Medicine
Charms
Infallible Ailment
Sense
Cost: 1 mote
Duration: Five minutes
Type: Simple
Minimum
Medicine: 2
Minimum Essence: 2
Prerequisite
Charms: None
By examining a patient and noting his
symptoms, a character with this Charm can unerringly diagnose any physical
illness with which she is familiar. Characters can also attempt to diagnose
mental illness with this Charm, but this requires 30 minutes of examination and
a successful Perception + Medicine roll. This Charm does not improve a
character's actual medical knowledge, only her ability to recognize and
correctly discern known ailments. If a character has never encountered or heard
of a disease, she can only diagnose its general type and ascertain whether it
is magical or not. Characters can diagnose their own physical diseases with
this Charm, although they cannot objectively evaluate their own mental health.
Contamination Of (Form)
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum
Medicine: 3
Minimum Essence: 2
Prerequisite
Charms: Infallible Ailment
Sense
Disease is one of the doors to the
Underworld. This Charm allows an Abyssal to open that door somewhat, temporarily
infecting the target with a malady. When he purchases this Charm, a character must choose the type of illness
he can inflict. Characters may purchase this Charm more than once in order to
spread different forms of disease. In all forms, the character must be within
three yards of his intended victim in order to infect her. The effects of each
permutation are detailed below:
Body: The Abyssal's player chooses one of the plagues listed in
the Exalted rulebook (pp. 319-321) and makes an Intelligence + Medicine roll
with a difficulty equal to (the disease's Virulence - 1, minimum 1). If the
roll is successful, the target must succeed on a Stamina + Resistance roll to
resist infection, just as if exposed to the disease in question. The illness is
noncommunicable.
Mind: The Abyssal's player chooses one of the derangements listed
in the Exalted rulebook and makes a Manipulation +
Medicine roll (difficulty 3). If this roll is successful, the target succumbs
to the chosen form of madness unless her player makes a successful Willpower roll
against a difficulty of the Abyssal's permanent Essence. Derangements induced
by this Charm last a number of days equal to the Exalt's Manipulation rating.
The actual game effects of madness are left to Storytellers to decide.
Spirit: The Abyssal's player makes a Conviction + Medicine roll,
resisted by his intended victim's Valor + Essence. If the Exalt wins, the
target immediately falls prey to soul-numbing despair. Afflicted characters
cannot regain lost Willpower and suffer a -2 penalty to all dice pools.
This depression is not a derangement, but
a form of soul rot. As such, the infection cannot be cured through mundane
means or magical remedies that target mental illness. Once per day, players of
infected characters can roll Willpower against a difficulty of the Abyssal's
permanent Essence. If successful, the character's soul recovers, and her despair
lifts. Ordinary mortals infected with despair for more days than their Valor
rating commit suicide. Characters cannot learn Contamination of Spirit until
they have mastered the other two forms of this Charm.
Rampant Pestilence
Method
Cost: 20 motes, 1
Willpower, 3 experience points
Duration: Indefinite
Type: Simple
Minimum
Medicine: 4
Minimum Essence: 3
Prerequisite Charms: Contamination of Body
This Charm duplicates the effects of
Contamination of Body with two notable exceptions. First, plagues created with
this Charm are more deadly and resistant to medication, adding +1 to the
difficulty of any Endurance, Resistance or Medicine-related roll to fight off
or treat the disease. In addition, such plagues are just that — plagues — and
may be spread to other victims by all the usual vectors for the disease. The
effects persist until the Abyssal removes the Essence committed to the Charm.
After that point, the disease ceases to be contagious. Although Abyssals are
immune to diseases they personally create, their fellows and allies are not, so
they must be careful in the use of this Charm: Plague does not distinguish
between friend and foe.
Taint Extraction
Technique
Cost: 10 motes, 1
Willpower, one lethal health level
Duration: Instant
Type: Simple
Minimum
Medicine: 4
Minimum Essence: 3
Prerequisite Charms: Contamination of Body
With this Charm, an Abyssal can expunge
the corruption of disease from his flesh or the flesh of another. All it takes
is a moment of concentration and a touch, and the excised taint bursts from the
patient's body as a viscous sludge. The subject is immediately cured of all
infected wounds, as well as all diseases whose Difficulty to Treat is less than
or equal to the Exalt's Medicine rating. This Charm can even cure the Great
Contagion. Unfortunately, the violent expulsion of taint is quite traumatic — cured
characters suffer a number of levels of lethal damage equal to the Untreated
Morbidity of their worst disease. This damage can only be soaked with Stamina,
assuming the patient can soak lethal damage at all.
Unsurpassed Plague
Kiss
Cost: 15 motes, 1 aggravated health level
Duration: Instant
Type: Simple
Minimum
Medicine: 5
Minimum Essence: 4
Prerequisite
Charms: Contamination of
Spirit, Rampant Pestilence Method, Taint Extraction Technique
When the Great Contagion swept across
Creation, only one in ten survived. Unsurpassed Plague Kiss allows an Abyssal
to unleash this greatest of weapons with a simple touch—albeit a weaker,
noncommunicable strain. In order to avoid contracting the Contagion, the
victim's player must make a reflexive Stamina + Resistance roll at difficulty
5. If this roll fails, the player must then roll one die to see if his
character is blessed with natural immunity. If the number rolled is less than
or equal to the victim's permanent Essence, she survives with only minor fever.
