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Obeah

 
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Thoth ST
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Joined: 05 Jan 2008
Posts: 1011
Location: In the Library - limestone_king@yahoo.ca

PostPosted: Thu Sep 17, 2009 11:48 pm    Post subject: Obeah Reply with quote

Obeah

Retest: Medicine

Signature discipline of the Salubri, Obeah is a strange mixture of defense and healing with powerful Salubri able to repair the very scars of the Beast from a kindred's psyche and soul. Unfortunately, due to their reputation as soul-eating demonologists, few kindred would trust a Salubri enough to undergo such treatments.

As an inherently selfless discipline, none of the powers of Obeah can be used on yourself although another kindred with this discipline may use it on you.

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Obeah 1 – Basic – Sense Vitality

The ebb and flow of life becomes obvious to you. You can feel the pulse of life force with but a touch, even that of kindred. In order to use this discipline, you must touch your subject's skin. This may involve a physical challenge if he is actively attempting to resist you.

With a successful touch, you can unearth information about the subject's life force by spending mental traits. These expenditures are cumulative.

• Expending 1 mental trait reveal whether the subject is a kindred, ghoul, mortal or other supernatural although you do not obtain information on which type of supernatural the subject is.

• Expending 2 mental traits reveal how much damage the subject has suffered as well as which kind of damage (bashing, lethal, aggravated).

• Expending 3 mental traits reveal how many blood traits are currently in the system of your subject.

• Expending 4 mental traits reveal the nature of any diseases currently afflicting your subject. This includes blood-borne diseases and organic ones but does not provide information on mental afflictions such as derangements.

Sense vitality can also be used for medical diagnosis, determining the source of injuries or diseases afflicting a victim. Anything that could be learned through an extensive medical examination can be learned in this fashion (the source of the injury, the severity of a disease, the reasons behind unnatural mental states as well as reasons behind death). Obtaining information on each such condition requires the expenditure of a mental trait. For example, finding out that a person was injured with a poisoned knife would require the expenditure of two traits. One to identify the knife wound and another one to recognize the nature of the poison.

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Obeah 2 – Basic – Anesthetic Touch

Pain flees at your touch and peaceful stillness falls on those under your care. This allows you to render any willing subject can be rendered immune to pain for a time or cause mortals to fall into a healing slumber. This power fails entirely when used on unwilling subjects.

Touching your subject and expending one blood trait causes them to ignore all wound penalties for one full turn. By expending a temporary willpower trait, you may extend this duration until the end of the scene or one hour, whichever ends first.

You may also use this power upon a willing mortal. By expending a blood trait you cause them to fall immediately into deep, peaceful sleep, free from the effects of nightmares or derangements. If disturbed the subject will awaken normally. If the mortal is allowed to sleep for an entire natural sleep cycle, the mortal's physical, mental and social traits are restored along with one willpower trait.

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Obeah 3 – Intermediate – Corpore Sano

The power of your blood carries healing vitality. Touching the injuries of your subject, you cause them to heal immediately.

You must touch the skin of your subject near the area of the injury. This may require a physical challenge if your subject is actively attempting to resist you. You may then expend one blood trait per lethal wound which you wish to heal or two blood traits per aggravated wound. If your generation does not allow you to spend more than one blood trait per turn, you may simply maintain contact long enough to heal more grievous wounds.

Through the use of Sense Vitality, you may learn the nature, gravity and location of the wounds suffered by your subject and decide which ones to heal and in which order.

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Obeah 4 – Intermediate – Mens Sana

Your can calm the mind of your subjects, granting them mental peace. Whether by psychological discourse, philosophical debate or religious exorcism, your words carry away the worries and problems of disturbed individuals.

Using Mens Sana requires you to spend at least 10 minutes of quiet uninterrupted conversation with your subject. You must then expend a temporary willpower trait and make a static mental challenge of difficulty equal to your subject's mental traits – more complex minds are harder to cure. If you succeed, you alleviate one of the target's derangements. Although a Malkavian can never be cured of his main derangement permanently, the per can even affect such madness, temporarily removing the derangement for the rest of the scene or the next hour, whichever comes first. Other subjects are relieve of the burden of insanity permanently.

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Obeah 5 – Advanced – Unburdening the Bestial Soul

Perhaps the most incredible power of Obeah, Unburdening the Bestial Soul allows you to lift the terrible stains of the Beast from the souls of kindred and the mental scars of mortals. To do so, you must temporarily take your subject's soul within your own in order to heal it. This power fails entirely when used on unwilling subjects or on kindred who espouse Conviction. Furthermore, this power cannot be used on kindred with 0 morality traits.

Making eye contact with your subject, you then make a static physical challenge of difficulty equal to 2 traits for every morality trait that the subject falls below six. For example, if your subject had a morality of 3, the difficulty would be 6 traits. If you succeed, you take their soul within your own, leaving their body devoid of consciousness. As a result, the empty shell is immune to mental and social disciplines as there is no personality or mind to affect. However, the shell does make a perfect host for wandering spirits or ghosts. Unless possessed by an outside consciousness, the body automatically follows simple verbal commands but is incapable of anything more complex than basic movements and autonomic functions.

You may shunt the soul back into its body at any point with but a thought. If this occurs during the course of combat, you do so on your normal action.

If you are destroyed or fall into torpor while holding a soul, it is immediately shunted back to its body.

If you physically injure or actively endanger the subject's body while holding its soul, it is immediately shunted back to its body.

Use of this power requires your complete concentration and you can attempt no actions whilst using it, not even movement. If your concentration is broken, the soul is shunted back to its body.

Once you have removed the subject's soul, you may expend one temporary willpower trait per turn for each morality trait which you wish to restore. However, you can only restore morality traits up to a maximum of your subject's Conscience + Self Control.
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