[Custom] Hands of the Renewal [Alliance of the Renewal]

I gave my go on this charm on another game, so feel free to take it if you are interested, JB boost are so rare in this sick sad world ^^
 
Unless you take this Charm and a MA charm that increases you JB, like the charm I took from Art of the Victorious Concession. Besides, doesn't taking the Awarness Excellency increase your JB? Ooooh, I can see that going well with casting a spell, and having everyone acting far behind her so she is more likely to complete the spell, sweet!!!
 
Remember that if it exists for us, it exists for our foes too :P . I doubt JB rolls will get out of hand for us without eventually running into foes who can easily manage the same. And there is that 6-tick maximum difference in between the reaction count and any JB roll. But yes, it's still a very nice Charm regardless. I'm glad there will be some to make use of it, Arelean will most likely be using Flashing Vengeance Draw in its place.
 
Of course it has an abyssal mirror... you didn't think it would be that easy did you ?
 
Shining Light of the Healer


Cost: 5m


Mins: Medicine 3, Essence 3


Type: Supplemental


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisite: Any Medicine Excellency, Flawless Diagnosis Technique.


The hands of the Solar begin to glow with a golden light, which he then aims at a person, creating a bridge of light between them. The target must be within [Essence x 5] yards of the Solar to be eligible. This action can supplement any Medicine Charm, so it can affect from a distance.


This Charm can be used in a Combo with Contagion-Curing Touch to remove the need for medicine, penalties, or the need for a stunt.


-----------------------


This is what I could come with for a medicine charm. It seems a bit powerful, but not sure how to balance it. maybe requiring an atcual atatck roll to create the bridge? if so it should probably add Essence in automatic successes, and require a successful Intelligence or Perception + Medicine roll, to direct the bridge to the wounds that need to be healed...


And while I value your opinions, saying that it's too powerful without offering how to balance it is not helpful.
 
At minimum, it should be Essence 3, if not Essence 4. It should probably also have some more (if not higher-tiered) prerequisites. Since you have it removing the need for tools, etc., one of the prerequisite Charms should definitely be Contagion-Curing Touch (which does exactly that and more).
 
Changed the Charm a bit, now you need Contagion-Curing Touch to remove the need for tools and such, but then again, they can be used in the same combo.
 
I like the concept but...


Most of the medecine charms have the Touch Keyword, and have various durations.


What I could see here is a permanent charm, Medecine 5 Essence 4, allowing you to spend as an innate power 3m per medecine roll required (or commit them in case of durations longer than instant) to get the "distant touch".
 
I kinda modeled this on the Iron Raptor Technique. It's a Melee 3, Essence 2 char, with a range of Essence x 8, and a cost of 2m, where at essence 3 you can throw an attack, instead of your actual weapon, for 4m.


What I did was up the Essence to 3, upped the cost, and reduced the distance. I don't think it's too powerful an effect when compared to IRT.


Also, it does not reduce the time needed to do the healing, so maybe I just need to add that caveat to the Charm's description. It certainly wasn't my intention to make the healing instantaneus, hell, all I want is a charmt hat I can use in a combo with Instant Treatment Methodology, so I can heal at speed 7, but from a distance, if possible.
 
I kinda modeled this on the Iron Raptor Technique. It's a Melee 3, Essence 2 char, with a range of Essence x 8, and a cost of 2m, where at essence 3 you can throw an attack, instead of your actual weapon, for 4m.
What I did was up the Essence to 3, upped the cost, and reduced the distance. I don't think it's too powerful an effect when compared to IRT.


Also, it does not reduce the time needed to do the healing, so maybe I just need to add that caveat to the Charm's description. It certainly wasn't my intention to make the healing instantaneus, hell, all I want is a charmt hat I can use in a combo with Instant Treatment Methodology, so I can heal at speed 7, but from a distance, if possible.
But you see, the effects of Melee are simple when compared to those of Medicine. It's far easier and simpler to hurt someone, with a sword no less, than it is to heal someone. Now make that happen - at range. You could throw a sword at a foe without a Charm. You can't throw medical attention. :P
 
Haven't you ever heard of a healing bomb/balm (drat puns don't work as well when you have to put them in a written format)
 
fhgwdads05 said:
But you see, the effects of Melee are simple when compared to those of Medicine. It's far easier and simpler to hurt someone, with a sword no less, than it is to heal someone. Now make that happen - at range. You could throw a sword at a foe without a Charm. You can't throw medical attention. :P
Which is exactly why I upped the essence, and the cost, and reduced the range...


