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.
System: The Salubri antitribu must touch the target to see how close to death she is. This action also requires a Perception + Empathy roll (difficulty 7). One success on this roll identifies a subject as a 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 – for example, a player who accumulates three successes may learn whether or not a subject is a vampire as well as the contents of his blood pool.
Alternately, this power may be used as a sort of limited "aftersight," revealing to the Cainite how the subject came to be in her 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 questions, but, "Did vampires do this?" or, "What did the Lupine who killed him look like?" are not. The Salubri antitribu may use this power on herself if she has injuries but has somehow lost the memory of how she received the wounds.
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. As with Sense Vitality, physical contact is required to anaesthetize someone. This power may not be used to block the Cainite’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 (difficulty 6). This power 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 applies. The mortal sleeps for five to ten hours – whatever his normal sleep cycle is – and regains one temporary Willpower point on awakening. He sleeps peacefully and does not suffer nightmares of the effects of any derangements while asleep. He may be awakened normally (or violently).
Cainites are unaffected by this power – their corpselike bodies are too tied to death.
Burning Touch
The vampire touches his 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 sometimes to cause additional pain to those who have hunted and persecuted them before delivering true Final Death.
System: The vampire must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. Also, the player spends at least one blood point to activate this power. Each blood point so spent reduces the victim’s dice pools by two. This power is often used in conjunction with Interrogation and Torture, wearing down the subject’s resistance and rendering him much more tractable.
Ending the Watch
The watch referred to in this power's name is the death watch. An ancient tale unearthed by the Salubri antitribu refers to two Salubri who prowled the streets of Caine's Second City, granting merciful release to those who suffered and rotted in the streets. If a person truly wished to die because of great grief or unbearable illness, these Salubri would bestow the gift of death. Particularly revered by the street urchins, the "Death Angels" were seen as truly divine entities by those who sought their solace. In modern nights, 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.
System: To End the Watch, the vampire places his hand over the subject’s heart, and the player spends a Willpower point. The subject must be willing to end his life; if she struggles or harbors a spark of hope, this power fails. Otherwise, the subject's heart slowly ceases to beat, and death comes like an eternal sleep, restful and painless. Subjects of Ending the Watch may not be subsequently Embraced, and none has ever been reported to have become a wraith.
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 Salubri antitribu who use this power close their normal eyes, signifying their disdain for their foes and horrifying them at the same time.
System: This power costs three 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 and soaked as normal. The blow strikes as if the Salubri antitribu had succeeded with all his Dexterity + Melee or Brawling dice pool (which makes for significant damage). This power may be used only once per turn, and only when the Salubri antitribu's sole action is the attack. Additionally, this power does not work for ranged weapons, only bare hands or melee weapons.
Blissful Agony
The vampire may cause pain with a mere touch, as per Burning Touch, but this pain lingers and swells even after the Fury has removed her hand. It is believed that this power was originally used to acclimated warrior Salubri to the pain they would experience in battle, but among the Sabbat Salubri, Blissful Agony has been turned to more brutal uses. If applied with enough intensity, Blissful Agony can drive vampires to the point of frenzy, incapacitate Lupines and even kill mortals outright.
System: The player makes a Willpower roll (difficulty 8) and spends a blood point. The power lasts for one scene, though this duration may be prolonged if the Salubri antitribu wishes with a subsequent Willpower roll (though no additional blood points need be spent). The character must touch her subject for the power to take effect initially.
At the vampire's option, she may cause actual 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 in this fashion vanishes at the next sunset, but mortals must heal the damage normally. This damage is considered lethal damage, and it may not be soaked by mortals (though vampires and other supernatural entities may).
To induce a frenzy in a victim, the Salubri must cause damage in excess of the subject's Willpower. At that point, the subject must make a Willpower roll (difficulty 6) or succumb to frenzy.
Dream Combat
[LotH]