ILLNESS

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This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessings, but a Champion cannot use these Blessings on himself.

Innate Ability: The Champion is either immune to mundane diseases or is immune to mundane diseases and a carrier of any disease he come into contact with.

INSTANT DISEASE CONTRATION FOCUS
Cost: 2m
Mins: Essence 1
Type: Simple
Keywords: Touch
Duration: Instant
Prerequisite Charms: NONE
The Champion can instantly, automatically infect a target with a disease that they are carrying. A wits + medicine (plus one success per point of essence the Champion has) roll transfers the disease. The target is allowed opposed a Stamina + Resistance plus essence roll. If the target succeeds they do not contract the disease. If the target fails they contract the disease. If it is a tie then the target becomes a carrier for the disease.

CURSE OF AGONY
Cost: 4m, 1wp
Mins: Essence 2
Type: Simple
Keywords: Shaping, Obvious, Touch
Duration: scene
Prerequisite Charms: Instant Health Assessment Focus A champion with this charm can curse some one to suffer pain. The target of the charm suffers a external penalty for every point of essence the Champion possesses.

DEATHS GENTLE REMINDER
Cost: 6m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Shaping, Obvious, Touch
Duration: Instant
Prerequisite Charms: Blessing Of Relief / Curse Of Agony
The Champion can inflict as many health levels of bashing damage as his player gets successes on the (Stamina + Medicine) roll. Doing so also costs one Essence. Alternatively, he can upgrade a number of health levels equal to successes on the roll from bashing to lethal damage. Doing so costs one Willpower.
The Champion can use this Blessing on the same person only once per day. He can use it on as many different people in the same day as he can afford to spend the points.

CULLING THE HEARD PROCESS
Cost: 4m
Mins: Essence 2
Type: Supplemental
Keywords: Touch
Duration: Instant
Prerequisite Charm: DEATHS GENTLE REMINDER
When a living being is at the Incapacitated health level with lethal or aggravated damage due to wounds or a terminal illness, the Champion can end that being’s suffering. The Champion must touch the being for one action (Speed 6) and spend one Essence point. A non-essence using creature or mortal that meet the requirements of this charm have no resistance to this touch of death. The power doesn’t work on a essence user unless that being is actually willing to die.


Winters Withering Touch
Cost: 10m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Shaping, Obvious, Touch, Crippling
Duration: Instant
Prerequisite Charms: Celestial Cradle Song
If the Champion chooses to harm a mortal patient, his touch inflicts a point of aggravated damage instead. If he chooses, he can target that point of aggravated damage in such a way that an affected limb or non vital organ withers and disintegrates. The aggravated damage will heal in its normal time, but the missing body part stays gone thereafter. Mortals cannot resist these effects. Their only chance to escape the damage (or the healing powers if they’re so inclined) is to keep the Champion from touching them. If the Champion wishes to inflict this Blessing’s effects on an unwilling target who is an Essence user the Champion’s player must roll (Intelligence + Medicine) against the victim’s (Stamina + Resistance). If the victim’s roll garners more successes, the Champion can inflict only a single level of lethal damage or heal only a single level of bashing damage. If the Champion’s roll fails to get more successes, he can’t inflict the withering effect at all.