I was also thinking on changing the description so that it actually creates a set of golden hands that administer the healing.


Note that there is no Medicine Charm in the core book that requires more than Essence 3, and you can actually get most of them at Essence 2, so apparently it's not that hard in Exalted to heal, if you buy the Charms for it. Now if you look at the combat Charms of Melee, Archery, Martial Arts, and Thrown, you will see that while it's easy to hurt someone, to really dish out damage you need the higher Essence Charms, but not so with Medicine.
 
so apparently it's not that hard in Exalted to heal, if you buy the Charms for it.
As far as healing actual levels of damage go the closest to instant healing you can get is by combo-ing Instant Treatment Methodology, with Wound Mending Care technique and contagion curing touch (and a 1st excellency if you want but we'll deal with just the three for now). The effect is that with a (int+medicine) roll and a touch, the target heals success number of health levels...at the end of the day.....though all it takes is a touch and 19m,1wp from the doctor who can then move on.


For actual instant healing, your best bet is to look at artifacts like the cup of flowing blood (O's Codex pg 36) or well, really that's about it.....instant healing is rare and high essence, spirits can do it, so maybe a bound spirit of some sort could help you or you could get a yasal crystal, but they can only heal entire wounds at once or not at all and the cap on the spirit healing charm is like 1hl per dot of essence, thus to heal someone with even 3 hl of damage you would need a ess 3 spirit which is about as powerful as most folks want to run into (as an exalt you could deal with it but just saying....)


As an aside, there are a number of regenerating methods such as the Stone of Resilient Bamboo(heal 1 bashing or lethal per hour) or the wound mending needles from WotLA but they still take 1 minute per bashing, 15 minutes per lethal or 4 hours per agg, even so they are one of the faster methods.


On artifacts, A resplendant Satchel of Healing is rather nice, and includes in it's equipment a set of the above mentioned needles, though the rest of it, a rod that cleanses the body, jade instruments that add 4 dice to medicine rolls and a hearthstone powered cuff that causes a limb to regenerate can all be duplicated easily enough with solar charms
 
Gotcha, except that my reading of the Instant treatment Methodology suggest that as long as you know a Medicine-based charm that does a dramatic action in an hour, this charm duplicates that charm.


Taken from the core book:

The Charm functions Exatly as any other Medicine-based dramatic action that takes up to one hour, save that the character performs it in a handful of seconds.
 
Even so, I maintain my position on the charm... why would you want to add 5motes to an already expensive combo ? unless in some rare specific cases (like someone struck under debris or something) you got almost no chance of using it... unless I missed some combo you've been thinking about.
 
hmm...rereading it, I can understand that interpretation of it, the problem is that Wound-Mending Care Technique is not a dramatic action, it supplements a dramatic action. So for instantaneous equipmentless healing you would require the three charm, 19m,1wp combo. However there is an upside.....I found this errata on the exalted wiki and though it's source seems a bit more roundabout than your standard errata, it seems legit. (Thus allowing instant healing as long as you have motes and wp enough for the combo. An expansion to contagion curing touch allowing it's use at range for an increased mote cost becomes quite doable at that point)

p. 219 – To improve the effectivity of this charm, change the following two sentences to read (changes in italics):


This Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the number of successes at the end of the treatment. If the target spends the day resting, the target recovers a number of additional lethal and bashing health levels equal to the Solar's permanent Essence at the end of the day.


Source: This errata is per Rebecca Borgstrom, upon Conrad Hubbard questioning Michael Goodwin. Exalted developer John Chambers has given verbal approval to this particular errata.
Edit: Thought about, decided to stat out the above mentioned expansion....So at range with the above combo it would cost 21m,1wp.


