Difference between revisions of "DragonBloodedMedicine/IsawaBrian"
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<b>Minimum Essence:</b> 5 | <b>Minimum Essence:</b> 5 | ||
<b>Prerequisite Charms:</b> 10 Charms, including at least 1 from Essence 1-5. | <b>Prerequisite Charms:</b> 10 Charms, including at least 1 from Essence 1-5. | ||
− | This is the Facet Attunement Charm (see DragonBloodedInvestigation/IsawaBrian under Insightful Water Dragon Attunement for details) for Medicine. Taking this Charm Attunes the character to the Beatific Facet of the Wood Dragon, and thus negates the one mote surcharge for non-Wood Blooded Terrestrials using Medicine Charms. The Beatific Facet of the Wood Dragon represents the holy, nurturing side of the Wood Dragon, that brings blessings and good health to all living things. This Charm may not be taken by Wood Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details). | + | This is the Facet Attunement Charm (see [[DragonBloodedInvestigation/IsawaBrian]] under Insightful Water Dragon Attunement for details) for Medicine. Taking this Charm Attunes the character to the Beatific Facet of the Wood Dragon, and thus negates the one mote surcharge for non-Wood Blooded Terrestrials using Medicine Charms. The Beatific Facet of the Wood Dragon represents the holy, nurturing side of the Wood Dragon, that brings blessings and good health to all living things. This Charm may not be taken by Wood Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details). |
----<b><i>Wildlands Poison Mastery</b></i> | ----<b><i>Wildlands Poison Mastery</b></i> | ||
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=== Comments === | === Comments === | ||
− | Not really sure about the effects on the last three. It's playing with some stuff that's ill defined. -- IsawaBrian | + | Not really sure about the effects on the last three. It's playing with some stuff that's ill defined. -- [[IsawaBrian]] |
:I wouldn't worry, their Essence Five charms, they need some kick - Dasmen | :I wouldn't worry, their Essence Five charms, they need some kick - Dasmen |
Revision as of 09:02, 3 April 2010
Gentle Forest Rest</b>
<b>Cost:2 willpower plus 4 motes per ally Duration: One Hour Type: Simple Minimum Medicine: 5 Minimum Essence: 3 Prerequisite Charms: Wound-Closing Touch
The Dynast opens the gates to the nurturing charkas of the Wood. These gates selectively infuse the Terrestrial's allies with healing energy, closing wounds and sealing cuts. The character selects a number of allies, up to his permanent essence, paying 4 motes per ally. Over the next hour, plant-Essence will grow and cultivate within the spirits of the allies, culminating in a bloom of healing at the end of the duration. At this time, all lethal damage points (including those gained during the hour) become bashing.
Army Invigorating Meditation</b>
<b>Cost:2 motes, 2 willpower plus 2 motes per fang Duration: One Week Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charms: Gentle Forest Rest
A talented medic can mean the difference between life and death for an army. An Exalt using this Charm becomes a wonderkind among battlefield medics-- although, of course, it will function in non-military situations as well. The character designates a number of fangs, up to his Essence. For one week, the mortal members of those fangs heal, resist infection and illness, and recover as though they were Exalted. Exalted and similarly powerful entities heal at double the normal rate. The exalt must perform all primary medic duties for the fangs under her care in order to extend the healing beneficence of Wood. This Charm is synergistic.
Body-Chakra Sight</b>
<b>Cost:1 mote per 2 dice Duration: Instant Type: Supplemental Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: None
The Terrestrial opens his vision to the flows and fields of life-energy. His inner eyes are only attuned for a very brief time to the root-like energies that make up his patient's life force, but it is usually more than sufficient to give the Dynast a sense of what is wrong with a patient, and how to fix it. Add two dice to an Attribute + Medicine roll for every one mote spent. The character may not more than double her base Medicine + Specialty. Excess dice are lost.
