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Valeren
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 see 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). Where two powers for a given level of mastery are listed, the first belongs to the Healer path and the second belongs to the Warrior path.

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 strength 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 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.
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 pattern of rest (usually five to eight hours), though she may be awakened normally.
Cainites are unaffected by this power.

Level 3--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 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 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.

Level 4- ENDING THE WATCH
The "watch" in this case is the death watch. An apocry'- phal 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.
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.

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 Medieval world, insanity is seen as demonic possess sign, 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 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 5--VENGEANCE 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.
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 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.