SolarMedicine/FluffySquirrel

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Immaculate Midwifery Technique
 Cost:  4 motes
 Duration:  One Turn
 Type:  Simple
 Minimum Medicine:  3
 Minimum Essence:  2
 Prerequisite Charms:  Flawless Diagnosis Technique, Wound-Mending Care Technique

This charm will ensure a simple and problem free childbirth. No pain will be involved and the process will be sped up greatly, the baby being born in a turn, with no risk to the mother or the child as long as the solar is acting as midwife. If multiple children are involved in one birth, the charm can be activated multiple times to deliver all of them safely.


Consecration of the Golden Child
 Cost:  10 motes, 1 willpower
 Duration:  Special
 Type:  Simple
 Minimum Medicine:  5
 Minimum Essence:  3
 Prerequisite Charms:  Immaculate Midwifery Technique

This charm embues the exalt with the essence of life, ensuring the birth of a child during intercourse. The charm will automatically induce pregnancy, and allow the solar to predetermine certain aspects of the child, by pronouncing a spoken benediction on the child, blessing them with great strength, intelligence, or whatever attribute the solar desires.
The exalt can freely choose the childs gender, and may choose an attribute that the child will favour in life. The child will grow up with that statistic set to the exalts permanent essence. (Note, unsure whether to have superhuman children at essence 6 and above.. ..)
Should the solars partner be infertile, whether naturally, or due to maiden tea, a child may still be born, but only if the solar succeeds a difficulty 3 roll on his permanent essence. If this roll fails, the charm may not be used on that partner for another month.
Depending on how you run half caste births, the child will either definitely be born half caste, or have an improved chance of being half caste.


Therapeutic Healing Hand IsawaBrian's
 Cost:  15 motes
 Duration:  Instant
 Type:  Simple
 Minimum Medicine:  4
 Minimum Essence:  3
 Prerequisite Charms:  Contagion-Curing Touch, Anointment of Miraculous Health

This Charm will send powerful bursts of curative essence into the subject, curing serious and normally incurable diseases such as the Great Contagion or Essence Diseases. A single touch is all that is required. The Exalted's player makes an Intelligence + Medicine roll. Normal diseases are cured with a single success, while more serious plagues may require as many as five successes. This effect happens instantly.


Resplendant Hands of Heavenly Respite
 Cost:  20 motes, 1 willpower
 Duration:  Scene
 Type:  Simple
 Minimum Medicine:  5
 Minimum Essence:  4
 Prerequisite Charms:  Therapeutic Healing Hand

The exalt surrounds his hands with soothing strands of golden essence, which follow and trail behind his hands for a foot before fading into nothingness. For the remainder of the scene, whenever he lays his hands on someone, the golden bands wrap around the target, bathing them in warm light, and causing them to glow from within as all their ailments are made clean by the grace of the unconquered sun. This charm is capable of curing serious and normally incurable diseases such as the Great Contagion or Essence Diseases, a single touch is all that is required. The Exalted's player makes an Intelligence + Medicine roll. Normal diseases are cured with a single success, while more serious plagues may require as many as five successes. This effect happens instantly.


Sublime Bestowment of Life
 Cost:  Variable
 Duration:  Variable
 Type:  Simple
 Minimum Medicine:  4
 Minimum Essence:  4
 Prerequisite Charms:  Anointment of Miraculous Health

The exalt channels the essence of life and creation through his touch, causing flowers to bloom, trees to blossom and bear fruit, fields to grow fertile and provide crops, and can even hasten a pregnancy to a state of childbirth. The charm requires no rolls and takes effect in an amount of time relational to the size of the feat, instantly for a flower, a full turn for a tree or fields, and a minute for speeding up a birth. The charm costs 20 motes for speeding up sentient creatures birth, plus 1 willpower per trimester speeded up, 10 for animals, 5 for fields/trees, and just one mote for a single flower. The effects can be scaled up if desired (except for sentient births), but add on an extra cost of 1 willpower for each increment, i.e. 5m 1wp for a field of flowers, 10m 1wp for an orchard of apple trees. Note, the effects of this charm last a day in the case of plant growth, after which they will die down to their normal dormant state. If fruit or produce is harvested using this charm, the plant will not produce more at its harvest period.


Symptom Discerning Vision
 Cost:  10 motes
 Duration:  Scene
 Type:  Simple
 Minimum Medicine:  4
 Minimum Essence:  3
 Prerequisite Charms:  Flawless Diagnosis Technique, Grievious Injury Recovery Method

The exalt trains his vision to the intricate patterns of life essence flowing within every living thing, and can root out the swirls and eddies within a persons body caused by illness and injury. Diseases show up as thick tangles of threads, common illnesses discolour the essence patterns around the infection, and injuries and broken bones show up as whipping threads of cut or ripped essence trying to bond back together. The exalt can instantly spot whether anyone is injured or not, and pinpoint the exact location of anything wrong in their body. The ability to see illnesses provides great help with both diagnosis and treatment, adding the exalts essence to all medicine rolls for the remainder of the scene.


Transcendent Medicine Prowess IsawaBrian's
 Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Medicine:  5
 Minimum Essence:  3
 Prerequisite Charms:  Addiction-Cleansing Touch

Even without the aid of Charms, the character is now a superlative healer. The most obscure treatments and difficult procedures are easy for her to perform, even internal surgery! The character subtracts two from the difficulty of any Medicine roll (minimum difficulty 1).

Comments

Other ones I'm going to be making at some point include one which can stabilise someone with a touch, quick and cheap.. then an area affect version of the same, which will make everyone near the exalt auto-stabilise.. oh, and I'm adding another one in a sec.. Darloth isn't around though.. so I'll probably leave the cost alone... I'm useless at costing charms :) FluffySquirrel

Very nice stuff, Fluffy. I should note that TMP isn't completely mine; it was suggested in Thus_Spake_Zaranephilpal/SolarPermanentCharms and I just fleshed it out and gave it a place to live. Overall, your costs look pretty good. My personal recommendation on "expanding" Medicine Charms is to alternate adding 5 motes one level of improvement, then adding 1 willpower per "expansion". Scene-long things should always cost at least 1 willpower more than whatever they're boosting; Willpower seems to be the "fix" to make something last. I grin at the fertility Charm; I'm planning something similar for Wood Medicine, DB style--IsawaBrian