Valeren:
Practiced by: Salubri Antitribu

1- Sense Vitality
Roll: Per. + Empathy, difficulty 7
The vampire can feel the flow of life force of a being after touching him. From this he can learn much useful information
1 Suc: Identify type of creature: Mortal, Ghoul, Vampire (or none of the above)
2 Suc: How much damage the target has suffered
3 Suc: Amount of blood in the creature's system
4 Suc: Identify diseases in the target's bloodstream e.g HIV

2 - Anesthetic Touch
Roll: Willpower, difficulty 6
Resist: Willpower, difficulty 8
The character spends one bloodpoint and makes the roll. This allows the target to ignore wound penalties for a number of turns equal to the amount of successes. This power may not be used on Cainites.

3 - Burning Touch
The Fury spends one bloodpoint to activate this power. Each bloodpoint thereafter reduces the victim's dicepool by two. The Fury must touch the target and prolonged exposure to this power can cause victims to be traumatized.

4 - Ending the Watch
Ending the Watch can be used to put willing indivduals through a painless assisted suicide. The character must place his hand over the subject's heart and spend a willpower point. If the subject truly wishes for death, their heart will slowly stop. There have been no reports of these people becoming wraiths.

5 - Vengeance of Samiel
The vampire spends three bloodpoints. Any single attack made by the vampire automatically hits the targets as mystical forces guide the blow. These attacks may not be dodged, although they can be blocked or parried. This blow strikes as if the character had succeeded with all of his Dexterity+ Melee/Brawling pool. This power may only be used once per turn. The third eye of any character using this will open up an glow with a bale red.

6 - Blissful Agony
Roll: Willpower, difficulty 8
The vampire may cause pain with a mere touch, as per Burning Touch, but this pain swells and lingers even after the Fury has removed her hand. If used for long enough Blissful Agnoy can send vampires into frenzy, kill incapacitate Lupines and kill mortals outright. The player must spend a bloodpoint to activate this poer. At the vampire's option she may cause actual physical damage

6 - Animal Succulence
No roll necessary. All blood that the vampire drinks from animals is doubled before it is added to the her blood pool, but may not increase her blood-pool limit.

6 - Shared Soul
Roll: Per. + Animal Ken, difficulty 6
By touching an animal, the vampire may share her experiences with an animal, and will learn of the animal’s
experiences. This power costs one willpower point per turn.

6 - Species Speech
Roll: Cha. + Animal Ken, difficulty 8
Vampire may talk with a group of animals if all are of the same species. Most often used after Beckoning.

7 - Conquer the Beast
Roll: Willpower, difficulty 7
The vampire may enter a frenzy over which she has a significant degree of control. A botch means that an
uncontrolled frenzy was achieved. This power costs one willpower point per turn.

8 - Taunt the Caged Beast
Roll: Spend 1 Willpower, Man. + Empathy, diff 7. Victim: Self-Control (difficulty 5+number of successes)
A vampire may unleash her beast on another creature incapable of frenzy e.g mortals.
Victim's failure results in immidiate frenzy. A botch causes the attacking character to fall into frenzy.

9 - Unchain the Beast
Roll: Three Bloodpoints, Man. + Intimidation, difficulty Victim's Self-Control +4.
A vampire may turn a Kindred's own beast against her. The victim erupts in a fountain of blood and gore as claw and bite wounds from an invisible source tear her asunder.
The attacker must make eye contact with the victim, each success causes one level of lethal damage to the target.