FixTheSolarCharmTrees/TouchOfBlissfulRelease

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Revision as of 04:42, 8 February 2004 by HeWhoSpeaksOfDarkness (talk)
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Delta_I's Version

It cancel one -1 penalty for each 2 essence spent. It still lasts for six hours, as long as the essence is commited. The penalty for the coordination/concentration rolls is waived.

GoldenH's Version

Cancel all your wound penalties, and replace them with a -3 penalty.

CrownedSun's Version

Touch of Blissful Release</b> (Revised)

<b>Cost: 1 mote, or 3 motes
Duration: Instant, or Six Hours
Type: Simple
Minimum Medicine: 2
Minimum Essence: 1
Prerequisite Charms: Body-Mending Meditation

The Touch of Blissful Release allows the character to lesson the suffering of wounded or ill individuals with but a simple touch, pulling from them the agonies of whatever afflicts them -- any source of pain can be muted out and eliminated, though the more pain the Solar is trying to blot out the more powerful magic he must channel into the subject. Thus, this charm is available in two strengths.\\ The most common use costs 1 mote, and the magic only lingers for an instant though the effects last much longer -- it's a simple bit of magic that can mute common pains, eliminating up to two dice of pain-related penalties. While the effect itself is instant, this charm must be reapplied every 24-hours if the Solar wishes the effects to continue. There are no negative side-effects to the use of this charm, but it will have no effect at all on any pain based penalty greater than two dice nor is it sufficient enough to stop all reaction to pain.\\ The more powerful effect costs 3 motes, committing that essence for six hours. In the course of that time, the character feels no pain what so ever as the magic utterly dominates his mind. This charm was commonly used in the First Age as a safe and efficient means of anesthesia, allowing a subject to undergo even the most complicated surgery without any further preparation. Any pain-based penalties are eliminated, regardless of the dice value of these. The character suffers two dice penalties to all actions, however, due to being 'drugged' with the powerful magic.


Vote Tally

Original Version

  1. Domon

Delta_I's Version

  1. Delta_I
  2. BrokenShade

GoldenH's Version

  1. GoldenH
  2. SilverMeerKat
  3. MetalFatigue
  4. Braydz
  5. HeWhoSpeaksOfDarkness

CrownedSun's Version

  1. CrownedSun


Comments

Are you kidding me? This is an incrediably useful charm in a duel or fight with any being of power. This charm has seen more in combat uses than just about any normally noncombat charm (at least in the games i play in.) -Killed

Well, considering it's a simple, non-comboable charm, I think that it's hard to find a combat use for it, unless your enemy is already immobilized by someone else, because you are getting no attack the turn you use this charm. And even then, there are many better things to do to a completely immobilized enemy. -Delta_I

Yea, well when Mr Immaculate with -50 to all dice rolls show up, you'll be thanking your lucky stars you spent that turn to activate this charm, instead of make yet another reflexive 0 die roll. PLUS, you can use this on anyone in the group - how great is that? - GoldenH

But doesn't this charm only cancel a -2 penalty, giving a -3 penalty on most of the relevant rolls, like coordination (combat)? I don't follow your comment on the immaculate. You certainly won't use it on him, as you would have to hit him, and that's impossible with this simple charm, and you will end up stacking more penalties with this charm than otherwise if you use it in yourself. -Delta_I

The charm cancels absolutely every wound penalty you have, and gives you a -3 wound penalty in it's place. Or at least thats how I rule it. Should I throw up a custom version for that? ;) - GoldenH

Its real simple to use, get person in clinch/hold, use charm on your turn rather than trying to inflict damage or break clinch/hold. Or alternately it can be of great use to a sneaky night caste who wants to merely disable and discredit a guard rather than knock one out or kill them. Or if the Eclipse has a feeling these negotioans are going to violence and wants to get a jump on the enemy, when you shake hands use the charm. Its really fairly multipurposed in application with a little bit of thought.\\ -Killed

It can't be used on a clinch, not being expressely declared to be (read the clinch rules), so it cannot be used on combat. On social situations, it becomes obvious to whoever it is used on, as -3 penalty is not light, so it has very little use.\\ Delta_I

The original charm doesn't seem to be much use at all. You reduce your penalty by 2 and then increase it by 3 (e.g. in combat, which requires coordination) which is a net loss! Delta_I, I like your version a lot better. ^_^ GoldenH, I put your version up for you ... - BrokenShade

Added my own take on it. This reminds me that I need to work on my new altenate version of the Medicine Tree some more. - CrownedSun

I like GoldenH's version, actually. It retains what I think is the original intent of this Charm, which is to provide magical anaesthesia. I always saw this as more of a roleplaying than a mechanical Charm, that is, one that does something pretty shitty mechanically but that would reasonably be used anyway because of its nonmechanical effect. - SilverMeerKat

Agree with SilverMeerKat. --MetalFatigue