Otherwise, the character dies painfully after a number of days equal to her
Stamina. Characters that survive infection are thereafter immune to all strains of the Great
Contagion.
Flesh-Mending Discipline
Cost: 10 motes
Duration: One day
Type: Reflexive
Minimum
Medicine: 1
Minimum Essence:
1
Prerequisite
Charms: None
This Charm allows an Abyssal to force the
undesired taint of injury from his body, repairing broken bones and torn flesh
with equal facility. While Flesh-Mending Discipline is active, the character
heals bashing and lethal damage at 10 times the normal rate. This Charm does
not allow the regeneration of amputated or destroyed tissue, nor may it
accelerate the healing of anyone other than the Exalt. Characters may activate
this Charm at any time, even while unconscious.
Touch Of Gentle Repose
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum
Medicine: 2
Minimum Essence: 2
Prerequisite
Charms: Flesh-Mending
Discipline
Death is often a welcome release from
suffering. With this Charm, an Abyssal can grant that release to a willing individual.
The Exalt need only lay his hands on the subject and whisper a prayer of
dedication to the Malfeans. If the patient truly wishes to die, she may spend a
point of Willpower to painlessly end her own life. This decision cannot be
coerced in any way, or the Charm fails. Subjects of this Charm never rise as
hungry ghosts, although they are no more or less likely to linger as actual
ghosts. Characters cannot use this Charm to facilitate their own suicide.
Blood Mastery Technique
Cost: None
Duration: Permanent
Type: Special
Minimum
Medicine: 1
Minimum Essence: 2
Prerequisite
Charms: Flesh-Mending
Discipline
Though Exalted seldom have to worry about
bleeding to death, the
Crimson Waterfall
Attack
Cost: 2 motes
Duration: Instant
Type: Supplementary
Minimum
Medicine: 3
Minimum Essence:
2
Prerequisite
Charms: Blood Mastery Technique
With her knowledge of anatomy, an Abyssal
with this Charm can aim her blows at an enemy's arteries. In addition to
inflicting normal damage, lethal attacks augmented with Crimson Waterfall
Attack bleed profusely. All rolls to stanch the victim's bleeding have their
difficulty increased by (the Abyssal's permanent Essence rating - the target's permanent
Essence rating). Victims of this Charm also bleed more quickly, suffering one
health level of unsoakable lethal damage every minute. Characters with Blood
Mastery Technique or similar magic are immune to this Charm.
Crimson Waterfall Attack is explicitly
permitted to be part of a Combo
with Charms of other Abilities.
Winter Strikes The
Cost: 10 motes
Duration: Instant
Type: Supplementary
Minimum Medicine:
4
Minimum Essence:
2
Prerequisite
Charms: Crimson Waterfall
Attack
This Charm allows an Abyssal to infuse a
target with corrosive entropy. For a full day, the target heals all injuries at
one-tenth her normal rate. If the target has magic increasing her healing
speed, apply the reduction to her new rating. For example, Solar Exalted
employing Body-Mending Meditation recover at their normal rate if cursed with
this Charm — their l0x bonus canceled by the one-tenth penalty. This Charm does
not inhibit magic that directly restores health levels. Once this Charm's
duration expires, the target begins to heal any remaining wounds normally with
no lingering ill effects. Only one application of this Charm can affect a given
target at a time.
Winter Strikes the
Wound-Absorbing Method
Cost: 2 motes per health level, 1 Willpower
Duration: Instant
Type: Simple
Minimum
Medicine: 3
Minimum Essence:
2
Prerequisite
Charms: Touch of Gentle
Repose, Blood Mastery Technique
With this Charm, an Abyssal can channel
Essence into his wounds, drawing them closed with force of will. Use of this
Charm leaves discolored bruises in place of deep gashes, audibly sets broken
bones in place and otherwise transforms serious injury into minor
inconvenience.
For every 2 motes spent, the character can
convert one level of lethal damage into a bashing wound level. Characters with
a permanent Essence of 3 or higher can also use this Charm to heal others,
although such healing is invariably quite painful. UnExalted characters treated
by this Charm lose a number of Willpower points equal to the number of lethal
levels converted unless they are unconscious or anesthetized.
Fivefold Wound-Absorbing
Method
Cost: 4 motes and 1
Willpower per health level
Duration: Instant
Type: Simple
Minimum
Medicine: 5
Minimum Essence:
3
Prerequisite
Charms: Wound-Absorbing
Method
This Charm allows the Abyssal to direct a
surge of eldritch power through his flesh, turning his most grievous wounds
into lesser cuts and breaks. For every 5 motes spent, the character can
instantly convert one level of aggravated damage into a lethal wound level.
Converted wounds heal normally unless treated with further magic (such as
Wound-Absorbing Method).
Alternately, this Charm can be used to
regenerate destroyed tissue, amputated limbs, lost eyes, etc. Eyes, tongues,
hands, feet, mouths full of smashed teeth and other lesser maimings are each
the equivalent of one health level. Lost limbs are the equivalent of two health
levels. Although regeneration fueled by this Charm is continuous and requires
no particular effort or rest on the part of the Abyssal, such healing is not
instantaneous. Destroyed tissue takes one hour per health level to regrow.