IsawaBrian/SolarMedicine2E

From Exalted - Unofficial Wiki
Jump to: navigation, search

Celestial Surgeon Deftness
 Cost: --; Mins: Medicine 5, Essence 4, Type: Permanent
 Keywords: None
 Prerequisite Charms: Transcendent Medicine Prowess

Solars are the greatest healers on the face of Creation, masters of medicine who know the secrets of the body unlike any other. Internal surgery poses no difficulty for those who choose to pursue such an intimate knowledge of the body. When this Charm is developed, the Solar gains an fundamental understanding of both the wholeness of the body and the parts, as well as an instinct for actually performing medicine inside the body of a patient. As a result, internal surgery becomes relatively routine, the base difficulty reduced to the normal 1, and requiring a period of only one hour per point of difficulty to perform. Damage to the patient and the requirements for diagnosis are unchanged.


Heavenly Healer Touch
 Cost: 6m, 1 wp; Mins: Medicine 5, Essence 3, Type: Supplemental
 Keywords: Combo-Ok, Obvious, Touch
 Duration: One Hour
 Prerequisite Charms: Infinite Medicine Mastery, Instant Treatment Methodology

The Solar's transcendent, healing spirit reaches out through her hands as she works on a patient, granting them vast recuperative powers. The holy essence of the Solar Exaltation can work miracles when charged with power and will, invigorating patients to recover far swifter than usually possible. This Charm supplements a dramatic medical action to treat, monitor, and tend to the patient. Such tending will take one hour if not modified by a Charm or Stunt. At the end of the dramatic medical action, the patient will regain as many health levels in as he would for a full day's rest. This Charm can only be used on an individual patient a number of times per day equal to the patient's permanent Essence. At Essence 5, this Charm's effects now grant a week's worth of healing in a single hour. This Charm does not affect the recovery of Aggravated health levels.

If this Charm is used in a Combo with Wound-Mending Care Technique, the target will gain the full effects of that Charm, including the extra health levels for having spent the full "day" at rest. This Charm does not change the restriction on Wound-Mending Care Technique to be used only once per day, though repeated, non-Combo uses of Heavenly Healer Touch may still be used on the patient. The Essence 5 effect level will only treat the first day's healing as modified by Wound-Mending Care Technique, with the remaining six days healing as per normal; this also does not change the restrictions on Wound-Mending Care Technique


Glorious Solar Recovery
 Cost: 8m, 1 wp; Mins: Medicine 5, Essence 5, Type: Supplemental
 Keywords: Combo-Ok, Obvious, Touch
 Duration: Instant (One Set of Wounds)
 Prerequisite Charms: Heavenly Healer Touch

The Solar infuses his patient with a small portion the majestic and unquenchable spirit of the Unconquered Sun. Rays of light extend from the Solar into his patient, granting speedy recovery and transcendent health. This Charm supplements a normal medicine action concerned with damage-- stopping bleeding, prevention of infection, repair of crippling damage, etc. In addition to the basic effects of the action, the target will recover lethal health levels as though they were all -0 health levels. Mortals will recover as per Exalted times. At Essence 6, the patient will recover lethal health levels as though they were bashing, again, with Mortals recovering as per Exalted times. Any new wounds must be healed as normal. Ordinarily, this Charm is relatively useless when Comboed with Wound-Mending Care Technique, though it may be a part of a larger Combo with effects that go beyond the scope of that Charm.


Tears of the Phoenix
 Cost: 15m, 2 wp; Mins: Medicine 6, Essence 6, Type: Supplemental
 Keywords: Combo-Ok, Obvious, Touch
 Duration: Instant (one healing period)
 Prerequisite Charms: Glorious Solar Recovery

The legendary power of a Solar healer is such that, at great levels of power, the Lawgiver may arrange for Essence itself to do the work of a doctor, healing the patient without regards to time or any other limitations whatsoever. The Solar must first "instruct" the body-chakras and essence of the patient to perform the healing on its own, and supercharge both with an infusion of the Solar's own essence. This Charm supplements a single medical action of any type. Once the first stage of healing to be done by the target is completed, all stages are done. Such healing might include: regular health level healing (usually a result of halting bleeding or repairing Crippling damage; this requires at least one health level to be healed), psychological care (the healing will take place as soon as the target makes a significant step in their recovery, not merely when calmed down from hysteria or after the first session), or complex, multiple operation surgery.


