Post by Phsycodelic on Nov 22, 2016 20:48:05 GMT
Valeren
Salubri
Salubri
Like Obeah, Valeren imparts its practitioners with the fabled third eye of Saulot. The third eye appears at the time the vampire masters the second level of Valeren. The precise nature and purpose of the eye are all but unknown to vampires outside the Salubri antitribu. Some suspect the eye grants them sight beyond sight, while others venture that the eye allows them to see the infernal taint in the non-Sabbat Salubri themselves.
[ 1 ] Sense Vitality ( Vampire: The Masquerade 20th Anniversary Edition - Page 474 )
A healer learns a subject's illnesses to cure them. The Salubri antitribu, however, learn how close to death a target is so that they may hasten the process.
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 474 )
The Salubri antitribu can ameliorate a subject's pain, allowing him to bolster a ghoul's effectiveness in combat. This power can also put a mortal to sleep, which has obvious applications for escaping human scrutiny (though the Fury is probably just as likely to kill the mortal in question).
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 corpselike bodies are too tied to death.
[ 3 ] Burning Touch ( Vampire: The Masquerade 20th Anniversary Edition - Page 474 )
The character's hands bring searing pain, as though the target is being burnt with red-hot metal. Although the power does not inflict actual damage, prolonged or repeated exposure can be enough to traumatize a victim. This power works extremely well as a torture method.
System: The vampire must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. The player spends at least one blood point to activate this power, and each blood point spent reduces the victim's dice pools by two while the Fury is in contact with the victim. This power is often used for interrogation or torture, wearing down the subject's resistance and rendering him much more tractable.
[ 4 ] Armor Of Caine's Fury ( Vampire: The Masquerade 20th Anniversary Edition - Page 474 )
The Salubri antitribu is surrounded by a shining, crimson halo. This phantom armor protects the vampire against most physical injury, as well as against Rötschreck.
System: The player spends one blood point and rolls Stamina + Melee (difficulty 7). For each success, the character gains one point of armor protection against bashing and lethal damage, to a maximum of five points of protection. Additionally, for every two successes rolled, she gains an additional die to resist Rötschreck from the effects of battle (but not fire or sunlight). This power works for one scene.
[ 4 ] Ending The Watch ( XXX - Page X )
The watch referred to in this power's name is the death watch. An ancient tale unearthed by the Salubri antitribu refers to two Salubri who prowled the streets of Caine's Second City, granting merciful release to those who suffered and rotted in the streets. If a person truly wished to die because of great grief or unbearable illness, these Salubri would bestow the gift of death. Particularly revered by the street urchins, the "Death Angels" were seen as truly divine entities by those who sought their solace. In modern nights, the Salubri antitribu use this power frequently, as many nihilistic and desperate individuals seek any escape they can from the bleakness of the Final Nights.
The Salubri using this power grants a quiet, painless death to a willing subject.
System: To End the Watch, the vampire places his hand over the subject's heart, and the player spends a Willpower point. The subject must be willing to end his life; if she struggles or harbors a spark of hope, this power fails. Otherwise, the subject's heart slowly ceases to beat, and death comes like an eternal sleep, restful and painless. Subjects of Ending the Watch may not be subsequently Embraced, and none has been reported to have become a wraith.
[ 5 ] Vengeance Of Samiel ( Vampire: The Masquerade 20th Anniversary Edition - Page 474 )
The Salubri antitribu strikes his foe with superhuman accuracy and strength, as his third eye opens and changes to a furious, icy blue. Some Furies invoke the names of ancient Salubri warriors, while others simply close their normal eyes and let Samiel guide their hands.
System: This power costs three blood points. Any single attack made by the vampire automatically hits the target as mystic forces guide the blow. Attacks made in this manner may not be dodged, though they may be blocked, parried, and soaked as normal. The blow strikes as if the Salubri antitribu had succeeded with all of his Dexterity + Melee or Brawling dice pool (which makes for significant damage). This power may be used only once per turn, and only then the Salubri antitribu's sole action is the attack. Additionally, this power does not work for ranged weapons; only bare hands or melee weapons.
