Table of Contents
Medicine Charms
The purpose of this is to rework a medicine tree (solar, possibly DB) to make it both more streamlined, more useful, and actually allow combat medics to exist (and make them a vital asset to a party).
Goals:
- Have an automatic component to each charm that doesn't rely on the success of a roll
- No charm becomes useless when a later, better charm is purchased (charms can have overlapping effects as long as their situational utility varies)
- Don't require a gazillion prereq charms before you get to anything useful. A starting character should be able to heal in combat (if somewhat inefficiently)
- Occasionally give a bonus for rolling well and/or having a ton of XP (dots, as it were) invested into certain things
Charms
Concept. These charms were designed with the smaller dragonblooded essence pools in mind, but they may be of a power level more appropriate to Solars. These types of details are still up in the air. One thought is that instead of making up charm trees for each exalt type, only one charm tree exists but each exalt type has different costs/limitations associated with each charm. For instance, only Celestials can concentrate their essence to such a degree that they can replace a lost limb (Terrestrials simply do not have access to Rebuild). Or, perhaps Dance of the Adept Medic costs a solar 3m to activate but a Dragonblood must pay 5m.
Charm costs. Generally, a starting DB has a maximum total essence pool of 31 (essence 3, no committed motes, no breeding). A starting solar will have 44 (essence 3). However, most characters have magical equipment (requiring committed essence) so more likely you're looking at around 21 spendable motes for a dragonblood and 34 spendable motes for a solar. With 21 / 34 motes in mind (and 5 willpower available), try to make your charm costs reasonable for both factions with the idea that dragonbloods are supposed to be noticably weaker than solars but not to an absurd degree (only be able to use 3 charms due to essence pool limitations is no fun for anyone). Also, keep in mind that healing cannot be done without the aid of charms, thus essence expenditure, but attacks/damage can. So one might think healing charms shouldn't be too expensive if healers are expected to be able to use more than say 3 per combat.
Charm Default Attributes. Unless otherwise stated in the charm descriptions, botches (no successes and at least one 1 on a roll) and crits (5+ on a roll, aka exceptional success) have no extra effects. Range is touch unless otherwise specified in the charm description. Unless otherwise stated, all charms are usable on self as well as others.
Bedside Medic Charms
These charms are intended to be used out of combat (generally). They (almost) all have a casting time component (in terms of minutes or more) that takes them out of combat time. They are generally more efficient in terms of motes for gains (at the expense of time), and certain things are just so complex they simply cannot be tackled in stressful conditions such as combat.
Because the Medic is not under time pressure or stress (due to combat, etc) these Bedside Medic Charms are able to grant additional benefits above and beyond simple healing.
1. All Encompassing Medic's Sight
Cost: 2m Prereq: None Action: Simple, speed 3 Tags: sight, combo-ok - Lets the healer assess what is ailing a person. Roll (PERCEP + Medicine). Each success gives the healer (successes) bonus dice on their next cure/heal on this same target that is initiated within the next 5min.
2. Cure Disease
Cost: Variable Prereq: All Encompassing Medic's Sight Action: Charged, varies Tags: cure, combo-ok - Add the number of motes/willpower together based on the following attributes: * +1m for a Common Disease * +2m for an Uncommon Disease * +1m for a Low Mortality rate Disease * +2m for a High mortality rate Disease * +5m1w for a magical disease - For each mote spent, the default healing time is x15 min per mote spent +8hr in addition for a magical disease. To reduce the cure time, roll (INT + Medicine). For each success, the clensing time is reduced by 10min with a minimum cure time of 5min. If a botch is rolled, the healer cannot cure that disease for that particular person ever (no redos without 3rd excellency). If 5+ successes are rolled, the cost of the curing is reduced by 3 motes to a minimum of 1m. Willpower costs cannot be mitigated. For the duration of the curing, the motes are committed (cannot be used on anything else, cannot be regained) and then are spent as the charm completes. This may be used on plants as well as creatures.
3. Cure Poison
Cost: Variable Prereq: All Encompassing Medic's Sight Action: Charged, varies Tags: cure, combo-ok - See Cure Disease for the mechanic (swapping "Disease" with "Poison" and "Mortality rate" with "Lethality"). Exception: If the poison is not magical and deals damage at a frequency of 1 min or less, the healer may spend an additional 1w to roll (WITS + Medicine) against the poison potency to instantly (speed 5) cleanse the poison. If the roll fails, the 1wp is not spent. If the roll is botched, the 1wp IS spent.
4. Revitalize
Cost: 1m/target health level Prereq: All Encompassing Medic's Sight Action: concentration, varies Tags: heal, protection, combo-ok - Roll (PERCEP + Medicine) to heal (successes) in bashing or lethal (bashing heals up first) on a target over the course of (1 min per bashing, 10 min per lethal). If the roll botches, target takes 1 additional lhl (healable) and the healing fails. However, if 5+ successes are rolled, this charm grants (Medic's Essence) or (health levels healed), whichever is lower, in bonus temporary (-2) health levels to the target that persist for a week. Multiple uses of this charm within the week window do not stack. Exceptional success benefits are not gained if used on a target with no damage. Later successful (5+ successes) uses of this charm on the same target will reset the bonus health level protection window, however. Motes used for this charm are committed for the duration (not including bonus health level window) of the charm and then are spent as the charm completes.
5. Succor
Cost: 2m/target health level, 1 wp Prereq: Revitalize Action: concentration, varies Tags: heal, combo-ok - Roll (INT + Medicine) to downgrade up to (successes) aggravated or grievous damage to lethal. This downgrade effect takes 15 min/ahl or ghl. This does NOT reattach/regrow severed appendages. Motes used for this charm are committed for the duration of the charm and then are spent as the charm completes. If Rebuild is used within 24 hrs of this charm on the same target, add the successes rolled here as bonus dice to the Rebuild roll.
