HearthstoneRelay/DOH

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Hearthstone Relay

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Previous Themes

Hearthstone Relay Archive

Rules

  • The first person in each relay archives the old page and decides on a new theme.
  • The second person then comes up with a one-dot hearthstone for that theme.
  • The third, fourth and fifth people then come up with two, three and four dot hearthstones, respectively.
  • The sixth person comes up with a five dot hearthstone, archives the old page, and decides a new theme. Thus, the wheel of wiki life turns afresh.

The Twenty Seventh theme is... DOH!

Hearthstones inspired by everyones favorite "oops, I messed up" line. Who created that manse anyways?


Crystaline Growth</b> - IanPrice

<b>Manse •, Any aspect
Trigger: None.

Due to a miscalculation in the geomantic architecture, some Manses fail to produce an actual Hearthstone. Usually, this error causes a tremendous explosion as the powerful Essence flow cracks the Manse into pieces. However, some less powerful Demenses do not create enough pressure for such an explosion when the architecture is just a wee bit off. In these cases, instead of a true Hearthstone, a level one Manse may produce Crystaline Growth. This takes on the appearance of crystals growing off the edges and out of the corners of everything in the Manse, particularly densely in the chamber where the Hearthstone was supposed to be created. The color of these growths is dependent on the aspect of the Manse; golden for a Solar Manse, white for Earth, green for Wood, etc.

Obviously, the various bits and pieces of crystal scattered around such a Manse do not make for a particularly portable Hearthstone. Any little bits which are broken off and taken out of the Manse will crumble to dust within minutes. Even larger bits don't last more than an hour. The flipside of this is that resting within the Manse provides an especially great amount of Essence respiration. Not only is anybody attuned to the Manse who rests within it considered to gain the bonuses of both the Hearthstone and the Manse itself, but the level of each is considered to be two dots instead of one. Therefore, 12 motes per hour are regained by resting inside a Crystaline Growth Manse.

Stone of Lucky Fools</b> - Scrollreader

<b>Manse ••, Lunar
Trigger: Botching.

This stone is devoted to Luna, though none of these manses are created intentionally (one must in fact /botch/ a manse design roll to make one). Luna herself is beleived to inspire the few of these that exist. Whenever the bearer botches a roll, he is allowed a roll to recover from the botch, though the action still fails. This 'recovery' always makes him look even more foolish than before, if possible. For example, a bearer who botches a roll in combat loses his weapon, which flies up in the air, and then lands on his head, and he gets a dex+weaponskill roll to catch it. This stone has no effect on failures, only botches, and the action still fails, it just has none of the adverse affects (save perhaps embarassment) that it normally would /if/ the bearer suceeds at a reflexive roll fo the Storyteller's choosing to recover (much like stunt insurance). If this second roll is failed however, the botch is terrible indeed, and the results are grave.

Super Lodestone</b> -Miles

<b>Manse •••, Earth
Trigger: Contact with magnetic material.

Upon completion of the manse, a stone started to form, though noone removed the metal shavings from the middle pillar and these were incorperated into the stone.

This stone is magnetic in nature and will attach itself with a large amount of force to any magnetic material. The user of this stone, if they choose, can channel motes of essence into the stone in order to increase the magnetic pull, increasing at one yard in radius for every mote spent. When a piece of magnetic material attaches itself to the stone, the effect takes place and the stone will draw any magnetic materials within the radius to it acting like a super magnet. The more force it pulls with, the harder it is to pull items away from the stone. This will adversely affect the trajectories of metalic missile weapons and will off balance opponents wearing metal armor based on the strength of the pull. A missile entering the area will be pulled off target, subtracting one die for each yard within the magnetic radius that it enters. For every three yards within the radius an opponent or companion who is wearing magnetic/metal armor or swinging a magnetic/metal weapon is toward the stone, they also subtract one die from all attack based rolls (not cumulative). Magnetic objects that come within the sqare root of the radius toward the stone will be immediatly pulled to the stone.

Flowstone</b> - FlowsLikeBits

<b>Manse ••••, various
Trigger: Various

A manse that creates this stone does not have it's Essence flows properly 'set', as such,it has no consistant effect. The storyteller determines the number of possible effects for a manse, although it should be at least equal to the manse rating. Also, at some times, the stone may provide a number of minor effects. A level 4 flowstone may sometimes act like a level 4 stone, and at other times like 4 level one stones, or even a level 3 stone and a level 1 stone.

When the effect changes the bearer of the stone should roll 1 die. On a success, the effect of the stone stays the same. On a failure, the effect of the stone changes to something determined by the storyteller(possibly randomly). On a critical success( a 10), the bearer may choose the stones effect from ones they have already seen with a simple Wits+Occult roll at a difficulty of the Hearthstone Rating. On a botch(a 1), the effect may change, or stay the same as determined by the storyteller, but some time before the next change the bearer will experiance a critical botch related to the stones current effect, in a manner similar to breaking an oath santified by the Eclipse caste. This effect is embarrassing, but not usually fatal.

The effect of the manse changes with a random period. However they seldom change more than once a day, nor do they often stay constant for more than a month. For those who wish a more predictable period, once per day is suggested.

Costly Powerstone</b> - IanPrice

<b>Manse •••••, Infernal aspect
Trigger: Essence respiration or demon summoning.

