Post by Phsycodelic on Nov 14, 2016 23:29:58 GMT
Obeah
Salubri
Salubri
This Discipline gives its practitioners a third eye in the center of the vampire's forehead when the Kindred masters the second level of Obeah.
[ 1 ] Panacea ( XXX - Page X )
Just as a vampire can lick a wound he has made with claw or fang and cure it, so can those with Panacea lick a wound someone else has made and heal it.
System: For each Blood Point expended during the licking, the character can heal one Health Level. Note that the character must be able to lick the wound to heal it.
[ 1 ] Sense Vitality ( Vampire: The Masquerade 20th Anniversary Edition - Page 457 )
With a touch, the Salubri can instantaneously read a target's injuries. She may learn how much damage a target has incurred, and therefore make a guess at what must be done to save him. This power can also be used for diagnostic purposes - useful for a victim who can no longer speak.
System: The Salubri must touch the target to see how close to death she is. He must then make a Perception + Empathy roll (difficulty 7). One success on this roll identifies a subject as a mortal, vampire, ghoul, or other creature. Two successes reveal how many health levels of 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. 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, 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 the Sabbat do this?" or "What did the Lupine who attacked him look like?" are not. The Salubri may use this power on herself if she has injuries but has somehow lost the memory of how the wounds were received. Additionally, at the cost of one blood point, the Salubri may use Empathy for a roll instead of Medicine.
[ 2 ] Anesthetic Touch ( Vampire: The Masquerade 20th Anniversary Edition - Page 458 )
The vampire can ease a target's pain or place him into a deep, soothing sleep with nothing but a touch. This power is intended to heal the pain or succor the mind of willing targets, but the character can, with some effort, employ the power against someone who does not wish it.
System: If the subject is willing to undergo this process, the player spends a blood point and makes a Willpower roll (difficulty 6) to block the subject's pain. This 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 10 hours - whatever his normal sleep cycle is - and regains one temporary Willpower point upon awakening. He sleeps peacefully and does not suffer nightmares or the effects of any derangements while asleep. He may be awakened normally (or violently). Kindred, including the Salubri herself, are unaffected by this power - their coelike bodies are too tied to death.
[ 2 ] Auguring The Sickness ( XXX - Page X )
Another diagnostic tool in the hands of the Salubri, this power allows a Healer to discover both the severity and nature of the sickness plaguing her patient, although it offers no information about the cure. Knowledge of Auguring the Sickness is believed to date back after Saulot's return from the East, leading to speculation that this is a power found among Eastern healers (and possibly vampires).
System: The Salubri lets her hands hover an inch or so above the body of her patient and traces a path from head to foot, concentrating as she does. The player rolls Perception + Medicine (difficulty 7). Each success allows the player one detailed of symptom about the illness, such as its kind, what the likely symptoms and developments are, and so on. Thos who have activated Heightened Senses (Touch) before performing the augury often can sense extra heat in the area of the sickness.
[ 3 ] Corpore Sano ( Vampire: The Masquerade 20th Anniversary Edition - Page 459 )
The Salubri 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. The vampire's third eye opens during this process.
System: This power works on any living or undead creature, but the character must touch the actual injury (or the closest part of the victim's body, in the case of internal injuries). Each health level to be healed requires the expenditure of one blood point and one turn of contact. Aggravated wounds may also be healed in this manner, but the vampire must spend two blood points instead of one for each aggravated health level.
[ 3 ] Peacemaker ( XXX - Page X )
This gift is found among the healers, although not a few of the watchers have procured it for themselves. Similar to Shepherd's Watch, it allows the Salubri to spread an aura of calm and peace around a small chamber. Under its influence, tempers that had flared out of control find restraint, and arguments over trifles are reduced to differences of opinion. Vampire lords have found this to be extremely helpful in negotiating treaties with mortal counterparts, and some once requested the Salubri create the effect for difficult negotiations between Cainites.
System: The player spends two Willpower points to erect the aura of this power. It lasts for as many scenes as she has dots in Humanity/Path, or until she leaves the area. Her third eye opens, but it sheds no light, and the power is not affected if she shadows her third eye under a hood or hat. Peacemaker is not a numbing or hypnotic effect, more of "clearing the head." Those under the effect of this power are more inclined to talk about a dispute rather than reach for the sword. Brujah in particular find it hard to lose their tempers, although they're not immune to agitation - they are at +2 difficulty on all rolls relating to aggression.