Distant Healer, Heals All The Same or the 'House' Charm (please rename)


Cost: -- Mins: Medicine 5, Essence 3 Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Wound Mending Care Technique


This Charm permanently enhances it's prerequisite, allowing the Solar to spend 2m more when activating contagion curing touch in order to provide a healing flows of golden essence to the target, healing them from up to essence x10 yards away. Time is not effected by this expansion so with out a combo this mostly allows a healer to heal an otherwise unreachable or untouchable target (someone at the bottom of a well or a fire elemental) or simply provides a rather flashy demonstration of the exalt's skills. Used in this way, contagion curing touch gains the obvious keyword.
 
You kinda missed my point on Instant Treatment Methodology. It is a Simple charm, that says specifically that it acts like any other Medicine-based dramamtic action, which seems to imply that if you know the Charms Wound-Mending Care Technique and Wound-Cleansing Meditation, the use of Instant Treatment Methodology acts as those charms, except it takes 7 ticks instead of an hour.


Unless I'm reading it all wrong, but if so, correct me.
 
You're wrong. One Charm at Medicine 2, Essence 2, for 7m that allows you to replicate the effects of others with potentially higher mins and activation costs? In about a 10th of the time or less? That's terrifyingly broken. No, the intent of Instant Treatment Methodology is for it to be combo'd with all the other Medicine Charms for performing that stuff faster. With it, you can get the closing thing Exalted allows to insta-healing, save that it still requires you to rest after. It's useful for when you have someone in dying health levels, especially in the middle of a fight, but not much else.
 
Time for a little *knuckles cracking* ST's interpretation ! 8)


First the obvious:


CCT doesn't help one bit in speeding treatment, but helps healing from scratch. So if you want a charm allowing a distant heal, it surely must be based after that one. (We can consider it to be the equivalent of Craftsman Needs no Tool).


Then the rest:


WMCT: I don't see any problem with that one.


- you got to spend an hour with the target resting, spend the motes etc etc.


- make the roll


- 24 hours after that the target will regain (suxx) HL B or L.


- if the target spend the 24 hours resting, he will regen + (Essence of the caster) additionnal HL.


The confusion comes from the supplemental type and its duration.


You have to commit the motes for 24 hours, but use the sup charm only within the hour of treatment.


The charm explicitely states that it doesn't act as CCT, so you still need a combo with this one if you have nothing on you or the need of medical tools and supplies still exists.


ITM: this one has a particular limit, this charm replaces a medical dramatic action that takes up to one hour. Complex surgeries are completely out of this. You can only use ITM within a combo with WMCT or WCM to be truly efficient.


It will only suppress the hour needed with WMCT, so it will only reduce the 24 hours needed to heal 23, and will reduce the time of WCM.


The errata wasn't really needed on WCMT, it was kinda clear IMHO. (it clearly says "at the end of the day").


Considering the healing time needed to regen a HL, I'd say it's already extremely efficient and doesn't need improving. In 24 hours of rest you can regen 3+ suxx HL, which is totally impossible even if you have been wounded to your first - 2, and have the x10 active.


WMCT is extremely useful especially for people with 2 or 3 OBT.


Once again, I don't really see the interest of not needing to touch people to treat them, aside if there is somekind of contagion touch virus in the area.
 
Yes, the book clearly says at the end of day, but perhaps the writer didn't originally intend for this? Maybe it got changed during the editing process? Maybe it was copied incorrectly? Who knows. The errata saying that you'd receive the healing benefit at the end of treatment was approved, though. With that in mind, it's assumed that the intention was to allow semi-instant healing - a combo of WMCT and ITM would provide the first group of restored health levels immediately. If you don't wish to use it, cyl, that's cool I guess. I'm just saying that this was the intention for the Charm and the current official ruling on it. :P


Oh, and just so you know - ITM was errata'd in the first batch of such to be Speed 6 (along pretty much everything else that was listed as Speed 7 in the book). The first batch was the official pdf released about a year after the 2e Core's release.
 
Oh I got the missed editing part.


And I'm ok with this... what would be the point of having a speed 7 or 6 action to supplement other charms if not ?


I haven't made up my mind about the working of the WCMT yet, I'll probably follow the errata, once I've checked how ridiculous the healing times are.
 
Note: Eleclaethil is not present in the city for reasons both IC (duh :lol:) and OOC (we still have yet to figure out exactly how Familiar is going to work). Though, she's probably flying around somewhere, and no doubt they've either seen or heard about her by now.
 

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