Medical Charms

 

Sustenance Replication Engine

Cost: None/5 motes

Installation Cost: 1 mote

Duration: Permanent/One minute

Type: Upgrade/Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Stamina

A small reactor connects the Exalt’s Essence reservoir and stomach, while a set of implanted recycling baffles optimizes her digestive function. The Alchemical no longer produces any form of waste matter and divides the amount of food required to remain healthy by his permanent Essence. Chosen of Autochthon with Essence 5+ no longer require nourishment at all, as their advanced systems can use this Charm to synthesize nutrients directly from Essence. Using total nutrient replacement costs 5 motes per day in upkeep to maintain, and failure to pay this cost or to consume the required biomass leads to eventual starvation and diminished Essence recovery as normal. The cost to forgo sustenance is not committed.

A secondary function of this Charm allows the Alchemical to bleed a nutrient paste from a vein port on his inner forearm. This unrefined gray goo is mercifully bland apart from its faint chalky aftertaste, but the barely edible substance actually contains a balanced set of nutrients and can sustain life in emergencies. Creating enough paste to feed one mortal for one meal requires 5 motes and one minute spent bleeding into a receptacle. Meals created with this Charm contain very little Essence and, thus, provide no benefit to Alchemicals.

 

Biofunction Inhibitor

Costs: 5 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Stamina

Control valves affixed to the Alchemical’s Essence reactor allow him to power down and enter regenerative torpor to conserve energy. All biological processes and Charms slow and cease operation over the course of a minute, until the Exalt appears dead. Obviously, anyone who knows about Alchemical biology can tell that the character is not actually deceased, since his flesh would rapidly dissolve into a smoking puddle. Close examination by a trained medical professional (Perception + Medicine roll, difficulty 4) will also detect the faint stirring of life functions. The Exalt remains entirely unaware of his surroundings in torpor and must specify the intended duration of slumber when activating the Charm. Prior to the intended wakeup, the Alchemical only awakens if an effect could have caused him damage (whether or not any actual levels of injury are applied after the damage roll).

Time spent comatose using this Charm is more restful than sleep by a factor of the Exalt’s permanent Essence. Thus, an Essence 4 Alchemical can compress a full night’s rest into two hours of torpor. Torpor also accelerates Willpower recovery, but the Exalt only receives a single Conviction roll in a given 25-hour period. Alchemicals do not respire Essence any faster than their usual sleeping rate while in torpor.

 

Toxicity Filtration Subsystems

Cost: 2 motes

Installation Cost: 1 mote

Duration: One hour

Type: Reflexive

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Stamina

A complex chain of pumps and chemical filters process all sustenance the Exalt imbibes, while smaller filtering tendrils snake through every vein and major organ. When activated with Essence, the assemblage acts as a potent buffer against poison of every type. The Exalt adds her Essence in automatic successes to all applicable Stamina rolls and soak against toxins, as well as expunging all alcohol and other recreational drugs from her body. Furthermore, if the Alchemical’s player rolls more than twice the required number of successes to reduce the severity of a poisoning, the chemical has no effect whatsoever. This Charm activates itself whenever the Exalt is exposed to a dangerous toxin, although conscious characters may deliberately suppress the effect if they so wish.

Without deliberate suppression, these somewhat overeager defenses prevent the Alchemical from ever becoming drunk or high.

 

Restorative Fusion Transponder

Cost: 5 motes

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Stamina: 3

Minimum Essence: 2

Prerequisite Charms: Biofunction Inhibitor

This Charm takes the form of a glittering metal port inset a quarter of the way down the Exalt’s spine. If the Alchemical activates this device while standing on a natural surface in Autochthonia, irregular cracks spread across the ground beneath the Exalt. A forest of cables and Primordial capillaries rises from these holes, weaving into a cocoon around the Exalt. When every limb is entangled, the thickest of these tendrils drives a gleaming metal spike into the socket of this Charm. The Exalt’s eyes flutter and close in ecstasy as she passes out, but her body heals and regains Essence as if resting in a Vat Complex. Even characters suffering from starvation may respire Essence and heal inside a cocoon, though only at their usual rates. The woven structures are quite durable (soak 10L/15B) and may suffer 10 levels of damage before they break and awaken the Exalt within.