Anyone who wishes to insult someone or give in to bad temper while under the effects of Peacemaker must roll Willpower (difficulty 8) or simply settle down into mumbling and bewilderment. Those with normally quiet, gentle or peaceful Natures are often the least affected; the Salubri suspect it is due to the aura finding nothing to calm or settle as with more violent or angry Natures.
Once the effects of Peacemaker wear off, those who have been affected by it sometimes have a sense of "buyer's remorse." Mortal enemies occasionally "come to their senses" and may renege on agreements made, while others claim they were addled with witchcraft while negotiating. Another drawback is that the power works best in a small chamber - the larger the chamber, the more spread out the effect, the more spread out the effect, and less potent it is as a result. If the Salubri wishes to create a more potent effect, she may spend two more points of Willpower, thus allowing a sanctuary to enjoy the aura of a small chamber.
Area Size | Effect |
Small chamber. | Mortal enemies can talk about the issues at hand without lapsing into an argument. Violence is impossible without extreme provocation (or the expenditure of a Willpower.) |
Large chamber. | Loud disagreements are still possible, but violence is difficult to initiate. |
Banquet hall, Sanctuary. | A general feeling of goodwill, which can be shattered. |
[ 4 ] Neutral Guard / Shepherd's Watch ( Vampire: The Masquerade 20th Anniversary Edition - Page 459 )
The Salubri with this level of mastery of Obeah can create an invisible barrier between those under his care and those who would do them harm. The Salubri himself must stand among his charges as he generates this barrier; he cannot defend them from afar. Enemies armed with guns or other ranged weapons can still attack, but none may approach closer than a few paces.
System: The player spends two Willpower points. Erecting this barrier is a standard action, but maintaining it from turn to turn or dropping it is a reflexive action. The invisible barrier extends to about a 3-yard/meter radius from the character, and no one outside that barrier may cross it while she maintains the power. Those within it at its creation may leave and return, however. The barrier moves with the Salubri. It cannot be maintained at a distance.
Those who wish to cross the barrier from the outside, whether friendly or hostile, must best the character in an extended, resisted Willpower roll (difficulty equals the opponent's current Willpower for the Salubri, and the Salubri's current Willpower for the opponent). The opponent may cross the barrier as soon as he accumulates three more net successes than the Salubri.
If the vampire voluntarily drops the Guard, he must spend another two Willpower points to reestablish it.
If a Salubri using Neutral Guard is viewed using Auspex, the barrier will glow golden.
[ 4 ] King David's Blessing ( XXX - Page X )
It is said that music has the power to sooth the savage beast. When you sing or play an instrument, your patients seem to heal better and relax more. This can help someone forget his physical pain, draw him out of depression, or even assist another healer in working her craft. Rayzeel was said to be the creator of this Discipline, originally crafting this to draw Saulot out of his depression after the Baali Wars. Those Salubri who do not come from a strong Christian or Judaic tradition often call this power Rayzeel's Song.
System: The music must be appropriate to the situation (a jolly country tune isn't likely to help someone relax, but it might help distract a woman in labor). The Salubri plays her instrument or sings; the player rolls Charisma + Music (or Performance) (difficulty 7). If the Salubri is singing to the accompaniment of another, both players make the music (or performance) roll. If the accompanist botches, each 1 removes a success from the Salubri's efforts; if the Salubri runs out of successes, he may fail or botch.
If the Salubri is trying to draw someone out of depression, each success lowers the difficulty of the target's Willpower roll (no lower than 5), or allows him 10 minutes of relatively clear thought before he slips back into his depressed state.
If the Salubri is attempting this before working a healing, each success on King David's Blessing allows her to subtract one from the difficulty of her healing roll (difficulty no lower than 4). If the healing is meant to work against a Derangement, the difficulty may go no lower than 5.
If the Salubri is working in tandem with a doctor, midwife or another Salubri, the player makes his roll as normal, with each success granting the second healer another die for his Medicine/Obeah roll. Only five dice total can be granted in this manner.
