Obeah

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Powers (1–5)

Sense Vitality

Spend 1 Blood and use a simple action to activate Sense Vitality. For the next hour, you gain the instinctive ability to perceive the health of any creature that comes within 10 steps of you. You automatically realize the following information: - Whether the target is alive, dead, or undead - The target's current number of wounds and number of remaining health levels - The location and severity of any injuries she currently suffers - Whether the target suffers from any diseases or other maladies, and if so, which ones - Whether the target has any drugs or poisons in her system, and if so, which ones - The disposition of all organs, bones, musculature, and other physical structures of the body. You realize if any organs have been removed or shifted, and you can sense the signs of older, healed injuries or genetic anomalies. Sense Vitality overcomes supernatural powers that obscure an individual's health level, such as Misleading Wounds or similar powers.
Focus: [perception]
While Sense Vitality is active, you do not need to spend Willpower to use Pierce the Heart.

Anesthetic Touch

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Spend 1 point of Blood and use your standard action to target a willing subject within one step. For the next hour, the target feels no pain and suffers no wound penalties. If your target is mortal, you put her into a state of peaceful sleep, where she will feel no pain for the next 10 hours. Further, mortal creatures will heal 3 points of normal damage after resting a full eight hours under the effects of this power. Anesthetic Touch can only be used on willing targets. Individuals under the effect of Anesthetic Touch are immune to the effects of Burning Touch, unless the character using Burning Touch also has the elder power Fiery Agony.
Focus: [wits]
You may use Anesthetic Touch on a willing target within line of sight using a simple action.

Corpore Sano

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Spend 1 Blood point and use your standard action to target a willing individual within one step. The target immediately heals 1 point of normal damage. Corpore Sano can only be used once per turn. You may use Corpore Sano to heal yourself.
Focus: [wits]
You may also spend 1 Blood to heal a point of aggravated damage.

Shepherd's Watch

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Spend 1 Blood and use your standard action to activate Shepherd's Watch. Shepherd's Watch protects you and all individuals you choose, including creatures and people, so long as they are within two steps of you. While this power is active, no one with hostile intent can come within five steps of you or those you choose to guard. If an individual standing within five steps chooses to attack or use a hostile power targeting you or those you are guarding, the attempt automatically fails. The attacker is immediately and automatically pushed five steps away from her target as though by a gentle, supernatural hand. Shepherd's Watch does not prevent individuals using ranged weapons or powers from attacking you or those you protect. If an individual protected by your Shepherd's Watch attacks or targets someone with a hostile power (whether targeting an individual inside or outside of your aura), she immediately loses the protection of Shepherd's Watch. Such a character cannot be protected by the power for the next hour. Once Shepherd's Watch is activated, and you have chosen the individuals you are protecting with this power, you cannot add other individuals to that protection unless you reactivate Shepherd's Watch. There is no limit to the number of individuals you can protect with this power, so long as they remain within five steps of your physical form. Every turn after the first, you must spend 1 point of Blood to keep Shepherd's Watch active. If you stop spending Blood, or take any action other than speech or simple movement, this power immediately ends.
Focus: [wits]
Protected characters also gain a +3 bonus to Dodge- and Survival-based defense test pools.

King's Blessing

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Spend 3 points of Blood and touch a willing target for one minute to activate King's Blessing. Thereafter, you heal any physical maladies your target currently suffers, so long as you wish to cure those issues. King's Blessing can be used to heal wounds, regrow lost limbs, rectify genetic defects, counteract poisons or drugs, cure disease, and remove unwanted alterations to the physical form, such as those caused by Vicissitude. King's Blessing can only be used on willing targets. Characters who cannot spend 3 Blood in a single turn can fulfill this requirement over multiple turns, so long as the Blood is spent consecutively.
Focus: [perception]
You can also remove derangements; a Malkavian's primary derangement is relieved for one hour.

Elder Powers

Unburden the Bestial Soul

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Spend 3 Blood, touch a willing target, and concentrate for one minute to remove all of that target's Beast traits. After being consecrated in this manner, your target is incapable of taking any action that would cause her to gain Beast traits for the remainder of the evening. If your target attempts an activity that the Storyteller believes might lead to a Beast trait, the character loses her action without performing the activity.

Rayzeel's Grace

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Spend 2 points of Blood and your standard action to imbue yourself with healing energies. As you do, your third eye opens and glows with holy light. You temporarily gain a number of Grace points equal to your total number of Obeah powers, including elder powers, luminary powers, and techniques. You may spend a simple action and one point of Grace to cause any target within your line of sight to heal a point of normal damage or convert a point of aggravated damage to normal. You may spend multiple points of Grace per simple action in this way, targeting multiple individuals, and possibly healing them for more than one point of damage. You may only have a single instance of Rayzeel's Grace active at a time; if you activate this power while you have points of Grace remaining, you do not retain any of those points of Grace. Once activated, points of Grace fade after 5 minutes. You may use your simple action to spend points of Grace even during Celerity rounds.

Revocation of Caine's Grace

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Spend 3 points of Blood and your standard action to speak ancient words of condemnation against your target. If you succeed in an opposed challenge using the Obeah test pool, you may choose 2 disciplines to revoke for the next 10 minutes. Your target loses access to her highest-level discipline power in each of the disciplines chosen. You may only choose to revoke gifts from the cardinal 8 disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence), including elder powers and luminary powers. If your target has more than one luminary power or elder power in a targeted discipline, she may choose which power to forfeit. This power has no effect on Thaumaturgy, Necromancy, or any disciplines outside of the cardinal 8 disciplines. Should your target lose access to any of the required disciplines for a technique, she loses access to that technique for the duration of the power's effect. Losing a power causes any active use of it to immediately end.

Luminary Powers

Healer's Eminence

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Spend 3 points Blood and your standard action to invoke a powerful aura of healing and grace. Any aggravated damage that would be done to you and a number of allies within your line of sight up to your dots in the Medicine skill is reduced to normal damage. In addition, the first time each turn that an ally within your line of sight heals one or more points of damage, she heals one additional point of the same type beyond the normal total. While this power is active, your countenance becomes tranquil and impressive, and all will recognize you as the source of these effects. This effect negates any power that would upgrade damage to aggravated, except Warrior's Eminence. If one or more parties to the battle have both Healer's Eminence and Warrior's Eminence active, the effects negate one another, and damage and healing is handled normally.