Valeren
(Salubri
antitribu)
While
the mainstream Salubri practice a healing discipline, the
antitribu instead follow the warrior's path. The third eye
appears at the time the second level of Valeren is mastered.
1. Sense
Vitality
The vampire
can feel the flow of a subject's life force after touching
him. This can be used to determine how much damage a person
can withstand before death. It can also aid in medical diagnosis
and feeding, as it can reveal infections and diseases. One
success identifies the subject as vampire, ghoul, or other
creature. Two successes reveal how much damage the subject
has suffered. Three successes tell how full the subject's
blood pool is. Four successes reveal any diseases in the
subject's bloodstream. The antitribu can use this power
on herself if if she has injuries but somehow has forgotten
how they were received.
2. Anesthetic
Touch
This power
may be used to block a voluntary subject's pain from wounds
or disease, or to put a mortal to sleep. Physical contact
is required. This power can not be used to block the Cainite's
own pain. This power allows the subject to enjoy all wound
penalties for one turn per success. Cost one bloodpoint
and be reapplied once the first one expires, at the cost
of another blood point. To put a mortal to sleep, the same
system applies. The subject will sleep peacefully and does
not suffer nightmares or the effects of any derangement.
He may be awaken normally. Cainites are unaffected by this
power--their corpselike bodies are too tied to death.
3. Burning
Touch
The vampire
touchs the subject, shocking her with a searing pain. This
power causes no actual damage to the subject though prolonged
exposure to this unnatural pain sometimes leaves victims
traumatized. The Salubri antitribu use this power to extract
information from their enemies, and also to cause additional
pain to those who have hunted and persecuted them before
delivering true Final Death. The effects diminish rapidly
after the antitribu's hand is removed. Costs one blood point
to activate and each blood point spent reduces the victim's
dice pools by two.
4. Ending
the Watch
The watch
referred to in this power's name is the death watch. An
ancient tale refers to two Salubri who prowled the streets
of the Second City, granting merciful release to those who
suffered and rotted in the streets. If a person truly wished
to die, these Salubri would bestow the gift of death. The
"Death Angels" were seen as truly divine entities
by those who sought their solace. In modern night, the Salubri
antitribu use this power frequently, as many nihilistic
and desperate individuals seek any escape they can from
the bleakness of the Final Nights. The vampire places his
hand over the subject's heart and spends a Willpower point.
The subject must be willing to end his life, his heart will
slowly cease to beat and death becomes an eternal sleep.
Subjects of Ending the Watch may not be subsequently Embraced,
and none has ever been reported to have become a wraith.
5. Vengeance
of Samiel
By invoking
the names of mighty Salubri warriors of nights past, the
Salubri antitribu strikes his foe with inhuman force and
accuracy. This power causes the third eye to open and glow
with a baleful redness. Some antitribu close their normal
eyes, signifying their distain for their foes and horrifying
them at the same time. This costs 3 blood points. Any single
attack made by the vampire automatically hits the target
as mystic forces guide the blow. Attacks made in this manner
may not be dodged, though they may be blocked, parried or
soaked as normal. This power does not work for ranged weapons,
only bare hands or melee weapons.
6. Blissful
Agony
The vampire
may cause pain with a mere touch, as per Burning Touch,
but this pain lingers and swells even after the touch is
removed. If applied with enough intensity, this power can
drive vampires to frenzy, incapacitate lupines and kill
mortals outright. Costs one blood point and lasts for one
scene. At the vampire option, she may cause physical damage
to the victim at the rate of one health level per blood
point spent, though touch must be maintained for this to
happen. Damage to vampires and other supernatural creatures
vanishs at the next sunset, but mortals must heal the damage
normally. This damage is considered lethal, and it may not
be soaked by mortals. To induce a frenzy, the Salubri must
cause damage in access of the subject's Willpower.