Obeah

Salubri

This particular Discipline is the healing arts of the Salubri. Upon developing powers of the Level 2, the practicioner of this Discipline, regardless of House or Clan, develops the mystical third eye, which is only revealed when this discipline is in use. Created in conjunction wih Valeren, this Discipline is rather rare, as the numbers of the Salubri are quite small in the modern nights, and those outside that noble House who possess and use this Discipline are even more rare.

1• Panacea
By licking a target's wound, and spending blood, the vampire may heal a level of damage for each blood point spent.

System: For each Blood Point expended during the licking, the character can heal one Health Level. Note that the character must be able to lick the wound to heal it.

2• Anaesthetic Touch:
Pain flees at your caress and a peaceful stillness falls on those under your care. Any voluntary subject touched (other than yourself) can be rendered immune to pain, albeit for a short time. You can also cause mortals to descend into a natural, healing sleep; suffering no nightmares or derangements. Once a Vampire learns Anesthetic Touch, he or she develops a third eye in the middle of his/her forehead. This eye opens anytime an Obeah power of Anesthetic Touch or higher is used. Cainite scholars speculate that the eye may, in some way, be connected with the mystical (or demonic) insight that grants this Discipline.

Anesthetic Touch has NO effect on Vampires.

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

System: This paralyzes the target. Successful use of this power requires a Willpower roll (difficulty of the target's current Willpower) after the touch has been made. The numbness and paralysis last for a length of time dependent upon the number of successes. This power works on supernatural creatures, provided they have tangible bodies.

3• Neutral Guard:
Resist: Willpower, difficulty 6
Roll: Willpower, difficulty 6
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.

System: After the character spends two Willpower points, no one not already within 10 feet of him can come that close to him until he voluntarily drops the Neutral Guard. Anyone trying to come that close must engage the vampire in an extended and resisted Willpower vs. Willpower test, and must exceed the vampire's successes by three. If the vampire who evoked the Neutral Guard scores three more successes than the would-be intruder, the intruder is paralyzed for five turns.

If the vampire voluntarily drops the Guard, he must spend another two Willpower points to reestablish it.

4• Treat the Sick Mind:
Roll: Perception + Empathy, difficulty 7
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.
Roll: Charisma + Medicine, difficulty Willpower + 3
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.

System: Sensing the Derangement requires a Perception + Empathy roll (difficulty 7). Remember, the Derangement is a survival mechanism and the subconscious will not be willing to let it go. During the cure, the vampire gets one extra die to roll for every success made on the diagnosis. During the treatment, the target's body is bathed in a soft golden glow from the third eye, and anyone in the area will more than likely notice both the glow and the eye. Also, if the target moves during this time, the difficulty of both the diagnosis and the treatment increases by one. If the target moves more than five feet away from the healer, the treatment ends.

5• Unburdening of the Bestial Soul:
Roll: Willpower, difficulty 6
Demand: successes = 3 or more
Resist: Willpower, difficulty 6
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 target's soul to her body in a reasonable time, she automatically loses Humanity. No roll is needed for a willing target.

System: A contested Willpower roll must be made to take a soul. The character must accumulate three successes; if interrupted, the process must start all over again. Once the soul has joined with the character's own, the character may begin to restore health to a soul that may have been overcome with the Beast. On a point-for-point basis, the character may spend Willpower to restore Humanity to the target. The maximum number of Humanity points that may be granted equals the character's Empathy rating. A character may unburden the ills of a give soul only once, even if the character's Empathy rating later increases or if the character did not restore Humanity equal to his current Empathy. Once flaws have been overlooked, they cannot later be cleared.

6• Renewed Vigor:
By touching a target's skin and spending a willpower point, the vampire may heal all of the target's wounds, including aggravated wounds.

6• Pain for Pleasure:
Roll: Willpower, difficulty 8
The vampire may cancel all of a target's wound penalties, and this target will feel pleasure instead of pain. This might lead to the target's self-endangerment, or even self-mutilation.

7• Repulsion:
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:
Roll: Intelligence + Occult, difficulty [blood pool, to 8]
The vampire may make one point of a victim's 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:
Roll: Willpower, difficulty 6
Demand: successes = Willpower or more
Resist: Willpower, difficulty 6
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. However, the vampire must roll Empathy, difficulty 9, to move without the victim copying her.

10• Resurrection:
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.