Deft Fingers, Agile Mind</b>
<b>Cost:2 motes Duration: Instant Type: Reflexive Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: None
Whether prescribing the proper herbs to treat an illness or doing dangerous battlefield surgery, the consequences of a medic's choices can be drastic. But a gifted Dynast can sometimes gain just enough of a edge, be just deft enough to gain a second chance. By spending 2 motes of Essence, the Terrestrial may reroll one failed Medicine roll. The result of this second roll must be accepted.
Respiration Clarity Method</b>
<b>Cost:1 mote Duration: Instant Type: Reflexive Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charms: None
Many of life's simple pains are negated upon Exaltation. But for some inauspiciously Exalted Dynasts, some tiny flaw, such as allergies, may remain. Beyond those problems, allergies and asthmatic reactions can be life threatening to valuable mortals that a Terrestrial may wish to preserve. However, because of the attunement of Wood to Medicine, it is a simple thing for a Dynast to stop an allergic or asthmatic reaction, so long as it is caused by plant or plant-like irritants. The target (which may be the Dynast himself) instantly loses all effects from non-magical allergic or asthmatic reactions, breathing clearly. He will be free of all additional reactions for a number of turns equal to the Dynast's Essence. Repeated exposure to irritants followed by exposure to this Charm may, at the Storyteller's option, serve as a reason to buy off or discard any Flaws that cause said reaction.
Blessed Bean Infusion</b>
<b>Cost:1 mote Duration: One Day Type: Simple Minimum Medicine: 2 Minimum Essence: 2 Prerequisite Charms: None
For many Dynasts, there are never enough hours in the day. Whether they are diligent members of the Thousand Scales, seeking to eek out a few more hours worth of work, desperate Legionary commanders on 48-hour watches on the Threshold, or simply decadent partiers who have no time to be anything other than fabulous, many Dragon-blooded push themselves beyond the limits of even Exalted endurance. Many times, it is not only the Dragon-blooded herself who must be pushed beyond these limits, but the bureaucrats, soldiers, and assistants who work with her as well.
For Earth-blooded, dealing with such problems is relatively easy, drawing upon the limitless endurance of the Earth. Wood-blooded have found a way to avoid taking an out-Element Charm to produce similar effects, with a slightly different tinge, by attuning themselves and others to the Essence of a plant-mixture: coffee. Once activated, this Charm will immunize a character against all penalties due to fatigue from sleep and is fully alert. The Dynast must still rest from physical exertion. This Charm may be used on others.
Similar to Unsleeping Earth Meditation, this Charm is dangerous-- causing a loss of Willpower that can only be regained through 24 hours worth of uninterrupted sleep for every day past the character's Stamina + Essence. However, in addition to this penalty, the target gains a +1 difficulty to all actions requiring concentration and focus for every point of willpower so lost, as the character becomes jittery and hyperactive.
Knowing the Forest Friends</b>
<b>Cost:1 mote Duration: Instant Type: Simple Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: None
Many times, even the most gifted medic of the dragon-blooded is limited by the materials he has at hand. Much healing-craft in the Age of Sorrows is herbary and the use of medicinal compounds, but much of that knowledge is very local. However, the basic essence that resonates in such herbs is detectable to the trained eye of a Dynast. Upon using this Charm, the Dragon-Blooded instantly becomes aware of the medicinal (and dangerous or recreational) properties of any plants within his field of vision.
Exalted Beneficence Infusion</b>
<b>Cost:2 motes Duration: Instant Type: Simple Minimum Medicine: 2 Minimum Essence: 2 Prerequisite Charms: Knowing the Forest Friends
Many beneficial side-products of herbs and other plants are created by the unique flows of Essence that are created by them. Still yet other plants may be enhanced by impressing the power of Wood upon them, and all things leafy and green can be improved by the care of a Dragon-Blooded herbalist. Upon using this Charm, the Dynast infuses part of her Essence into plant-based medicine. Add the character's permanent Essence to any one beneficial effect of the plant-- typically duration, but possibly also health levels restored or pain penalties negated, depending on the storyteller's decision. This has no effect on poisons or recreational drugs that do not have a pharmaceutical effect. This Charm may only be applied once per medicinal plant.
