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sol invictus.indd

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CHAPTER 2 • EXTENDED CHARM TREESFor the remainder of the scene after activating thisCharm, the Exalt may add a number of automaticsuccesses equal to his Permanent Essence to anyIntelligence + Lore roll to repair or use a magicaldevice.DEUS EX MACHINA MEDITATIONCost: 20 motes, 2 WillpowerDuration: SpecialType: SimpleMinimum Lore: 6Minimum Essence: 6Prerequisite Charms: Machines of the NewDawnTechniqueWith the understanding of this powerfultechnique, a Solar is truly the master of artifice.Upon activating this Charm, the character becomesperfectly capable of using a single magical device.First, the character may both attune to the artifactand gain all Material bonuses for the standard cost,regardless of its Magical Material composition. Inaddition, all barriers preventing the character fromusing the artifact are removed. If the artifact requiresspecial knowledge to activate, the character gainsthis knowledge (though this does not guarantee thecharacter can use it well, only granting the mostbasic knowledge necessary to cause the artifact tofunction.) If the artifact requires any rolls to activate,the character automatically succeeds on these.Finally, the character may use the artifact even if itis normally limited to members of another species,caste, or Exalt type, and regardless of whether thelimitation is physical or magical.MEDICINEPHILOSOPHYSolar Medicine begins with medicine in its mostbasic form: healing the body. Low-Essence MedicineCharms begin with effects that heal the body ofminor wounds and diseases, increasing in poweras they move up in Essence. Low Essence MedicineCharms can also provide basic utility for physicians— Charms like Flawless Diagnosis Technique whichsimply aid in the process of mundane doctoring.As Solar Medicine Charms increase in Essence,they can expand in three directions. One is toheal increasingly quickly or well, the directionwhich charms like Healing Trance Meditation andAnointment of Miraculous Health take. Another isto heal greater numbers of people — a possibilitywhich currently extant Charms don’t explore.Finally, there are Charms which expand the typeof healing possible. Solar Charms rapidly branchout into repairing poison, addiction, mental illness— even the process of aging. The higher the Essencelevel of the Charms, the more unusual and difficultthe problems they should be able to repair.ABYSSAL EQUIVALENTSThe Abyssal Medicine Charms lean heavily towardsdistinctly entropic effects — healing disease atthe cost of inflicting horrific wounds, or inflictingplagues. As a result, none of the Abyssal Charmsseem like viable candidates for conversion intoSolar effects.EXISTING CHARMMODIFICATIONSBody-Mending Meditation, Exalted Corebook pg.188. This Charm can be used to heal others. Oneapplication allows the Charm to affect a number ofpatients equal to the Exalt’s Medicine rating. TheExalt must be able to tend the patients for them toreceive the benefits of this Charm.Ailment-Rectifying Method, Exalted Corebook pg.188. This Charm’s prerequisite is Contagion-Curing Touch. Its Medicine minimum is 5. ItsEssence minimum is 3. Its cost is 6 motes perlevel, 1 Willpower. Its duration is One day. Overthe course of one day, it allows the character toreduce the Virulence level of a disease affecting111

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