Difference between revisions of "Hearthstones/TelgarSolar"

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(3 Solar Hearthstones. man, I hate Solar Hearthstones)
(13 Solar Hearthstones.)
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=== Level 1 ===
 
=== Level 1 ===
  
 +
<b>Copper Stone</b>
 +
  Manse &bull;
 +
  Trigger: Constant
 +
With proper application, the user of a Copper Stone will always have amazing skin tone. They can choose to be as sunlessly pale or beach bronze as they like, whenever they choose. In order to alter their skin tone the owner of the Copper Stone simply has to rub the Hearthstone against his skin while standing in the sunlight. As a side effect, the owner of a Copper Stone will never be sunburned. Copper Stones are roughly tube-shaped oblongs of pale white-copper quartz.
 +
 +
<b>Noonstone</b>
 +
  Manse &bull;
 +
  Trigger: Constant
 +
A Noonstone appears as a perfect sphere of transparent golden topaz that glows with an inner light. The owner of a Noonstone can alter the size of any shadow he can see, reducing it to nonexistance as if it were a brilliant Southern noon or dragging it out as if the Sun were just falling below the horizon. Shadows can be increased to up to 10 times their normal size. Having no shadow adds a single dice to Stealth rolls while having an extremely large shadow increases the difficulty of Stealth rolls by 2.
 +
 +
<b>Bleaching Pearl</b>
 +
  Manse &bull;
 +
  Trigger: Contact with an object
 +
Taking the shape of a perfectly white orb of bone-dry stone this Hearthstone is a dry-cleaner's dream. When left in contact with an object in the sunlight the Pearl magnifies the natural bleaching effects of the Sun greatly. Within a few minutes any object under the influence of the Pearl will bleach bone white in sunlight. The Pearl has a lesser effect on living creatures but over the course of a day or two any hair on a being that is in contact with the Pearl will bleach to pale blonde. The effects of the Pearl are permanent.
  
 
=== Level 2 ===
 
=== Level 2 ===
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   Manse &bull;&bull;
 
   Manse &bull;&bull;
 
   Trigger: Constant
 
   Trigger: Constant
A solid topaz sphere, this Hearthstone grants its owner extraordinary athletic prowess. While attuned to the Pride a character triples his running speed and jumping distance and need never fear failing a fatigue check.
+
A solid topaz sphere, this Hearthstone grants its owner extraordinary athletic prowess. While attuned to the Athlete's Pride a character triples his running speed, jumping distance and will never fail a fatigue check.
 +
 
 +
<b>Portraitist's Lamp</b>
 +
  Manse &bull;&bull;
 +
  Trigger: Constant
 +
The Portraitist's Lamp is a sharp-edged cone of milky white quartz shot through with veins of gold that shimmer no matter how dim the light. The owner of the Lamp is always illuminated in a way that accentuates his best features and conceals his flaws. A healthy glow suffuses his skin, diffuse light softens any harsh lines and shadows add pleasing contrast. The Lamp adds 3 dice to any visual Appearance rolls. This stone's effects are stronger when it works with natural light, firelight and other artifical illuminations reduce the bonus granted by 1 die. Note that this Hearthstone's effects can't do much with the severely hideous. Creatures with an Appearance of 0 gain no benefit at all from this stone.
 +
 
 +
<b>Joy Stone</b>
 +
  Manse &bull;&bull;
 +
  Trigger: Constant
 +
This blob of warm, buttery yellow stone makes people happy. The sight and feel of the stone make anyone seeing or touching it feel better about everything. The owner of the Joy Stone is constantly filled with positive energy, confidence and optimism. Once per story he can choose to gain an extra success when spending a Willpower point for automatic success. Additionally, the Joy Stone reduces the difficulty of any roll to cheer someone up by 3.
  
 
=== Level 3 ===
 
=== Level 3 ===
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   Manse &bull;&bull;&bull;
 
   Manse &bull;&bull;&bull;
 
   Trigger: Making an ability roll
 
   Trigger: Making an ability roll
The owner of this small orange teardrop can approach almost any task with complete confidence. The magic of the Skill Gem assures that even when he is completely inept at a task, its master will have some small measure of success. If an Ability roll made by the Gem's owner would normally be a simple failure, it instead achieves 1 success. This success is not added to any normally rolled and does not prevent botches. This effect specifically is <b>not</b> a Perfect attack or defense or a way to automatically win resisted rolls. It simply provides a success when the roll otherwise would fail. It does not overcome difficulty increases or avoid the success negation of resisted rolls, attacks, defenses or magical effects.
+
The owner of this small orange teardrop can approach almost any task with complete confidence. The magic of the Skill Gem assures that even when he is completely inept at a task, its master will have some small measure of success. If the owner of the Perfected Skill Gem rolls no successes, the Gem provides a single success. This power does not add an additional success if any are rolled normally, purchased with Charms or provided by other magical means. The Gem's ability triggers only if the roll would be a failure and does not stack with any other means of gathering successes, even Willpower expenditure.
 +
 
