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.