisma and Manipulation rolls.
Gem Of Wakefulness
(Manse •••)
Type: Sidereal
Trigger: None, constant
This Hearthstone is a dull gray, perfectly
flat rock. It allows the bearer to stay awake as long as he wishes, without
feeling tired and without loss of cognitive abilities. For each full day after
the first, however, his player must make a Stamina + Endurance roll. The first roll
is at difficulty 1, the second at 2, the third at 3, and so on. When the roll fails, the Exalt starts having hallucinations and
waking nightmares. If the roll botches, he gains a temporary derangement
that will not fade until he has slept a full eight hours for each day after the
first that he stayed awake. It only takes a single night of sleep to end the
hallucinations and waking nightmares.
Gem Of Wise Discernment (Manse •••)
A
flattened, clear hexagonal-cut gemstone with a clear “window” through its
largest facets. When
the gem’s owner looks for what they truly are. Guises and illusions are
stripped away, revealing what lies behind them. This works on physical
disguises as well as magical ones. The gem does not reveal a
character’s true Nature or detect lies or other forms of deception, only
changes in appearance. A character using this stone automatically penetrates
the Fair Folk’s glamour and beguilement. In addition, he automatically detects
the Tells of any Lunar Exalted he encounters, even if he is not suspicious of
the Lunar. This Hearthstone explicitly does not allow characters to see the
invisible.
Jewel Of The Rabbit’s Sword (Manse •••)
Type: Lunar
Trigger: Expenditure of Willpower
This sharply
faceted stone is yellow-green in color, and its shape
and number of facets seem to change rapidly. The possessor may expend one
temporary point of Willpower to reroll any 1’s in any Ability check. This power
may only be invoked once per Ability check.
Jewel Of Whispers (Manse •••)
This dark,
cabochon-cut stone allows its owner to hear all sounds near the jewel as if she
were actually present at that spot, regardless of the distance between the
owner and the jewel. If the owner wishes, she can speak and make her voice
appear to come from the jewel. The Hearthstone is magically linked to the
owner’s Essence and can be recalled to her over any distance. The owner merely
wills it, and the jewel vanishes from where it is and reappears in its setting.
While the stone is used to sense remotely, no other Hearthstone can be placed
in the setting used to hold the gem.
Sphere Of Courtesan’s Constellation (Manse •••)
Type: Solar
Trigger: None, constant
This perfectly
spherical orange stone is filled with golden flecks. If the possessor of this
stone has an Appearance of 2 or lower, the Trait is raised to 3. As soon as the
stone is removed from the owner’s presence, the Trait reverts to its original
level. In addition, the possessor of the sphere gets a two-die bonus to all
Performance and Presence rolls.
Stone Of Dream Entrance
(Manse •••)
Type: Lunar
Trigger: Touch and concentration
This Hearthstone is around, smooth, white
stone with milky irregularities in its surface. It allows its bearer to enter
someone’s dreams. He may observe those dreams, speak with the dreamer or alter
those dreams as he pleases, turning them into beautiful fantasies or terrible
nightmares. Anything that harms the dreamer within her dream will cause her
player to make a Willpower roll at difficulty 2. If it succeeds, the character
wakes up immediately, unharmed. The target may be woken up as normal by damage
to her physical body, loud noises or someone trying to wake her, and she will
awaken at her normal rising time. When the dreamer wakes, her player must
succeed at an Intelligence + Awareness roll for the character to remember
anything that happened while she was dreaming. The more successes she gets, the more detail she remembers.
Stone Of Temperance (Manse
•••)
An oval-shaped,
translucent watery-blue stone, the stone of temperance adds 3 dice to all of
its bearer’s player’s Temperance dice pool to exceed five dice). This included
activation of the Virtue using Willpower. However, the bearer’s player must make a Temperance roll whenever the
bearer is confronted with a situation and wishes to act contrary to the Virtue,
and the stone’s bonus dice count toward this roll as well. Thus, the bearer of
the stone of temperance is incredibly resistant to temptation, bribery or
corruption and capable of great acts of deliberation, but he is also virtually incapable
of bias, deception, betrayal or impulsive action. In short, he makes the
perfect censor or diplomat.
There are said to
be Hearthstones aligned with the other Virtues in much the same way as the
stone of temperance.
Dream-Stone (Manse ••••)
Type: Sidereal
Trigger: Concentration
This Hearthstone is a smooth black stone,
with abstract white markings. When its bearer remembers her dreams, they will
always be prophetic in some way. Once each episode, the bearer’s player may
make a Wits + Occult roll upon her character’s waking. Any success at all
causes her to remember a dream from the night before that gives some indication
of events to come. The more successes she receives, the clearer the dream.
Gem Stone Of Wild
Life (Manse ••••)
Type: Lunar
Trigger: None, constant
This rough stone of pale purple aids its
bearer in figuring out how to make do in wild places. He has an easier time
finding safe food and shelter, recognizing poisonous animals and plants and
understanding dangerous weather conditions. Mechanically, this adds four dice
to any Survival rolls the bearer’s player makes.