Vital Rays of the Sun Meditation
 Cost: 6m, 1 wp; Mins: Medicine 5, Essence 4, Type: Extra Action
 Keywords: Combo-Ok, Obvious
 Duration: One dramatic medical action
 Prerequisite Charms: Transcendent Medicine Prowess

Although lesser doctors may need to concentrate on their charges for anything other than brief moments, the Chosen of the Sun are not so hampered. Though magically-boosted speed and focus is usually the province of combative Charms, medically-inclined Twilights can develop the ability to add just enough speed, just enough capacity for multitasking to enable them to operate simultaneously on many patients at once. So long as all patients remain within one tick's worth of Move from the Solar, he may use a single dramatic action and a single Medicine roll on up to his Intelligence + 1 in patients at a single time. This Charm will not reduce healing times on its own.


Holy Totality Radiation
 Cost: --; Mins: Medicine 5, Essence 5, Type: Permanent
 Keywords: None
 Prerequisite Charms: Vital Rays of the Sun Prana

By symbolically treating a few members of large groups, a Solar may exert her patron's beneficient, uplifting holiness to bless the entire mass. When using Vital Rays of the Sun Prana, the character may spend an additional 6 motes, 1 willpower so that each "person" who would be treated counts as a Magnitude of patients healed. A Solar may not heal more than her permanent Essence in Magnitude. When this Charm is used in a Combo, instead of replicating Combo costs for each individual target, multiply the cost of every Charm to be repeated across the Combo by the Magnitude of the people to be healed.


Total Care Discipline
 Cost: 5m; Mins: Medicine 5, Essence 2, Type: Supplemental
 Keywords: Combo-Ok, Obvious
 Duration: One dramatic medical action
 Prerequisite Charms: Wholeness-Restoring Meditation, Ailment-Rectifying Method, Body-Purifying Admonitions

The Solar develops the ability to work on every problem his patient has at once, being no longer limited to dealing with one problem at a time. The Lawgiver may approach his patients holistically, treating body, mind, and possibly even spirit, all at the same time. The Solar may combine a number of different medical rolls equal to his permanent Essence, all of which deal with a different problem (rather than successive rolls) into a single medical roll. The resulting dramatic action takes as long for -all- procedures as the longest procedure involved; as a result, diagnosis must typically be performed first. Any Charms are only applied to the single roll, and need not be paid for again for each problem. This Charm does not allow the combining of different Simple Charms in a Combo.


Beneficient Gift of Health
 Cost: 5m; Mins: Medicine 3, Essence 2, Type: Simple
 Keywords: Combo-Ok, Obvious, Touch
 Duration: One day per dot of Medicine
 Prerequisite Charms: Touch of Blissful Release, Flawless Diagnosis Technique

Instead of intensive care requiring the Solar's attention, a Solar with this Charm can lend some of her Essence to aid a mortal with just a touch. By infusing the mortal with an overflow of essence, the mortal will gain some of the vitality and health of an Exalt. Mortal characters with this Charm active resist infection, heal, resist bleeding, resist poison and disease just like an Exalt for one day per dot of Medicine the Exalt has. They still cannot soak lethal damage with their stamina. This Charm has no effect on the Exalted and other beings that already heal at those levels.


Bodily Regeneration Prana
 Cost: --; Mins: Medicine 5, Essence 2, Type: Permanent
 Keywords:  None
 Prerequisite Charms: Wound-Mending Care Technique

The Solar’s boundless knowledge of medicine and the healing ways of the body grant him the ability to perform medical treatments on himself with ease. The Solar may perform without penalty any medical action on himself that does not require unconsciousness, though if he chooses to do waking surgery or other painful activities, he suffers from wound or pain penalties as normal, along with any the Solar is suffering from prior to the operation. The Solar must pay a 1 mote surcharge per Charm he intends to use upon himself. Especially unusual or out-of-the-way injuries or operating on manipulatory limbs/digits may require the Solar to have unusual tools (such as mirrors) and/or stunts.


