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Valeren

983 bytes added, 21:41, 8 April 2020
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* '''Dice pools:''' Wits + Valeren<br>
*
* '''System:''' The user must choose between two paths before rolling the dices: sense life or sense death. Then the user must touch the target and make a Wits + Valeren roll (difficulty 2). A win allows the user to sense the nature of the target’s flesh (a corpse is a valid target): living, dead, undead, immortal, ghoulish. It also reveals how many health levels of damage the subject has suffered and the origin of the injuries and impairments. On a win, a critical tells the subject’s hunger level (if a vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing form of life) and moreover it reveals any diseases in the subject’s bloodstream. If the user had chosen to sense life, he gains one die to heal the subject (this action may incur one stain when his convictions are more warrior inclined). If the user had chosen to sense death, he gains one die to harm the subject (this action may incur one stain when his convictions are more healer inclined).<br> '''Sense vitality'''<br> This power allows the vampire to go beyond Valeren’s ability to determine wounds and reveal the fine damage caused by illness and disease. While best used by a medically-trained kindred, even novices find the power useful.<br> * '''Cost:''' free<br>* * '''Dice pools:''' Wits + Valeren<br>* * '''System:''' The user holds his hands above the patient, and the third eye gently teases out a vision of the afflicted tissues made of pure light (neonate Salubri delightfully describe them as holograms). The player rolls Wits + Valeren. Each success reveals one fact about the illness, including likely developments and symptoms and potential avenues of treatment. On kindred, it reveals any diseases in his bloodstream. Additionally, once augured, the user may use “channelling touch” to cure the disease outright, at a difficulty determined by the commonality and virulence of the disease (difficulty 1 for the common cold, difficulty 3 for most forms of herpes or chicken pox, or difficulty 6 for Ebola or HIV). <br>
=== Level 2 ===
* '''Dice pools:''' Resolve + Valeren vs Stamina + Resolve<br>
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* '''System:''' No rouse check is required against a willing target. The user must touch the target and make a Resolve + Valeren roll (difficulty 1). A win allows the target to ignore all health damage penalties and physical impairments for one turn plus a number of turns equal to the test margin. To put a mortal to sleep, the user makes a contested roll against the target’s Stamina + Resolve. The mortal sleeps for five to ten hours (whatever his normal sleep cycle is) and removes one superficial Willpower damage upon awakening. He sleeps peacefully and does not suffer nightmares or the effects of any derangements while asleep. Kindreds, including the user herself, are less affected by this power; their corpselike bodies are too tied to death. Instead of falling into sleep, they become numb: Subtract two dice from all Physical dice pools. Difficulties to resist or control frenzy decrease by 1.<br>
<small>''Note: Combination of "gift of sleep" with "peaceful touch".''</small><br>
=== Level 3 ===
'''Channeling Channelling touch'''<br>
The Vampire can heal wounds with a laying-on of hands. The subject feels a warm, tingling sensation over the affected areas as pain leaves the body and flesh knits. Alternatively, the vampire’s hands can bring searing pain, as though the target is being burnt with red-hot metal. Although the power does not inflict actual damage, prolonged or repeated exposure can be enough to traumatize a victim. This power works extremely well as a torture method.<br>
* '''Cost:''' one or more rouse checks<br>
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* '''System:''' First of all, the user must choose between two paths: healer’s touch or burning touch. If the user had chosen healer he must touch the actual injury (or the closest part of the victim’s body, in the case of internal injuries). Each point of superficial damage to be healed requires one rouse check and one turn of contact. Each point of aggravated damage to be healed requires two rouse checks and five minutes of contact. This action incurs one stain when his convictions are more warrior inclined. If the user had chosen burning he must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. The user must make one rouse check to activate this power, and each rouse check reduces the victim’s dice pools by one. This action incurs one stain when his convictions are more healer inclined. This power is often used for interrogation or torture, wearing down the subject’s resistance and rendering him much more tractable. Channeling Channelling touch works on any living or undead creature.<br>
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'''WORK IN PROGRESS'''
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