Master of the Croplands</b>
<b>Cost:4 motes, 1 Willpower Duration: Instant Type: Simple Minimum Medicine: 3 Minimum Essence: 3 Prerequisite Charms: Exalted Beneficence Infusion, Infection-Banishing Prana
Although it may be seen by many Dragon-blooded as beneath them, tending to the immense farmlands of the Realm is of vital importance to the future of the Dynasty. Although most Terrestrials are content to simply manage their farms, some have taken a direct interest in the upkeep of their crops. Master of the Croplands is the result of one such experiment, directly investing the crops themselves with the powerful life-Essence of an Exalt.
This Charm energizes the fields, rapidly increasing their health. It will cure all non-magical blights on crops within a mile radius, slaying non-magical weeds and parasites easily. If the crops in the area are completely healthy, this Charm will instead make their next harvest especially full and nourishing. Repeated application of this charm to already blessed crops has no effect, although it will of course still cure blights and other plant-diseases.
Curse of the Hateful Lord</b>
<b>Cost:6 motes, 1 Willpower Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charms: Exalted Beneficence Infusion, Dread Infection Strike
Some Dynasts, of course, while understanding the importance of crops, do not see them so much as a support to the Realm as a way to sabotage allies. Many different forms of destruction are used, but Curse of the Hateful Lord is one of the swiftest. It will instantly drain the health of all food crops within a mile radius of the character, leaving them blighted, wilting, and leached of nourishment (Storyteller's decision on effects, but among other things, this will leave the crops open to infection.) Although this effect is triggered by essence, the actual 'Curse' is the draining of life-energy. Any attempts to restore the plants, as with Master of the Croplands, will heal them as though they had suffered a nonmagical effect such as a drought.
Floral Decoration Technique</b>
<b>Cost:1 mote Duration: Instant Type: Simple Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charms: None
A simple trick often performed by many new Wood-Blooded students (to their teachers' and parents' dismay), this Charm allows the young Dynast to use the connection between Wood and the flesh to uptake plant-ink into their skin, forming whatever patterns they can imagine, effectively creating a painless plant-ink tattoo, which may be removed as an ordinary tattoo, and will suffer the same effects of a tattoo over time. This Charm can also be used to remove such a tattoo or alter one.
Bark-Healing Prana</b>
<b>Cost:2 motes and 1 willpower per health level healed Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charms: Grevious Wound Alteration Energy
Although it takes a good deal of energy and power, Dragon-Blooded do have access to the ability to heal wounds instantly. By using the raw force of her will and the powerful healing Essence of Wood, the Dynast can soothe and cure bruises, sprains, and blunt trauma, returning herself or others from minor injuries to the picture of health. This Charm can only cure bashing damage, at a cost of 2 motes and 1 willpower per health level healed. The character does not have to heal all bashing levels and this Charm can be used on others.
Embrace of the Tree</b>
<b>Cost:5 motes Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charms: Wound-Closing Touch
The gift of healing can be spread more easily to others through the use of this Charm. While it is easy enough to simply transform other Exalt's damage to minor problems, swiftly healed, mortals may simply not recover as fast. Furthermore, even with all life-threatening injuries converted to the simple wear and tear of life, Exalts may require extensive healing as well. Oddly, this Charm sees more use on the tougher Exalts than the regular, because ordinary Exalts will not survive damage sufficient to cause them to require a day's worth of healing from nonlethal damage. This Charm may be used on the Exalt as well as granted by touch.
Upon being affected this Charm, the target grows a barky, leafed exterior-- effectively creating a shell for himself in the form of a tree. This shell has 5L/5B soak and a hardness of 5. It also has 10 health levels. Once these are breached, the shell falls away and the charm has no effect. For one day the target is immobile and insensate, asleep in the form of a tree. Ordinary Perception + Occult rolls may reveal that the tree is enchanted, but it will take other charms, such as All-Encompassing Sorcerer's Sight to reveal the truth. At the end of the 24-hour period, the barky shell will flake away, and the target will regain a number of Bashing Health Levels equal to his Essence. While this Charm will not heal Lethal or Aggravated damage, it will convert all Lethal health levels the character suffers to bashing. This charm has no effect on lost or amputated limbs.
