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#1

[Bloodline] Obeah / Valeren / Watcher Valeren

in Clan Disziplinen 13.03.2016 11:05
von Quatamoc (gelöscht)
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OBEAH

The bloodline known in modern nights simply as
the Salubri is actually descendant of one half of the
ancient Clan. In bygone nights, one might have spoken
of “healer” and “warrior” Salubri. In the modern
nights, the last vestiges of the warrior Salubri are the
antitribu of the Clan, and practice their Discipline of
Valeren (see p. 474). The rest of the bloodline know
the Discipline of Obeah. This Discipline allows the Salubri
to judge and even improve a subject’s health. As
the vampire grows more powerful, Obeah lets her heal
a target’s soul directly. It is this power that forms the
basis of the “soulsucker” charge that dogs the bloodline
these nights.
This Discipline gives its practitioners a third eye in
the center of the vampire’s forehead when the Kindred
masters the second level of Obeah.

• Sense Vitality
With a touch, the Salubri can instantaneously read
a target’s injuries. She may learn how much damage a
target has incurred, and therefore make a guess at what
must be done to save him. This power can also be used
for diagnostic purposes — useful for a victim who can
no longer speak.
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.

•• Anesthetic Touch
The vampire can ease a target’s pain or place him
into a deep, soothing sleep with nothing but a touch.
This power is intended to heal the pain or succor the
mind of willing targets, but the character can, with
some effort, employ the power against someone who
does not wish it.
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.

••• Corpore Sano
The Salubri can heal wounds with a laying-on of
hands. The subject feels a warm, tingling sensation
over the affected areas as pain leaves the body and
flesh knits. The vampire’s third eye opens during this
process.
System: This power works on any living or undead
creature, but the character must touch the actual injury
(or the closest part of the victim’s body, in the case
of internal injuries). Each health level to be healed requires
the expenditure of one blood point and one turn
of contact. Aggravated wounds may also be healed in
this manner, but the vampire must spend two blood
points instead of one for each aggravated health level.

•••• Shepherd’s Watch
The Salubri with this level of mastery of Obeah can
create an invisible barrier between those under his
care and those who would do them harm. The Salubri
himself must stand among his charges as he generates
this barrier; he cannot defend them from afar. Enemies
armed with guns or other ranged weapons can still attack,
but none may approach closer than a few paces.
System: The player spends two Willpower points.
Erecting this barrier is a standard action, but maintaining
it from turn to turn or dropping it is a reflexive
action. The invisible barrier extends to about a 3-yard/
meter radius from the character, and no one outside
that barrier may cross it while she maintains the power.
Those within it at its creation may leave and return,
however. The barrier moves with the Salubri. It cannot
be maintained at a distance.
Those who wish to cross the barrier from the outside,
whether friendly or hostile, must best the character in
an extended, resisted Willpower roll (difficulty equals
the opponent’s current Willpower for the Salubri, and
the Salubri’s current Willpower for the opponent).
The opponent may cross the barrier as soon as he accumulates
three more net successes than the Salubri.

••••• Mens Sana
With this power, the Salubri can heal madness, quieting
inner demons and bringing a soul to peace. Indeed,
ancient stories of the Salubri state that Saulot
used this power to bring sweet, if temporary, relief to
his “brother” Malkav. Other, more recent stories claim
that Saulot caused Malkav’s madness in the first place.
System: The player spends two blood points and
rolls Intelligence + Empathy (difficulty 8). The use of
Mens Sana takes at least 10 minutes of relatively uninterrupted
conversation. Success cures the subject of
one derangement of the Salubri player’s choice. This
power cannot cure a Malkavian of his core derangement,
though it alleviates its effects for the rest of the
scene. A botch inflicts the same derangement on the
Salubri for the rest of the scene. This power may not be
used by the Salubri to cure her own derangements.

