•Sense Vitality

The vampire can feel the flow of a subject's life force after touching him. Sense Vitality may be used to determine how much damage a person can withstand before death, which can be useful in sizing up a potential opponent. It can also aid in medical diagnosis or feeding as it can reveal infections and diseases.

The vampire must touch the target to see how close to death he is.

Dice Pool: Perception + Empathy.

One success on this roll identifies a subject as mortal, vampire, ghoul or other creature (or none of the above).

Two successes reveal how much damage the subject has suffered.

Three successes tell how full the subject's blood pool is (if a vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing form of life).

Four successes reveal any diseases in the subject's bloodstream, such as hemophilia or HIV. A player may opt to learn the information yielded by a lesser degree of success.

Alternately, this power may be used as a sort of limited 'aftersight,' revealing to the vampire how the subject came to be in his current state. Each success on this roll allows the player to ask the Storyteller one question about the subject's health or health levels. 'Was he drugged?' or 'Are his wounds aggravated?' are valid question but, 'Did vampires do this?' or 'What did the Lupine who killed him look like?' are not.

••Anaesthetic Touch

This power may be used to block a voluntary subject's pain from wounds or disease, or to put a mortal to sleep. As with Sense Vitality, physical contact is required to anaesthetize someone. This power may not be used to block the vampire's own pain.

System: If the subject is willing to undergo this process, the player needs to spend a blood point to block the subject's pain and make a Willpower roll. This allows the subject to ignore all wound penalties for one turn per success. A second application of this power may be made once the first one has expired, at the cost of another blood point and another Willpower roll. If the subject is unwilling for some reason, the player must make a contested Willpower roll against the subject (difficulty 8). To put a mortal to sleep, the same system is applies. The mortal sleeps for 5 to 10 hours - whatever his normal sleep cycle is. He sleeps peacefully and does not suffer nightmares or the effects of any Derangements while asleep. He may be awakened normally (or violently).

•••Corpore Sano

The vampire may heal the injuries of others by laying his hands over the wound and channeling his own energies into the healing process. The subject feels a warm tingling in the affected areas as it heals.

System: This power works on any living or undead creature, but the character must touch the actual injury (or the closest part of the victim's body in the case of internal injuries). Each health level to be healed requires the expenditure of one blood point and one turn of contact. Aggravated wounds may also be healed in this manner, but the vampire must spend two blood points instead of one for an aggravated health level.

••••Mens Sana

This power allows the Vampire to remove a subject's derangements, or to at least mitigate their effects for a time. The method of this power differs from vampire to vampire some use psychological interview techniques, while olders prefer to whisper soothing words or perform exorcism rituals.

System: The player spends 2 blood points and rolls Intelligence + Empathy (difficulty 8). The use of Mens Sana takes at least 10 minutes of relatively uninterrupted conversation. Success cures the subject of one derangement of the player's choice. This power cannot cure a vampire with Dementation as their main discipline of her core derangement, though it temporarily alleviates its effects for the rest of the scene. A botch inflicts the same derangement on the Vampire for the rest of the scene, and the target's own derangement is intensified.

•••••Unburdening the Bestial Soul

This power allows a character to stare into another individual's eyes and draws the subject's soul out of his body and into the Vampires third eye, storing it within her own soul while working powerful healing magics on it. The subject's body becomes a mindless husk while it lacks a soul, and may not be affected by any mind-altering Disciplines or other supernatural powers - there's no mind there to control. However, it does respond to simple verbal commands from the Vampire who has its soul. If not reminded to eat or perform other personal upkeep, the body will eventually die.

System: This power may be used to draw out the soul of any character except those with Humanity or Path ratings of 1 or 0 or those who follow particularly inhuman Paths of Enlightenment; some souls are beyond redemption. The player rolls Stamina + Empathy (difficulty of 12 minus the subject's Humanity or Path rating).
A botch gives the Salubri the subject's Derangement for the remainder of the scene. The Vampire must make eye contact with the subject and the subject must be willing to be subjected to this power. A soul drawn out in this manner becomes part of the Vampires while the healing process takes place. She may return it to its proper body at any time.

While the soul is within the Vampire, she may spend a permanent Willpower point to restore a point to the subject's Humanity or Path rating. The Vampire may restore a maximum number of points equal to her Empathy score, and may not raise the subject's Humanity or Path higher than it was at the begining of play. While a soul is being held by the Vampire, its body is an empty husk, comatose or in torpor, with no motivating force within it. A soul whose body is killed immediately vanishes, its disposition unknown to any. Killing the body of a drawn-out soul may warrant a Humanity roll if the killer knows of the soul's absence, at the ST discretion.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License