Heart of the Forest</b>
<b>Cost:6 motes, 1 Willpower Duration: One Day Type: Simple Minimum Medicine: 5 Minimum Essence: 3 Prerequisite Charms: Embrace of the Tree, Grevious Wound Alteration Energy
An improvement of Embrace of the Tree, Heart of the Forest allows the Dynast to heal herself and of even the deadliest of wounds through raw force of will. This Charm is identical to Embrace of the Tree save that it may heal Lethal or Bashing health levels both. This Charm can regenerate lost limbs as roughly 1 health level per limb. This Charm does not heal aggravated damage but does convert such damage to Lethal instead.
Dedicated Surgeon's Touch</b>
<b>Cost:3 motes per success Duration: Instant Type: Supplemental Minimum Medicine: 3 Minimum Essence: 3 Prerequisite Charms: 3 Medicine Charms
In Medicine as in virtually no other field, the specialist is the master. Esoteric disciplines, the arcana of surgery, the in-depth knowledge required for herbalism-- while a generalist may be useful, it is the specialist who is required when the chips are down. This Charm allows such specialists to shine even further. For every 3 motes spent, the Dragon-blooded may convert one specialty to die to an automatic success on a relevant Medicine roll. The rest of his pool is rolled as normal.
Generous Grafting Way</b>
<b>Cost:2 motes, 1 bashing health level per health level healed Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 4 Prerequisite Charms: Dedicated Surgeon's Touch, Wound-Closing Touch
In emergencies where time and power are both of the essence, a gifted Dragon-Blooded healer can make the difference between life and death. Often used after Wound-Closing Touch (and possibly Grievous Wound-Altering Energy), this Charm allows a medic Exalt to heal bashing wounds in other people, at a cost of 2 motes and 1 unsoakable bashing health level for herself.
Beatific Wood Dragon Attunement</b>
<b>Cost:None Duration: Permanent Type: Special Minimum Medicine: 5 Minimum Essence: 5 Prerequisite Charms: 10 Charms, including at least 1 from Essence 1-5.
This is the Facet Attunement Charm (see DragonBloodedInvestigation/IsawaBrian under Insightful Water Dragon Attunement for details) for Medicine. Taking this Charm Attunes the character to the Beatific Facet of the Wood Dragon, and thus negates the one mote surcharge for non-Wood Blooded Terrestrials using Medicine Charms. The Beatific Facet of the Wood Dragon represents the holy, nurturing side of the Wood Dragon, that brings blessings and good health to all living things. This Charm may not be taken by Wood Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details).
Wildlands Poison Mastery</b>
<b>Cost:4 motes, 1 willpower Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 2 Prerequisite Charms: Infection-Banishing Prana
The natural world holds many poisons-- but many cures as well. The Dragon-blooded using this Charm can easily cure those who suffer from poisons, emulating the natural essence of healing plants. For most botanical poisons this requires no roll at all-- all poisons coming from plant products without the addition of further chemicals can be cured instantly, with a single touch. Animal poisons, alchemical creations, and magic brews, however, require a diagnosis roll to discern the type of poison affecting the character, and each poison that a target is suffering from must be cured individually.
The following Charms were invented by various members of the Cynis family in the pursuit of better highs, more customers, and methods of avoiding the downsides of their sybaritic lifestyle. That a few of these Charms can be used to embarrass or even kill rivals is, of course, merely a welcome side-benefit
Drinking Deep</b>
<b>Cost:3 motes Duration: One Scene Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charms: Exalted Beneficence Infusion
In search of ever-better ways to imbibe drugs, debauched scions of House Cynis developed Drinking Deep. Drawing upon the absorbent capacities of plants, this Charm permits the character to simply touch a drug and uptake it into her bloodstream. In most cases, this will double the effects of the drug, positive and negative. Some drugs may not function with this Charm.