••••• • Unburdening the Bestial Soul
This power is the leverage that the Tremere have
used for years to tarnish the Salubri’s name. The Warlocks
claim that the Salubri use this power to remove
the souls of their victims, alter them in horrible ways,
or simply consume them and then make mindless slaves
from the blasted husks. The truth is that the Cyclops
use this power to rebuild a target’s tattered soul, at the
expense of their own mental fortitude.
The Salubri draws the subject’s soul out of his body,
and into the vampire’s third eye. There, the vampire
repairs the soul. During this time, the target’s body
is vacant, but alive. It obeys the Salubri’s commands
(and the vampire must command it to eat and drink,
or else it will starve — repairing the soul is not a quick
undertaking).
By a similar process, the character can cleanse a
person, place, or object of demonic or evil influence.
This isn’t a simple banishment, however. It is a battle,
pitting the Salubri’s moral and spiritual purity against
whatever malign entity is present. If the Salubri loses
the contest, she might lose her own soul in the process.
System: This power may be used to draw out the soul
of any character except those with Humanity or Path
ratings of 1 or 0 or those who follow particularly inhuman
Paths of Enlightenment – some souls are beyond
redemption. The player rolls Stamina + Empathy (difficulty
of 12 minus the subject’s Humanity or Path rating).
A botch gives the Salubri the subject’s derangement
for the remainder of the scene. The Salubri must
make eye contact with the subject and the subject must
be willing to be subjected to this power.
A soul drawn out in this manner becomes part of the
Salubri’s soul while the healing process takes place. She
may return it to its proper body at any time. While the
soul is within the Salubri, she may spend a permanent
Willpower point to restore a point to the subject’s Humanity
or Path rating. The Salubri may restore a maximum
number of points equal to her Empathy rating,
and may not raise the subject’s Humanity or Path higher
than the sum of his relevant Virtues (for example, a
character subscribing to Humanity with Conscience 3
and Self-Control 3 could not have his Humanity raised
above 6 in this manner).
While a soul is being held by the Salubri, its body
is an empty husk, comatose or in torpor, with no motivating
force within it. A soul whose body is killed
immediately vanishes, its disposition unknown to any
(although the Salubri strongly suspect that souls that
vanish in this manner are completely and irreversibly
destroyed). Killing the body of a drawn-out soul may
warrant a Conscience or Conviction roll if the killer
knows of the soul’s absence, at the Storyteller’s discretion.
If used to draw out a demon, the player spends a
Willpower point if the subject is willing and the corrupting
agent does not resist (a rare occurrence). If the
subject is possessed by a conscious entity, the demon
(or other foreign consciousness) fights the Salubri for
dominance. This takes place via an extended, contested
roll of the Salubri’s Humanity or Path versus the
opponent’s Willpower (each party’s difficulty is equal
to the other’s current Willpower). The winner is the
first one to achieve three net successes more than the
other. If the player fails, the attempt at purification
also fails. If the player botches, the demon takes over
the Salubri’s body. This purification cannot be used on
oneself and has no effect on the Beast or an alternate
personality.
Once the initial removal has been successfully performed,
the player spends a second Willpower point.
The Salubri thrusts the demon into a nearby item,
animal, or person, trapping the demon in the selected
vessel. This must be accomplished within two turns of
the Purification and the target must be within physical
reach. If this cannot be accomplished, the demon is
likely to go free… or find another suitable vessel (such
as the Salubri). If the vampire places the demon in
a being who is likely to suffer from its presence, the
player must make an immediate Conscience or Conviction
roll (difficulty 8) if the Storyteller believes that
the character’s morality would object. A botch, in addition
to the normal consequences, releases the demon
into the world.

••••• •• Renewed Vigor
At this level of power, the Salubri no longer has to
repair a target’s body wound by wound. With a touch
and a moment’s concentration, she can restore the
body to full health.
System: The Salubri touches the target and spends
a full turn concentrating. The player spends a point of
Willpower. At the end of the turn, the target is healed
of all damage, including aggravated damage. If the
character attempts any other action but the laying of
hands during this turn, the Willpower point is lost and
no healing occurs. The Salubri can use this power on
herself.

