by: Reno Camilani for Sanguinus Curae
Salubri skilled in Detox can remove poison and other harmful material from a patient's body. The subject has to drink a point of the caster's blood (which is used to burn out the poison). Depending on the severity of the infection, it may take more time to flush it out. Alcohol is trivial to remove compared to hepatitis.
The character must donate one Blood Point (for every extra point given, the difficulty on the roll is reduced by one, minimum difficulty is 5). Then an extended Intelligence + Medicine roll is made, difficulty depends on the nature of the poison/infection.
Difficulty |
Foreign Intrusion |
5 |
Alcohol |
6 |
Other drugs, flu, cold |
7 |
Moderate poison, moderate viral infections |
8 |
Potent poison, severe viral infections |
9 |
Lethal poison, life-threatening infections |
The character must roll twice the difficulty number in successes to completely remove the foreign influence. For instance, AIDS is a life-threatening infection, difficulty 9 to detox. The healer must roll 18 successes to entirely remove it. If Detox is interrupted before it's finished, poison may be partially diluted, and infections may be slowed (at the Storyteller's discretion). During the Detox process, Willpower points may be spent (maximum of one a turn). Each point spent equals five automatic successes.
by: Reno Camilani for Sanguinus Curae
It's a known fact that the body you have when you are embraced is the one you keep for all eternity. If you have a mustache and goatee, you'll keep it. If you have long nails, they'll always be with you, and they'll grow back if they're broken. If you're lame, you'll be limping forever. But, like many myths surrounding the Kindred, this one is a fallacy. Some Salubri have managed to refine their abilities enough to actually trigger the regrowth of long-lost tissue and organs in a Kindred body. Impossible as it may seem, this power is only useful for healing. Vain vampires who wish to regrow their hair had better look for other options.
The Kindred spends three blood points and a turn in physical contact with the subject (who needs to be willing, though that's hardly a problem). At the end of the turn, any physical afflictions that the subject has are negated. This includes the following flaws: Bad Sight, One Eye, Disfigured, Deformity, Lame, Permanent Wound, Deaf, and Blind. Other flaws may be corrected at the Storyteller's discretion. Also, any wounds suffered by the subject are instantly healed (including aggravated damage). A character may use this power on himself.
Resources are free for personal use only; please link to this site instead of reposting material elsewhere. Thank you, and happy gaming!