6. Rebuild
Cost: 10m, 1wp Prereq: Succor Action: concentration, varies Tags: heal, protection, combo-ok - Only one missing or severed appendage can be targeted per casting. Terrestrials can use this only on severed but at least 50% intact appendages. Only Celestials can use this charm to regrow a missing limb. The reattach/regrow takes 8 hrs of concentration by the medic with no roll needed. Or, if the limb was lost within the last (Medic's Essence) days, the medic can choose to roll (INT + Medicine), reducing the time investment by 1 hr / (success) to a minimum of 1 hr. A botch on this roll means the medic is unable to reattach this limb for this person (ever). For 5+ successes, the medic grants 1 year's worth of dismemberment immunity to the target as long as the target does not die. The duration effects of this do not stack, but multiple successful (5+ successes) castings on the same person reset the immunity window. Motes used for this charm are committed for the duration of the charm and then are spent as the charm completes. Target: Others only.
Combat Medic Charms
These charms are intended to be used in combat time. They all have speed components and most of them can be used at range, even if short range. Generally speaking, the medic is still required to be caught in the middle of a melee to do his thing, but he doesn't necessarily need to be in aggro range of a baddie.
7. Less Work For The Medic
Cost: 1m/damage converted Prereq: All Encompassing Medic's Sight Action: Reflexive, Instant Tags: heal, combo-ok - Roll (WITS + Medicine). For a single attack, can convert up to (successes)/2 (round up) in Lethal damage to bashing after damage dice are rolled. Note that this charm does the downgrade before the target takes the damage. This can help keep an ally alive who has taken a ton of lethal damage already and is still drawing hits. In this way it is different from Combat Efficient Heal, which heals damage after a target has taken it. Range: melee (~5 yds).
8. Combat Quick Heal
Cost: 3m Prereq: Less Work For The Medic Action: Simple, Charged, speed 3, healing action occurs at end Tags: heal, combo-ok - Roll (WITS + Medicine). Heals 1 lethal and (successes) bashing. If the target has no lethal damage, the 1 free heal of a lethal level is lost. If the target has no bashing damage, the (successes) bashing healed is lost. Range: sensory (25 yds).
9. Combat Efficient Heal
Cost: 3m Prereq: Quick Heal Action: Simple, Charged, speed 6, healing action occurs at end Tags: heal, combo-ok - Converts (Essence) worth of Lethal to Bashing and heals (PERCEP + Medicine) in (successes) worth of bashing. The charm does it in order: first lethal is downgraded, and then bashing is healed so a character with 3 lethal can have the 3 downgraded to bashing then those bashing healed all in one casting. If the target has no lethal damage, the free lethal downgrade is lost. Range: melee (~5 yds).
10. Brotherhood of Protection
Cost 5m + number of people involved motes + 1w Prereq: Quick Heal Action: Simple, One Scene, speed 5, self and up to (Essence) comrades Tags: heal - All party members hold hands for 1 min while this is cast. Medic rolls (CHA + Medicine). Each member (including the medic) can now heal up to (successes) B or L levels by spending //their own motes// on a (1m = 1B or 2m = 1L) basis after damage has been rolled. All effects from this charm are lost if unused at the end of the scene. Range: touch.
11. Cocoon of Protection
Cost: 2m Prereq: Brotherhood of Protection Action: Simple, speed 4 Tags: protection, combo-ok - Throws a barrier around a target that will absorb (Essence) in Lethal or Bashing after the damage roll has been made. Roll (STA + Medicine), the barrier lasts for (Essence) + (successes) ticks. Barrier will end prematurely when it loses its last health level. Range: touch.
12. Best Defense is a Good Offense
Cost: 3m extra when Cocoon of Protection is cast Prereq: Cocoon of Protection, Solar-only Action: See Cocoon of Protection. This is an upgrade for Cocoon of Protection. Tags: protection, stun - When the Cocoon of Protection barrier drops, roll (MANIP + Medicine), (successes)/2 (round up) enemies within melee distance of the character (~5yd) are potentially stunned for one speed 5 action. Each potentially affected enemy must succeed on a willpower roll difficulty the caster's (Essence) in order to not be stunned. Expenditure of 1 willpower by the target will negate the need for a roll and the target will automatically succeed in defending against the stun.
13. Your Grievance is my Boon
Cost 5m Prereq: Brotherhood of Protection Action: Simple, Concentration up to (variable) ticks, speed 5 Tags: heal, leech - Takes a single friendly target as its focus, and the medic must concentrate on that target for the duration. The medic can be interrupted. Roll (STA + Medicine). The medic can concentrate for (successes) ticks. For each tick, the medic can mitigate (Essence) Lethal or Bashing after damage is rolled and absorb the same number of motes as damage mitigated from the attacker (even if the attacker isn't an essence user). Each tick where at least 1m absorbed the medic takes 1B level (healable). This applies to attacks from flurries and onslaughts (but is still limited to X per tick in mitigation). Range: melee (~5 yds). Target: Others only.
14. Dance of the Adept Churgeon
Cost: 4m Prereq: Combat Quick Heal Action: Simple, one scene Tags: movement, combo-ok - For one scene, any tick on which the medic successfully casts a (heal) tag charm on a comrade, he may chose to slip around said comrade to a more convenient, safer, or strategic location as a free action regardless of mobility penalties, threat, or whether or not he's already taken a movement action that tick. The free movement must end with the medic adjacent to his healed comrade. This movement draws no attack of opportunity unless the medic ends up in a location also adjacent to an enemy who does not have an action on that tick. Target: Self only.