Jewel Of The Monkey’s Finger (Manse ••••)
Type: Lunar
Trigger: Constant
This round stone
is a deep violet. This jewel adds two dice to all Dexterity and Charisma rolls
made by the possessor’s player. In addition, while leaping and capering like a
monkey, the owner of this stone may use his Dexterity and Charisma scores
interchangeably. While this can prove a massive boon to an Exalted who find
himself particularly blessed or limited in one of these areas, jumping and
frolicking are not suitable under all circumstances. The Storyteller should
feel free to increase the difficulty of appropriate checks by one or more dice
in situations when monkey-like behavior would be a detriment.
Seven Leaping
Dragon Stone (Manse ••••)
Type: Solar
Trigger: Combat
This Hearthstone is a translucent
reddish-orange gemstone with a golden-orange iridescence that plays across its
surface. The stone gives its bearer a better understanding of the weaknesses of
the body. Mechanically, it adds four extra dice to any Martial Arts attack
roll.
Wilderness Gem (Manse ••••)
Type: Lunar
Trigger: None, constant
Whatever the environment, this gem will
allow its bearer to survive in the wilderness. The gem gives the Exalt an
instinctive knowledge of where safe shelter and campsites can be found, what
plants and animals are safe to eat and how to recognize the signs of the onset
of dangerous weather. The gem adds four successes to any Survival roll the
bearer’s player makes, and it allows the character to take part in supernatural
tracking contests.
Gem Of Madness (Manse •••••)
Type: Lunar
Trigger: None, constant
This Hearthstone is a jagged piece of hard
black rock. Anyone who physically attacks the Exalted bearing it gains a single
derangement. This Hearthstone will not give the same person multiple
derangements, even if he repeatedly attacks the character. Once a derangement
has faded or been worked through, then another may be caused in the same
manner.
The Hearthstone Of
Xaal (Manse ••••)
Type: Lunar
Trigger: Tasting Blood
The Hearthstone is an egg-shaped, blood red
crystal. It allows the user to draw upon the strength of an enemy. Upon tasting
the blood of an enemy, the user may use the last Charm that the victim used.
For instance, if the Last Hunter feeds upon a Solar Exalt who tried
(unsuccessfully) to dodge the attack using Shadow Over Water, the Last Hunter
can then use Shadow Over Water once. The wearer may “stack” a number of uses of
the Hearthstone equal to his permanent Essence, absorbing Charms and saving
them for when they might be most useful. Charms absorbed through use of this
Hearthstone ignore prerequisite Charms but not prerequisite Abilities and
Essence (meaning to absorb Shadow Over Water, the user does not need to know
Reed in the Wind, but must have Dodge 3 and Essence 1). Combos cannot be
absorbed.
The Gem Of Day’s
Light (Manse •••••)
Type: Solar
Trigger: Concentration
This yellow gem seems to burn with an inner
light. It allows the Exalt who owns it to travel confidently, knowing that the
light of the Unconquered Sun will be with her. She only has to concentrate on
the gem to make it glow like a mini-sun, illuminating everything within up to a
mile’s radius with the light of day. The Exalt can determine how far the effect
stretches by concentrating on the gem. The effect lasts for as long as is
needed.
Gem Of Sorcery (Manse •••••)
Type: Solar
Trigger: Casting sorcery
This Hearthstone is clear, but its surface
has an oily, gold sheen to it, and it glows brightly from within. At will, the
bearer can reduce the Essence cost of casting one spell by 10 motes. This power
can be used only once per day.
Guardian Gem (Manse •••••)
Type: Sidereal
Trigger: None, constant
This Hearthstone is a shimmering silvery
sphere, and fate watches out for its bearer. Twice per episode, the bearer’s
player may reroll a roll of her choice, and twice per episode, she may also
force someone else who is acting directly against her to reroll a roll of her
choice. She chooses which roll to keep. Alternatively, she may give up any one
of these rerolls in order to subtract two health levels from a single incoming
attack after damage is rolled. Both rerolls can be sacrificed at one time to
absorb particularly damaging attacks.
Home’s Hearth (Manse •••••)
Type: Sidereal
Trigger: Concentration
This irregular gemstone of a myriad of
colors allows the bearer and up to five other people of his choice to
immediately return to or leave his Manse. One moment, they can be anywhere in
Creation. The next, they stand in the Hearthroom of the Manse. Distance has no
bearing on the ability of the gem to bring the bearers and his friends home. Time is not a factor, either. The transit is
instantaneous. The only limitation is that the stone can only take people from
the Manse to somewhere within 100 miles of the Manse and that the effect is
less reliable from the Wyld. The bearer’s player must make a Wits + Occult roll
to safely transport from the Wyld to the Manse. A failure will drop the
characters into a random place within the Wyld, while a botch will render the
stone useless for 48 hours, while the Essence within it recharges. All three of
the Sidereal’s hidden Manses use a home’s hearth to bring people to and from
the Manse quickly.
Scrying Stone (Manse •••••)
Type: Sidereal
Trigger: Meditation upon an issue
This Hearthstone is a flat black stone
polished to a high, reflective shine. The bearer sees visions in that surface
related to any issue she chooses to meditate on. These visions can show the past,
present or future. They either illuminate some aspect of what will happen or
lend some understanding of the situation that the Exalted does not yet have.
They may be clear or cryptic, symbolic or literal; the bearer’s player makes an
Intelligence + Occult roll to decipher the visions. Visions
of the future are possible tomorrows, not definite ones.