Valeren
 
This Discipline was first manifested by Salout, who refined the raw power of healing gifts. The secondary uses of this Discipline are lost for the most part to vampires in the 20th century, who would recognize this Discipline as Obeah. Some Salubri learned the secondary uses of this Discipline for martial and darker purposes, and the Tremere may have encountered these powers when they went after their first victim. This Discipline is almost never taught to outsiders as it makes rigerous demands of its users, and the Salubri wish to preserve their usefulness.

 The third eye appears about the time the Salubri masters the second level of Valeren. The eye opens when she uses any power above the second level. Even the Salubri are uncertain why this is. The most common theory purports that the third eye grants "sight-beyond-sight," litterally examining the tenuous threads of life and death. What the Salubri actually see is a secret.

 A Salubri must decide which path (Healer or Warrior) she studies before purchasing levels of Valren. Once she has started down a path, she may only make use of the powers listed for her path. If she wishes to study a secondary power, the initial cost is the same as for purchasing a new Discipline, and subsequent costs are at + 1 to reflect that she is studying something that is at odds with her initial path (and quite possibly her Nature). Where two powers for a given level of master are listed, the first belongs to the Healer path and the second belongs to the Warrior path.

BASIC
LEVEL 1  Sense Life/Death
The Salubri may "see" the ebb and flow of a person's life force (though this does not open the third eye) after touching the subject. Sense Life/Death may be used to determine how much damage it would take to kill a person by measuring the strengh of her life force. This is useful in sizing up a potential enemy, if the Salubri can touch her.

System: The Salubri must touch her target to determine how close to death she is (roll Perception + Empathy, difficulty 7). She may determine how the subject arrived at such a state on a second roll. For each success on the second roll, the player may ask one question of the Storyteller pertaining to the subject's health or Health Levels. ("Was she poisoned? Are her wounds aggravated?") This power identifies a subject as a vampire with the first successful roll.

LEVEL 2  Gift of Sleep
The vampire causes any living thing to gall asleep with but a touch. This ability is quite useful for advancing the body's own healing process, or for helping someone sleep through pain.

System: If the subject is willing, the player need only spend a Blood Point to put her to sleep. If the subject is unwilling, a Blood Point is spent and the player must make a contested Willpower roll with the target. Success indicates that the target is granted a period of peaceful sleep equal to her normal pettern of rest (usually five to eight hours), though she may be awakened normally.
 
Cainites are unaffected by this power.

INTERMEDIATE
LEVEL 3  Healing Touch
The vampire lays her hands on a wound and channels her inner energies to speed up the healing process. The target feel a warm sensation as he heals.

System: This works on any creature, but the vampire must touch the wound itself. The player spends a Blood Point for each health level to be healed. Aggravated wounds may be healed this way, but the player needs to spend two Blood Points per Health Level so healed.

Burning Touch
The vampire lays a hand on her opponent, and searing pain courses through the victim. This causes no physical damage to the subject, but prolonged contact may leave her traumatized.

System: The player spends a Blood Point and the vampire keeps her hand in place for as long as she wishes to cause pain. Extra Blood Points may be spent to intensify the effects, at the Storyteller's discretion. Each Blood Point spent reduced the subject's Dice Pool by two.

LEVEL 4  Shepheard's Watch
The vampire may protect herself and those under her care by using this power. The Salubri physically prevents hostile characters from approaching her and those close to her by invoking a mystical barrier. Legend holds that the Warrior Salubri were able to discharge eldritch energy from barriers, wounding and even killing antagonists who came too close.

System: WIth the expenditure of two Willpower points, the vampire erects an invisible barrier around herself and others near her. No one may come within 10 feet until she voluntarily drops the "shield." Anyone attempting to approach must engage the Salubri in an extended contested Willpower roll (difficulty 8), and score three more successes than the Salubri. A Salubri may move and maintain this barrier, but if she takes any offensive action, the barrier drops. She may not leave the barrier around other and go off to fight.

Ending the Watch
The "watch" in this case is the death watch. An apocryphal story of the Second City describes two Salubri who walked the streets on certain nights, looking for the sick, aged, suffering, those for whom life had become a burden. If a person truly wished to die because of illness or terrible loss and could answer the pair to satisfaction, they wound grant the gift of death. Thier particular charges were shildren of the streets, who called them "The Kind Ones" and honored them as angels who would save the miserable from their lives. Saulot did not approve of such use of the gift, and benned its use (and the pair) from the city. Today, one who possesses this power risks being outcast by the outcasts. However, Salubri who follow the Warrior path may have and use this power without being condemned. The Salubri using this power grants a quiet, painless death to a willing subject.

