Medicine Charms

 

Infection-Banishing Prana

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Medicine: 2

Minimum Essence: 2

Prerequisite Charms: None

Nearly any Exalted with the Medicine Ability can tell at a glance whether a wound has been infected. Infections rarely strike the Exalted themselves, but their servants, henchmen and bodyguards often suffer from such maladies in the hours and days following battle. Regardless of the nature of the character suffering from infection, Dragon-Blooded with this Charm can remove the infection with just a touch and the expenditure of a mote of Essence. Removing the infection does not eliminate damage already done, but it removes the source of infection and prevents it from recurring to the injury ― even if the Charm’s subject does something foolish, like enter the sewers of Nexus with an open wound. So long as the wound has been treated with Infection Banishing Prana, it will not become infected. Note that Infection Banishing Prana only works on infections caused by physical injury; ordinary and magical plagues are unaffected by it.

 

Dread Infection Strike

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Medicine: 3

Minimum Essence: 2

Prerequisite Charms: Infection-Banishing Prana

The character’s knowledge of the medicinal arts and the sources of infection has grown to such levels that he can magically infect his own weapon as he strikes; if he does at least one lethal wound to the target, the would is much more likely to become infected. The difficulty of the Stamina + Resistance roll to avoid infection from the attack goes by +2, even for Exalted. Frequent use of this Charm is sure to win the character enemies, as there is no more hated weapon than disease. The Essence must be spent to activate this Charm before the character makes his attack roll, and if the attack does not do at least one lethal wound, the Essence is wasted. This Charm can explicitly be used in a Combo with Charms of other Abilities.

 

Disease-Banishing Technique

Cost: 4 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Medicine: 4

Minimum Essence: 2

Prerequisite Charms: Infection-Banishing Prana

With this technique, the Dragon-Blood becomes like a healer out of legend. He can remove all but the most power magical plagues from his allies with a touch of his hand. The Exalt must make an ordinary diagnosis with his Disease-Banishing Technique, as it is necessary to know what plague it is the character intends to eliminate. If the diagnosis roll is successful, however, then the simple expenditure of a few seconds’ time, the touch of the Exalted’s hand and the expenditure of the necessary Essence combine to violently purge the disease from the subject’s body. The subject is likely to convulse and expel some foul substance from her mouth and nose as this Charm takes effect, costing her his next turn if one had been available. Should the subject suffer from multiple plagues ― a terrible fate indeed! ― then this Charm must be used multiple times. Disease-Banishing Technique does work on battlefield infection ― however, Infection-Banishing Prana is a far more effective tool for such things. This Charm, like so much other magic, is powerless against the Great Contagion.

 

Wound-Closing Touch

Cost: 2 motes per health level converted, plus 1 Willpower

Duration: Instant

Type: Simple

Minimum Medicine: 4

Minimum Essence: 3

Prerequisite Charms: Disease-Banishing Technique

With this simple Charm, the Exalted can rapidly close open and bleeding wounds on his body, allowing himself to heal those wounds far more quickly than a mortal could. The Charm leaves only bruises and sprains behind, rather than life-threatening injury. So long as at least 1 mote of Essence is spent, any bleeding wounds automatically close. In addition, every 2 motes of Essence spent turns one lethal wound level into a bashing wound level instead. The character does not have to convert all of his lethal wounds into bashing wounds if he does not wish to do so. This Charm can also be used on other characters.

 

Grievous Wound Alteration Energy

Cost: 3 motes and 1 Willpower per health level converted

Duration: Instant

Type: Simple

Minimum Medicine: 5

Minimum Essence: 3

Prerequisite Charms: Wound-Closing Touch

This complex Charm allows the Exalted to turn truly horrific injuries, such as those inflicted by supernatural sources, into mere lacerations and broken bones. By spending 3 motes of Essence, he can convert an aggravated wound level into a lethal wound level. The Dragon-Blooded does not have to convert all of his aggravated wounds to lethal wounds if he does not wish to do so or cannot afford the Essence. This Charm also automatically closes any bleeding wounds from which the character suffers. Aggravated wounds converted to lethal wounds with this Charm can later be converted to bashing wounds with Wound-Closing Touch, above. This Charm can also be used on other characters.

 

Madness-Analyzing Stare

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Medicine: 3

Minimum Essence: 2

Prerequisite Charms: Infection-Banishing Prana

This Charm allows a Dragon-Blood to analyze another character and see what external influences there are over his mind; this includes low-Willpower compulsions, mind-affecting sorcery or Charms and/or derangements. A Perception + Medicine roll is called for here, with a difficulty of 2. Should this roll be successful, the Exalt can detect any external influences on the target. With four or more successes, she can trace magical influences backward to their source. The Exalted cannot use this Charm on herself, as one’s mind often proves too nimble for cogent self-analysis. This Charm does not diagnose or help in the treatment of the Great Curse.

