Obeah
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Level 1, Sense Vitality: By touching their target, and rolling Perception and Medicine; difficulty 7, the kindred may instantaneously read a targets injuries, and know how close to death they are, along with a host of other useful information. How much information can be ascertained is drawn from the dice roll. See "Vital Information" Chart below. For each success on the dice roll the Kindred may ask a question of the storyteller about their targets health such as, "Are his wounds aggravated?" or "Was she drugged?" Asking detailed information about the attacker Such as "What did the attacker look like?" are not acceptable questions.
Level 2, Anesthetic Touch: With but a touch, the Kindred can ease a (willing) targets pain until they do not feel it at all. The kindred must touch their target, and roll Willpower; difficulty 6. Each success garnered on this roll allows for the target to ignore wound penalties for one turn per success. If for some reason the target is unwilling, the roll may still be made, but at difficulty 8 (or the targets Willpower whichever is higher). Once the effects of the first application of "Anesthetic Touch" wear off they may be used again, but another Blood Point, and roll are required. Mortals may be put to sleep with this power as well. The same system applies, and the mortal sleeps a full sleep cycle that they are accustomed; unburdened by nightmares, or derangements. Level 3, Corpore Sano: By laying their hands on a target (living or undead), the kindred may heal their wounds no matter how grievous they may be. The target feels a warm and tingling sensation as the third eye of the healer opens. Broken bones are set, organs reset, blood restored, and flesh knitted back to its original state. Each point of damage requires one Blood Point, and one turn of actual contact with the injury (or as close as possible). Even aggravated wounds may be healed in this manner, but 2 Blood Points must be spent for such supernatural wounds. This power has no effect on those who are already "Dead-Dead" Both Death (for mortals) and "Final Death" (for Kindred), are beyond the help of "Corpore Sano". Level 4, Shepherd's Watch: The Kindred may, by spending 2 Willpower points and 1 standard action, erect an invisible barrier around themselves, and others, that is 3 meters around the Kindred. This power springs forth from the kindred, and as such cannot be used on targets that are afar, and does not protect from ranged attacks such as guns. The shield moves with the Kindred, and repels those in its path. Anyone within the shield at its creation, may move in and out of it at will but those wishing to break through must garner 3 net successes on a contested Willpower roll against the Kindred. The Shield may be dropped as a reflexive action. Level 5, Mens Sana: With this Mastery of Obeah, the Kindred may cure targets of their derangements permanently, quieting the mind and quelling inner demons. By spending 2 Blood Points, and rolling Intelligence, and Empathy; difficulty 8, the kindred can cure 1 derangement of their players choice after speaking with their target for roughly 10 minutes. Malkavian's core derangement may never be cured in this manner (or any other for that matter) but may be alleviated for the remainder of a scene with a successful roll. Should the kindred botch the roll, the intended derangement is placed upon them for the remainder of the scene. This power does not cure the Kindred of their own derangements. |
Vital Information by Success:
Please note: That scoring higher, reveals all information for the levels below. Such as rolling 3 successes reveals all information for 1, 2, and 3 successes.
1 success: Identifies the subject as mortal, kindred, ghoul, or other type of creature.
2 successes: Identifies how many levels of damage the subject has sustained.
3 successes: Reveals how much blood remains in the subjects Blood Pool if they are kindred, and how much blood remains in their body if they are mortal or some other blood bearing creature.
4 successes: Reveals any diseases present in the subject
5+ successes: Reveals any derangements present in the target.
Please note: That scoring higher, reveals all information for the levels below. Such as rolling 3 successes reveals all information for 1, 2, and 3 successes.
1 success: Identifies the subject as mortal, kindred, ghoul, or other type of creature.
2 successes: Identifies how many levels of damage the subject has sustained.
3 successes: Reveals how much blood remains in the subjects Blood Pool if they are kindred, and how much blood remains in their body if they are mortal or some other blood bearing creature.
4 successes: Reveals any diseases present in the subject
5+ successes: Reveals any derangements present in the target.
Caitifflord Says:
My hatred of this discipline is surpassed only by my hatred for the Settites. I will comment no further. |
Caitiffprince Says:
Interesting, very interesting. I haven't thought of this discipline in some time but now that I am, I see it is very useful. To heal ones wounds in the heat of battle, and even cleanse the mind of its inner demons. Simply extraordinary, too bad the Salubri are so few in number in these nights. |