System: To End the Watch, the vampire places her hand on the subject's chest. The player spends a Willpower point. The subject must be willing to end her life. If she struggles or refuses, the attempt fails. Her heart slowly ceases to beat, and the subject appears to go into a deep, peaceful sleep. Curiously, an individual affected by this power may not be subsequently Embraced, nor will she become a Wraith.

ADVANCED
LEVEL 5  The Ailing Spirit
The Salubri using this power whispers soothing reassurances to her subject, in effect removing a Derangement from that subject. Some Salubri claim that Saulot developed this to provide Malkav some relief from his madness. Remember, in the Dark Medevial world, insanity is seen as demonic possesion, and curing a person of insanity might arouse undue interest from the local Church.

System: This power requires two Blood Points to activate. The player rolls Intelligence + Empathy (difficulty 8). Success cures the subject of one Derangement of the Salubri's choice. This will not remove a Malkavian's one permanent Deramgement, but it can provide periods of lucidity. A botch indicates that the Salubri has temporarily drawn the Deramgement into herself, and suffers from its effects for the remainder of the scene. In this case, the subject continues to suffer her own Deramgement as well.

Vengence of Samiel
By invoking the power of her own blood, the Warrior Salubri guides her weapon infalliably toward her foe. This power causes the third eye to open and glow a righteous red. Some Salubri who use it close their normal eyes, taunting and horrifying to their opponents simultaneously.

System: Using this power costs three Blood Points. Any single attack automatically hits its target as mystic forces guide the blow. Attacks made in this manner connot be dodged or otherwise evaded, though they may be blocked and soaked normally. In addition, the attack bited deep and does two extra dice of damage.

LEVEL 6  Warding the Beast
This power allows the vampire to pull the soul of another from his body and take it into her own body, where she works powerful healing magics on it. Salubri suspect that this power is the reason why so many Tremere have dubbed them "soulsuckers." If the Tremere understood the true nature of the power, they might not sneer.

System: To activate this power, the player rolls Stamina + Empathy (difficulty equal to 12 minus the subject's Road rating). Botching this roll mean the Salubri acquire a Derengement for the duration of the scene. Not that this power may not be used on subjects with a Road rating of 1 or less, nor will it work on followers of Via Diablos; some souls are too far gone to save. The Soul becomes part of the Salubri's as she does her work, and she may release it back into the proper body at any time. To keep the soul for overlong is considered heinous and cruel, and the Salubri risks straying from her Road if she does so. Once the soul is within her, she may spend a permanent Willpower point to restor a point of the soul's Via rating, though she may not exceed the level of the subject's Road as dictated by that subject's Virtues. (For example, a follower of Via Humanitatis with a Conscience of 3 and Self-Control of 3 may not have his Road score raised above 6 in this manner.) The vampire may only spend as many Willpower points as she has dots in Empathy.
 
While a soul is within the Salubri, its body is a shell, still alive, but without motivation or will. A soul whose host body is killed immediately vanishes; no one knows what happens to these disenfranchised spirits (though Storytellers with access to Wraith: The Oblivion are encouraged to make them Spectres). Killing the body of a harbored soul demands a Degeneration roll of the Salubri's player (unless the vampire follows the Warrior path).
 Is a soul does not with to be so detained (as is often the case if this power is used offensively or on a subject in frenzy), it may attempt to break free and return to its own body. Doing this requires a contested Willpower roll with the Salubri, wherin the difficulty equals the opponents Wits + Empathy.
 
Note that though the spiritual condition of vampires is unknown -- whether they have souls, spirits, or anything of that nature -- Warding the Beast does affect vampirees. Perhaps that is proof that Cainites do retain souls after mortal death.

Loving Agony
A Salubri may dispence pain, as in Burning Touch, but may continue to do so after she has removed her hand. She may also tailor the intensity of pain to "manageable" levels. It is believed that application of this power was originally intended to desensitize individuals to pain by gradually building levels of tolerance. If applied with enough intensity, this power can send vampire into frenzy, incapacitate werewolves, and can kill mortals.

