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 Chosen can still be overcome by blood loss. Once she masters this Charm, however, an Abyssal transcends this limitation. She can reflexively stanch her wounds without a roll, even while unconscious. Flesh contracts and pulls tight, hungrily reabsorbing any blood spilled by the original trauma. Within instants, the injury seals completely. Blood Mastery Technique does not speed healing — it only prevents additional damage from bleeding. This Charm cannot mitigate Abyssal Caste Mark stigmata.

 

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 Forest

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 Forest can augment a hand-to-hand attack or be delivered through any other form of touch. However, characters can only use this Charm once per turn. This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

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.

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