Post by Andrei on Jun 12, 2007 22:05:14 GMT
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 successful attempt 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 blood 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 page. 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 more than 5 points of damage (or more points of damage than the victim has fortitude).
6• Watching the Passage (Cbk Salubri)
This power can only be used by those who have accepted the gift of Ending the Watch. While those who pass on thus go to eternal peace, talented Salubri can gain some benefit from helping them go. Watching the Passage leave behind pyschic echoes of the dearly departed in the chamber in which he died, and the Salubri can draw upon those echoes for strength and knowledge. Costs one blood point. This grants the Salubri a chance to knowing any fact that the dead man knew, including whereabouts of documents or treasure, interesting secrets and so on. Alternately, the Salubri may choose to simply draw in all of the remaining essence of the departed soul. Each success heals a level of damage. Doing so drains the essence of the departed permanently, however. Watching the Passage can only be used up to a week after the death of the mortal in question.
7 • Not by righteous of spirit and vigorous training alone were the warriors of Samiel's band able to put the Baali to flight. The most talented were also able to call upon this power, which made their swords blaze with the cleansing fire of righteousness. By running his hand along the blade of his weapon and coating it with his own blood (coincidentally taking a health level of damage), a Salubri can make his sword blaze with heavenly fire. The sword blazes inot light with golden flames that last until the end of the scene. These flames cannot be smothered with powers of shadow of a lesser expertise and anyone attacking the Salubri has more difficulty because of the brightness of the flames. Futhermore, the sword does additional aggravated damage.
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 successful attempt 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 blood 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 page. 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 more than 5 points of damage (or more points of damage than the victim has fortitude).
6• Watching the Passage (Cbk Salubri)
This power can only be used by those who have accepted the gift of Ending the Watch. While those who pass on thus go to eternal peace, talented Salubri can gain some benefit from helping them go. Watching the Passage leave behind pyschic echoes of the dearly departed in the chamber in which he died, and the Salubri can draw upon those echoes for strength and knowledge. Costs one blood point. This grants the Salubri a chance to knowing any fact that the dead man knew, including whereabouts of documents or treasure, interesting secrets and so on. Alternately, the Salubri may choose to simply draw in all of the remaining essence of the departed soul. Each success heals a level of damage. Doing so drains the essence of the departed permanently, however. Watching the Passage can only be used up to a week after the death of the mortal in question.
7 • Not by righteous of spirit and vigorous training alone were the warriors of Samiel's band able to put the Baali to flight. The most talented were also able to call upon this power, which made their swords blaze with the cleansing fire of righteousness. By running his hand along the blade of his weapon and coating it with his own blood (coincidentally taking a health level of damage), a Salubri can make his sword blaze with heavenly fire. The sword blazes inot light with golden flames that last until the end of the scene. These flames cannot be smothered with powers of shadow of a lesser expertise and anyone attacking the Salubri has more difficulty because of the brightness of the flames. Futhermore, the sword does additional aggravated damage.