 +
<b>Cheater's Mirror</b>
 +
  Manse &bull;&bull;&bull;
 +
  Trigger: Parrying or being parried
 +
Favored by the somewhat unethical this Hearthstone is a brilliantly reflective disc of silvery ore that catches and magnifies any light around until it gleams with blinding intensity. Whenever the Mirror's owner parries an attack or has an attack of his own parried the Mirror flashes brightly and attempts to blind its owner's foe. Anyone parrying or being parried by the Mirror's owner must roll Stamina + Awareness at difficulty 3 or be blinded for a turn.
 +
 
 +
<b>Ghostbane</b>
 +
  Manse &bull;&bull;&bull;
 +
  Trigger: Striking a Hungry Ghost
 +
Ghostbanes are often cultivated by exorcists and those engaged in combat against the forces of the Underworld. When their owner strikes against a creature native to the Underworld, the Ghostbane releases a brilliant flare of sunlight. While the flash lasts only a few moments, it is strong enough to instantly slay a Hungry Ghost. Any Hungry Ghost hit by an attack made by the attuned owener of the Ghostbane is dissolved as if it were exposed to a noon sun. The flash of sunlight produced by the Ghostbane does not last long enough to destroy Underworld artifacts, Hearthstones or cause other problems for the undead. Hungry Ghosts with an Essence greater then 4 are not destroyed instantly by the flare, but it does cause the attack against them to do Aggravated damage.
  
 
=== Level 4 ===
 
=== Level 4 ===
 +
 +
<b>Revelation Sphere</b>
 +
  Manse &bull;&bull;&bull;&bull;
 +
  Trigger: Constant
 +
All things are clear to the bearer of this flawless ball of diamond, deceptions fall away from his eyes and the unseen becomes clearly visible. Effects that would cloud the sensory perceptions of the owner are ineffective unless they are extremely powerful such as Essence 4 or greater Charms or Celestial Sorcery. Arcane Fate has no effect upon the owner of this Hearthstone. The Revelation Sphere turns its owners Perception dice into automatic successes.
 +
 +
<b>Five Hour Stone</b>
 +
  Manse &bull;&bull;&bull;&bull;
 +
  Trigger: Constant
 +
A smooth, rounded disc of jet marked with five splashes of gold in the rough shape of the Solar Caste Marks, the Five Hour Stone grants its owner the ability to invoke the Anima power of a Solar Exalted from any caste once per day. The Five Hour Stone can invoke the Anima power of a specific caste only during the time which matches the Caste so that the Dawn Caste Anima can only be invoked in the early morning, the Twilight power during the evening and the Eclipse power only during an eclipse. The Five Hour Stone does not allow its owner to exercise the Diplomatic Immunity or Charm-Learning powers of the Eclipse Anima. Invoking a Solar Anima power through this Hearthstone has the same costs as the power would for a Solar of that caste. While invoking a Solar Anima power the Stone's user has his natural anima display replaced by one suitable to the Caste whose power he is invoking. If the user has no natural anima flare he will produce a suitable Solar anima regardless.
 +
 +
<b>Gem of Worldly Glory</b>
 +
  Manse &bull;&bull;&bull;&bull;
 +
  Trigger: Contact with an object in sunlight
 +
Shining with the unmistakable allure of gold, the Gem of Worldly Glory will provide its owner with wealth should he refuse to hoard it. An object left in sunlight while touching the Gem will transform into pure gold over the course of an hour. The Gem can only transmute objects weighing less then 10 pounds and it does not work on animals or people. An object turned to gold by the Gem of Worldly Glory remains pure gold, natural according to any test possible for five dawns. On the sixth dawn after its transformation the object returns to its original form. If the transformed object is passed to a new owner, the count of dawns is reset. So long as the transformed object is sold, traded or otherwise handed from owner to owner, it will never return to its original form. There is a catch in that once a person has owned the object, he can not regain ownership of it to reset the timer. This makes it impossible to keep an object transformed by passing it among members of a group.
  