 

Purity Of Mind Method

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Medicine: 4

Minimum Essence: 3

Prerequisite Charms: Wound-Closing Touch, Madness-Analyzing Method

With a strike of the palm, and a touch of the lips, an Exalted with this level of mastery, over the medicinal arts can remove the pain of insanity or external influence from the Charm’s subject. The Dragon-Blood must have first used Madness-Analyzing Stare to learn the source of the subject’s mental problems ― whether it be madness, compulsion or sorcerous meddling. This Charm must be used repeatedly if its subject suffers from multiple sources of mental influence. Purity of Mind Method works to counteract only sorcery spells of instant duration ― ones whose effects are still ongoing must be targeted with Emerald Countermagic. Like Madness-Analyzing Stare, the Charm is powerless in the face of the Great Curse.

 

Spark Kindling Rescue Technique

Cost: 5 motes

Duration: Varies

Type: Simple

Minimum Medicine: 2

Minimum Essence: 2

Prerequisite Charms: None

Dynasts in the Cathak legions developed this Charm as a means of retrieving fallen comrades from the field of battle. By sending a potent surge of Essence through the target’s body, the Fire Aspect sparks an incapacitated target into furious action for three turns for every success on a Strength + Medicine roll. The target does not regain consciousness and cannot take actions of his own, so the Exalt using this Charm must guide the target’s somewhat uncoordinated running, but the target can move at his maximum speed for the duration of this Charm, provided the Exalt guides him around obstacles. Targets affected by this Charm are, albeit only briefly, stabilized and will not lose blood again until three turns after the Charm concludes. If the target takes damage beyond the maximum dictated by his Stamina while this Charm is in effect, he dies the moment the Charm concludes.

 

Verdant Curtains Of Serenity

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Medicine: 5

Minimum Essence: 3

Prerequisite Charms: Purity of Mind Method

Through extended insight meditation and the reining of the mind’s wandering tendencies, a Dragon-Blooded who has mastered this technique way wrap his consciousness in bands of resilient Essence, affording his sanity a fortress-like protection through which only the most persistent psychic effects may penetrate.

A character using this Charm may add her permanent Essence to the difficulty of any supernatural effect that seeks to sway her emotions, control her mind or induce madness. This Charm has no effect upon the Great Curse.

 

Jade Crucible Method

Cost: Special, 1 Willpower

Duration: Instant

Type: Simple

Minimum Medicine: 5

Minimum Essence: 4

Prerequisite Charms: Dread Infection Strike, Grievous Wound Alteration Energy, Purity of Mind Method

As one of the most dangerous and powerful of the internal medicine techniques devised by Dragon-Blooded savants, the secrets of this Charm are closely guarded and known to very few. Wise use of this technique will allow a truly adept practitioner to access a hidden wellspring of Essence within himself. By sacrificing the integrity of his physical form, he releases a portion of the Essence that gives him life, liberating it for other more direct uses. Despite the power of this Charm, it’s manifestation is quite subtle, as its effects are invisible to the casual onlooker.

The player of the character using this Charm chooses how many health levels he wishes to convert into Essence and then rolls his character’s permanent Essence + Medicine. Each success on this roll grant 1 mote of Peripheral Essence per health level expended. These health levels are not lost until after the roll is made, and therefore, any wound penalties accrued from their loss do not affect this roll. Essence gained in this way may cause the characters Peripheral Essence pool to exceed its normal maximum levels, but any such excess Peripheral Essence is lost at the end of the scene, returning to the natural essence flows of Creation.

 

Most Beneficent Seed Of The Five Dragons

Cost: 8 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Medicine: 5

Minimum Essence: 5

Prerequisite Charms: Jade Crucible Method

As the five elements intertwine to form all things within Creation, so too does each Dragon-Blooded contain a piece of all five elements within his Essence. As a master of life and death, a Dragon-Blood wielding this Charm may cause the seed of another element to blossom within himself, providing him with some of the benefits of that aspect.

The Dragon-Blood must select which type of elemental Essence he wishes to emulate when this Charm is invoked. For the duration of the Charm’s effect, the character’s aspect is considered to be of that type for purposes of Charm activation costs, anima effects and immunities or resistances specific to beings of that elemental aspect. The character loses access to his Wood-aspected anima power while this effect persists and must pay the out-of-element mote surcharge on any Wood-aspected Charms.

The character may opt to end this effect at any time, as a reflexive action, but ending the Charm’s effect will cause any benefits from non-Wood-aspected anima powers to end as well. This Charm does not effect which skills are considered favored by the character for experience cost or training time purposes.

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