Failing or botching King David's Blessing is very unpleasant for all concerned. Anything attempted after a failure has +1 added to the difficulty, while a botch adds +2. The Storyteller may even deem that a botch inflicts a single level of non-aggravated damage as the subject thrashes in sudden distress. In the case of a Derangement, the subject makes a frenzy or Rötschreck roll. Furthermore, medieval thought is firm in the knowledge that disharmony has a way of inviting all sorts of terrible things, and spirits drawn to pain or disharmony may come sniffing around the victim.
[ 5 ] Mens Sana ( Vampire: The Masquerade 20th Anniversary Edition - Page 459 )
With this power, the Salubri can heal madness, quieting inner demons and bringing a soul to peace. Indeed, ancient stories of the Salubri state that Saulot used this power to bring sweet, if temporary, relief to his "brother" Malkav. Other, more recent stories claim that Saulot caused Malkav's madness in the first place.
System: The player spends two blood points and rolls Intelligence + Empathy (difficulty 8). The use of Mens Sana takes at least 10 minutes of relatively uninterrupted conversation. Success cures the subject of one derangement of the Salubri player's choice. This power cannot cure a Malkavian of his core derangement, though it alleviates its effects for the rest of the scene. A botch inflicts the same derangement on the Salubri for the rest of the scene. This power may not be used by the Salubri to cure her own derangements.
[ 5 ] The Ailing Spirit ( XXX - Page X )
Note: This is an ability for Dark Ages kindred ONLY. It is from the Healer path of Valeren. It has been replaced in modern times with Mens Sana.
Mischievous demons of madness plague many souls in the Dark Medieval era, but Cainites, due to their unholy nature and dastardly activities, are among the most frequent victims of madness. By invoking The Ailing Spirit, a Salubri can briefly drive off the demons that cause insane fits, and bring a subject to lucidity. The ability even works on Malkavians (albeit temporarily), for it is said that gentle Saulot himself was the first to use The Ailing Spirit - on his brother, Malkav. Some Cainites - not all of them under the sway of the Tremere and their allies - hear legends that Salubri is warned against pursuing demons of madness too fervently.
System: The player spends two blood points and rolls Intelligence + Empathy (difficulty 8). Success indicates that the character has cured one of the subject's Derangements. Failure means that she cannot try again that night, and a botch pulls the Derangement from the subject onto the Salubri's own psyche for the rest of the night. This ability is subject to certain limitations. First, the character cannot use it on himself; one's own demons are too slippery to grasp. Finally, it cannot heal the permanent Derangement of a Malkavian. It can provide a Malkavian with a scene's worth of lucidity, however.
[ 6 ] Pain For Pleasure ( XXX - Page X )
The character is able to dull the senses of the target so that he feels intense pleasure instead of pain, and loses no dice from wound penalties. Unfortunately, this also results in the target not knowing he is injured. This experience is very sensual and some targets may actually go out of their way to endanger themselves in order to achieve the pleasure.
System: This power requires a successful Willpower roll (difficulty 8).
[ 6 ] Unburdening The Bestial Soul ( Vampire: The Masquerade 20th Anniversary Edition - Page 459 )
This power is the leverage that the Tremere have used for years to tarnish the Salubri's name. The Warlocks claim that the Salubri use this power to remove the souls of their victims, alter them in horrible ways, or simply consume them and then make mindless slaves from the blasted husks. The truth is that the Cyclops use this power to rebuild a target's tattered soul, at the expense of their own mental fortitude. The Salubri draws the subject's soul out of his body, and into the vampire's third eye. There, the vampire repairs the soul. During this time, the target's body is vacant, but alive. It obeys the Salubri's commands (and the vampire must command it to eat and drink, or else it will starve - repairing the soul is not a quick undertaking). By a similar process, the character can cleanse a person, place, or object of demonic or evil influence. This isn't a simple banishment, however. It is a battle, pitting the Salubri's moral and spiritual purity against whatever malign entity is present. If the Salubri loses the contest, she might lose her own soul in the process.
