Obeah
Summary
The gentle power of Obeah was once respected and valued, as were its inceptors, the Salubri. However, over the centuries, both the clan and the power have been tarnished, and now any sign of the Obeah discipline is likely to be treated with the utmost disdain and suspicion. The power itself can cure both psychological and physical wounds — but vampires have every reason to believe that Obeah, and the clan that created it, were fueled by infernal powers and addicted to diablerie.
In modern times, vampires believe this lie — or have every reason to continue promoting the falsehoods. Old lies and ancient betrayals still bind most elders to this assertion, and they persecute and destroy anyone discovered to possess the powers of Obeah before they have a chance to speak the truth.
Use of any Obeah power beyond the first causes a third eye to manifest upon the user’s forehead. This eye opens and glows throughout the use of these powers and disappears thereafter.
Quote
“Trust is treason. Love is loss. Life cannot shield you from those who disappear or forget. Everyone leaves you in the end.” — Iofel Inocanza
Vitality
Level 11 BloodFocus: Perception
Focus
Obeah focuses on defense and healing. By spending 1 Blood and using a simple action, you can also use Sense Vitality to receive a +5 bonus to any challenges using the Medicine skill or when you are attempting to diagnose a corpse’s cause of death.
Life permeates the world, cycling with the ebb and flow of inevitability. With this power, you can tap into that source, feeling the pulse of the universe and tangibly perceiving the vital energy of individuals nearby.
System
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 the target 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 target’s 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 effects that obscure an individual’s health level, such as Misleading Wounds or similar powers.
Anesthetic Touch
Level 21 BloodFocus: Wits
Focus
You may spend 1 Blood and use a simple action to use Anesthetic Touch on a willing target within your line of sight.
You have a healer’s touch, and can cause pain to flee or fear to lessen in the heart of your patients. Any subject who voluntarily submits to your Anesthetic Touch can be rendered immune to pain, and any mortal creature affected by your power falls into an immediate healing sleep.
System
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.
Corpore Sano
Level 31 BloodFocus: Wits
Focus
In addition to the normal properties of Corpore Sano, you may also choose to spend 1 Blood in order to heal a point of aggravated damage.
Your vitae is an alchemical substance, carrying healing properties like those said to be possessed by sacred figures of myth. By laying hands on the injuries of others, you can cause them to heal at an incredible rate.
System
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.
Shepherd’s Watch
Level 41 BloodFocus: Wits
Focus
Characters protected by your Shepherd’s Watch also gain a + 3 bonus to Dodge- and Survival-based defense test pools.
Like a shepherd guarding her flock from wolves and other predators, those who seek your protection can find peace and shelter in your presence. An aura of gentle vigilance surrounds you, lending a sense of hope and calmness to those who remain close by.
System
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.
King’s Blessing
Level 53 BloodFocus: Perception
Focus
Your use of King’s Blessing can also bring peace to those with psychological ailments or wounds, and can even cure derangements. After fulfilling all other costs of this power, you can also remove one derangement from an individual. Note that this power cannot permanently remove a Malkavian’s primary derangement, though it does relieve the derangement for a short time. A Malkavian does not gain Derangement traits, regardless of how often the primary derangement is triggered, for one hour.
By laying your hands upon the sick or injured, you heal the subject’s body of any affliction or malady, bringing her to a state of full health. When this occurs, a gentle feeling of peace spreads throughout your target’s soul, rendering it temporarily joyful and in harmony with the world. Some vampires see this as a blessing; others see it as infernal trickery intended to hide the user’s true nature.
System
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.
Rayzeel’s Grace
Level 62 BloodYour healing skills are no longer limited by a singular touch to a lone ally. You can now summon and channel healing energies as you move about the battlefield tending to your flock. With the slightest concentration, you can heal your allies from afar, while still reacting to the ebb and flow of combat.
System
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.
Example: Cassandra spends 2 points of Blood and her Standard action to activate Rayzeel’s Grace and has 6 total Obeah powers. She gains 6 points of Grace. She then spends her simple action and 3 points of Grace. She uses 2 of the spent points of Grace to heal her ally Victoria for one point of aggravated damage by using 1 of those points to convert the aggravated point of damage to normal damage and the other point to heal it completely. She uses the other 1 point of Grace she spent to heal her ally Giorgio of 1 point of normal damage. Cassandra has 3 points of Grace remaining. During her action on the first Celerity round, Cassandra uses a simple action and 2 points of Grace to heal Victoria for another two points of normal damage. The turn ends with Cassandra retaining 1 point of Grace. During her next action, she activates Rayzeel’s Grace again. She forfeits the remaining point of Grace, and her Grace total becomes 6 once more.
Revocation of Caine’s Grace
Level 63 BloodThe Salubri believe that of all of the clans who bore Caine’s judgment for the crimes of the Antediluvians, only theirs chose to repent their prideful and wayward ways, devoting themselves to the healing and protection of others from that moment forward. In line with this belief, you have the power to call forth a measure of the residual scorn within all Caine’s wayward children, temporarily revoking his gifts. During the period of their eradication, the Salubri were horrified to find this power had no effect on the magic of the Tremere, causing some to believe the Warlocks’ power was infernal in nature.
System
Spend 3 points of Blood and your standard actions 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.
Exceptional success
You may choose to revoke 3 disciplines with a successful application of this power instead of 2.Unburden the Bestial Soul
Level 63 BloodLegend says that vampires are cursed by Caine’s sins, their souls blackened by the very nature of the Embrace. With this power, elders can alleviate the urges and ravages of the Beast, offering a vampire’s soul an evening of rare and blessed peace. However, such forgiveness comes at the cost of a certain amount of free will.
System
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.
Healer’s Eminence
Level 73 BloodYour temperance and affinity with the healing arts is such that you can reduce injuries before they even occur. By exerting your will upon the battlefield, you can diminish harm by the force of your presence alone, granting aid and relief to the wounded.
System
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.
Source book: MET - VTM - Core Book