[ 6 ] Blissful Agony / Fiery Agony ( Vampire: The Masquerade 20th Anniversary Edition - Page 475 )
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 acclimate 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.
System: The player makes a Willpower roll (difficulty 8) and spends a blood point. The power lasts for one scene, though this duration may be prolonged if the Salubri antitribu wishes by making a subsequent Willpower roll (though no additional blood points need be spent). 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 vanishes at the next sunset, but mortals must heal the damage normally. This damage is considered lethal damage, and mortals may not soak it (though vampires and other supernatural entities may). To induce frenzy in a victim, the Fury must cause damage in excess of the subject's Willpower. At that point, the subject must make a Willpower roll (difficulty 6) or succumb to frenzy.
[ 6 ] Embrace The Searing Flames ( Homebrew - No Page )
At this level of mastery, the Salubri is no longer harmed by fire. Her skin may take on a slightly iridescent sheen as it becomes immune to this bane of vampiric existence. Rötschreck check are not required in the presence of flames. Note that the character is still vulnerable to sunlight.
System: The character is immune to the damaging effects of fire. A blow with a lit torch or red-hot branding iron still inflicts bludgeoning damage, but the damage is solely from the object itself and not from the fire.
[ 6 ] Watching The Passage ( XXX - Page X )
This power can only be used on those who have accepted the gift of Ending the Watch. While those who pass on thus go to eternal peace, talented Salubri can gain some benefit from helping them go. Watching the Passage leaves behind psychic echoes of the dearly departed in the chamber in which he died, and the Salubri can dray upon those echoes for strength and knowledge.
System: The psychic echoes left behind by the newly dead can be utilized by the Salubri in any number of ways. By spending a Willpower and making a Perception + Empathy roll, the player can allow the spirit of the departed to merge with the Salubri's own. This grants the Salubri a chance (Intelligence, difficulty 5) of knowing any fact that the dead man knew, including the whereabouts of documents or treasure, interesting secrets and so on. If the Salubri just lets his mind drift, a Perception + Empathy roll (difficulty 7) may let useful or pertinent details just come to him.
Alternately, the Salubri may choose to simply draw in all of the remaining essence of the departed soul. For each success obtained on the original Ending the Watch roll, the player can roll one die against a difficulty of 6. Each heals the Salubri of a level of damage. Doing so drains the essence of the departed permanently, however.
Watching the Passage can only be used up to a week after the death of the mortal in question. A botch inflicts a level of aggravated damage and may summon a maleficent spirit of some sort.
[ 7 ] Aversion ( XXX - Page X )
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 him 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 the victim of this power.
System: The Salubri must touch the subject. The player spends a Blood Point. The subject suffers the effects described above the remainder of the scene.
[ 7 ] Sword Of The Righteous ( XXX - Page X )
Not by the rightness of spirit and rigorous training alone where the warriors of Samiel's band able to put the Baali to flight. The most talented were also able to call upon this power, which made their swords blaze with cleansing fire of righteousness.
System: By running his hand along the blade of his weapon coating it with his own blood (coincidentally taking a health level of damage), a Salubri can make his sword blaze with heavenly fire. After the blood has been applied, the player rolls Strength + Occult, difficulty 7. If he succeeds, the sword blazes into light with golden flames that last until the end of the scene.
The flames are not merely decorative. They cannot be smothered with powers of shadow of a lesser level of expertise, and anyone attacking a Salubri using this power is at a +1 difficulty on all rolls because of the brightness of the flames. Furthermore, the sword now does an additional two dice of aggravated damage.
[ 8 ] Shadow Of Taint ( XXX - Page X )
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 onto another.
System: After Purification is performed (as per the rules), the Salubri's player spends a second Willpower point. The vampire thrusts the evil spirit into a nearly 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 Humanity or Path is unlikely to drop. If she places it in an animal or other living host, however, the player must succeed at a Humanity or Path roll (difficulty 8) if the Storyteller believes that this is contrary to the vampire's morality; a botch results in the automatic loss of a Humanity or Path point, and the demon in question may break free.