Difference between revisions of "HearthstoneRelay/Guides"
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Latest revision as of 01:16, 6 April 2010
The forty-second theme is Guides
These stones all provide or require guidance...in a way.
Vassal Stone (DeathBySurfeit)
- Earth Manse 1
- Trigger: Concentration
This unlovely gem has a cloudy, chalky finish beneath which the amber hue of the stone is just visible. With a moment of focus from its bearer, the stone tugs gently in the direction of its Manse, allowing a crude estimation of its bearer's place in Creation and a very reliable means of returning home.
Lotus Garden Emblem - willows
- Heavenly Solar Manse 2
- Trigger: Constant
This Hearthstone only grows in certain sacred gardens in Heaven. It is a white lotus, eternally unfurling. Every few hours, it casts off a perfect ivory petal. It gives off an awesome fragrance. Anyone with Compassion (that is, any being capable of having the Compassion Virtue, regardless of its rating) is stricken by it; his heart thumps audibly and he is caught speechless and fascinated. An affected character must override the distraction of this fragrance, using Stamina+Integrity and a control rating of 4; Integrity caps their social actions and Stealth. Failure to control results in the character simply standing, dazed, enjoying the scent, until he reasserts control.
Ghost-Safari Carbuncle (Ikselam)
- Abyssal Manse 3
- Trigger: Underworld or Labyrinth travel
This black sphere looks like it is made out of charcoal, but when removed from its setting, it shines with a ghostly light. In the Underworld or Labyrinth, it has the power to float along, guiding its owner along the quickest and safest route to his destination.
The stone can fly very quickly, but it will never go so fast or far as to leave its owner's sight; if he stops or slows down, it waits for him to catch up. It can find any place in the Underworld, but it can't locate specific objects or beings. Mechanically, it adds two successes to any roll to avoid getting lost, or to find hidden places. In the labyrinth, it acts as a reliable guide, adding one success to every navigation roll.
The Invincible Brain (Ikselam)
- Air Manse 4
- Trigger: Concentration
This hearthstone looks like a tiny brain made out of blue glass. It contains a powerful, slumbering intellect, which its user can call forth to replace his own in times of need.
Activating the stone is a speed 6, -2 DV miscellaneous action. While it is active, it takes total control of the character's body; her mind remains conscious, and can communicate silently with the Invincible Brain, but cannot directly initiate any physical action. The Brain uses its owner's stats, except for Mental Attributes, Willpower, and Virtues. It has six in all Mental Attributes, and ten Willpower; as a soulless being, it does not make Virtue checks.
The Invincible Brain remains in control of the character's body until the end of the scene. It has its own personality and desires, but is incapable of directly disobeying its user.
Ghost-Muse Gathering Gem
- Fire Manse 5
- Trigger: Concentration
This plain orange orb chimes quietly, increasing in volume when struck. When used, it shines brightly in its socket, and an identical (if spectral and burning) stone tumbles forth. This second stone is immaterial, but visible to the character who activated it, and will bounce along towards the closest other being in the area unless directed otherwise (an unrolled action by the controlling character).
Upon contact, the ghost-stone disappears, replaced by powerful inspiration and skill inside the touched character, which provides a +5 bonus to all rolls using her highest ability. This lasts for an hour, after which the stone attempts to leave, prevented only with a successful Willpower roll, which allows the character to keep hold of the effect for another hour. The character may hold onto the effect as long as she keeps making successful rolls.
If prevented from leaving, a new stone issues forth from the inspired character, acting as the original copy did, and similarly controllable by the original character. This effect continues infinitely, always finding new targets (the stones will never make contact with someone already affected by them), until the first character spends a point of Willpower to stop it, at which point all created stones disappear. A copy-stone may be directed into the character who owns the original.
Comments
My first hearthstone, woo! I'm pretty sure a concept like this has already been done, so my apologies if this is the case...DeathBySurfeit
The text on this one needs a bit of cleanup, but I think it's mostly understandable as-is. Someone else can think of a new theme, I have no real ideas for it. - LeumasWhite