By Colin Chapman (col.chapman@virgin.net)
Crystals fill the void between talens and fetishes, for although they are never used up (the spirit is always in residence), they do not have to have spirits bound in them. The spirit is always present, but must be awakened.
Not all crystals are suitable for use, especially in the modern era. Many crystals (including those found in stores) are manmade and hold no power. Others are treated with radiation to intensify their colour, tainting them in the process. Yet others are strip mined or cut, losing a great deal of power. Obviously the typical 'New Age' shop has little in the way of usable crystals, although some may be found. The best crystals are 'found', uncut, untreated, and far from sites of possible corruption. Therefore they are rarer than one might initially think.
Before effective use, the crystal must be prepared using the following rite:
To be of use the crystal must then be sanctified (Rite of Awakening)
*Note: some crystals are harmed by over-exposure to sunlight. Obviously they shouldn't receive the sun treatment, and care should be taken to keep them covered. The power loss isn't too swift but it will happen if exposed for more than an hour or two a week. They will be marked with a * in the listing.
99.9% of crystals have some healing power, but they tend to concentrate their healing on certain bodily areas.
Those will be noted as: Heal (areas).
The effects of these minor healing effects are up to the ST, but I assume a localised 'Mother's Touch' effect. Other effects are at ST discretion, but powerful curing effects may take numerous sessions over time. They may be assigned fetish values at the ST's desire.
Ability (type) | Adds +2 to that abilties dice pool for the scene. |
Amplify Thought | Increases the potency of MindSpeak, adding +2 to the user's dice pool, but increasing the distraction penalty to -3. |
Calming | Acts as the gift: Calm. |
Communication | Acts as the gift: Persuasion. |
Confidence | Use of this power grants +1 WP for the scene. |
Cure Disease | Removes a minor ailment (such as the common cold) instantly. Stronger ailments take multiple sessions over time. |
Detoxify | Acts as the gift: Resist Toxin. |
Dream Recall | Allows the user to remember the last night's dreams with utter clarity. |
Ease Pain | Halves wound penalties (lowering -1 to 0). |
Empathy | Adds +2 to the Empathy dice pool. |
Fertility | Increases the chance of conception greatly and raises the chance of Garou blood to 2 in 10. |
Heal (areas) | See above. |
Insight | Adds +2 to the users Enigmas dice pool for the scene. |
Luck | Allows the user the chance to reroll any single failed roll in a 24 hr period. |
Meditation | Adds +2 to the Meditation dice pool. |
Mental Clarity | Lowers the diff. of all Per/Int/Wits rolls by 1 for the scene. |
Negativity Shield | Protects against negative emotions, adding +2 to all dice pools to resist emotions such as depression and fear, including gifts such as: Disquiet, Curse of Hatred, Song of Rage, True Fear etc. |
Past Lives | Reduces the diff. of Past Life channeling by 1. If the user possesses no Past Life background he gains 1 temporary dot for the scene. |
Pleasant Dreams | Stops nightmares |
Psychic Shield | Adds +2 Willpower to resist controlling/mind reading/mind speech effects. |
Radiation | Halves the effects of radiation exposure/attacks including Balefire. |
Recall | Allows the user to remember one event with complete clarity. |
Regeneration | Heals an extra health level (non-aggravated) every hour. Cannot be active. |
Soothing | Helps fight depression and negative emotion. May be used as a long term treatment for Harano. |
Spirit World | Reduces the diff. for stepping sideways and interacting with spirits by 1 for the scene. |
Telepathy | Acts as the gift: MindSpeak but communication is only one way, and may not exceed a single short sentence (upto 10 words). |
Vitality | Adds +1 Sta (not higher than 5) for the scene, and removes weariness. |
Warmth | Warms the users body to a comfortable level. |
Appearance: Red, orange, yellow or brown quartz
Powers:
Appearance: Solid light blue/turquoise
Powers:
Appearance: Clear yellow/orange petrified resin
Powers:
Appearance: Translucent purple/lavender quartz
Powers:
Appearance: Dark, smoky-translucent, obsidian pebbles
Powers:
Note: Said to be the tears of grief shed by the Native American women after their loved ones were killed by invading troops.
