Difference between revisions of "SolarMedicine/Alicrast"

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:The user channels his/her essence into the shape of a pendilum and hypnotizes the patient. The user may roll a medicine + Manipulation to run the patient through tramatic experiences and attempt to convense them that they weren't afraid or that it never happened releasing them from being crazed from the experience and returning the  patient to normal mental health.(cannot cure effects caused by a being of more essence than the user)
 
:The user channels his/her essence into the shape of a pendilum and hypnotizes the patient. The user may roll a medicine + Manipulation to run the patient through tramatic experiences and attempt to convense them that they weren't afraid or that it never happened releasing them from being crazed from the experience and returning the  patient to normal mental health.(cannot cure effects caused by a being of more essence than the user)
  
<b><i>Hypnotic Control</i></b>
 
  
Cost:  20m/1wp <br>
 
Duration: 1hour-24hours <br>
 
Type:  Simple <br>
 
Min Med: 5 <br>
 
Min Essence:  4 <br>
 
Prerequisite Charms: Body-Mending Meditation, Touch of Blissful Release, Hypnotic Manipulation Cure<br>
 
:The user channels their essence into the shape of a pendilum and hypnotizes the patient. The user can now recall memories motives and specific events the patient has gone through and cause the patient to relive them if they choose. An unwilling patient can expend a point of will power to make a Temperance + Perception + Awareness against the users med + manipulation + essence to resist recalling previous memories.(One Roll per scene of memories, One willpower per roll) If they user makes a successful roll they might awaken.  While in the hypnosis the user can attempt tomake a key word to cause the patient to preform a certain action. I.E. User says nighty night and patient falls asleep. This cannot be used to cause the patient to commit suicide. The user may also make a Temperance + Perception + Awareness roll against the users med +manipulation + essence score when the user tries to make the key word and when the user says the key word(without expending willpower). If either of these rolls are successful all key words on the patient don't work anymore. If the patient is hypnotized when they successfully resist the user they may awaken.
 
 
===== Comments =====
 
===== Comments =====
  
I'd change the wording on the first charm to "cannot cure effects caused by a being of more essence than the user" - BlackFlame
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I'd change the wording on the first charm to "cannot cure effects caused by a being of more essence than the user" - [[BlackFlame]]
 
:Thx ^^ -Alicrast
 
:Thx ^^ -Alicrast
  
 
For your second Charm, don't use three different traits in a single roll. It's clunky and pointless. The entire system is based on combinations of two traits. Stick with it. One might question why your Dominate Charms are in Medicine rather then Presence. Solars are very specific with their ability-charm correlations and hypnotism isn't really Medicine. Psychology is generally covered by the social abilities. - [[Telgar]]
 
For your second Charm, don't use three different traits in a single roll. It's clunky and pointless. The entire system is based on combinations of two traits. Stick with it. One might question why your Dominate Charms are in Medicine rather then Presence. Solars are very specific with their ability-charm correlations and hypnotism isn't really Medicine. Psychology is generally covered by the social abilities. - [[Telgar]]
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K I'm gona remove the second one and play with it when I have some social charms for Solars. -[[Alicrast]]
 
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back to: [[Alicrast]]
 
back to: [[Alicrast]]

Latest revision as of 01:17, 6 April 2010

Solar Medicine

Hypnotic Manipulation Cure

Cost: 15m/1wp
Duration: 1hour
Type: Simple
Min Med: 3
Min Essence:3
Prerequisite Charms: Body-Mending Meditation, Touch of Blissful Release

The user channels his/her essence into the shape of a pendilum and hypnotizes the patient. The user may roll a medicine + Manipulation to run the patient through tramatic experiences and attempt to convense them that they weren't afraid or that it never happened releasing them from being crazed from the experience and returning the patient to normal mental health.(cannot cure effects caused by a being of more essence than the user)


Comments

I'd change the wording on the first charm to "cannot cure effects caused by a being of more essence than the user" - BlackFlame

Thx ^^ -Alicrast

For your second Charm, don't use three different traits in a single roll. It's clunky and pointless. The entire system is based on combinations of two traits. Stick with it. One might question why your Dominate Charms are in Medicine rather then Presence. Solars are very specific with their ability-charm correlations and hypnotism isn't really Medicine. Psychology is generally covered by the social abilities. - Telgar

K I'm gona remove the second one and play with it when I have some social charms for Solars. -Alicrast


back to: Alicrast