Difference between revisions of "Hearthstones/TelgarWater"

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Water HearthStones

These are the Stones of Water, powerful gems and pearls which control tears, seas, lakes and rivers as well as fluidity and the mind.

Level 1

Neverthirst Gem

 Manse •
 Trigger: Squeezing

A marble-sized sphere of pure blue stone, this Hearthstone produces a cup of water when squeezed. The water is totally pure and can be hot, cold or lukewarm as desired.

Preservation Pumice

 Manse •
 Trigger: Being in water

Shaped roughly like a donut hewn out of pumice this stone floats perfectly well in water, fresh or salty and so does its owner. The owner of the Pumice can also act as a floatation device in emergencies, being able to support as much weight in the water without sinking as he could normally lift. Refer to the Feats of Strength chart to determine the lifting amount of a character. Willpower rolls for additional points on the chart do not apply to the Preservation Pumice without an appropriate stunt.

Lovefish Fossil

 Manse •
 Trigger: Constant

The Hearthstone takes the fossilized form of a tiny fish driven extinct during the Primordial War, the Lovefish Fossil grants its owner a very odd power that its namesake fish once had: the ability to attract fish. Any fish within 100 yards of the Fossil's owner will attempt to make their way to him and rub against him, drawn to the essence of the Lovefish. Once a fish has rubbed itself against the owner for about 10 minutes, it loses interest in him and leaves. A fish cannot be re-attracted to the Fossil's owner for a full day after it has satisfied its interest. Fish attracted by the Fossil will not kill themselves to get to its owner, but they will make reasonable efforts to get to him.

Level 2

Unending Tear

 Manse ••
 Trigger: Constant

An almost-clear oblong of sapphire, the Unending Tear makes its owner forever hydrated, he will not die of thirst at any point unless some magic is used to make him do so. In addition the Tear allows its owner to produce truly excessive amounts, up to a hundred gallons per day, of watery bodily fluids such as tears, saliva, sweat and so forth. The Tear does not allow its owner to produce extra blood. Fluids produced in this way are normal fluids, not affected by any other magics the owner might have. There are rumors of more powerful versions of the Unending Tear which can interact fully with other magics and allow the production of blood as well. Such versions would be level 3 Hearthstones.

Icefoot

 Manse ••
 Trigger: Constant

By carrying with him this palm-sized, foot-shaped talisman of opaque blue slate the owner of Icefoot can walk on water. Floating chunks of ice will appear under his feet as he walks, supporting his weight and up to that weight again in personal belongings or baggage. The Icefoot does not allow its owner to walk across fluids that do not normally freeze, like lava or liquid fire.

Level 3

Well-Forming Gem

 Manse •••
 Trigger: Essence expenditure

A fist-sized orb of clear blue, this Stone can create a natural spring of pure water when placed on the ground and fed 10 motes of Essence. This spring will last forever unless interfered with by natural or unnatural forces.

Level 4

Door of the Sea

 Manse ••••
 Trigger: Constant

Strange and powerful, the Door of the Sea comes from the furthest West where there is a Manse made of only water. The Door acts as a passage from itself into the depths of the Western Oceans, any liquid water touching its surface is instantly absorbed by the stone and released into the Western Ocean. If submerged in water, the Door will absorb and transfer 10 gallons every second which is equal to about a cubic foot of water. The Door works both ways; if exposed to fire or another high-temperature heat source the Door opens in reverse, spewing water from whatever part of the stone is furthest from the heat. The Door's rate of water release is identical to its rate of absorption. The Door of the Sea takes the form of a thick, rough-hewn rectangle of black jade about the size of an open palm, with a deep fissure down the middle.

Level 5

Brain-Eating Eye

 Manse •••••
 Trigger: Being given away.

The Brain-Eating Eye is a cabochon-cut stone of blue-veined black. When the item the stone is set in is given away, willingly or unwillingly, the stone's power activates. The Eye whispers to its new holder, who need not be attuned to the Manse from which it came, and slowly breaks down their mental defenses. Every night the Eye is in the posession of someone other then its true owner it forces the holder to roll their Willpower against a difficulty of 1 + the number of nights they have held the stone. Each time the stone wins, the holder's willpower is reduced by 1 for purposes of the contest. When the holder's willpower reaches 0 they are "brain-eaten" by the stone. The stone then ceases its whispering and things seem to return to normal for the holder.
After eating the brain of its holder, the Brain-Eating Eye makes its true owner aware that it has completed its task. For as long as the Brain-Eating Eye is in the possession of a brain-eaten person any experience earned by the brain-eaten person can be spent by the true owner of the stone on whatever traits the eaten one can normally learn.
Brain-eaten victims of the stone can be communicated with by the true owner of the gem. Whenever the owner wishes, he may enter a light trance and send his thoughts into the mind of the holder of his HearthStone. If he chooses to issue commands in this manner then the victim is at +4 difficulty to resist them and must make a Difficulty 3 Int + Awareness roll to even remember the orders.

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