Level 1 - Panacea By licking a target’s wound, and spending
blood, the vampire may heal a level of damage for each blood point spent.
Level 2 - Anaesthetic Touch By touching a target, the vampire
may numb and paralyze him/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.
Level 2 - Auguring the Sickness This power allows the healer to
discover both the severity and nature of the sickness plaguing his/her patient, although it offers no information about the
cure. The Salubri lets his/her hands hover an inch or so above the body of his/her patient and traces a path from head to
toe, concentration as he/she does.
Level 3 - Neutral Guard 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 him/her. Those who try must roll as above. If the vampire gets three successes, the intruder is paralyzed for five
turns.
Level 3 - Peacemaker 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 he/she has dots in his/her Via rating, or until he/she leaves the area.
His/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, he/she may spend two more points of Willpower.
Level 4 - Treat the Sick Mind The vampire may sense a derangement of
a target. When the vampire uses this power, third eye and the target both glow in gold light.
The vampire may cure a derangement
of a target. If he/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, his/her third eye and the target both glow in gold light.
Level 4 - King David's Blessing When you sing or play an instrument, your
patients seem to heal better and relax more. This can help someone forget his/her physical pain, draw him/her out of
depression, or even assist another healer in working his/her craft. Those Salubri who do not come from a strong Christian
or Judaic background often call this power Rayzeel's Song.
Level 5 - Unburdening of the Bestial Soul By looking at a target with
his/her third eye, the vampire may store the soul within himself/herself. This soul, once inside him/her, may have some of
its Humanity restored; the vampire may spend a willpower point for each point of Humanity he/she wishes to restore to the
target, up to her own Empathy score. She may only use this power on a target once. If he/she does not return the target’s
soul to his/her body in a reasonable time, she automatically loses Humanity.
Level 6 - Pain for Pleasure 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.
Level 6 - Renewed Vigor By touching a targets skin and spending a willpower
point, the vampire may heal all of the targets wounds, including aggravated wounds.
Level 7 - Repulsion The vampire may alter her spirit to make others
avoid his/her, without realizing what they are doing. This power draws no attention to the vampire.
Level 8 - Vitae Block 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.
Level 9 - Spirit Marionette The subject may force a victim to move exactly
as he/she does, and use her disciplines, Talents, Skills, etc, as if the victim also had them.
Level 10 - Resurrection By spending one willpower point for each hour
that the mortal has been dead, the vampire may bring he/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.