••••• ••• Safe Passage
The Salubri radiates a non-threatening aura, altering
the minds of those around her to seem safe, pleasant,
and harmless. Crowds unconsciously part for her, pursuers
lose interest, and passers-by are willing to provide
assistance. In the event that someone does attempt to
do her harm, the rest of the crowd may even protect
her.
System: This power is always activate, though the
Salubri can turn it off if she so desires. While Safe Passage
is active, anyone in a crowd (defined as more than
10 people in close proximity) who wants to harm the
Salubri must engage in a contested Willpower roll with
the vampire’s player (difficulty 6). If the pursuer wins,
he may do as he wishes. If the vampire wins, her net
successes act as a dice pool penalty on any hostile action
the pursuer chooses to take. This manifests as lost
interest in the vampire (the pursuers wonders why he is
chasing this person rather than doing something more
interesting).
Safe Passage can also assist a Salubri in finding help
or shelter. The player rolls Charisma + Expression difficulty
7). Each success reduces the difficulty of a subsequent,
appropriate Social roll by one. This affects
only attempts to gain seemingly harmless or innocent
assistance, such as a place to stay or advice on the bad
parts of town — a Salubri won’t be able to get automatic
weapons or low-grade heroin more easily with
this power. The effects of this power last until the next
sunrise. Safe Passage affects only those who know the
Salubri casually or not at all. Anyone who has known
her long enough to form an opinion of her cannot be
touched by this power.

••••• •••• Unburden the Flesh-Clad Soul
Some few Salubri elders can (or could, at least)
achieve an understanding of the soul that allowed
them to free it from its fleshly confines. The character
allows a willing subject’s soul to fly free, able to explore
the world as an astral projection and transcend that
existence whenever it wishes.
System: The vampire and a willing subject must
both enter a deep meditative trance for a minimum
of one uninterrupted hour as the Salubri performs the
ritual necessary to separate soul from flesh without
damaging either. During this period, the player spends
a number of blood points equal to twice the permanent
Willpower of the subject. At the end of the ritual, the
subject’s body slips into a coma and dies by the end of
the night. Many Tremere and other cautious Kindred
warn that the Salubri may misrepresent themselves
and convince others to volunteer for a “release” from
mortal concerns, when in truth they wish to trap the
soul in another plane of existence.
The subject’s soul is released from her body and enters
the astral plane (such as the Auspex power Psychic
Projection on p. 138). This separation is permanent
and irreversible. The subject is treated as an astrallyprojecting
character in terms of rules mechanics. However,
she no longer has a silver cord and no longer
needs one, as she exists independently of her body. If
she is reduced to zero Willpower through astral combat,
she loses one point of permanent Willpower and
re-forms after a year and a day at the place where this
power was used upon her. A character reduced to zero
permanent Willpower is destroyed forever.
This power may only be used upon mortals (excluding
mages) and vampires who are in Golconda, and
the subject must have a full understanding of what this
ritual entails — including its permanence and the impossibility
of a reversal. The body of a vampire who is
Unbound decays at sunrise. It is possible to drink the
blood remaining in the vampire’s body, but no benefits
are gained from an attempt at diablerie. Any attempt
to Embrace the body of an Unbound mortal automatically
fails. The free-flying soul may choose to dissipate,
moving on to whatever awaits beyond death, at any
time (and is therefore not a ghost).
The Salubri may use this power on herself, provided
she is in Golconda.

zuletzt bearbeitet 13.04.2016 20:36 | nach oben springen

#2

[Bloodline] Valeren & Watcher Valeren

in Clan Disziplinen 13.03.2016 11:34
von Quatamoc (gelöscht)
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VALEREN

Valeren is a warrior’s Discipline, a holdover from the
nights when warrior Salubri acted as noble fighters and
Kindred knights. The Discipline is still applicable to
the modern nights, but the Salubri antitribu put it to
decidedly more vicious ends.
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.