Unless damaged, cocoons remain until dismissed. Even unconscious, Exalted can track the progress of their recovery and may voluntarily order their cocoons to withdraw into the substance of the Great Maker at any time. After the last tendril withdraws, the cracks and fissures in the floor seal without a trace.

 

Body-Reweaving Matrix

Cost: 12 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Indefinite

Type: Reflexive

Minimum Stamina: 4

Minimum Essence: 3

Prerequisite Charms: Restorative Fusion Transponder

Hidden compartments scattered across the Alchemical’s body hide colonies of thumbnail-sized automatons shaped roughly like metallic spiders. When activated by an expenditure of 12 motes and 1 Willpower point, these compartments open, and the colonies awaken.

Hundreds or even thousands of the tiny machines swarm out across the Exalt’s body, clustering around any wounds they find. The automatons work quickly and tirelessly, spinning strands of unformed Essence that congeal into new matter. Where the spiders pass, they leave flesh and Charms restored to pristine condition.

With this Charm active, an Alchemical regenerates a number of bashing levels each turn equal to her permanent Essence. Lethal damage heals at the rate of one level per turn, while aggravated wounds mend at the rate of one level every 10 hours. Amputated or destroyed organs heal as aggravated damage, with entire limbs counting as three levels, partial limbs as two levels (e.g., forearm and hand or a leg from the knee down) and hands, eyes or a mouthful of teeth as a single level. Any Charms located in an amputated area also regrow, but only those installed as of the time of injury. Amputated Charms disintegrate as the Body-Reweaving Matrix replaces them.

 

Diagnostic Sensor Apparatus

Cost: 1 mote

Installation Cost: 1 mote

Duration: Until analysis completed

Type: Simple

Minimums Perception: 2

Minimum Essence: 2

Prerequisite Charms: Sustained or Transitory Augmentation of Perception

This Charm comprises a set of delicate sensors installed in the pads of an Exalt’s fingertips. In order to scan someone, she spends a mote and presents her splayed palm in the direction of a living target within yards equal to her Essence rating. The activated sensors emit a pulsing glow in time with the target’s heartbeat (or Essence-flow rhythms if scanning an Alchemical, machine god or similar entity), requiring a single turn to gather information. The results of a scan remain indelibly stored in the Alchemical’s memory for as long as she commits Essence to remember the information.

Interpreting a memorized scan requires an Intelligence + Medicine roll at standard difficulty, and the process takes five minutes. Each additional consecutive five-minute period spent analyzing allows a new roll, with the total number of successes pooling as an extended action. The total number of successes determines the detail of the diagnosis. A character knows everything at her player’s rolled number of successes and below. With one success, the Exalt only knows whether the target is alive or not, and if so, whether he is completely well or currently suffers from some sort of disease/infection. Two successes glean the number of ailments from which the target suffers. Three successes identify the physical location of all ailments (lungs, blood, infected wounds). Four successes determine the overall progression of all ailments and their names (if a disease is known in Autochthonian records), and the Exalt can also calculate the variables of recovery (i.e., revealing the statistics of all diseases as well as the target’s Stamina, Endurance and Resistance ratings). Five successes allow for specific profiling of all diseases, including vectors, symptoms and knowing whether an ailment is magical in nature or not.

Once an Exalt begins analyzing data and stops for any reason, the actual scan data fades along with the commitment of Essence. Thereafter, she only remembers the results of her diagnosis.

