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− | = MetalFatigue's SolarMedicine House Rules = | + | = [[MetalFatigue]]'s [[SolarMedicine]] House Rules = |
Charms which are not labeled "original" are revisions of published material through December 2004. Charms with Minimum Essence above 6 are omitted as irrelevant to my current chronicle. | Charms which are not labeled "original" are revisions of published material through December 2004. Charms with Minimum Essence above 6 are omitted as irrelevant to my current chronicle. |
Latest revision as of 01:17, 6 April 2010
MetalFatigue's SolarMedicine House Rules
Charms which are not labeled "original" are revisions of published material through December 2004. Charms with Minimum Essence above 6 are omitted as irrelevant to my current chronicle.
The following published Charms are deleted as superfluous: Ailment-Rectifying Method; Grievous Injury Recovery Method; Healing Trance Meditation; Venom Anodyne Method (the Charm listed below as "Venom Anodyne Method" is actually a revision of Body Purifying Technique--I like the other name better); Addiction-Cleansing Touch; Merciful Balm of Sleep.
Body-Mending Meditation
Cost: 10 motes Duration: One day Type: Reflexive Min. Medicine: 1 Min. Essence: 1 Prereqs: None
Unchanged from the core rules.
Touch of Blissful Release
Cost: 2 motes Duration: One scene Type: Reflexive Min. Medicine: 2 Min. Essence: 1 Prereqs: Body-Mending Meditation
In addition to the changes above, the penalty due to this Charm's narcotic effect is reduced to one die, instead of three. Note that, while wound penalties can reduce an Exalted's dice pool below her Essence, the penalty resulting from application of this Charm cannot. The Charm may be applied multiple times to a single target in the same scene, alleviating two points of wound or disease penalties per application; the impairment caused by the Charm's narcotic effect is cumulative.
Flawless Diagnosis Technique
Cost: 1 mote Duration: Instant Type: Simple Min. Medicine: 1 Min. Essence: 1 Prereqs: None
In addition to diagnosing diseases, poisoning, intoxication, dietary deficiencies, congenital conditions, and the like are also identified. To detect the presence of a slow-acting cumulative poison before it begins to cause impairment to its victim, the player must make a successful Perception + Medicine roll, at a variable difficulty (5 for someone who has taken a single tiny dose, down to 1 for a patient on the verge of noticeable impairment). A like roll is needed to identify carriers of a contagious disease who are themselves immune.
Godbody Insight Meditation (original)
Cost: 2 motes per die Duration: One scene Type: Supplemental Min. Medicine: 2 Min. Essence: 1 Prereqs: Body-Mending Meditation, Flawless Diagnosis Technique
The Exalted with this Charm has learned to feel the flows of Essence in his own body, and use that understanding to aid in the healing of others. While this Charm is active, the Exalted adds one die per 2 motes of Essence spent to all Medicine rolls, and any other rolls where a thorough understanding of anatomy and physiology would be of use (such as Investigation rolls to torture a prisoner). This Charm may be invoked more than once per scene with cumulative effect, but the total dice or successes added by any combination of effects including this Charm cannot exceed the usual Attribute + Ability limit on magical dice bonuses.
Contagion-Curing Touch
Cost: 10 motes Duration: Instant Type: Simple Min. Medicine: 2 Min. Essence: 2 Prereqs: Flawless Diagnosis Technique
The Exalted may cure himself or others of any disease or infection. Non-life-threatening illnesses (including most non-magical conditions which may afflict an Exalted) are instantly and automatically banished; more serious conditions require a roll on Stamina + Medicine (when treating oneself) or Intelligence + Medicine (when treating others) against the disease's Magical Treatment Difficulty to cure it. A botched or unsuccessful roll merely halts the progress of the disease for a day. The roll for a character to treat himself is made without penalty for wounds, pain, poisoning or illness. One invocation of this Charm is required per patient.
