2 Anaesthetic Touch (VPG)
By touching a target, the vampire may numb and paralyze her. This power lasts
for the following time periods:
1 suc. one turn.
2 suc. two turns.
3 suc. five turns.
4 suc. one hour.
5 suc. one day.
2 Auguring the Sickness (Cbk Salubri)
This power allows the healer to discover both the severity and nature of the sickness plaguing her patient, although it offers no information about the cure. The Salubri lets her hands hover an inch or so above the body of her patient and traces a path from head to toe, concentration as she does.
3 Neutral Guard (VPG)
By spending two willpower points, the vampire may create a protective barrier.
No one who is further than ten feet from the vampire may come closer than
ten feet away from her. Those who try must roll as above. If the vampire
gets three successes, the intruder is paralyzed for five turns.
3 Peacemaker (Cbk Salubri)
This allows the Salubri to spread an aura of calm and peace around a small chamber. Unders its influence, tempers that had flared out of control find restraint, and arguments over trifles are reduced to differences of opinion. Vampire lords have found this to be extremely helpful in negotiating treaties with mortal counterparts, and some once requested Salubri create the effect for difficult negotiations between Cainites.
Costs 2 Willpower points. It lasts for as many scenes as she has dots in her Via rating, or until she leaves the area. Her third eye opens, but it sheds no light, and the power is not affected if she shadows her third eye under a hood or a hat. Peacemaker is not a numbing or hypnotic effect, more of "clearing the head". Those under the effect of this power are more inclined to talk out a dispute rather than reach for their sword. Brujah in particular find it harder to lose their tempers, although they are not immune to agitation. Anyone who wishes to insult someone or give in to bad temper simply settle down into mumbling and bewilderment. Once this wears off, those who have been effected by sometimes have a sense of "buyer's remorse." Another drawback is that this works best in a small chamber, the larger the chamber, the more spread out is the effect, and less potent. If the Salubri wishes to creat a potent effect, she may spend two more points of Willpower.
4 Treat the Sick Mind (VPG)
The vampire may sense a derangement of a target. When the vampire uses this
power, her third eye and the target both glow in gold light.
The vampire may cure a derangement of a target. If she first made a roll
to sense the derangement, each success on that roll grants an extra die on
the roll to cure the derangement. When the vampire uses this power, her third
eye and the target both glow in gold light.
4 King David's Blessing (Cbk Salubri)
When you sing or play an instrument, your patients seem to heal better and relax more. This can help someone forget his physical pain, draw him out of depression, or even assist another healer in working her craft. Those Salubri who do not come from a strong Christian or Judaic background often call this power Rayzeel's Song.
5 Unburdening of the Bestial Soul (VPG)
By looking at a target with her third eye, the vampire may store her soul
within herself. This soul, once inside her, may have some of its Humanity
restored; the vampire may spend a willpower point for each point of Humanity
she wishes to restore to the target, up to her own Empathy score. She may
only use this power on a target once. If she does not return the targets
soul to her body in a reasonable time, she automatically loses Humanity.
6 Pain for Pleasure (VPG)
The vampire may cancel all of a targets wound penalties, and this target
will feel pleasure instead of pain. This might lead to the targets
self-endangerment, or even self-mutilation.
6 Renewed Vigor (VPG)
By touching a targets skin and spending a willpower point, the vampire may
heal all of the targets wounds, including aggravated wounds.
7 Repulsion (VPG)
The vampire may alter her spirit to make others avoid her, without realizing
what they are doing. This power draws no attention to the vampire.
8 Vitae Block (VPG)
The vampire may make one point of a victims blood pool unusable for each
success. The victim must spend a number of willpower points equal to the
number of blood points that are blocked in this manner. This blood must be
freed in its entirety before any of it can be used.
9 Spirit Marionette (VPG)
The subject may force a victim to move exactly as she does, and use her
disciplines, Talents, Skills, etc, as if the victim also had them.
10 Resurrection (VPG)
By spending one willpower point for each hour that the mortal has been dead,
the vampire may bring her back to life, but the body must be eighty percent
complete. The third eye will glow so brightly that it will blind anyone looking
directly at it. All parts missing will regenerate.