 

Biosight Reticle

Cost: 6 motes, 1 Willpower

Installation Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Perception: 4

Minimum Essence: 3

Prerequisite Charms: Diagnostic Sensor Apparatus

This Charm takes the form of a pair of diagnostic lenses stored in compartments beside each eye. When activated with Essence, the translucent crystals slide over the Alchemical’s eyes and flicker with moving geometric glyphs. The Exalt’s vision changes, all colors dimming as if seen through a haze of smoke. In contrast, every source of living or animating Essence glows from within. The specific shade and brightness of each glow provides all manner of useful information. This Charm automatically filters out the persistent glow of the Great Maker’s Essence in Autochthonia to a dull background flicker, in order not to overwhelm the presence of lesser beings. In Creation, Gaia’s presence is not filtered, allowing the Alchemical to see Demesnes, Manses and dragon tracks.

First, the Exalt receives bonus dice to spot hidden beings with Perception rolls, adding each target’s own permanent Essence to these checks. This magic also negates visual penalties for darkness, fog, smoke and other such conditions with regards to spotting or attacking animate targets and can even scan through obstructions (a cumulative yard or more of solid matter blocks the Exalt’s vision).

Most impressively, a Biosight Reticle can even pierce the camouflage provided by Charms activated by a character of equal or lesser Essence, unless the magic cloaks Essence emanations or relies upon mental misdirection. If the Biosight Reticle has a chance of piercing the magic, make an opposed roll of (the Alchemical’s Perception + Awareness + the target’s Essence) against (the target’s Dexterity + Stealth). If the Alchemical wins, she ignores the Charm and spots the target. If the target wins, his Charm functions normally, providing its usual concealment.

Once the Alchemical is aware of a particular being, she may then devote a simple action to study the pattern and color of light surrounding him. At the end of this turn, roll the Exalt’s Perception + Medicine. Each success reveals one of the following pieces of information about the target as decided by the Chosen’s player: current number of health levels, maximum number of health levels, current wound penalties (if any), current fatigue penalties (if any), permanent Essence, current Essence pool (Personal + Peripheral, if applicable), Stamina rating, Endurance rating, Resistance rating, physical location of all injuries (if any), any pregnancy (yes/no), presence of parasites (yes/no), presence of disease (yes/no) or physical location of all infected wounds (if any). Multiple turns of scanning can reveal additional information, although a botch always yields erroneous results.

 

Biostasis Field Projector

Cost: 3 motes

Installation Cost: 1 mote

Duration: One day or indefinite

Type: Simple or Reflexive

Minimum Intelligence: 3

Minimum Essence: 2

Prerequisite Charms: Biofunction Inhibitor, Diagnostic Sensor Apparatus

A capacitor in the Exalt’s palm emits a pulse of life-stabilizing Essence through contact with a patient’s skin.

This luminous energy courses through the target’s flesh, causing him to briefly convulse as he falls unconscious. Within seconds, all vital signs fade and slow. To casual observation, the patient is dead, although trained medical personnel can detect his barely perceptible pulse with a Perception + Medicine roll (difficulty 4). Diagnostic Charms or Essence sight automatically sense the patient’s muted life force. Because this Charm require several seconds of touch to activate, it cannot be used in conjunction with an unarmed strike to incapacitate unwilling targets. However, this Charm may be activated in place of inflicting damage if the Alchemical wins control of a clinch. Patients may fight the coma-inducing pulse with a Stamina + Resistance roll (difficulty of the Exalt’s Essence). Success allows him to shrug off the momentary numbing that seeps through his muscles. No roll is necessary if the patient does not resist. For most use, this Charm is simple and costs 3 motes.

While under the effects of this Charm, patients remain completely stabilized. Infections and poisons temporarily halt their spread, and all wounds cease bleeding. Mortally wounded characters do not deteriorate, but remain at Incapacitated. Stasis lasts a day or until the Alchemical withdraws the commitment of Essence, but the effect may be extended through reapplication of the Charm. “Unfreezing” a patient returns him to his exact condition at the time the Alchemical administered the Charm, though any new injuries sustained in the interim remain. Most often, this Charm is used as first aid for critically wounded patients, preserving them until medical specialists can arrive. Biostasis Field Projectors also see utility as anesthesia for surgery and for transporting criminals.

