Iamsub0/SolarMedicine
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Solar Medicine
Body-Mending Meditation</b>
<b>Cost:10 motes Duration:One day Type:Reflexive Minimum Medicine:1 Minimum Essence:1 Prerequisite Charms:None
By forcing Essence into his flesh, the character commands his body to return to its undamaged state. This allows the Exalt to heal bashing and lethal damage at 10 times the normal rate, but does not allow for the regrowth of destroyed or missing tissue. This Charm may be activated even while unconscious.
=== Stubborn Warrior’s Stamina</b> === <b>Cost:5 motes Duration:One day Type:Simple Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms:Body-Mending Meditation
For the Solar on a mission to save Creation, stopping to long enough to get the rest necessary for the proper treatment of injuries and ailments usually isn’t an option. Such stubborn Chosen can channel Essence into their wounds, helping their injuries to repair themselves without the need for bed rest. While this Charm is active, the character heals all damage (including aggravated damage) at the resting rate as found on pg. 234 of Exalted even while he is active, and his injuries will not worsen as a result of this continued activity.
Touch of Blissful Release</b>
<b>Cost:5 motes Duration:One scene Type:Reflexive Minimum Medicine:2 Minimum Essence:1 Prerequisite Charms: Body-Mending Meditation
By touching the source of pain, a Solar relives the victim of such misfortune, at least temporarily. When treated with this Charm, a character (who may be the Exalt or another person) does not suffer wound penalties at all, nor does he contend with other penalties that are caused by pain, as determined by the Storyteller (a character who just lost an arm does not lose dice from actions from the pain of the injury so much as the fact that he is missing a limb). While an Exalt is not impeded by pain, he can continue fighting even when damage reaches his Incapacitated box and beyond. Should damage go into his Dying levels, the character is still dying from his wounds and still requires immediate treatment to prevent such a fate, but at least he is dying on his feet with sword in hand.
Flawless Diagnosis Technique
Cost: 1m Duration: Instant Type: Simple Minimum Ability: 3 Minimum Essence: 1 Prerequisite Charms: None
After examining a patient, the Solar rolls Intelligence + Medicine, and if successful, can perfectly diagnose any illness or injury that the target is suffering from, provided that the Solar is familiar with the patient’s ailment. If the disease is beyond the character’s acumen, he gets a general idea of the type and characteristics of the contagion, and with extra successes on the roll he may gain some idea of how to best treat the disease, but he will not mistake a patient’s unknown ailment for a more commonplace one. Flawless Diagnosis Technique can be used to diagnose mental ailments as well as those magical in nature, though the Solar’s knowledge is still limited by his ratings in the relevant abilities. An Exalt may diagnose himself with this charm, though his own mental derangements are beyond his ability to see, even with enhanced medical perception, and this Charm will never detect the Great Curse.
Ever-Ready Surgeon Style</b>
<b>Cost: 4 motes Duration: One scene Type: Reflexive Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charms: Flawless Diagnosis Technique
When a healer needs to treat serious wounds, his abilities are severely limited without the proper tools. Solar medics don’t have to worry about this, as with a little magic, a character can make just about any item perform with the precision required of surgical tools. Whether using the tip of his daiklave or a small stick as a scalpel or blades of grass for stitches, the surgeon takes no penalties for improper tools and such improvised equipment is always considered sterilized. The item must make a sensible substitution (a rock does not make for good gauze, but your shirt or a patch of grass does), and for the curious, a scalpel is a melee weapon with Spd +0, Acc +1, Dam +0L, Def -3, and Rate 2.
Comments
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