These were originally ideas I was playing with for straight exalted, not ShadowDawn, but they should work ok there. The UnconqueredSun specialized in light, purity, life and perfection. Logicaly, Solars should be very good at healing. Likewise, Solar Exalts are rare and importent, having to have them spend a few hours or days meditating one on one with a random wounded person is lame. *I find the initial argument vague and only mildly convincing: should Solars be good at regenerating their own damage? Grafting arms back on and surgery? Organizing mass vaccination and sanitation programs? You don't answer those questions. My own answer is this: Solars are paragons of excellence, mortals writ HUGE. So Solars should not, normally, have in-combat regen. Body Mending Meditation or Corwin of Amber's limb-regrowth are reasonable (though maybe shouldn't be in Medicine); more than that leaves their skill-based schtick. Solars should not be able to extend that sort of quick healing to others, but should be able to exceed the performance of mortal physicians to the point of perfection: this will look like TL7 medicine in a lot of situations --- I think that's a great insight --- and like Perfect Alchemical Healing in others. I would like to see Perfect Surgeon effects, as well as semi-bureaucracy Establish WHO / Found Red Cross effects. --bts* To me, the correct insperational model for a Solar Doctor in action is the modern day physician. His staff makes all the logistical arangement, you are waiting for him. He enters, looks over the chart, spends a few moments examining you, gives his staff some directions, and then spends a few more moments chatting about golf, or stocks, or something else, then leaves to go to the next patient. If you have an unusual problem, then you may get more time. *Charms* Flawless Diagnosis Technique As from the book. Note that this is a perfect effect, and that it gives information up to the limit of the users knowledge(you find out the bones are broken in 7 places and could draw a picture of the exact cracks, or he is infected with the great contaigon as of 2 days 7 hours and 13 min. ago, not, the bone is broken, he has the great contaigon). I would add to this that it adds the Exalt's Essence in Autosuccesses to any investigation roll where the exalt is examining a body or wounds. Masterful Physician Method. Cost: 1 mote/die, minimum 3 Duration: special Type: Suplemental Medicine: 3 Essence: 2 Prerequisite Charms: Flawless Diagnosis Technique The Physician may quickly and efficiently treat a patient. The physicial may buy a number of dice up to his int+medicine. These dice are added to all rolls to treat or heal any and all ailments the patient is currently suffering from(Wounds, disease, poison, mental trauma, etc.). In addition, the patient may reroll any and all resistance rolls against anything he is suffering from, with this dice bonus. Note that this effect does not retroactivly heal any damage caused by resisted effects, it simply cures them(so if you lost health levels from disease or poison you still need to heal them). In addition, all health levels of damage the patient is currently suffering from heal at a rate multiplyed by the physician's essance(this means body-mending meditation with a multiplyer of 10 is better for this purpose). In order to speed the healing of agrivated wounds, the physical must make an Essence+medicine roll(dice bought with this charm apply to this situation and are thus added) at a difficulty penalty equal to the number of agrivated wounds the patient is suffering. Banish the Touch of Pain Cost: 5 motes Duration: special Type: Simple Medicine: 2 Essence: 2 Prerequisite Charms: Flawless Diagnosis Technique With a single touch, the physician can make the patient ignore all pain . This lasts until the first of :the patient is healthy, or undergoes magical healing of any kind, or a year and a day. Note that fealing no pain is dangerous, as it permits someone to push their body beyond safe limits. A character may push their str or sta for one dice action. The character rolls str or sta(respectivly)+resistance, each success giving them a temporary die. The character then takes a number of bashing dice equal to their unmodified srt or sta(respectivly). This is treated as an activation cost and may not be soaked. If the character has even a single point of total soak, he may not use this effect. The character may push his body even harder, and add willpower to the str or sta+resistance roll, but in that case, he must also soak Will Leathal with his stamina. Perfection in Surgery Practice Cost: 10 motes 1 Will Duration: special Type: Simple Medicine: 4 Essence: 3 Prerequisite Charms: Masterful Physician Method, Banish the Touch of Pain The exalt may perform supernaturally effective surgery on a patient. This takes an entire scene(If you really care about the time, add up the total number of health levels the target has when healthy and the total dots of physical atributes). Surgery can be used for many things, and the surgeon should anounce his general intention before the surgery starts. All Surgery rolls are Dex+Medicine(surgery), and MAsterful Physician Method dice may be added if the surgery is being used to treat wounds. If this charm is used to heal wounds which are magically not healable, then he makes the surgery roll against a difficulty of the essance requirement of the effect used to cause the relevent wound. Surgery may be used to Fanning the spark of life Cost: 10 motes 1 Will 1 Health level. Duration: instant Type: Simple Medicine: 5 Essence: 4 Prerequisite Charms: Perfection in Surgery Practice The Exalt may channel the very life force of their essance into a dieing person if their remains even the faintest hint of life. The Exalt touches his target, causing his anima to flare at the iconic level, in addition, if the target's spirit still exists(has not been destroyed, eaten, bound in an artifact, reincarnated), the target's anima also flairs at an iconic level. The exalt rolls Essence+Medicine vs. a target number equal to the number of health levels the target has taken beyond incapacitated + one