 
=== Level 5 ===
 
=== Level 5 ===
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<b>Beacon of Creation</b>  
 
<b>Beacon of Creation</b>  
 
   Manse &bull;&bull;&bull;&bull;&bull;
 
   Manse &bull;&bull;&bull;&bull;&bull;
   Trigger: constant
+
   Trigger: Constant
  
Drawing upon the Unconquered Sun's power as Lord of Creation and Bringer of Light, the Beacon constantly radiates a warm glow of golden light and Solar Essence. The aura produced by the Beacon of Creation overwhelms all alien Essences, replacing them with the natural flows of Creation. An area one mile in radius around the stone is filled with never-ending daylight. Further, the Beaon banishes all unnatural influences within its range. Shadowlands and Wyld Zones retreat before it, leaving behind pristine Creation. Demonic portals to Malfeas are blocked and unable to open. Demons and ghosts can not be summoned within the area. Further, all creatures not native to Creation must roll Willpower every hour or flee the Stone's power. If they botch, they take 2 aggravated damage and still must attempt to flee.
+
Drawing upon the Unconquered Sun's power as Lord of Creation and Bringer of Light, the Beacon constantly radiates a warm glow of golden light and Solar Essence. The aura produced by the Beacon of Creation overwhelms all alien Essences, replacing them with the natural flows of Creation. An area one mile in radius around the stone is filled with never-ending daylight. Further, the Beaon banishes all unnatural influences within its range. Shadowlands and Wyld Zones retreat before it, leaving behind pristine Creation. Demonic portals to Malfeas are blocked and unable to open. Demons and ghosts can not be summoned within the area. Further, all creatures not native to Creation must roll Willpower every hour or flee the Stone's power. If they botch, they take 2 aggravated damage and still must attempt to flee. The changes the Beacon makes are not permanent; Wyld zones and Shadowlands will return as soon as the Beacon moves out of range of them and portals to other worlds will reactivate.
  
 
===== Comments =====
 
===== Comments =====

Revision as of 10:51, 12 May 2009

Solar HearthStones

These are the Stones of the Sun.

Level 1

Copper Stone

 Manse •
 Trigger: Constant

With proper application, the user of a Copper Stone will always have amazing skin tone. They can choose to be as sunlessly pale or beach bronze as they like, whenever they choose. In order to alter their skin tone the owner of the Copper Stone simply has to rub the Hearthstone against his skin while standing in the sunlight. As a side effect, the owner of a Copper Stone will never be sunburned. Copper Stones are roughly tube-shaped oblongs of pale white-copper quartz.

Noonstone

 Manse •
 Trigger: Constant

A Noonstone appears as a perfect sphere of transparent golden topaz that glows with an inner light. The owner of a Noonstone can alter the size of any shadow he can see, reducing it to nonexistance as if it were a brilliant Southern noon or dragging it out as if the Sun were just falling below the horizon. Shadows can be increased to up to 10 times their normal size. Having no shadow adds a single dice to Stealth rolls while having an extremely large shadow increases the difficulty of Stealth rolls by 2.

Bleaching Pearl

 Manse •
 Trigger: Contact with an object

Taking the shape of a perfectly white orb of bone-dry stone this Hearthstone is a dry-cleaner's dream. When left in contact with an object in the sunlight the Pearl magnifies the natural bleaching effects of the Sun greatly. Within a few minutes any object under the influence of the Pearl will bleach bone white in sunlight. The Pearl has a lesser effect on living creatures but over the course of a day or two any hair on a being that is in contact with the Pearl will bleach to pale blonde. The effects of the Pearl are permanent.

Level 2

Athlete's Pride

 Manse ••
 Trigger: Constant

A solid topaz sphere, this Hearthstone grants its owner extraordinary athletic prowess. While attuned to the Athlete's Pride a character triples his running speed, jumping distance and will never fail a fatigue check.

Portraitist's Lamp

 Manse ••
 Trigger: Constant

The Portraitist's Lamp is a sharp-edged cone of milky white quartz shot through with veins of gold that shimmer no matter how dim the light. The owner of the Lamp is always illuminated in a way that accentuates his best features and conceals his flaws. A healthy glow suffuses his skin, diffuse light softens any harsh lines and shadows add pleasing contrast. The Lamp adds 3 dice to any visual Appearance rolls. This stone's effects are stronger when it works with natural light, firelight and other artifical illuminations reduce the bonus granted by 1 die. Note that this Hearthstone's effects can't do much with the severely hideous. Creatures with an Appearance of 0 gain no benefit at all from this stone.

Joy Stone

 Manse ••
 Trigger: Constant

This blob of warm, buttery yellow stone makes people happy. The sight and feel of the stone make anyone seeing or touching it feel better about everything. The owner of the Joy Stone is constantly filled with positive energy, confidence and optimism. Once per story he can choose to gain an extra success when spending a Willpower point for automatic success. Additionally, the Joy Stone reduces the difficulty of any roll to cheer someone up by 3.

