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
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
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.
INTERMEDIATE
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
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
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
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
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
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
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.
Loving Agony
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.
LEVEL 7 Safe Passage
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.
Aversion
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
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
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. |