Alchemicals may use this Charm on themselves and may specify any duration, but they remain unconscious and unable to voluntary end the Charm until the effect runs its designated course. Exalted may also use this Charm reflexively when they suffer lethal damage that would bring them below Incapacitated (and, thus, kill them). Activating this emergency function costs 3 motes and a dot of Stamina that may be recovered with experience points and surgical refitting as normal. Through the miracle of this Charm, an Exalt remains alive at Incapacitated but falls into the usual deathlike coma for the specified duration of the Charm, which cannot be less than one hour. Further lethal damage may be ignored through reapplication of the Charm even while unconscious, until the Exalt drops to Stamina 1 or lacks sufficient Essence to power the device.

 

Multifunction Hypodermic Apparatus

Cost: 4 motes

Installation Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Intelligence: 4

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Intelligence, Diagnostic Sensor Apparatus

A slender tentacle slides out of a compartment in the Alchemical’s torso, tipped with a long hollow needle. The transparent tendril extends as far as two yards, nimbly targeting a patient’s veins or vital clusters. After the needle slides in, quivers of peristaltic motion pump drugs into the patient’s body from storage nodes inside the Alchemical. These nodes convert raw Essence into known drug templates, as explained below.

If the character tries to inject a drug into an unwilling patient, roll Dexterity + Medicine as an attack. No roll is necessary to inject a willing patient. Against soft targets (i.e., patients without a lethal soak), a successful attack automatically delivers the drug without inflicting damage. Against hard targets, the “damage” is 1L + attack successes and is considered piercing. If the needle successfully inflicts any levels of damage, no damage is recorded, but the drug is injected. Exalted may inject themselves internally if they so desired.

Players of patients injected with harmful drugs receive a reflexive Stamina + Resistance roll to lessen the effect (difficulty of the Exalt’s Essence). Normally, beneficial drugs do not elicit this automatic immunity check, although certain characters with hyperactive immune systems (whether from Charms or mutations or some other effect) may automatically resist.

When an Alchemical first obtains this Charm, it comes equipped with any two of the following submodule formulas. Upgrading the device with additional submodules costs 4 experience points or 2 bonus points per formula, any of which may be downloaded in several minutes at a Vat Complex. Designing a new formula requires a roll of Intelligence + (Medicine or Lore) at difficulty 3, and new formulas should be of comparable power to those listed here. Adding this formula to the Charm also costs 4 experience points but requires no Vat access. Players must obtain Storyteller permission before their characters can design new drugs. Effects are listed in terms of failure and success, based on the results of the patient’s Resistance roll.

Paralytic Toxin: This compound numbs muscles and nerves. On a failure, the victim suffers levels of bashing damage equal to the Exalt’s Intelligence + Medicine (soakable with natural soak only) and suffers a dice penalty to all actions equal to the Exalt’s Essence for a number of hours equal to the Exalt’s Intelligence. With success, this damage is reduced to the Exalt’s Intelligence and the penalty is only -1 for hours equal to the Exalt’s Essence. Victims whose Stamina exceeds the Exalt’s Intelligence suffer no penalty.

Lethal Toxin: This neurotoxic or hemotoxic poison has the same rules and effects as for paralytic toxin, but the damage is lethal. Mortals (and other living beings of the same overall toughness and size or smaller) painfully die after convulsing for a number of turns equal to their Stamina.

Acid: A spurt of powerful acid sears through the victim’s flesh from the inside out. The victim receives no Stamina + Resistance roll to lessen the effect, but instead, suffers 6L damage. Only natural soak applies to this damage. Victims who suffer three or more levels of damage from a single dose of injected acid are horribly scarred, permanently reducing Appearance by 1 dot (which may be fixed with cosmetic surgery and the appropriate number of experience points).