In Manse architecture, this is considered the most colossal failure ever by those savants who know of it. Somehow, the flow of power in this Demense was accidentally redirected, instead of towards forming a Hearthstone, towards a pinpoint which caused a small connection to form to Malfeas, much like when Sorcery is used to summon a demon. Because of the otherwise correct architecture, the Infernal Essence which flowed back through this pinhole did in fact form into a Hearthstone. It appears to be a Fire-aspected Hearthstone, though it has smoky lines within it. Thus, it appears physically to be a Tiger's Eye stone which is constantly warm to the touch.

The most obvious effects of this stone trigger whenever the bearer respires Essence from it. Subconsciously, the Exalt is aware that more power could be drawn than normal. Until it is called on, though, no bearer can know of the deadly price such power exacts without success on a difficulty 6 Intelligence + Occult roll. If the power is drawn on, one hour can count as any number of additional hours for the character respiring Essence from the stone and/or its Manse. However, each additional hour drawn upon at once inflicts one "critical botch," as if the Exalt had broken an oath sanctified by an Eclipse-caste Solar. Unlike the Eclipse oaths, though, these botches are specifically mostly the kind which put the character in lethal peril. If the character dies as a direct result of one of these botches (not an action which takes advantage of one), his or her soul is pulled into Malfeas and consumed by the demons there. Celestial Essences escape, though not the souls they were attached to, returning to their rightful place until called upon for the next Exaltation.

This power is more of a curse on the greedy than a blessing, though. Yet the stone is worth its weight in Orichalcum and more to a Sorcerer who would summon and bind demons. Using this spell, a demon can be summoned without a dedicated ritual space, and in the normal number of turns for its Circle rather than over the course of many hours. The costs and rolls involved in the spell are unaffected. The casting time is reduced, and the requirement of a ritual space is removed, with no penalty assessed for either; that is all. To know this quality of the stone requires success on a difficulty 8 Intelligence + Occult roll; Sidereal Exalted may subtract their rating in the Savant background from this number, and Celestial Exalted may apply any bonus from a Past Lives merit they possess to the roll. Only one Manse is ever recorded to have produced such a stone, and it was destroyed during the Usurpation as "a temple the Anathema used to communicate with their demon masters." Like a broken clock that is right twice a day, in this case the Dragon-Blooded actually did destroy something associated with demons.

Should anyone wish, for some reason, to repeat this colossal mistake, they must describe a stunt to find the Demense and construct the Manse which is worth at least 2 dice. Then, including these dice, an Intelligence + Occult roll must be made to find a suitable Demense, difficulty 5. After this, also including these dice, the Manse design roll is Intelligence + Lore, difficulty 10. Savant subtracts from the design difficulty, and Past Lives adds to the design roll. Neither one affects the roll to find a good Demense; nobody who created the original Manse was looking to cause the effects they did in any case.

Comments

I love these, truely creative ideas. <applauds at first two> -Miles

Heh... so obviously the Stone of Lucky Fools doesn't have as much of an effect on social botches. Though I can see the paralell to the stunt-insurance social example, where the clumsily failed seduction seems cute in the character's stupidity, preventing the immediate calling of guards for head-choppy. - IanPrice

It depends. I can totally see a social attempt get get respect and glory botch, and then the stone kicks in, and just as you prepare to start the speech you fall out a window, and no one at the party notices. Stil embarassing. JUst not to anyone at the party. - Scrollreader

I guess someone is going to have to come up with rules as to what magical metals are or are not magnetic, as well as the different jades? -Miles

Honestly, I don't think anyof them would be (none of the mundane version are.), although you might be able to make an argument for Soulsteel. -FlowsLikeBits

For weapons, they're all alloyed with steel anyway (at least for usual weapons) so you might just say that they all suffer half-penalties.
-- Darloth

Never got that impression(why would they be?). But it seems like a reasonable idea -FlowsLikeBits
(Exalted, page 340-341) "Daiklaves are forged from steel alloyed with one of the Five Magical Materials..." - so, yeah, probably at least a bit magnetic. - FrivYeti
Cool, thanks for the reference. -Miles

IanPrice, Whant to archive and start the new thread? -Miles

I'm actually not sure how to archive this. I don't know how redirects work. Let me check in to that and I'll be right back... - IanPrice
I... can't figure out how to change the redirect. If someone else knows how to do that, I'd like the next theme to be "costume jewelery." Yes, Hearthstones that make you look absolutely fabulous. - IanPrice, is embarassed because he doesn't know how things work...

I went ahead and manually ganked the redirect out. In the future, though use that top level page for the actual relay. And then put it in a /Category when you archive it. Easier all the way around, as redirects are a pain. Scrollreader - Protip: http://exalted.xi.co.nz/wiki/wiki.pl?action=edit&id=PageName will let you manually edit a page, without having to go to it first, and click on it

If you follow a redirect, it'll say where you were redirected from at the top of the page. If you click that link, it'll let you edit the redirect itself. Unless they've changed it recently, that's how it used to work.
-- Darloth typically just types the action=edit too, but hey, this way works if you're lazy, or don't know the redirect is there ^_^

Actually, I belive the point of the redirects is you don't have to alot of editing to switch relays. You just copy the template to <nowiki>HearthstoneRelay/Whatever</nowilki> and edit the redirect to point to the new top. -FlowsLikeBits