System: The procedure begins with a successful Willpower roll (difficulty 8) and the expenditure of one Blood Point. Subsequent rolls are required to prolong the effect by up to one scene per success. Failure means the effect simply fizzles out or refuses to work. A botch on any roll results in potentially dangerous backlash for the user.
 
At the Salubri's option, she may cause actual physical damage to her subject at the rest of one Health Level per Blood Point spent (though touch must be maintained in this case). Any damage incurred by vampire or other werewolves in this manner vanishes at the next sunset, but mortals must heal from it normally.
 
To induce frenzy in her subject, the Salubri must cause physical damage in excess of that subject's Willpower. At that point, the subject must pass a Willpower roll (difficulty 6) or enter frenzy.

LEVEL 7  Safe Passage
The vampire may invoke this power to pass safely though a crowd without fear of harm. It is not a matter of actively hiding in the crowd, but of the vampire making her spirit seem pleasant and inoffensive. People move out of the way, nod politely, treat her with respect, and offer her shelter without any conscious idea of why they do so. Activating this power also means that poeple are unfriendly to anyone who pursues the vampire or wishes her harm.

System: This power is always considered "on," although Salubri may selectively shut it off. If there is someone in a crowd who actively wishes to harm the vampire (such as a hunter or other pursuer), then the vampire and hunter must make contested Willpower rolls (difficulty 6). If the Salubri wins, the hunter's interest in chasing his target fades somewhat ("What am I doing here?") and he suffers Dice Pool penalties based upon the number of successes gained by the Salubri while following her. (For example, if the Salubri won the contested Willpower roll by a margin of two successes, the hyunter would loose two from all his Dice Pools until he gave up the pursuit.) If the hunter wins, he is unaffected by the attempt.
 
This penalty fades at the next sunrise, though if the hunter resumes his chase again, eh will likely come under it's effects once more.
 
Note that this power affects only those with casual or minimal knowledge of the Salubri in question, such as those whom she passes in a market place. It does not affect anyone who has known her long enough to form an opinion of her.

Aversion
Warrior Salubri have discovered that Safe Passage can be subverted to cause the opposite effect, inciting a crowd to move away from a target out of dislike. This can be used best against someone who pursues the vampire, by having people avoid his or refuse to answer his questions. A person who is open to suggestion may even be inclined to harm the target, especially if the target is rude. Not surprisingly, a number of Tremere have been victem to this power.

System: The Salubri must touch the subject. The player spends a Blood Point. The subject suffers the effects described above for the remainder of the scene.

LEVEL 8  Purification
This ability can be used to cleanse a person, place or thing of taint. It is vitaly important that the Salubri be of strong character and humanity (a very high Via rating -- no less than 8), since he pits his own goodness against whatever evil or unclean thing has corrupted another. This can be used against demonic possession or infernalism, but failure promises a terrible fate.

System: The player spends a Willpower point if the subject is willing and the corrpting agent does not fight back. If the subject is possessed, a demon or evil spirit fights very hard to hold onto its plaything. The player and demon make an extended and contested Willpower roll (difficulty equal to the opponent's permanent Willpower); the winner must beat the other by three successes. If the contest fails, the attempt to Purify fails. If the player botches, the dmon not possesses the Salubri's body. Purification cannot be self-administered, and has no effect on the Beast.

Shadow of Taint
This extension of Purification was preserved from ancient times by Salubri scholars. It was known as one of the Warrior path's most formidable weapons. The Salubri Warrior may use the Purification power to remove the taint from one subject and project it to another.

System: After Purification is performed (as per the rules above), the Salubri's player spends a second Willpower point. The vampire thrusts the evil spirit into a nearby object, animal or person. Timing is critical; if the would-be vessel is too far away (outside physical reach), the demon either goes free or finds another vessel to inhabit (most likely the Salubri herself). If the Salubri does "bottle" the demon in an object, her Via is unlikely to drop. If she places it in an animal or other living host, however, the player must succeed at a Via roll (difficulty 8) if the Storyteller believes that this is contrary to the vampire's mortality; a botch results in the automatic loss of a Via point, and the demon in question may break free.

LEVEL 9  No Powers of this level currently known or have been discovered

LEVEL 10  No Powers of this level currently known or have been discovered
 

No Powers of this level currently known or have been discovered.

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