| Charms | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Charms Sun 9 Apr 2006 - 16:47 | |
| Body-Mending Meditation (Medicine)
Cost: 10 motes Duration: One day Type: Reflexive Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charms: None
This charm allows the character to channel essence through her own body, knitting broken bones and mending cut and burnt flesh with supernatural speed. When this charm is active, the character heals at 10 times the normal rate. This charm works only on the exalted himself and cannot be used on others. This charm does not speed the healing of aggravated damage, nor does it allow the regeneration of amputed or destroyed tissue, a character who loses an eye or hand will have to seek more powerful magical remedies. Characters can activate this charm even if unconscious. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 16:56 | |
| Flawless Diagnosis Technique (Medicine)
Cost: 1 mote Duration: Five minutes Type: Simple Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charms: None
Through the use of this charm, the character hones his medical abilities to an unearthly degree. By examining a patient closely and hearing about the symptoms, the character can flawlessly diagnose her illness. Note that this is an improvement of the character's perception, not access to a vast store of medical wisdom; knowledge of formal medicine is a function of the character's medicine and lore skills. If the character has never heard of a disease, she will only be able to diagnose its general type and determine if it magical in nature or not. The character's ability to actually treat the disease will be strictly contingent on her skill as a physician. However, regardless of her degree of skill, she will never misdiagnose a disease, mistaking one she doesn't know for one she does.[/b] | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:14 | |
| Ailment-Rectifying Method (Medicine)
Cost: 10 motes Duration: Six hours Type: Simple Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: Flawless Diagnosis Technique
This charm allows an exalted to recover rapidly from even the most serious illness. Non-life-threatening illnesses dissipate immediately. The player of a character suffering from a more serious ailment may make a stamina + resistance roll (without any wound or disease-related penalties). Success indicates that the character's illness fades over the course of the charm's duration. Very serious diseases may require two or more successes, so it may take a character several days of use to accumulate enough successes to recover fully. However, even the most serious illnesses are halted in their progress by this charm, and even the Great Contagion requires but five accumulated successes to overcome. Note that this charm can only be used on the exalted himself; to heal others of sickness, the exalted must use Contagion-Curing Touch. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:23 | |
| Contagion-Curing Touch (Medicine)
Cost: 10 motes Duration: One day Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charms: Ailment-Rectifying Method
Through the use of this charm, the character can successfully treat serious or even normally incurable diseases. The exalt's player makes an intelligence + medicine roll. Normal diseases are cured with a single success, while more serious ailments may require as many as five successes. Regardless of success, once treatment has begun, the course of the disease is halted, and unless use of this charm is discontinued, the illness will grow no worse. No medicine is required, though the person being treated must be bathed, kept warm, fed well and given all the other prerequisites of bed rest. The exalted himself must perform this care and, as a result, cannot treat more individuals during a given day than his score in the medicine ability. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:29 | |
| Touch of Blissful Release (Medicine)
Cost: 5 motes Duration: Six hours Type: Simple Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: Body-Mending Meditation
The Touch of Blissful Release allows the character to lessen the suffering of wounded or ill individuals, dulling their pains and easing the discomforts of illness. Wounded characters reduce their wound penalties by two, and sick characters likewise ignore up to two dice of negative symptoms. However, Touch of Blissful Release has a narcotic effect as well as an analgesic one, and characters under its influence area at a -3 die penalty to performing any action that requires thought, memory or coordination. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:35 | |
| Grievous Injury Recovery Method (Medicine)
Cost: 10 motes Duration: One day Type: Simple Minimum Medicine: 2 Minimum Essence: 2 Prerequisite Charms: Body-Mending Meditation
By channeling essence through his body, the character can increase his rate of healing immensely. Over the duration of the charm, which must be spent in bed rest, the character heals health levels equal to his essence score plus a number of additional health levels equal to the number of successes the character's player achieves on a stamina + endurance roll. This charm does not speed the healing of aggravated damage, nor does it allow the regeneration of amputated or destroyed tissue.[/b] | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:48 | |
| Wound-Mending Care Technique (Medicine)