System: This power may be used to draw out the soul of any character except those with Humanity or Path ratings of 1 or 0 or those who follow particularly inhuman Paths of Enlightenment - some souls are beyond redemption. The player rolls Stamina + Empathy (difficulty of 12 minus the subject's Humanity or Path rating). A botch gives the Salubri the subject's derangement for the remainder of the scene. The Salubri must make eye contact with the subject and the subject must be willing to be subjected to this power. A soul drawn out in this manner becomes part of the Salubri's soul while the healing process takes place. She may return it to its proper body at any time. While the soul is within the Salubri, she may spend a permanent Willpower point to restore a point to the subject's Humanity or Path rating. The Salubri may restore a maximum number of points equal to her Empathy rating, and may not raise the subject's Humanity or Path higher than the sum of his relevant Virtues (for example, a character subscribing to Humanity with Conscience 3 and Self-Control 3 could not have his Humanity raised above 6 in this manner).
While a soul is being held by the Salubri, its body is an empty husk, comatose or in tor, with no motivating force within it. A soul whose body is killed immediately vanishes, its disposition unknown to any (although the Salubri strongly suspect that souls that vanish in this manner are completely and irreversibly destroyed). Killing the body of a drawn-out soul may warrant a Conscience or Conviction roll if the killer knows of the soul's absence, at the Storyteller's discretion.
If used to draw out a demon, the player spends a Willpower point if the subject is willing and the corrupting agent does not resist (a rare occurrence). If the subject is possessed by a conscious entity, the demon (or other foreign consciousness) fights the Salubri for dominance. This takes place via an extended, contested roll of the Salubri's Humanity or Path versus the opponent's Willpower (each party's difficulty is equal to the other's current Willpower). The winner is the first one to achieve three net successes more than the other. If the player fails, the attempt at purification also fails. If the player botches, the demon takes over the Salubri's body. This purification cannot be used on oneself and has no effect on the Beast or an alternate personality.
Once the initial removal has been successfully performed, the player spends a second Willpower point. The Salubri thrusts the demon into a nearby item, animal, or person, trapping the demon in the selected vessel. This must be accomplished within two turns of the Purification and the target must be within physical reach. If this cannot be accomplished, the demon is likely to go free. or find another suitable vessel (such as the Salubri). If the vampire places the demon in a being who is likely to suffer from its presence, the player must make an immediate Conscience or Conviction roll (difficulty 8) if the Storyteller believes that the character's morality would object. A botch, in addition to the normal consequences, releases the demon into the world.
[ 6 ] Warding The Beast ( XXX - Page X )
Note: This is an ability for Dark Ages kindred ONLY. It is from the Healer path of Valeren. It has been replaced in modern times with Unburdening The Bestial Soul. If a Kindred wishes to learn this ability for the difficulty bonus provided over Unburdening the Bestial Soul, he or she MUST find a teacher, and MUST also have learned Unburdening The Bestial Soul beforehand.
The most damaged souls that a Salubri might come across cannot be healed by ordinary means. Some of them show remorse, or at least they wish they had not fallen quite so far from the moral state they held as mortals. Others are subject to incapacitating Derangements - Strange fears, uncontrollable anger, or even demonic voices speaking to them
The Salubri at this level of mastery can remove a subject's soul from its physical shell, to comfort and heal with his own body. In so doing, he can even ward it against the demons that cause madness, so that the soul will be protected against the insanity that plagued it when it returns to its body. The subject's body is an automaton while its soul is absent; it does not drop into torpor. Responsible Salubri do not use the ability on an unwilling subject, but the subject's cooperation is not required.
In the case of a willing subject, the use of this power feels pleasant; the subject's soul slips from its shell into the warm embrace of a loving healer. The sensation of being ripped from one's body against one's will, however, is as unpleasant as might be imagined. Some Cainites liken it to reliving the first death.
System: The player rolls Stamina + Empathy (difficulty is 10 minus the subject's Humanity or Path rating). Warding the Beast does not work on those with Humanity or Path ratings of 1 or 0, nor on anyone on the Path of Sin. These souls are either beyond saving (in the former case) or have deliberately chosen a Path that the Path of Healing cannot mend (in the later). A failure on this roll means that the character cannot try to use this ability until the following night; a botch means the same, and the character also acquires one of the subject's Derangements.
While the subject's soul is with the character's body, the character may take a few different actions. First, he may repair Derangements by using The Ailing Spirit; this power works normally on captive souls.
Second, he can attempt to repair the soul's corrosion inflicted by the nightly unlife of the Damed. To do this, the player spends one permanent Willpower point to raise the subject's Humanity or Path score by one. Each point of Willpower spent in this fashion takes a full hour to restore the subject's Humanity or Path. The maximum number of permanent Willpower points can be spent in this fashion is equal to the character's Empathy score. However, she cannot increast the subject's Humanity or Path rating to a level higher than the sum of his appropriate Virtues (Conscience/Conviction + Self-Control/Instinct).