Although the Charm has instant duration (and Essence spent on it is therefore not committed), the symptoms of serious illnesses take time to dissipate following a successful treatment roll: up to six hours for Exalted sufferers, or a full day for mortals. Non-Exalted patients under treatment must receive complete bed rest and skilled nursing until symptoms have completely disappeared, or the Intelligence + Medicine roll is treated as having been unsuccessful, and the patient will suffer a relapse the next day; care may be provided by any character with a Medicine score of 1 or greater, not necessarily the character employing this Charm. Given sufficient materiel, a single nurse may attend to the needs of a number of patients equal to twice his Medicine score, if he does nothing else during that time. A character with no dots in Medicine may provide nursing care to only one other character at a time.
Illnesses inflicted by spells of sorcery or necromancy may be cured normally by this Charm, but if the spell continues to affect the target, she will succumb again unless appropriate countermagic is employed as well.
Wound-Mending Care Technique
Cost: 10 motes Duration: One day Type: Simple Min. Medicine: 3 Min. Essence: 2 Prereqs: Body-Mending Meditation
With this Charm, an Exalted may vastly accelerate his own or others' natural healing processes. The player rolls Stamina + Medicine (if the character is treating himself) or Intelligence + Medicine (if treating others), adding a number of automatic successes equal to the character's Essence. Each success cures one level of bashing or lethal damage. This healing takes place over the course of the Charm's duration, during which time the patient must have complete rest (and, if not Exalted, skilled nursing care as described under Contagion-Curing Touch above). This Charm does not regenerate amputated or destroyed tissue, or heal aggravated damage.
The accelerated healing provided by this Charm is in addition to the patient's natural healing during its duration, and Charms such as Body-Mending Meditation only affect the latter.
Unhealing Wound Infliction Technique
Cost: 10 motes, 1 Willpower Duration: One scene Type: Simple Min. Medicine: 4 Min. Essence: 3 Prereqs: Wound-Mending Care Technique
In a sense the diametric opposite to Wound-Mending Care Technique, this Charm allows the character to inflict particularly grievous wounds, which will heal far more slowly than normal. By touching the target and spending 10 motes of Essence and 1 point of temporary Willpower, the character attunes her blows to the Essence patterns of the target's body, causing all aggravated and lethal damage she inflicts on that target for the rest of the scene to take five times as long to heal as normal, while bashing damage will take 10 times as long. If healing Charms are later used on the target, they function at half their usual efficacy (rounding up) until all damage inflicted by this Charm has been healed. Twilight Caste Solar Exalted frequently used this Charm in duels during the First Age.
Venom Anodyne Method
Cost: 5 motes Duration: Instant Type: Simple Min. Medicine: 4 Min. Essence: 3 Prereqs: Flawless Diagnosis Technique
As described for "Body Purifying Technique" in Caste Book: Twilight. May be used on oneself or another.
Bodily Regeneration Prana
Cost: 10 motes, 1 Willpower Duration: One hour Type: Simple Min. Medicine: 5 Min. Essence: 3 Prereqs: Godbody Insight Meditation, Contagion-Curing Touch, Wound-Mending Care Technique, Venom Anodyne Method
The Exalted may now heal truly grievous injuries, including aggravated damage and amputated or destroyed limbs and organs. When this Charm is invoked, the character and the patient (who may be the Exalted himself, or any single character he is touching) fall into a deep trance. Over the course of the Charm's duration, the patient heals a number of health levels (of bashing, lethal or aggravated damage) equal to the Exalted's permanent Essence. Each lost limb counts as two levels of aggravated damage; eyes, tongues, hands, feet, mouths full of smashed teeth and other lesser maimings are equivalent to one level of aggravated damage apiece. Regeneration of lost tissue does not begin until all other wounds have been healed.
While in the trance state caused by this Charm, neither the Exalted nor his patient (if any) may regain Essence by any means, including respiration, artifacts, Hearthstones, Essence-lending Charms, etc., as their Essence flows are turned inward on themselves to accomplish the healing. The Exalted is insensible of any stimulus except actual physical harm to his patient or himself, as his attention is occupied by visions of the inner workings of the patient's body. He may not end the Charm early under any other circumstance. The patient, if other than the Exalted, is unconscious and completely unresponsive.
