DarkSirenSally/RyshassaCharms

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Ryshassa's Custom Charms

Lore Charms

Ailment-Absorbing Technique

Cost: 5 motes per ailment, 1 Willpower
Duration: Instant
Type: Simple
Minimum Lore: 4
Minimum Essence: 3
Prerequisite Charms: Wound-Accepting Technique

This Charm allows the character to absorb poisons or diseases from the body of a target. The character must establish skin-to skin contact with the target for a turn, and the target must be cooperative. For each turn they remain in contact, a single poison or disease is absorbed from the target into the character's body. If the target is affected by more than one, the character may choose which she is absorbing if she has successfully diagnosed the target beforehand (using Medicine skill or the Flawless Diagnosis Technique, for example). Otherwise, the ailments are absorbed in order from most to least serious. During the transfer process, the progression of any poisons or diseases affecting them are halted, ensuring that they are absorbed by the receiving character "as is" -- no better, no worse. As soon as the transfer come to an end, the character immediately begins to suffer the adverse effects of the ailments she absorbed, while the target is completely cured of the same. This Charm is only recommended for use by characters with high resistance to poison or disease or some method by which they can cure themselves of such ailments. Neither the character nor the target can regain Essence while under the effects of this Charm.

Merciful Embracement of Madness

Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Essence: 3
Prerequisite Charms: Empathic Examination Technique, Ailment-Absorbing Technique

With this Charm, the character may transfer any one mental or spiritual affliction from a patient onto herself, including those that are sorcerous in nature. She must have first initiated an empathic link as through the Empathic Examination Technique, and diagnosed the derangement, ravishment or other such ailment of the spirit to be transferred. She then enters a spiritual struggle with the baleful influence dominating the patient's mind, drawing it away from the patient and onto herself. This process can take up to a few hours depending on the nature of the ailment.

During this period, the character must both sever the derangement from her patient without doing him further damage, as well as fight off its effects as the derangement sinks into her mind instead. This is the essence of empathic healing -- to heal not only through clinical knowledge but sympathetic understanding of the ailment as well. Mechanically, this requires an Intelligence + Lore or Intelligence + Medicine roll with difficulty equal to the Essence of whatever being inflicted the mental disturbance on the patient (or the patient's own Essence, if the disturbance is somehow self-inflicted). If the character using this Charm succeeds at the roll, both she and her patient are free of the derangement. If she fails the roll, the patient simply remains deranged. If she botches the roll, the patient remains deranged and the character loses a permanent Willpower point in the attempt to protect her sanity.

Full-Body Health Transfer Method

Cost: 10 motes, 1 Willpower
Duration: One turn
Type: Simple
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms: Ailment-Absorbing Technique

Through the use of this Charm, the character gives her own life energy to heal even the most grievous types of damage from her target. She must remain in skin-to-skin contact with the target for the full duration of the Charm, and the patient must lie completely prone. If conscious, the target must be cooperative before health transfer can begin; excessive movement from either party will disrupt the healing process.

Once the transfer is initiated, the character will take a number of levels of health damage per turn, while the target of the Charm is healed of the same. The number of health levels transferred per turn is equal to the transferring character's Stamina. During the transfer process, bashing damage is absorbed from the target as is, lethal damage is absorbed as bashing damage, and aggravated damage is absorbed as lethal damage. If the character is transferring an aggravated health level or a particularly devastating wound, she must achieve a number of successes on a Stamina + Resistance roll equal to the number of health levels she has already transferred from the target, or the transfer will fail and end prematurely before any further health levels can be taken. Otherwise, the transfer will continue as long as the character and the target are undisturbed and skin-to-skin contact is maintained. Neither the character nor the target can regain Essence while under the effects of this Charm.

The receiving character may only consciously end the healing process after she has already transferred the full amount of health levels for a turn. It is therefore of utmost important that she remain attentive of her own state of health, lest she "overheal" the target and fall below her Incapacitated health level. This immediately ends the health transfer as the character loses consciousness and may very well die, if she does not receive immediate care.

Medicine Charms

Empathic Examination Technique

Cost: 6 motes
Duration: Five minutes
Type: Simple
Minimum Medicine: 4
Minimum Essence: 3
Prerequisite Charms: Flawless Diagnosis Technique

Through the use of this Charm, the character may diagnose illnesses of the mind and soul much as she would those of the body. By touching and maintaining skin-to-skin contact with the patient, she creates an empathic link through which she can directly observe or even communicate with a distraught or broken mind, allowing her to determine with perfect precision what sort of derangement, ravishment or other source of trauma the patient is affected by. The link also allows her to determine exactly how she may cure the affliction, but is not, in itself, a cure -- she must employ her skill as counselor and physician in order to help the patient recover. This Charm cannot diagnose or help in the treatment of the Great Curse.