Cost: 10 motes Duration: One day Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charms: Grievous Injury Recovery Method, Touch of Blissful Release
Similar in effect to Grievous Injury Recovery Method, this charm allows the character to heal others at an incredible pace. For each day the character spends treating the subject (who must be rest in bed during the treatment), she heals health levels equal to his permanent essence plus a number of additional levels equal to the number of successes his player achieves on an intelligence + medicine roll. A character cannot tend to more than one individual undergoing Wound-Mending Care Technique at a time. This charm does not speed the healing of aggravated damage, nor does it allow the regeneration of amputated or destroyed tissue. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 17:54 | |
| Anointment of Miraculous Health (Medicine)
Cost: 10 motes Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charms: Contagion-Curing Touch, Wound-Mending Care Technique
This charm allows the character to actually cure injuries with nothing but a touch. Where the character's essence-charged go, shattered bones are made whole and torn flesh is instantly mended. With each use of this charm, the character instantly heals a number of health levels equal to his essence score. The exalted cannot heal himself with this charm. This charm does not speed the healing of aggravated damage, nor does it allow the regeneration of amputated or destroyed tissue. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 18:02 | |
| Bodily Regeneration Prana (Medicine)
Cost: 10 motes, 1 willpower Duration: One hour Type: Simple Minimum Medicine: 5 Minimum Essence: 2 Prerequisite Charms: Wound-Mending Care Technique
The character enters a healing trance, during which he loses all awareness of the world around him. For every hour he is in this trance, he heals a number of health levels equal to his essence score. This healing trance will cure aggravated damage, as well as allow the regrowth of destroyed tissues, amputated limbs, lost eyes and so forth. Eyes, tongues, hands, feet, mouths full of smashed teeth and other lesser mainmings are the equivalent of a health level. Lost limbs are the equivalent of two health levels and, so, take two hours each to regrow. During the period the exalted is so entranced, he regains no essence, prolonged periods of healing can leave a Solar helpless before his enemies. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 18:07 | |
| Harmonious Presence Meditation (Presence)
Cost: 6 motes Duration: One hour Type: Simple Minimum Presence: 3 Minimum Essence: 1 Prerequisite Charms: None
An exalted using this charm increases his personal magnetism greatly, making his words seem wise and his arguments persuasive. While this charm is in effect, add a number of dice equal to his permanent essence to any socialize, presence or bureaucracy rolls that involves one-on-one interactions. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 18:11 | |
| Listener-Swaying Argument (Presence)
Cost: 2 mote per die, 1 Willpower Duration: Instant Type: Supplemental Minimum Presence: 3 Minimum Essence: 2 Prerequisite Charms: Harmonious Presence Meditation
The character can use essence to make himself almost irresistibly persuasive, for every two motes of essence spent on this charm, add another die to any socialize, presence or bureaucracy roll involving one-on-one interaction. A character cannot more than double his pool using this charm. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 18:19 | |
| Majestic Radiant Presence (Presence)
Cost: 8 motes Duration: One scene Type: Simple Minimum Presence: 4 Minimum Essence: 3 Prerequisite Charms: Harmonious Presence Meditation
A character with this charm active burns with the incandescent radiance of the unconquered sun. The players of characters attempting to attack the exalted or to stand against him in argument must make a successful willpower roll to have their characters do so. This charm is not compatible with the dawn caste anima power. | |
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Silken Phoenix
Number of posts : 40 Age : 47 Player : Fabien concept : Prophet nature : Caregiver Registration date : 2006-03-20
Willpower: (7/7) Personal pool: (22/22) Peripheral pool: (45/45)
| Subject: Re: Charms Sun 9 Apr 2006 - 18:27 | |
| Terrifying Apparition of Glory (Presence)
Cost: 10 motes, 1 Willpower Duration: One scene Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charms: Majestic Radiant Presence
If the Majestic Radiant Presence charm makes the character seem terrible and powerful, then Terrifying Apparition of Glory makes him unspeakably so. While Terrifying Apparition of Glory is in effect, a successful valor roll is required to attack the character. Most animals, even trained attack animals, will simply flee. Players of characters who are not actively hostile to the exalted using this charm must make a successful conviction roll not to obey immediatly any non-suicidal orders the character gives. This compulsion lasts for at least a scene after the target leaves the exalted's presence. Those who are able to attack the exalted do so at a die penalty equal to the character's essence score. This charm is not compatible with the dawn caste anima power. | |
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