Taproot Blessing</b>
<b>Cost:1 mote, 1 Willpower, plus 1 mote per affected person Duration: One Scene Type: Simple Minimum Medicine: 3 Minimum Essence: 3 Prerequisite Charms: Drinking Deep, Dread Infection Strike
Not content to simply modify their own capacities, Dynasts of House Cynis initially created Taproot Blessing to share the effects of direct drug uptake with other party-goers. It extends the same basic effects as Drinking Deep to other people by making them a part of an Essence-born "taproot" system. This Charm can affect up to the Exalt's Essence in targets.
This Charm can be used to permit direct skin uptake of harmful drugs and even poisons. However, it can be resisted (and unless severely impaired already, the target will know what is happening) by the target making a successful Stamina + Resistance roll at a difficulty equal to the Dynast's essence. The Terrestrial must touch a target in order to trigger the effects.
Circulating Generosity</b>
<b>Cost:2 motes, 1 willpower plus 2 motes per affected person Duration: One "high" Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charms: Taproot Blessing
More mature members of House Cynis realized that an easier way to get someone addicted to a drug would be to simply share the high, with none of the ill effects. Others have used this as a method of getting fellow partiers inebriated without exposing them to the "risks" of a particular drug. The Dragon-blooded extends "roots" and "branches" of Essence from her spirit, transmitting the force<./i> of a drug, but not its effects. The character must touch a target to share a high.
Using this Charm, which can be negated by a successful Stamina + Resistance roll at a difficulty equal to the Dynast's Essence (at the GM's option, an already highly intoxicated target may not realize that this effect is being used), the Dragon-blooded can share all of the recreational effects of a particular drug (which may include negatives such as hallucinations, bad reactions, etc.), without any chance for ill physiological reactions or overdose. Because of the purity of the high, the targets still have a chance for psychological addiction, with the same chance for addiction that a normal drug of this type would have.
<i>Shedding Leaves Method
Cost: 2 motes, 1 willpower plus 2 motes per affected person Duration: One scene Type: Simple Minimum Medicine: 3 Minimum Essence: 3 Prerequisite Charms: Drinking Deep
Shedding Leaves Method was originally designed as a method to "purify" one's high by certain Cynis Wood-Blooded. By shedding the negative side-effects of a drug, the Dynast could then enjoy the high by itself. Slaves were typically used, because there is no way to disguise the effects of this charm as an attempt to "liven up a party". Using the same Essence-root circulation system as Taproot Blessing, the character can directly transmit the harmful side-effects of a drug without any of the high! This will magically remove such effects as hyperactiveness without deleting beneficial effects like increased concentration. If an effect is truly inseparable from its penalties, such as hallucinations, the Storyteller may decide that the character cannot shed that effect. This Charm requires touching the intended victim.
The victim may roll Stamina + Resistance against the Dynast's Essence to resist the transference. All subsequent effects-- overdose resistance, jitters, chance for addiction, and so on-- must be either resisted or suffered on their own as normal once the transfer takes effect. This will not transmit addiction that is purely psychological.
King of the Soft Trade</b>
<b>Cost:1 mote, 1 willpower, 1 health level Duration: Special Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charms: Wildlands Poison Mastery
A character who knows this charm can make their very touch into a drug-- or bring forbidden drugs past any guard. The Dynast concentrates, and over the next minute, will begin to sweat any botanical drug that they have experienced the effects of previously from ever pore of their body. The Exalt may choose to leave the drug on their skin, in which case it will evaporate in about a body, or, through careful showering, collection, and purification of the resultant collected liquid, as many doses of the drug as the character has dots of permanent Essence may be collected. This Charm cannot be used to create a drug that the character has never experienced, nor can it create any non-botanical drug. While this Charm is active, the character may choose whether to be immune to the effects of the drug or not.