Healing Trance Meditation
 Cost: --; Mins: Medicine 5, Essence 4, Type: Permanent
 Keywords:  None
 Prerequisite Charms: Bodily Regeneration Prana, Anointment of Miraculous Health

The Solar is now capable of enacting vast changes in her body simply through preparation and chakra realignment. The character may trigger any Medicine Charm on herself while Inactive by paying a surcharge of 3 motes per Charm. The Solar’s bountiful Solar energy is considered to perform any necessary actions, though surgery of any kind is not possible-- the Solar cannot directly alter her body as a Lunar might. Proper stunts, the use of herbal concoctions as preparation before sleeping, etc. may substitute for surgery with the Storyteller’s permission.


Therapeutic Healing Hand
 Cost: 5m; Mins: Medicine 5, Essence 3, Type: Supplemental
 Keywords: Combo-Ok, Obvious, Touch
 Duration: Special
 Prerequisite Charms: Instant Treatment Methodology, Wound-Mending Care Technique

The Solar activates key chakras in his patient as he works, speeding her recovery. The Solar’s patient will find even the most invasive treatment restful and relaxing in direct proportion to the skill and power of the Lawgiver. Any rest and recovery time required for a treatment to take effect, regardless of how long this would normally be, takes effect in the time it takes the Solar to provide care; this is generally a Dramatic Action. If multiple treatments are required, this Charm only provides rest equal to a single iteration of recovery. If comboed with Instant Treatment Methodology and appropriate Charms such as Wholeness-Restoring Meditation, the Solar may accelerate the target’s care so much that the Lawgiver seems to be healing with a touch.


Triumphant Plague-Slaying Hero
 Cost: 15m, 3 wp, 1 ahl; Mins: Medicine 7, Essence 7, Type: Simple (Dramatic Action)
 Keywords: Combo-Basic, Obvious
 Duration: Indefinite
 Prerequisite Charms: Holy Totality Radiation, Tears of the Phoenix

A Solar is a champion, no matter Caste or calling. A Copper Spider’s chosen battlefield may be the hospital or field surgery, but she is no less a mighty hero for that choice; nor less so a colleague of another Caste who follows the healing ways. The Solar contests her medical knowledge like a battlefield, attacking all vulnerabilities of a disease or every cure known to a poison. The Solar rolls her Essence + Medicine against a difficulty equal to the Essence of the defining god, demon, etc. responsible for or embodying a disease, poison, or other similar mass effect. If the Solar wins, as long as she commits motes to this Charm, the cost to use any Charms related to abating, curing, countering or preventing that condition are halved. This is especially efficacious for mass effect Charms like Holy Totality Radiation. Instead of multiplying the cost for the Charms, simply pay the 12 motes, 2 willpower for Holy Totality Radiation and Vital Rays of the Sun Meditation, and the Solar’s Charms and actions simply affect up to her Essence in magnitude.


Grievous Injury Recovery Method
 Cost: 5m; Mins: Medicine 2, Essence 2, Type: Supplemental 
 Keywords: Combo-OK, Obvious, Touch
 Duration: Instant
 Prerequisite Charms: Any Medicine Excellency

The harsh wounds of deadly combat can hamper even Exalted recovery. A skilled Solar surgeon, however, may repair his patients swiftly, reducing their recovery time and significantly easing his own difficulties in treatment. This Charm supplements a single dramatic action to tend to a patient, including monitoring and management of care. This action typically requires a scene to perform without the use of a stunt or a Charm. The Solar makes a normal (Intelligence + Medicine) roll; instead of the usual effects, the all of the target’s Lethal damage levels become Bashing.


Addiction Cleansing Touch
 Cost: --; Mins: Medicine 3, Essence 2, Type: Permanent
 Keywords:  None
 Prerequisite Charms: Flawless Diagnosis Technique

The Solar’s care and insight allow her to aid a patient in triumphing over the pangs and needs of addiction. This Charm guarantees any attempt made to treat an addiction is treated as Supernatural, and halves the time necessary to purge addictions from their system. If the Solar’s player rolls five or more successes on a roll to treat ordinarily unbreakable addictions, such as that created by the Games of Divinity Form of the Prismatic Arrangement of Creation Style, the Lawgiver may spend 5 motes to banish the hold of the addiction on the suffering patient. The treatment necessary to perform such a miracle intervention is a Dramatic Medicine Action taking an hour in the absence of stunts or Charms.


