Medicine, The Corpse
Once, there was a maiden…
…who found herself climbing up an
earthen path.
Her footsteps made no sound.
There was a silence in the air.
She walked for years, and then, came to
a cliff. The road gave way to clouds, and she could go no further.
“There’s always an ending,” said she.
Smooth Transition
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum Medicine: 2
Minimum Essence: 1
Prerequisite Charms: None
This Charm speeds and ensures a
smooth transition from life to death. It instantly and painlessly kills any Incapacitated
or dying target. The target cannot rise again as an undead. If applied to a
corpse, neither the body nor the spirit can rise again as an undead. Zombies
instantly collapse. This power cannot target ghosts directly, but if applied to
the ghost’s original body ― not a body it happens to possess
― it banishes the ghost instantly and permanently to the Underworld.
No Charm or ability protects the
victim against Smooth Transition or activates in the moment of death. This is a
perfect effect. However, extremely unusual corpses
― such as spine chains ― require a Charisma + Medicine roll to lay
to rest, with difficulty equal to the Essence of the creature that raised them.
If the body of a target of this
Charm is ever placed on naked earth or stone, it sinks quietly beneath the
surface, arranging for its own burial.
Sidereal Exalted may always use
their Valor with this Charm.
Peaceful Conclusion
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum Medicine: 3
Minimum Essence: 1
Prerequisite Charms: Smooth
Transition
As with Smooth Transition, this
Charm instantly, painlessly and perfectly kills its target. The target need not
be dying, Incapacitated or even wounded but must be willing to pass into death.
His consent cannot be forced, nor can it be forcibly withheld: The target dies
if and only if he would decide to consent, given adequate time and comfort in
which to think, while under the influence of neither drug nor Charm. The
Sidereal Exalted can freely make the prospect of life as unpleasant as she
desires. Sidereal Exalted may always use their Valor with this Charm.
Invocation Of The Storm-Following
Silence
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Medicine: 2
Minimum Essence: 2
Prerequisite Charms: Smooth
Transition
The character casts forth the
violet radiance of Endings, stillness coming to the weave of fate. He brings a
Smooth Transition to all those within (his Essence x 10) yards. If facing
unusual corpses, his player makes only a single Charisma + Medicine roll;
compare the number of successes received to the Essence of the Deathlord or
deathknight who raised each given corpse to determine whether it falls.
Sidereal Exalted may always use their Valor with this Charm.
Terminal Illness
Cost: 10 motes
Duration: Instant
Type: Simple
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms: None
The character makes the Inferior
Sign of the Corpse against the spirit of an illness, and it comes to its
natural end. The Exalt’s player makes an Intelligence + Medicine roll against
the normal difficulty to treat the disease, adding her Essence in dice. If
successful, the disease’s course ends, the least god of the infection dies
peacefully, and the target can begin recovery. This does not affect spiritual
diseases. Sidereal Exalted may always use their Conviction with this Charm.
Earth And Sky Bargain
Cost: 10 motes, 1 Willpower, 1
health level
Duration: Indefinite
Type: Simple
Minimum Medicine: 4
Minimum Essence: 3
Prerequisite Charms: Peaceable
Conclusion, Invocation of the Storm-Following Silence, Terminate Illness
This Charm uses a prayer strip
marked with the scripture of the Maiden and the Road. The character buries it
seven yards beneath the ground and covers its grave with stone. Ten spines of
indigo light burst upward from the grave and explode into the sky ― the
Charm then takes effect. The Sidereal’s intuition for fate leads her to the
nearest spirit or elemental of the earth or the air who
stands, for whatever reason, on the verge of death. If the
Sidereal so chooses, she may offer it an opportunity to endure past its time.
If it accepts, it binds itself to the Sidereal Exalted’s soul and vanishes.
Until the Sidereal releases this
Charm and the committed Essence, she recovers one lethal or bashing health
level per turn. This action is a reflexive one that does not count against her
actions for the turn. If she binds an earth entity rather than a creature of
air, this regeneration functions only in contact with the earth or stone. In
addition, her natural soak increases by (3L/3B) if she binds an air creature
and (6L/6B) if she ties herself to the earth. This soak is not compatible with
armor. The character does not choose which sort of elemental or spirit she
finds. The matter is in Saturn’s hands.
The character can transfer the
bound spirit or elemental to another. From that point forward, that person
benefits from the effects, and she does not. She cannot reclaim it once so
transferred, although the Charm still ends when she stops committing Essence to
it.
When the character ends the
Charm, the elemental or spirit is born again from its host’s soul. It does not
return as quite the same entity and is often closer to the Exalt’s strength
than to its original power. It may or may not consider itself indebted,
depending on its nature, how long the character left the Charm in force and
whether the Sidereal had anything to do with its being on the verge of death in
the first place.