ScrambledValkyrie/Medicine

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Revision as of 06:54, 6 November 2005 by ScrambledValkyrie (talk)
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Ill and Infected Blade

Cost: 3 motes
Duration: Scene
Type: Supplemental
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms: Dread Infection Strike

Aspects of Wood have an intimate knowledge of the microscopic creatures of illness and fever. With Ill Infected Blade, they can command and mutate them. Bacteria, dust, mold and other squeamish materials cover the Exalt's weapon. For the rest of the scene, the Exalt's weapon inflicts a +1 infection difficulty against the opponent. This does not work against Exalts. This Charm can be used in a Combo with Charms of other Abilities.

Call of the Mold

Cost: 2 motes / +2 dice
Duration: Instant
Type: Supplemental
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms: Ill and Infected Blade

Aspects of Wood who wield this Charm are able to collect the creatures of sickness and fever into, very nearly, an army. Bacteria, dust, molds and other squeamish materials flow around the weapon and into the body of the opponent. The infection difficulty of one attack increases by 2 for each 2 motes to a maximum of the Exalt's Medicine and appropriate specialty. This does not work against Exalts. This Charm can be used in a Combo with Charms of other Abilities.

Cloud of Enveloping Vapors

Cost: 4 motes + 2 per ally
Duration: Special
Type: Simple
Minimum Medicine: 3
Minimum Essence: 3
Prerequisite Charms: Call of the Mold

The Exalt who wields this Charm calls and commands sickness. Now, he can direct it as he chooses. Swarms of bacteria, dust, mold and other squeamish materials drift around his weapon in a dark, poisonous cloud. He can instruct them to land on and taint his own weapon or that of his allies, and they will.

Any attack touched by the Cloud does not inflict damage; it saps the attributes of the opponent. If the opponent succeeds at a Stamina + Resistance roll with a difficulty of the successes on the attack roll, nothing happens. If the attacker wins, the opponent loses a single dot from one of his attributes at his own choice. The effect of this Charm continues until the Cloud has touched an amount of attacks equal to twice the Exalt's permanent Essence.

Poison Radiation Cloud

Cost: 4 motes, 1 willpower
Duration: Essence in turns
Type: Simple
Minimum Medicine: 4
Minimum Essence: 3
Prerequisite Charms: Cloud of Enveloping Vapors

Mortals fear the Aspect of Wood who wields the Poison Radiation Cloud. The Exalt draws in a deep breath and exhales a gaseous cloud colored sickly green or moldy white. The cloud affects all of the characters in front of his face, friend or foe, within his Essence x 3 in yards.

Mortals must succeed at a Stamina + Resistance roll with difficulty 4 or die in the vapors of the cloud. Exalted must succeed at a Stamina + Resistance roll at difficulty 2 or fall to the floor coughing for as long as the cloud stays up.

Comments:

Changed the formatting of these so they didn't run off the edges of the page. I'm not sure how you get first-line paragraph indents, unfortunately.
-- Darloth

Why don't the infection-boosters work on Exalts? They already have an easy time of it, and most have medicine charms to ignore such things, and even if they fail, it's only a minor impediment... I don't see why the charms should just out and out fail.
-- Darloth

I suppose they could. They prolly should, as Dread Infection Strike does. I didn't do that because I don't like Exalts to be infected... which is kind of ironic as I cranked out these Charms and had fun making them anyway. :D - ScrambledValkyrie