Wound-Accepting Technique
 Cost: 3m per hl, 1 wp; Mins: Medicine 4, Essence 3, Type: Simple (Speed 7, DV –3)
 Keywords: Combo-OK, Obvious, Touch
 Duration: Instant
 Prerequisite Charms: Wound-Mending Care Technique

Note: This conversion is more or less in direct contravention of the Treatment and Convalescence sidebar on p 218 of the 2E core rules. I include it because I think that the sympathetic healer archetype-- and the twisting in the follow-up Charm-- is a good fit for Solars. Should a Solar opt to, she may take the ultimate risk to heal her patients swiftly-- an enhancement of ancient thaumaturgical techniques known as sympathetic healing. The Solar resolutely takes on her patients’ burden, and the superior Solar healing essence lessens that harsh load upon the Lawgiver. The Solar may transfer the higher of her Stamina or her patients in Bashing or Lethal health levels (not aggravated) to herself in a single action. All of these wounds manifest as Bashing on the Solar herself, regardless of whether or not they were originally of that type. The Solar may kill herself using this Charm


Injury-Forcing Technique
 Cost: --; Mins: Medicine 5, Essence 4, Type: Permanent
 Keywords: Mirror (not written, but almost certain)
 Duration: Instant
 Prerequisite Charms: Wound-Accepting Technique

This horrifying Charm is a twist of the natural energies of a Solar. As they can give health, so they can take it away. The Solar may spend 2 extra motes per willpower to reverse the usual flow of Wound-Accepting Technique, healing himself by pumping her chakras full of energy and expunging the negative flow from his life force—upon another living being. In order to use this Charm, the Solar must remain in contact with the target for the entire time; to do so, the Solar must have successfully clinched or otherwise restrained his target.

Using this Charm does not interfere with the Solar’s ability to maintain a clinch. When using this Charm in reverse, the Solar can transfer Lethal or Bashing as normal, and either manifest as Bashing on the target. The Solar is restricted to the lower of his Stamina or his target’s, but this Charm may in theory still kill the target. Using this Charm, even against a target not normally deserving of Compassion, automatically causes 1 point of Limit, and Storytellers may require Compassion failures in order to use it.


Unhealing Wound Infliction
 Cost: 10m, 1 wp, 1L; Mins: Medicine 5, Essence 2, Type: Simple
 Keywords: Combo-OK, Obvious, Mirror (not written, but almost certain)
 Duration: One Scene
 Prerequisite Charms: Wound-Mending Care Technique

Another horrible twisting of Solar medical techniques, the Unhealing Wound Infliction allows the Solar to use her knowledge of chakras and ordinary medical insight to injure her targets in terrible ways, greatly decreasing their ability to heal and recover from the Solar’s blows. The Solar spends 10 motes and 1 willpower; she automatically gains a point of Limit. For the rest of the scene, the Solar may opt to strike to impede healing flow in the body, attack areas prone to infection, or otherwise exploit her knowledge of medicine to inflict horrendous wounds.

All aggravated and lethal damage the Solar causes take five times as long to heal and all bashing damage the Solar causes takes ten times as long to heal. Any healing charms used on the target will have half their usual effect until all health levels caused in this method have been healed. Storytellers may require Compassion failures in order to use this Charm, but they should not generally require multiple rolls within one scene, unless the Solar’s use takes a particularly stomach-turning direction.


Madness-Soothing Insight
 Cost: --; Mins: Medicine 3, Essence 2, Type: Permanent
 Keywords:  None
 Prerequisite Charms: Flawless Diagnosis Method

The Solar’s soothing words and gentle insights allow her to cleanse the most shattered mind. This Charm guarantees any attempt made to treat insanity is treated as Supernatural. If the Solar’s player rolls five or more successes on a roll to treat ordinarily incurable madnesses, such as might occur when direct mental contact is opened to a Yozi, the Lawgiver may spend 5 motes to banish the insanity entirely. The treatment necessary to perform such a fantastic therapy is a Dramatic Medicine Action taking an hour in the absence of stunts or Charms. Sadly, this Charm is warped by the Great Curse, and provides neither insight nor assistance in any way.