Antivenin: Administered to a poisoned individual, each dose of this drug cancels the effects of one poison currently in his system (starting with the most potent, as decided by the Storyteller). This automatically removes all penalties and other detrimental effects, even healing all damage if the poison was introduced to the patient’s system earlier in the scene. One dose of antivenin may also cleanse all traces or alcohol or another drug from the patient’s body. If administered to a patient injected with memory eraser serum within the past minute, the deleterious effects of the drug are prevented. Antivenin may be given to patients preemptively, in which case each dose lingers for an hour waiting to cancel a single poison the victim may be exposed to. Each such inoculation fades as it is used. Inoculations cannot prevent memory eraser serum from taking effect as it is injected.

Anesthetic: The patient feels soothing warmth spread through his body. He subtracts the Exalt’s Essence from all wound penalties, but suppressed penalty dice return at the rate of one per hour. Repeated injections reset the penalty suppression rather than stacking cumulatively.

Immune Booster: This drug fortifies a patient’s immune system, adding one die to all Stamina rolls made to avoid or overcome any form of disease. This bonus lasts for a number of days equal to the Exalt’s Intelligence.

Antiseptic: By injecting this directly into the site of a wound, that wound is prevented from becoming infected, and any existing infection is nullified.

Healing Agent: This drug accelerates a patient’s natural healing. Provided that he rests and takes no strenuous physical action for an hour following injection, he heals two levels of bashing damage.

Coagulant: The patient’s blood thickens, and she immediately stops bleeding from all wounds.

Hallucinogen: The patient experiences synesthesia and other forms of sensory distortion, as well as an overwhelming feeling of pleasure. On a failure, the distortions are so intense that the patient suffers a dice penalty of (the Exalt’s Intelligence + Essence) to all non-reflexive actions. Each full hour that passes diminishes this penalty by one die. The experience is also highly addictive, and the character’s player must make a successful Temperance roll (difficulty 2) for the next month to pass up any chance to receive the drug. On a success, the penalty starts at the Exalt’s Intelligence and decreases by one die per hour. The lesser experience is not addictive.

Stimulant: The patient is invigorated, reducing his current dice penalty from fatigue by the Exalt’s Essence. The drug wears off after a number of hours equal to the Exalt’s Intelligence. Regular doses of stimulants can keep a patient going indefinitely without sleep or rest, but not safely. For each dose taken after the first without a full night’s rest, the patient suffers two levels of unsoakable bashing damage.

Time Release Drug: Once an Exalt adds this formula to her Charm, she may designate a specific time lapse when she injects any other drug. The augmented chemical remains inert in the patient’s bloodstream until the specified time passes, at which time the patient’s player makes the usual roll to resist (if appropriate), and the drug takes effect. The antivenin formula can cleanse any inert formula from a patient’s system by specifying the formula to negate (which the Alchemical need not know or be certain is present in the patient’s system), so inoculations do not preemptively negate an inert compound. This rule also applies to drugs rendered inert through triggered activation.

Memory Eraser: A specialized neurotoxin quickly spreads to the patient’s brain, disrupting her ability to recall recent events. On a failure, the target passes out for a minute (awakening prematurely if he suffers any levels of damage, regardless of type). When he awakens, he does not remember any of the events of the past hour or scene (whichever is longer). On a success, the patient remains conscious, and his memories are simply scrambled. His player must make a reflexive Wits roll at standard difficulty for the character to remember each distinct event from the past half hour. This formula is so complicated that its template costs 6 experience points or 3 bonus points and requires the Exalt to have Essence 3+. Players may not select memory eraser as one of the starting formulas obtained through installation of this Charm.

Triggered Activation Drug: Once an Exalt adds this formula to her Charm, she may add a sophisticated delay process when she injects any other drug by spending and committing 1 additional mote. The augmented chemical remains inert in the patient’s bloodstream for one month, at which time the commitment fades and the drug takes effect. Any time prior, the Exalt may “disarm” or trigger the activation of a drug as a diceless action by withdrawing commitment. Once a delayed drug activates, the patient’s player makes the usual roll to resist (if appropriate), and the results determine the effect as normal. This formula is so complicated that its template costs 6 experience points or 3 bonus points and requires the Exalt to have Essence 3+. Players may not select triggered activation drug as one of the starting formulas obtained through installation of the Charm.