The subject's soul and his soulless body both cry out for one another, regardless of the Salubri's intention toward him. Holding a soul away from a body (be it Cainite or mortal) for more than a night is cruel in the extreme, and should be considered a serious sin against most Paths (especially Humanity and Heaven). The soulless body needs nourishment and can even be forced to move around under its own power, but lacks any motivating force. It is ripe for demonic (or ghostly) possession unless precautions are taken against that. If the body is destroyed, the soul knows immediately, and if it doesn't merely dissipate is likely to become a hostile poltergeist or worse.
Souls that wish to escape the embrace of Warding the Beast must engage in a resisted Willpower roll with the player (difficulty is the trapped soul's Wits + Empathy). If the soul earns more successes than the Salubri, it returns to its body.
[ 7 ] Renewed Vigor ( Vampire: The Masquerade 20th Anniversary Edition - Page 460 )
At this level of power, the Salubri no longer has to repair a target's body wound by wound. With a touch and a moment's concentration, she can restore the body to full health.
System: The Salubri touches the target and spends a full turn concentrating. The player spends a point of Willpower. At the end of the turn, the target is healed of all damage, including aggravated damage. If the character attempts any other action but the laying of hands during this turn, the Willpower point is lost and no healing occurs. The Salubri can use this power on herself.
[ 7 ] Repulsion ( XXX - Page X )
This power renders the vampire's spirit unsightly, causing people to avoid contact with her. This repulsion does not attract attention to the character, but simply makes people avoid the character as best they can, without consciously realizing what they are doing. The sensation engendered is something like an unpleasant deja vu. Although the experience is not actually painful, there is no urge to search out the source. In this manner, people and vampires can be avoided without attracting undue supernatural attention.
System: This is a passive ability and can be turned "on" and "off" as a reflexive action. No roll is required.
[ 8 ] Purification ( XXX - Page X )
This power can be used to cleanse a person, item or place of demonic or malign spiritual influence. It is of paramount importance that the Salubri be of strong conviction and moral character, as he pits the purity of his own soul against the corruption he is trying to purge. This power can be used against demonic possession or infernalism, those insidious temptations among debased or power-hungry Kindred, but the price of failure is the Salubri's own soul.
System: This power may be developed and used by a character with a Humanity or Path rating of 8 or higher. The player spends a Willpower point if the subject is willing and the corrupting does not resist (rare occurrence). If the subject is possesses by a conscious entity, the demon (or other foreign consciousness) fights the Salubri for dominance. This takes place via an extended, contested roll of the Salubri's Humanity or Path versus the oponent's Willpower (each party's difficulty is the other's permanent Willpower). The winner is the first one to have three net successes more than the other. If the player fails, the attempt at purification also fails. If the player botches, the demon takes over the Salubri's body. Purification cannot be used on oneself and has no effect on the Beast or an alternate personality.
Once the initial removal has been successfully performed, the player spends a second Willpower point. The Salubri thrusts the demon into a nearby item, animal or person, trapping the demon in the selected vessel. This must be accomplished within two turns of the Purification and the target must be within physical reach. If this cannot be accomplished, the demon is likely to go free... or find another suitable vessel of its choice (such as the Salubri). If the vampire places the demon in a being who is likely to suffer from its presence, the player must make an immediate Conscience roll (difficulty 8) if the Storyteller believes that the character's morally would object. A botch, in addition to the normal consequences, releases the demon into the world.
[ 8 ] Safe Passage ( Vampire: The Masquerade 20th Anniversary Edition - Page 460 )
The Salubri radiates a non-threatening aura, altering the minds of those around her to seem safe, pleasant, and harmless. Crowds unconsciously part for her, pursuers lose interest, and passers-by are willing to provide assistance. In the event that someone does attempt to do her harm, the rest of the crowd may even protect her.
