Hearthstones/TelgarAir
Contents
Air HearthStones
These are the Stones of Air, often appearing as white or blue Jade, quartz or diamond. Some take the form of ice crystals. All Air stones have power over cold, ice and the mighty winds.
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Level 1
Stormcall Gem - Stone of Air
Manse •+ Trigger; Concentration
A lumpy growth of cloud-colored stone that takes the shape of a cumulonimbus cloud, the Stormcall Gem enables its bearer to call up storms of varying degree. These stones can form across the entire range of Hearthstone powers. Depending on the rating, various sorts of storms can be called. A level 1 stone calls a light rain while a level 5 stone can summon up a monsoon or typhoon. The storms created by the Hearthstone are 'natural' for the region. A desert will produce sandstorms, a rainforest will product rainstorms and a snowy plain will be swept by blizzards. The storm created by this gem appears in the course of (6 - the stone's rating) hours.
Cloud Feast Pearl - Stone of Air
Manse • Trigger: Constant
A simple cloud-filled pearl that glows softly, the Cloud Feast offers its owner the choice to dine on the very air. As long as the holder of this Hearthstone can breathe, he never hungers and needs no food at all. The need to drink or pass waste is not, however, eliminated. The air supposedly varies its taste based on odor, density, weather and location. Sea air is said to taste almost as bad as the air around a table of men chowing down on beans in Nexus.
Gust-Motion Rock - Stone of Air
Manse • Trigger: Concentration
A blue rock that appears entirely ordinary, the Gust-Motion Rock grants a +3 to the base initiative, running speeds and jumping distance of its owner.
Level 2
Nevermad Gem - Stone of Air
Manse •• Trigger: Squeezing
Slightly flexible and about the size of an orange, this purple sphere helps calm its owner, removing stress and tension from his mind. When squeezing this stone, anger seems to drop away and calm takes its place. Reduce the difficulty of all Temperance or Conviction rolls to 1 and raise the difficulty of all Valor rolls by 1. Because the Gem produces its effects by chilling the owner's emotions, Compassion is also restricted, adding 1 to the difficulty of all Compassion rolls.
Level 3
Wall-Walking Crystal - Stone of [Element]
Manse ••• Trigger: Concentration
Forming in the color of their element, these spheres allow the owner to walk through solid, inanimate matter up to 2 yards thick. The effect varies based on the element of the stone. A Fire stone might let the wearer turn into smoke and drift through, or melt the wall and reform it behind her. An Earth stone would simply let the user merge into the barrier and appear from the other side, as might a Water stone. None of these stones in any way deals permanent harm to the barrier passed through.
Mote Stone - Stone of Air
Manse ••• Trigger: Visual impairment
Before being used for the first time, this Stone appears to be a thumbnail sized blob of brownish feathery crystal. As it is used it slowly grows larger as it attracts and consumes impurities in the air. The stone will naturally attract such air impurities, clearing the sight of its owner of dust, fog, dirt and such physical impurities. Even darkness and bright light are, to an extent, consumed by the stone. Most air-borne toxins and poisons are absorbed by the Mote Stone, reducing all difficulties to resist them by 3 as well. After about 10,000 uses, the stone explodes in a blinding cloud of dust, darkness, water and light. Normally the stone reduces all visual-related penalties by 3. When it explodes, it imposes an 8 dice penalty to sight and forces everyone in range to make a Stamina + Resistance roll or take 3L damage from absorbed toxins. The stone reforms normally after exploding.
Level 4
White Eye Stone - Stone of Air
Manse •••• Trigger: The ground ending
Should a character bearing this stone choose to walk where there is nothing capable of supporting his weight, he may do so on a single condition: he must not look down or back until he is once again safely supported. For as long as the character looks only up, left, right or forward, he may continue to walk as if on solid ground. Looking down or backwards will end this effect instantly, dropping the character to whatever result lays below. This stone protects the character from any environmental effects that would harm him in the course of his walking such as boiling heat from lava or asphyxiation.
Storm-Walking Gem - Stone of Air
Manse •••• Trigger: Leaping
Roughly foot-shaped, this cloudy gray gem allows its owner to walk upon storm clouds as if they were the firmest of ground. The initial leap up to the top of a storm cloud is powered by this stone and takes three turns, during which no other action may be taken, even if it is reflexive. Once on the clouds, the character may act normally in all respects and ignores all environmental penalties except to vision. Coming down off the cloud has the same effects as rising to them. The Storyteller determines what kind of clouds this stone applies to and what altitude they are at.
Level 5
Stone of Wind Rivers - Stone of Air
Manse ••••• Trigger: Concentration
A pale blue oblong, this Hearthstone allows general control over air masses and winds. Clouds can be created or dispersed, storms made better or worse and existing fog, sand, snow or such substance can be whipped into a vision-obscuring cloud. This is a very broad power and should be regulated carefully by an ST. Note that the winds can not be controlled with any degree of finesse and they are not forceful enough to move any object heavier then one pound.