Level 3

Perfected Skill Gem

 Manse •••
 Trigger: Making an ability roll

The owner of this small orange teardrop can approach almost any task with complete confidence. The magic of the Skill Gem assures that even when he is completely inept at a task, its master will have some small measure of success. If the owner of the Perfected Skill Gem rolls no successes, the Gem provides a single success. This power does not add an additional success if any are rolled normally, purchased with Charms or provided by other magical means. The Gem's ability triggers only if the roll would be a failure and does not stack with any other means of gathering successes, even Willpower expenditure.

Cheater's Mirror

 Manse •••
 Trigger: Parrying or being parried

Favored by the somewhat unethical this Hearthstone is a brilliantly reflective disc of silvery ore that catches and magnifies any light around until it gleams with blinding intensity. Whenever the Mirror's owner parries an attack or has an attack of his own parried the Mirror flashes brightly and attempts to blind its owner's foe. Anyone parrying or being parried by the Mirror's owner must roll Stamina + Awareness at difficulty 3 or be blinded for a turn.

Ghostbane

 Manse •••
 Trigger: Striking a Hungry Ghost

Ghostbanes are often cultivated by exorcists and those engaged in combat against the forces of the Underworld. When their owner strikes against a creature native to the Underworld, the Ghostbane releases a brilliant flare of sunlight. While the flash lasts only a few moments, it is strong enough to instantly slay a Hungry Ghost. Any Hungry Ghost hit by an attack made by the attuned owener of the Ghostbane is dissolved as if it were exposed to a noon sun. The flash of sunlight produced by the Ghostbane does not last long enough to destroy Underworld artifacts, Hearthstones or cause other problems for the undead. Hungry Ghosts with an Essence greater then 4 are not destroyed instantly by the flare, but it does cause the attack against them to do Aggravated damage.

Level 4

Revelation Sphere

 Manse ••••
 Trigger: Constant

All things are clear to the bearer of this flawless ball of diamond, deceptions fall away from his eyes and the unseen becomes clearly visible. Effects that would cloud the sensory perceptions of the owner are ineffective unless they are extremely powerful such as Essence 4 or greater Charms or Celestial Sorcery. Arcane Fate has no effect upon the owner of this Hearthstone. The Revelation Sphere turns its owners Perception dice into automatic successes.

Five Hour Stone

 Manse ••••
 Trigger: Constant

A smooth, rounded disc of jet marked with five splashes of gold in the rough shape of the Solar Caste Marks, the Five Hour Stone grants its owner the ability to invoke the Anima power of a Solar Exalted from any caste once per day. The Five Hour Stone can invoke the Anima power of a specific caste only during the time which matches the Caste so that the Dawn Caste Anima can only be invoked in the early morning, the Twilight power during the evening and the Eclipse power only during an eclipse. The Five Hour Stone does not allow its owner to exercise the Diplomatic Immunity or Charm-Learning powers of the Eclipse Anima. Invoking a Solar Anima power through this Hearthstone has the same costs as the power would for a Solar of that caste. While invoking a Solar Anima power the Stone's user has his natural anima display replaced by one suitable to the Caste whose power he is invoking. If the user has no natural anima flare he will produce a suitable Solar anima regardless.

Gem of Worldly Glory

 Manse ••••
 Trigger: Contact with an object in sunlight

Shining with the unmistakable allure of gold, the Gem of Worldly Glory will provide its owner with wealth should he refuse to hoard it. An object left in sunlight while touching the Gem will transform into pure gold over the course of an hour. The Gem can only transmute objects weighing less then 10 pounds and it does not work on animals or people. An object turned to gold by the Gem of Worldly Glory remains pure gold, natural according to any test possible for five dawns. On the sixth dawn after its transformation the object returns to its original form. If the transformed object is passed to a new owner, the count of dawns is reset. So long as the transformed object is sold, traded or otherwise handed from owner to owner, it will never return to its original form. There is a catch in that once a person has owned the object, he can not regain ownership of it to reset the timer. This makes it impossible to keep an object transformed by passing it among members of a group.

Level 5

Beacon of Creation

 Manse •••••
 Trigger: Constant

Drawing upon the Unconquered Sun's power as Lord of Creation and Bringer of Light, the Beacon constantly radiates a warm glow of golden light and Solar Essence. The aura produced by the Beacon of Creation overwhelms all alien Essences, replacing them with the natural flows of Creation. An area one mile in radius around the stone is filled with never-ending daylight. Further, the Beaon banishes all unnatural influences within its range. Shadowlands and Wyld Zones retreat before it, leaving behind pristine Creation. Demonic portals to Malfeas are blocked and unable to open. Demons and ghosts can not be summoned within the area. Further, all creatures not native to Creation must roll Willpower every hour or flee the Stone's power. If they botch, they take 2 aggravated damage and still must attempt to flee. The changes the Beacon makes are not permanent; Wyld zones and Shadowlands will return as soon as the Beacon moves out of range of them and portals to other worlds will reactivate.

Comments