System: This power is always activate, though the Salubri can turn it off if she so desires. While Safe Passage is active, anyone in a crowd (defined as more than 10 people in close proximity) who wants to harm the Salubri must engage in a contested Willpower roll with the vampire's player (difficulty 6). If the pursuer wins, he may do as he wishes. If the vampire wins, her net successes act as a dice pool penalty on any hostile action the pursuer chooses to take. This manifests as lost interest in the vampire (the pursuers wonders why he is chasing this person rather than doing something more interesting). Safe Passage can also assist a Salubri in finding help or shelter. The player rolls Charisma + Expression difficulty 7). Each success reduces the difficulty of a subsequent, appropriate Social roll by one. This affects only attempts to gain seemingly harmless or innocent assistance, such as a place to stay or advice on the bad parts of town - a Salubri won't be able to get automatic weapons or low-grade heroin more easily with this power. The effects of this power last until the next sunrise. Safe Passage affects only those who know the Salubri casually or not at all. Anyone who has known her long enough to form an opinion of her cannot be touched by this power.
[ 8 ] Vitae Block ( XXX - Page X )
This power enables the user to render a certain portion of the target's vitae inert.
System: Successful use of this power requires an Intelligence + Occult roll (difficulty equal to the target's current Blood Pool [maximum 8]). The number of successes indicates how many of the target's remaining Blood Points are rendered unusable. If used multiple times in succession, this power can cause even older vampires to regret the effects. The effects last until the affected Kindred spends a number of Willpower equal to the Blood Points so "blocked." None of the blocked Pool is available until the entire blocked amount has been forced free.
[ 9 ] Spirit Marionette ( XXX - Page X )
This Discipline gives the character complete control over the target's body and spirit.
System: The character must win a Willpower vs. Willpower contest (difficulty 6 for both) and accumulate as many successes as the target's Willpower. The character can then bend the will of the target to do anything the character wishes. There is only one provision - the character must pantomime all of the actions of the target. This means that if the character wills the target to walk, then the character must also walk. Unless the target can make an Empathy roll (difficulty 9) to move on his own for a turn, the character may continue to control him. This Discipline also allows the character access to any Disciplines, Talents or Skills of the target.
[ 9 ] Unburden The Flesh-Clad Soul ( Vampire: The Masquerade 20th Anniversary Edition - Page 461 )
Some few Salubri elders can (or could, at least) achieve an understanding of the soul that allowed them to free it from its fleshly confines. The character allows a willing subject's soul to fly free, able to explore the world as an astral projection and transcend that existence whenever it wishes.
System: The vampire and a willing subject must both enter a deep meditative trance for a minimum of one uninterrupted hour as the Salubri performs the ritual necessary to separate soul from flesh without damaging either. During this period, the player spends a number of blood points equal to twice the permanent Willpower of the subject. At the end of the ritual, the subject's body slips into a coma and dies by the end of the night. Many Tremere and other cautious Kindred warn that the Salubri may misrepresent themselves and convince others to volunteer for a "release" from mortal concerns, when in truth they wish to trap the soul in another plane of existence. The subject's soul is released from her body and enters the astral plane (such as the Auspex power Psychic Projection). This separation is permanent and irreversible. The subject is treated as an astrally-projecting character in terms of rules mechanics. However, she no longer has a silver cord and no longer needs one, as she exists independently of her body. If she is reduced to zero Willpower through astral combat, she loses one point of permanent Willpower and re-forms after a year and a day at the place where this power was used upon her. A character reduced to zero permanent Willpower is destroyed forever. This power may only be used upon mortals (excluding mages) and vampires who are in Golconda, and the subject must have a full understanding of what this ritual entails - including its permanence and the impossibility of a reversal. The body of a vampire who is Unbound decays at sunrise. It is possible to drink the blood remaining in the vampire's body, but no benefits are gained from an attempt at diablerie. Any attempt to Embrace the body of an Unbound mortal automatically fails. The free-flying soul may choose to dissipate, moving on to whatever awaits beyond death, at any time (and is therefore not a ghost). The Salubri may use this power on herself, provided she is in Golconda.
[ 10 ] Resurrection ( XXX - Page X )
This power allows the character to summon the soul of a recently dead human back to its body.
System: The target cannot he more than an hour dead for each Willpower point spent bringing the target back to life (minimum of one point). The body must be at least 80 percent complete; however, even if the head is missing, the corpse will grow a new one. The third eye will shed such a bright light during this process that it will blind anyone looking directly at it.
Note: This power will not work on vampires.