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Custom Material: Hearthstones

Page history last edited by Illuminant 14 years, 6 months ago

Air Hearthstones

 

Stone of Sanjiv's Hunger 

(Manse ***) 

When set into a weapon with a hearth stone socket this hearthstone removes the last hour of memory from the victim as long as the attack struck and did at least one point of damage to them. They will lose all memory of the last hour, including why they are fighting, though the fact that they are wounded means they will realize they are in combat. If the target is helpless or relents no damage has to be done, the wielder must just touch them with the blade. Recovery: The victim must petition the Yozi Sanjiv to recover the missing memory. Assuming they know to do so, this would be handled at the discretion of the storyteller/staff with a prayer roll.

 

 

Earth Hearthstones 

 

Gem Of Living Stone 

(Manse ***)

Similar to the Gem Of White Heat, the Gem Of Living Stone grants a 'false' anima power identical to a Dragonblooded of the Earth caste. Earth Caste who take this may add the effects of the 'false' and real anima powers together when it is active.

Manifesting this false power costs Essence, however. Double the normal cost to activate the anima ability. This may trigger your anima as normal.

 

Sidereal Hearthstones

 

Venus's Fickle Heart: 

(Manse **)

 +2 to bearers Appearance. Once dedicated if it is not carried by the bearer they lose the bonus, and take a –2 to their base appearance till they pick it back up or another person dedicates the Hearthstone in the Hearth Chamber. Bonus/Penalty can never raise/lower the Appearance beyond 1 or 7. In addition, the bearer cannot be made to look anything other than beautiful: nothing short of Solar Circle Sorcery can even temporarily reduce his Appearance. If dressed in rags and covered in mud, he appears handsomely disheveled; if disguised to look horribly scarred, he seems to bear noble wounds that must obviously have come from performing some grand feat of heroism.Other people always notice the bearer unless he uses stealth, Charms or the cover of darkness to conceal himself. When dedicated it takes a few hours for the changes to first gradually go into effect. This stone has an inconstant heart - it cannot decide who it loves most. It has been split in to three portions. The hearthstone bearers can each communicate to each other at a distance, but all they can communicate is a desire for which of them they wish to have the stone. At any given time, if the hearthstone bearers agree who should have the stone's power, the stone activates for that bearer, granting them +2 to appearance and making them the center of attention. If they do not agree who should have the stone's power, no one gets it. For one day after one of the three stone-bearers' lose access to it's power, they suffer a -2 to appearance; this cancels out the bonus for having the stone's power, if they have it. If this Hearthstone is brought into the Manse itself then it automatically activates, even if this causes two or even all three to be active at once.

 

Solar Hearthstones

 

Diamond of Holy Castigation

(Manse ***)

When the Immaculate Order is forced to construct temple-manses over Solar demenses, they often create these luminous hearthstones, which appear to be well-cut diamonds. When inserted into a melee or ranged weapon, a diamond of holy castigation confers the Holy keyword upon all attacks and damage made by that weapon or other attached hearthstones.

This stone has no affect on attacks or damage made against creatures or objects which are not Creatures of Darkness or otherwise vulnerable to the Holy keyword.

 

Jewel of the Unconquered Spirit

(Manse ****)

Like draws to like -- this gemstone, which represents condensed spirit, perceives and interacts with spirits freely, and so does its user. The bearer enjoys the ability to see and hit dematerialized creatures normally. 

Comments (1)

Richard Hughes said

at 9:57 pm on Aug 19, 2008

No more hearthstones or artifacts that just add dice! Ever!

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