Anointment of Miraculous Health
Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Min. Medicine: 4 Min. Essence: 4 Prereqs: Godbody Insight Meditation, Wound-Mending Care Technique
As described in the core rulebook, with the changes noted above.
Madness-Revealing Attitude (original)
Cost: 5 motes Duration: Instant Type: Simple Min. Medicine: 3 Min. Socialize: 2 Min. Essence: 2 Prereqs: Godbody Insight Meditation
After conversing with an individual for a few minutes on any topic, the Exalted may invoke this Charm to receive insight into any and all mental abnormalities afflicting the target, including addictions, derangements, compulsions due to low temporary Willpower, mind-affecting Charms or spells, Bedlam, the effects of Fair Folk ravishment or incumbrance, and any Virtues rated at 1. With a successful Perception + Medicine roll, the Exalted may obtain information as to the source of the condition; in the case of mind-affecting magics (including ravishment and incumbrance, as well as Bedlam deliberately inflicted by the possessor of one of the target's Graces), the difficulty of this roll is the permanent Essence of the character who invoked the original effect. As with Flawless Diagnosis Technique, the character's Medicine and Lore ratings determine whether he can attach a name and a prognosis to what he observes.
Use of this Charm on a character currently suffering from the effects of her Virtue Flaw reveals the nature, but not the cause, of the subject's compulsion, regardless of the number of successes rolled by the Exalted's player. It does not detect Resonance or any other form of the Great Curse.
Psyche-Purifying Benison (original)
Cost: 8 motes, 1 Willpower Duration: Instant Type: Simple Min. Medicine: 4 Min. Presence: 2 Min. Essence: 3 Prereqs: Madness-Revealing Attitude
With a kiss upon the brow, the Exalted restores clarity of mind to one who suffers from the lash of madness. Before invoking this Charm, the character must first have used Madness-Revealing Attitude to determine the nature and cause of the target's affliction. The subject (who cannot be the Exalted himself) is instantly cured of all addictions, compulsions, derangements, and other detrimental mind-altering effects that are not sustained by magic of non-instant duration. To overcome the effects of an ongoing Charm or Fair Folk glamour, the Exalted must roll Intelligence + Medicine at a difficulty equal to the permanent Essence of the entity whose magic afflicts the target. Derangements inflicted by spells of sorcery or necromancy with non-instant duration may be cured normally, but if the spell continues to affect the target, she will succumb again unless appropriate countermagic is employed as well.
This Charm has no effect on any manifestation of the Great Curse, nor does it alleviate the effects of ravishment, incumbrance or vexation by the Fair Folk.
Soul Restoration Approach (original)
Cost: 15 motes, 1 Willpower, 1+ experience points Duration: Instant Type: Simple Min. Medicine: 6 Min. Essence: 6 Prereqs: Bodily Regeneration Prana, Psyche-Purifying Benison
The Exalted lays hands on the target (who cannot be himself) and, by sacrificing a tiny portion of his own higher soul, erases the effects of Fair Folk ravishment and restores any lost dots of Willpower and Virtues to the victim. If the target has already spent experience to regain lost dots, her scores are not raised above whatever levels they were at before the ravishment occurred. Incumbrances are also removed if the player of the healer rolls at least as many successes on a Charisma + Medicine roll as the Essence + Ring of the raksha who inflicted the incumbrance. This Charm normally costs only 1 experience point, but to remove a ravishment from a target with a Cup Grace, or an incumbrance from a target with a Ring Grace, costs a number of experience points equal to the target's rating in the afflicted Grace. Vexation is not affected by this Charm.
This Charm also bestows the effects of Psyche-Purifying Benison, above, and can cure spiritual disorders (such as the effects of certain Abyssal Charms) which are not normally affected by that Charm.