Beware the Vibrant Flora</b>
<b>Cost:3 motes, 1 willpower, 1 health level Duration: One Scene Type: Simple Minimum Medicine: 5 Minimum Essence: 3 Prerequisite Charms: King of the Soft Trade
A refinement of the internal-circulation effect of King of the Soft Trade, Beware the Vibrant Flora permits the character to actually generate a botanical poison (that they are immune to) in their bloodstream by the use of dark aspects of Wood Medicine Essence. Unfortunately, the character must have had such a poison in their system previously in order to generate it, although they may be immunized to such an effect ahead of time by Charms, or have the effect negated by magic after its effects are suffered.
For the rest of the scene, the character's blood is venomous-- it carries some form of botanical poison. If a contact poison is emulated, simply touching the character's blood may cause the reaction. If not, more ingenious methods, such as smearing a weapon with the character's blood, may deliver the effects. Every health level of blood shed will produce one dose of the poison for every dot of permanent Essence the Exalt has.
Magnificent Pure Hit</b>
<b>Cost:6 motes, 2 willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charms: Beware the Vibrant Flora
Transcending beyond the limitations of mere physical drug use, an Elder Exalt can produce in himself or others the "true essence" of a high. The Elder concentrates and forms an essence matrix that corresponds to a single botanical drug that he has experienced, which he can then experience himself or transmit to another. If a target chooses to resist, they must do so with a Stamina + Resistance roll at a difficulty equal to the Dynast's Essence.
If the effect takes hold, it will produce a high three times as potent, with three times the duration, as normal. No negative side effects that are not inherently a part of the high-- hallucinations may still cause fear penalties or vision penalties, but the Essence of a cocaine hit may add 3 to the character's wits and reduce the difficulty of rolls to stay awake or resist fatigue by 3 without the subsequent penalties afterwards or chance of addiction.
Note that bonuses gained through this effect do count as dice bonuses (treat a decrease in penalty or an automatic success as a single die if no limitation on such effects are present) from Charms for the purposes of other Charm's limitations. For example, someone with the Essence of a cocaine hit who later uses Locquacious Courtier Technique to add to a Wits + Socialize roll to make a particularly cutting remark will act as though they already had already gained 3 dice.
If the amount provided by the Essence of a High is greater than the available dice permitted to an Exalt-- for example, gaining 6 successes from Rasp Spider Venom to a Craft roll where the target only has a craft of 2-- the effect still takes place at its full amount, but the Dragon-blooded cannot add any further dice.
Terrible Extraction</b>
<b>Cost:8 motes, 2 willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 5 Prerequisite Charms: Magnificent Pure Hit
This powerful Charm also creates an essence matrix of a part of a drug-nature. Terrible Extraction, however, does not provide the blessings of Magnificent Pure Hit. Instead, it compresses the essence of an overdose from any botanical drug into a single pure matrix-form, which the Exalt can then deliver with a touch. The Dynast may need to make a Brawl or Martial Arts attack to deliver the matrix in combat. This overdose is resisted like any other overdose effect, but with a +2 difficulty. If it takes effect, the severity, duration, and effect of the overdose is multiplied by three. The Exalt must have experienced the drug personally, though she need not have overdosed.
True-Path-Tripping Touch</b>
<b>Cost:8 motes, 2 willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 5 Prerequisite Charms: Magnificent Pure Hit
Rather than the horrible effects of a pure overdose or the delight of a pure high, a more subtle Dragon-blooded can deliver the very essence of addiction to a botanical drug that he has experienced personally. Similar to Terrible Extraction, the character must deliver the essence matrix of the addictive qualities by touch, which may require an unarmed combat roll to deliver. If the touch is performed successfully, add the Dynast's Essence to the difficulty to resist addiction.
Comments
Not really sure about the effects on the last three. It's playing with some stuff that's ill defined. -- IsawaBrian
- I wouldn't worry, their Essence Five charms, they need some kick - Dasmen