for every increment of the target's essence in turns since it 'died'. If the target has been bound to their body(such as killing them and turning them into a zombie), then the difficulty is overdamage+3. This ability creates a large amount of positive life energy, and this may be used in other ways when appropriate. Most effects are resolves as a Essence+medicine roll vs. the target's Essence. Creation of the Perfect Body Cost: 15 motes 2 Will Duration: instant Type: Simple Medicine: 5 Essence: 5 Prerequisite Charms: Fanning the spark of life The exalt touches the target. The target disolves into pure golden light and then solidifies into perfect copy of the target's body that has suffered no ill effects. It has all of its health levels, and has suffered no other damage or ill effects, not is it effected by *ANY* effect or result of any effect the target is currently suffering from. The target must succed at a conviction roll to maintain their new body otherwise it fades from its perfect form back into how it originally was and this charm has no effect. At the point of the transformation, the target may have any charm effect manifest in their new healthy body that they had active in their old one. No other effects translate. This is considered a perfect defensive effect. ... --bts, 2003/11/14 12:27 EST
The pain-banishing Charm feels like a speed bump. Unlike most of the others in this tree, I have trouble seeing anybody saying, "Damn! I want that Charm! And when I get it, I'll be able to say 'Witness my Exalted Mastery as I '" Creation of the Perfect Body, for example, is Just So Cool. --bts ... --2003/11/24 01:48 EST
I think I concur on pain-banishing--the costs of pushing yourself are rather extreme (2N bashing levels for about +N to one roll?) Alternately, here's an idea: Mastery of Pain Method. Simple, varries This skill allows the doctor near-total control over the pain of the target. This can also be used on one's self. The first use is a perfect pain negation. With a touch, the Exalt separates the target's sense of pain from the target. This is a perfect effect, negating any pain-induced paralysis (such as that cause by Internal Flame or Skin Shift) and halving all successes on torture rolls (even emotional pain is numbed). However, a dissasociation persists, increasing the difficulty of all virtue rolls and all rolls with virtues added by 1. The subject may shake off the effects with a willpower roll, diff 3. (unconsciousness from bashing damage--is this a wound effect? If so, this makes for a terrifying brawler.) Alternately, the exalt may increase the pain of a subject. This also requires a touch, doing no damage (on unrestrained targets, this subtle touch is a diff 3 attack), at which point the exalt rolls his wits+medicine v. the target's stamina+resistance. Every net success increases the multiplier of wound penalties--one success doubles all wound penalties, two tripples them, etc. Note that 0 x anything is still zero so this has minimal effect on completely uninjured persons, though it will tend to aggrivate them greatly. This effect may be mantained with the touch, otherwise the multiplier is reduced by 1 each scene until it reaches one again. This may be dispelled by any application of the same charm. If the doctor remains in skin contact with his victem, he may ramp percieved pain effects from max to zero through concentration, allowing him to roll Manipulaiton+Medicine and count these successes towards any interrogation attempts where such a technique would be useful, so long as the patient is suffering wound penalties to begin with (breaking fingers is a favorite). Finally, this technique may be used to put a willing or delerious subject into a painless sleep. The doctor rolls Charisma+Medicine, and the result is the number of hours before the patient will stir again. Note that the 2nd effect does not defeat the perfect pain-blocking effect, as the target is suffering no wound penalties. ok, that may be too cranked. pare it down. But I like to notion of not just being able to negate pain, but truly master it. Other than that...I WANT Fanning the Spark of Life. Goodfellow keeps wanting to do this whenever we decide to beat up people to get them to cooperate, and keeps having to resign himself to not having that effect. The possibility of bringing some types of undead back to life is also a very tempting notion, though I encourage Brian to think about Parlainth and that effect long and hard before allowing it...though I suppose that's also a clarification needed on what are the limits on 'negative effects' cured under Creation of the Perfect Body. --zebediah ... --2003/11/24 01:52 EST
Another good charm might be "Supervising Physician's Eyes" which would act as that DB bureaucracy charm, either lending your medicine (and possibly charms) to a doctor in your charge, or empowering (medicine) individuals to be competant nurses for the duration. That way, the doctor can get some sleep occasionally...--zebediah ... --2003/12/05 23:35 EST
*Another Charm* Martial Medic Method Cost: 2 motes/level Duration: scene Type: Simple Medicine: 3 Essence: 3 Prerequisite Charms: Banish the Touch of Pain The Healer wraps a willing or non-resisting target in bandages of pure solar energy and magic. The target stops bleading, and a bonus equal to the healer's medicine skill to resist infection from wounds taken this turn. In addition, the healer may give the target a number of aditional temporary health levels up to the lesser ofthe healers Wits+medicine and the number of health levels the target has taken in damage. The temporary health levels have the same would penalties as the ones the target has lost, and if there are more health levels lost then health levels granted by this charm, then the temporary health levels are assinged the worst possible wound penalty. A person may not gain more temporary health levels from this charm from wounded temporary health levels. A person may not have more unwounded temporary health levels from this charm then the number of wounded levels they have, or the wits+medicine total of the last healer to use this charm on them. -jss