Appearance: Clear light blue/blue-green beryl
Powers:
Appearance: Translucent dark/light green quartz
Powers:
Appearance: Solid deep blue/blue-purple
Powers:
Appearance: Solid dark green with red flecks
Powers:
Appearance: Solid round, gray-brown disc
Powers:
Appearance: Milky blue crystal
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Appearance: Milky green crystal
Powers:
Appearance: Milky peach crystal
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Appearance: Milky yellow crystal
Powers:
Appearance: Translucent chalcedony jasper quartz
Powers:
Appearance: White, clear,cool, light blue crystal cluster
Powers:
Appearance: Translucent gold or green cat's eye (Not to be confused with Tiger's Eye)
Powers:
Appearance: Bright transparent green chalcedony
Powers:
Appearance: Clear yellow quartz
Powers:
Appearance: The metal
Powers:
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Appearance: Deep wine red
Powers:
Appearance: Clear, shimmering, crystal
Powers:
Appearance: Pink, pastel, milky to clear crystal
Powers:
Appearance: Clear green crystal
Powers:
Powers:
Appearance:Silver - Grey Metallic
Powers:
Notes: A stone strongly favoured by the Silent Striders.
Appearance: Special clear quartz
Powers:
Appearance: Solid to translucent green
Powers:
Notes: A favoured stone of the Stargazers.
Appearance: Solid yellow, orange, brown, green chalcedony
Powers:
Appearance: Clear pink stone
Powers:
Appearance: Light blue splintery crystal
Powers:
Appearance: Solid medium to dark blue
Powers:
Notes: The 'Stargate' gem of the Silent Striders
Appearance: Solid lavender to soft pink, dull, sparkly
Powers:
Note: Lepidolite's powers fade after contact with saltwater.
Appearance: Metallic black, natural magnet
Powers:
Appearance: Solid grey-black
Powers:
Appearance: Translucent with white, pink, yellow sheen
Powers:
Appearance: Greenish to brown-black Tektite. Dull outside, deep clear green inside.
Powers:
Note: Molvadite's powers fade when exposed to saltwater.
Appearance: Solid/translucent black to smokey
Powers:
Appearance: Solid, shiney black
Powers:
Appearance: White, black, dark blue, fire
Powers:
Powers:
Appearance: Clear, bright green/green-yellow
Powers:
Note: Favoured by the Silent Striders, and Mexican tribes.
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Appearance: Clear with metallic Golden.Copper, or Blue-grey titanium fibres
Powers:
Appearance: Smokey, root beer, chocolate clear crystal. Darker ones have usually been radiation treated
Powers:
Appearance: Solid to clear pink
Powers:
Appearance: Pink with black inclusions
Powers:
Appearance: Red corundum
Powers:
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Powers:
Appearance: White/clear striated gypsum crystal
Powers:
Powers:
Appearance: Light blue, pink, lavender fuzzy bubbles
Powers:
Appearance: Brown/Grey with crosslike extrusions.
Powers:
Appearance: Solid purple
Powers:
Appearance: Solid/clear yellow
Powers:
Note: Favoured by the Silent Striders
Appearance: Aventurine feldspar with gold-orange metallic sheen.
Powers:
Appearance: Yellow-gold quartz cat's eye
Powers:
Appearance: Golden or pink/champagne crystal
Powers:
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Powers:
Appearance: Red/Pink and Green
Powers:
Appearance: Light blue/blue-green
Powers:
Notes: A favoured stone of the Uktena and Wendigo. Turquoise is fragile, losing potency in Sunlight, saltwater, oil and sweat. Chlorine and bleach effectively destroy it.
Appearance: Clear colourless
Powers:
Note: Man-made Zircon (Cubic Zirconia) is of very poor quality and is almost useless.