 

Regenerative Essence Transfusion

Cost: 10 motes or Varies

Installation Cost: None

Duration: Indefinite or instant

Type: Simple

Minimum Intelligence: 4

Minimum Essence: 3

Prerequisite Charms: Biostasis Field Projector, Multifunction Hypodermic Apparatus

The Alchemical may inject mortal patients with a powerful healing drug using her Multifunction Hypodermic Apparatus. This process follows all the same rules for injection described in that Charm. The synthesized fluid that emerges from the needle glows the color of the Exalt’s anima and glitters with microscopic flecks of her caste’s Magical Material. Mortal patients infused with this miraculous drug heal and resist poison/disease as if they were Exalted. The transfusion retains its power for as long as the Exalt commits 10 motes to sustain its existence. This injection cannot increase the healing rate of beings who already regenerate at the speed of Exalted or better.

A secondary function of this Charm allows for a direct transfer of motes between the Exalt and a being with an Essence pool. After making a successful injection with her Multifunction Hypodermic Apparatus, the Alchemical may spend 3 motes to activate a transfer. She may then donate up to (her Stamina + Essence) motes of Essence broth from her own reservoir to the patient. This donation visibly travels as a glowing liquid through the semitransparent tendril of the injector. Alternately, the Alchemical may siphon Essence as an attack, in which case, she spends 2 motes, and her player rolls Intelligence + Medicine (difficulty 1, if the target is willing, or the target’s Essence, if he is unwilling). Each success drains 2 motes through the injection mechanism and pumps them into the Exalt’s own pool. Against Exalted victims, this Charm drains Peripheral Essence before reaching Personal.

 

Metabolic Augmentation Injection

Cost: Varies

Installation Cost: None

Duration: Indefinite

Type: Simple

Minimum Intelligence: 4

Minimum Essence: 3

Prerequisite Charms: Biostasis Field Projector, Multifunction Hypodermic Apparatus

Using her Multifunction Hypodermic Apparatus, the Alchemical may inject living patients with a drug that dramatically enhances physical prowess. This process follows all the same rules for injection described in that Charm. The drug itself glows a pulsing, sickly green and burns as it sears through the blood. Resistance is not possible.

The exact effects of this Charm depend on the precise formula selected at the time of injection. For every 3 motes spent, the Alchemical may raise one of the patient’s Physical Attributes, Appearance, Perception or Wits by one dot. Every dot of augmented Stamina also reduces a patient’s wound penalties by one die, and awarding any extra Stamina also allows a target to soak damage as one of the Exalted, using half Stamina against lethal damage and healing at the speed of an Exalt. Furthermore, the Exalt can boost a patient’s rating in the following Abilities at the cost of 1 mote per dot: Athletics, Awareness, Endurance or Resistance. No Attribute or Ability may be raised by more dots than (the Exalt’s Essence rating - the patient’s permanent Essence). Additionally, no Attribute may exceed its original rating by more than double, and no Ability may have a rating over 5 dots after augmentation. All bonuses last for as long as the Alchemical commits Essence to sustaining the drug. Patients carrying the drug for a week or more may mutate and retain changes even after the drug wears off. In other words, their players may pay experience points to raise an augmented Trait’s natural rating up to its normal permitted maximum or the augmented rating, whichever is less. Raising a Trait through mutation bypasses the need for training time. Storytellers may optionally allow players to raise Traits using credited future experience, denying all experience awards until the deficit is paid. Alchemicals never mutate as a result of carrying this drug in their systems, although other Exalted may.

The drug created with this Charm is highly addictive to normal humans. Whenever a mortal character has an opportunity to receive reinjection within a month of bearing the serum, his player must roll Temperance (difficulty 2). On a failure, he will do anything that does not place himself or loved ones in immediate physical danger to obtain the drug. On a botch, he will do anything for another fix of power.

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