Merciful Balm of Sleep
 Cost: 15m, 2 wp; Mins: Medicine 6, Essence 6, Type: Simple
 Keywords: Combo-OK, Obvious, Touch
 Duration: One Day
 Prerequisite Charms: Medicine Essence Flow, Wound-Mending Care Technique, one of Wholeness-Restoring Meditation, Ailment-Rectifying Method, Body-Purifying Admonitions, Madness-Soothing Insight, or Addiction-Cleansing Touch

Although many Solar Medicine Charms focus on doing more, faster, a dedicated Solar healer may take a slower, more practical approach to gain dramatic results. The Solar touches the target and makes an Intelligence + Medicine roll. The target, who must be willing, falls into a deep healing trance for the rest of the day. The Solar need not watch over her target, but any attempt to harm the target will automatically wake them from Inactivity (and break this Charm).

The successes so rolled will count-- duplicated -- for all of the Charm’s prerequisites that the character knows, including Wound-Mending Care Technique, but not including Medicine Essence Flow, which is irrelevant. If other permanent, supernatural charms in roughly the same category are developed by the Solar, the Storyteller may opt to include them in the effects of Merciful Balm of Sleep.


Youth-Restoring Benison
 Cost: 20m, 2 wp, 1 xp; Mins: Medicine 7, Essence 7, Type: Simple
 Keywords: Combo-OK, Obvious, Touch
 Duration: Instant
 Prerequisite Charms: Merciful Balm of Sleep

This is a mechanical conversion of the Charm on p CB: T 73. Note the increased mote and willpower cost; I changed these to be more in keeping with other 2E medicine costs.

----Blessings of Solar Health
 Cost: --; Mins: Medicine 8, Essence 8, Type: Permanent
 Keywords:  None
 Prerequisite Charms: Youth-Restoring Benison

The immortality that is the blessing of a Solar may be granted to another, locking their life to the Solar’s. This Charm was often used as an additional way of binding the loyalty of important dragon-blooded. If the character spends an additional 2 experience when using Youth-Restoring Benison, the target retains her youth until the Solar dies; however, the target must roll Essence + Resistance at a difficulty equal to the Solar’s Essence when the Solar dies, regardless of current age or condition. Failure means death. Success simply means that all of the character’s aging catches up with her at once; this may result in death despite the success.


Venom Anodyne Method
 Cost: 3m; Mins: Medicine 4, Essence 2, Type: Reflexive (Step 8)
 Keywords: Combo-OK, Touch
 Duration: Instant
 Prerequisite Charms: Body-Purifying Admonition

This is a mechanical conversion of the Charm on p CB: N p 72. Note that it must be used on the tick-- the action, in fact-- in which poison is applied to prevent damage and penalty. The target to be cured (which includes the Solar herself) must be within range. If the poison is of a supernatural or especially efficacious type, as per Body-Purifying Admonition, the character may use that charm’s effects in the same instant, negating the usual need for a dramatic action.


Body Purifying Technique
 Cost: --; Mins: Medicine 5, Essence 3, Type: Permanent
 Keywords: None
 Prerequisite Charms: Venom Anodyne Method 

The Solar’s specialized understanding of venom and the methods with which they assault the body allows him to strike acupuncture points on a body, reversing the corrupt flows of Essence through the target’s chakras and making them temporarily beneficent. So long as the Solar acts within (his permanent Essence x 10) ticks, the Solar may activate Venom Anodyne Method retroactively. This will not only totally cure any further damage by the poison, but it will actually reverse any existing damage short of death! Such a cure makes Venom Anodyne Method Obvious. Because it depends on an understanding of fluid essence, the Solar may utilize this charm to invert acid burns, or to neutralize poison in food, in drink, or on a weapon.

At Essence 4, the Solar may even use Venom Anodyne Method as a Simple action of Speed 7 and DV –2 to neutralize a venomous creature for a day. This only works on natural creatures most of the time; however, the character may make a standard 20-minute Body-Purifying Admonition to do so on a supernatural creature. The difficulty is equal to 5 + the Essence of the creature. In both cases, the target must either be willing or restrained in some fashion, such as a clinch.

Comments