RazorWolf/SolarMedicine

From Exalted - Unofficial Wiki
Revision as of 04:20, 9 September 2008 by SolVachel (talk)
Jump to: navigation, search

Solar Medicine

I thought the core Solar Medicine tree was weak so I made my own. The rest will go up soon.

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 Medicine: 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.

Seasoned Physician’s Fortitude

 Cost: 10 motes
 Duration: One day
 Type: Simple
 Minimum Medicine: 3
 Minimum Essence: 2
 Prerequisite Charms: Flawless Diagnosis Technique

The Exalted rarely get sick, but for those who treat the diseased day in and day out, illness is a concern. Seasoned Physician’s Fortitude bolsters the Solar’s immune system and while in effect he automatically succeeds on any checks to resist infection from disease. This is a perfect effect, enabling the character to live in a leper colony or patronize all the harlots in Nexus or fight a Sidereal martial artist without fear of pestilence, and any diseases he may be a carrier of becomes non-communicable for the Charm’s duration. While the Exalt is protected from mundane parasites, those that use overt attacks to infect their host may be exempt from this protection (as determined by the Storyteller), as it is a function of the immune system, and does not help resist physical damage.

Illness Rebuking Method

 Cost: 10 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Medicine: 4
 Minimum Essence:  2
 Prerequisite Charms: Touch of Blissful Release, Seasoned Physician’s Fortitude  

Once a Solar can pair his medicinal skill with his divine power, he becomes able to do what is impossible for mortal doctors. After correctly diagnosing the patient, the Solar touches the victim and concentrates, using his power to burn away any mundane, physical disease or parasite that ails the victim, even those normally incurable. This requires a successful Intelligence + Medicine roll against the difficulty of the ailment’s Treated Morbidity. Should this roll botch, the Exalt has done the victim a great disservice, and the increased fortitude of the illness increases both the morbidity ratings and the difficulty to treat by 3 for mortals and 1 for Exalts, and the Solar has exposed himself to the disease and must make a resistance check as per normal. Curing an illness does nothing to restore any damage it has already caused, and a character may use this Charm to treat himself.

Breaking Mercury’s Shackles

Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 3 Prerequisite Charms: Illness Rebuking Method

It takes skill to treat the body, but a true physician knows how to heal the mind as well. This Charm breaks the hold of mental instability on another person, be it caused by derangement or external influence. If the external influence is something as powerful as sorcery, the Solar must roll Intelligence + Medicine at a difficulty of 3 + the level of the spell’s circle (1 for Terrestrial/Shadowlands, 2 for Celestial/Labyrinth, etc.) + or - the difference in the Essence ratings of the caster and the healer, minimum 1. When used on mortals, one application is enough to cure derangements and most compulsions, though if under the influence of sorcery multiple applications are required, with the amount depending on how long the patient has been affected. To treat ailments powerful enough to affect the minds of the Exalted, the Solar must treat the victim with this charm at least as many times as the victim has dots of Essence and be accompanied with intense therapy. It is recommended that the derangements of other player characters be resolved with role-playing instead of or in addition to Charm usage. This Charm will do nothing to treat the symptoms of a Limit Break, nor will it cure the Great Curse, and may only be used on a single individual once per day. A character can alleviate the symptoms of madness caused by a physical ailment, but it is recommended that he take care of the actual problem instead.

Perfect Form Restoration

Cost: 15 motes, 1 Willpower, 1 experience point Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charms: Breaking Mercury’s Shackles

As one of the most potent Charms in a medic’s arsenal, Perfect Form Restoration’s function is in its title, as it can not only repair the most grievous of injuries, but it can heal old disabilities as well. By tending to the victim’s wounds, the Exalt passes his Essence into the wound, causing amputated or destroyed tissue to grow back in as many hours as the boxes of damage that the injury inflicted, which of course heals these boxes as well. Disabilities are considered to be ailments that would otherwise be permanent, such as crippling battle injuries, blindness, lameness brought on by disease, and other such physical Flaws, and may be cured even if the victim has been afflicted from birth, with the exception of Wyld mutations. It is strongly recommended that if a character uses this trick to remove the purchased Flaws of another player’s character, the Storyteller should charge the player of the healed character at least twice the Flaw’s value in experience points. Additionally, this technique may be used to supplement the treatment of more common injuries, and when doing so the experience point cost is waved. This causes the target to heal the Exalt’s Essence in health levels, regardless of damage type, over the course of the day. A character may use any of these effects on himself.


Medicine Man’s Way

Cost: 15 motes, 1 Willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charms: Breaking Mercury’s Shackles

As the shaman is the healer of the tribe, so too is the Solar the healer of humanity. When confronted with an illness or parasite of magical or supernatural origin, the Exalt alters his own Essence to act as a bane against the ailment, allowing him to cure even the most dire of diseases. By treating the patient with organic or herbal remedies, the illness is cured without the need for a roll, and any damage caused by the disease is healed within an hour, so long as it is damage that would correct itself naturally. Medicine Man’s Way can only treat Wyld afflictions pertaining to disease or parasites, not physical mutations. Even when used on such treatable afflictions, the Charm will only fix the existing symptoms, but will not cure any damage caused or abolish the mutation. For example, if used on a Wyld mutant who spits swarms of beetles via the Dragon’s Breath mutation, the beetles within the mutant’s body will be killed, but their storage cavity will still be present, as the mutation still exists, but is rendered useless. As always, the Storyteller is the final arbiter on what can be treated, but Solars who seek true mastery over the Wyld should look to Lore.


Sol’s Healing Caress

Cost: 15 motes, 1 Willpower, 1 health level Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 5 Prerequisite Charms: Perfect Form Restoration, Medicine Man’s Way

More valuable than even a doctor is a combat medic, and no one is better at emergency medicine than the Solar Exalted. Glowing with the light of the Unconquered Sun, the Solar touches the wounds of an ally, forcing them to close instantly. This takes the full actions of both characters, and the target may not split his dice pool on the turn when he is being healed. This momentary vulnerability is worth it though, as the Exalt’s touch heals a number of the health levels equal to the medic’s Essence + Medicine rating, regardless of damage type. This regeneration occurs during the turn of treatment, not after, and the character may treat himself.



Comments

As I have a copy of these here want me to toss them up raw and you can refine them? Get some practice in? ~ SolVachel

Sure ~ RazorWolf
 Next one's up.  Format away.  ~ SolVachel
  Done. ~ RazorWolf
   How much would all those harlots cost anyways?  ~ SolVachel
    Much more than they're worth. ~ RazorWolf
     Added the rest of your charms from my files.  Enjoy Formatting them.  ~  SolVachel