Valeren
This Discipline was first manifested by Saulot, 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 the Discipline as Obeah. Some Salubri learned the secondary uses of this Discipline for martial and darker purposes, and the Tremere may have encountered these rowers when they went after their first victim. The Discipline is almost never taught to outsiders as it makes rigorous 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 second level. Even the Salubri are uncertain why this is. The most common theory purports that the third eye grants "sight-beyond-sight," literally examining the tenuous threads of life and death. What the Salubri actually sees is a secret.
A Salubri must decide which path (Healer or Warrior) she studies before purchasing levels of Valeren. 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).
BASIC
LEVEL 1 Sense Life/Death (Sense Vitality)
The salubri can see the ebb and flow of a persons life force after touching the subject. sense life death can be used to see how much damage it would take to kill a person by measuring the strength of a life force. it can be used to the opposite to see how much it takes to save a person.
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?")
LEVEL 2 Gift of Sleep
The vampire causes any living thing to fall 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.
Cainites are unaffected by this power.
INTERMEDIATE
LEVEL 3 Burning Touch
The vampire touches his subject, shocking her with a searing pain. This power causes no actual damage to the subject, though prolonged exposure to this unnatural pain sometimes leaves victims traumatized. The Salubri antitribu use this power to extract information from their enemies, and also sometimes to cause additional pain to those who have hunted and persecuted them before delivering true Final Death.
The vampire must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. Also, the player spends at least one blood point to activate this power. Each blood point so spent reduces the actions two. This power is often used in conjunction with Interrogation and Torture, wearing down the subject's resistance and rendering him much more tractable.
Healing Touch
the vampire places her hand on the wound and channels her inner energies to speed p the healing process. the target feels a warm sensation as he heals.
LEVEL 4 Sheperds 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 to her by invoking a mystical shield with the light of her 3rd eye. Legend holds that Warrior Salubri is able to discharge engergy from this shield wounding or killing ones that come to close. she can not leave the ones going off to fight protected by the shield.
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 the barrier, but if she takes any offensive action, the barrier drops. She may not leave the barrier around others 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 would grant the gift of death. Their particular charges were children 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 banned 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.
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 Vengance of Samiel
By invoking the power of her own blood, the Warrior Salubri guides her weapon infallibly 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 their opponents simultaneously.
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 cannot be dodged or otherwise evaded, though they may be blocked and soaked normally. In addition, the attack bites deep and does two extra dice of damage.
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 Medieval world, insanity is seen as demonic possess sign, and curing a person of insanity might arouse undue interest from the local Church.
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 Derangement, but it can provide periods of lucidity. A botch indicates that the Salubri has temporarily drawn the Derangement into herself, and suffers from its effects for the remainder of the scene. In this case the subject continues to suffer her own Derangement as well.
LEVEL 6 Blissful Agony
The vampire may cause pain with a mere touch, as per Burning Touch, but this pain lingers and swells even after the Fury has removed her hand. It is believed that this power was originally used to acclimated warrior Salubri to the pain they would experience in battle, but among the Sabbat Salubri, Blissful Agony has been turned to more brutal uses. If applied with enough intensity, Blissful Agony can drive vampires to the point of frenzy, incapacitate Lupines and even kill mortals outright.
The player spends 2 blood points. The power lasts for one hour, though this duration may be prolonged if the Salubri antitribu wishes with a subsequent 2 points of blood per hour. The character must touch her subject for the power to take effect initially.
At the vampire's option, she may cause actual physical damage to the victim at the rate of one health level per blood point spent, though touch must be maintained for this to happen. Damage to vampires and other supernatural creatures in this fashion vanish at the next sunset, but mortals must heal the damage normally. This damage is considered lethal damage, and it may not be soaked by mortals (though vampires and other supernatural entities may).
To induce a frenzy in a victim, the Salubri must cause damage in excess of the subject's Willpower. At that point, the subject succumbs to frenzy.
Warding the Beast
This power allows the salubri, by using the 3rd eye, to pull the soul from another and absorbing it into her own body for healing it.
LEVEL 7 Safe Passage
The vampire may invoke this power to pass safely through a crowd with out fear or harm. it makes her spirit pleasent and nonoffensive. they are kind to her..pleasent to her..offer her shelter and become unfriendly to the one who persues her.
Aversion
This is the opposite effect to safe passage.it makes others move away from the target out of dislike. a person who is opened to this suggestion may be inclined to harm the target, especially if the target is rude. a number of Tremere have fallen victim to this power. Since the Tremere Purges the Salubri have had to be able to not be noticed. While the healers took matters less directly prefering not to be noticed, the warriors took it case by case as a nessecity. The power of Aversion allows a Salubri to make someone not wish to harm him and leave him be. Touch must be made however unlike the passive healers power.
LEVEL 8-Sword of Righteousness
By drawing his own blade across his palm and coating it in his blood, a Salubri can bring any edged weapon to light with golden flame. These flames are not meerly decorative as they cast out light, this causes the blade to be able to do aggravated damage (can heal only 1 point per day) upon contact although. The Aggrivated damage is added onto the normal non agrivatted damge the blade does. The light however is also able to smother the shadows drawn by Cainite powers such as obtenebration and obfuscate.
1 success~Flames last 2 rounds, cast out the light of a small torch, and add 2 points of aggravated damage to the attack
2 success~Flames last 5 rounds, cast out the light of a campfire, and add 3 points of aggravated damage to the attack
3 success~Flames last 8 rounds, cast out the light of a large bonfire, add 5 points of aggravated damage to the attack , and can banish Obteneberation and Obfuscate powers of no more than second level.
4 success~Flames last 10 rounds, cast out the light of the sun on a slightly overcast day, add 6 points of aggravated damage to the attack . and can banish Obteneberation and Obfuscate powers of no more than fourth level.
5+ success~Flames last 15 rounds, cast out the light of noon-day sunshine, add 8 points of aggravated damage to the attack and can banish Obteneberation and
Obfuscate powers of no more than sixth level.
*Note, this power can be used in conjunction with Vengeance of Samiel however Vengeance of Samiel Damage is normal damage like the rest of the normal attack and it still takes one seperate turn to activate each.
Purification
this ability can be used to cleanse a person, place or thing of taint. this is used against demonic posssesion or infernalism. the 3rd eye is open for this.
Shadow of Taint
The salubri can use this purification power to remove the taint of one subject and project it to another with the power of her 3rd eye.
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