• Sense Vitality
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: This power works identically to the Obeah
power of the same name (p. 457).

•• Anesthetic Touch
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: This power works identically to the Obeah
power of the same name (p. 458).

••• Burning Touch
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.

•••• Armor of Caine’s Fury
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.

••••• Vengeance of Samiel
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.

••••• • 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 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.

zuletzt bearbeitet 13.04.2016 20:04 | nach oben springen

#3

RE: Valeren

in Clan Disziplinen 07.04.2016 12:50
von Quatamoc (gelöscht)
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••••• Ending the Watch
The Warriors trace their origin to Samiel’s ancient
fury in the days after the Second City. Yet ancient tales
record the Salubri of Enoch walking the streets, laying
hands upon the terminally ill and freeing their souls from
mortality’s coil. In return, the Salubri gained both wisdom
and strength of will. Despite their anger, the Warriors
retain the fundamentally peaceful disposition of Clan
Salubri, and this power reflects their hewing to the clan’s
original nature. When acting as death watch, the third
eye’s iris flares gold, absorbing the essence of the mortal’s
departing soul into the Salubri’s own.
This power may only be used on a dying mortal (Incapacitated
in lethal damage, but not yet dead) or one who
truly wishes death without coercion. Generally, the mortally
wounded or the elderly are targets of this power, but those
of a deeply melancholic temperament or torture victims
are equally viable. Tremere whisper rumors of unforgiving
Warriors afflicting captives with the Burning Touch, then
taking their souls when they beg for death.
System: The Salubri spends a Willpower point and
lays a hand over a valid target’s heart, peacefully and
painlessly killing them. If the vampire kills with a melee
attack, they may make a reflexive Dexterity + Brawl roll
to touch the target and activate this power. This is a mercy
killing, for all the difference that makes to a vampire
walking their Road; as always, killing done outside the
heat of battle may necessitate a Degeneration roll. The
player then rolls the character’s Perception + Empathy
(difficulty 7); upon a success, the target’s soul is absorbed.
For each success on the absorption roll, the Salubri may
do one of two things:
•Recall facts of the target’s memory, requiring a
separate Intelligence + Empathy roll (difficulty 5) for
each fact of significance. With the soul’s vitality residing
inside the Salubri, he knows much of what the dead
man did — interesting secrets, rare treasures, or vital
documents. The Salubri may choose to let pertinent or
but this raises the difficulty of the roll to 7.
•Absorb the living energies of the mortal’s soul to
bolster their own; each success allows the Warrior to recoup
a point of Willpower. The Warrior may store these
Willpower points above their normal maximum (to a
total of 10).
The soul remains within the Salubri’s own for as long
as he wishes, but only one soul may be contained at a time.
Once the successes on the roll have been used by either
or both options, the remnants of the soul fade, venturing
to their final destination. The corpse of the target may be
fed upon, regardless of clan weakness. Their blood tastes
rich and hot, even many nights after death; however, they
may not be Embraced.

••••• •• Dream Combat
Warrior Salubri use Dream Combat to confront ghosts
or demons that they cannot affect physically. Increasingly,
they find that it allows them to confront elders and
powerful entities on a more level playing field. The few
Healers and Watchers who’ve learned Warrior Valeren
also find the power extremely useful, as their less martial
nature matters little in the dreamscape.
By locking the target’s gaze with her third eye, the
Salubri draws the target’s mind into a shared dream. In the
dreamscape, both the Salubri and her target can imagine
any arena they wish for battle (or even peaceful pursuits).
The target cannot suffer any direct, physical harm from
Dream Combat, but the psychic damage can be devastating.
Spirits can be outright destroyed by this power.
System: To initiate Dream Combat, the Warrior must
look her target in the eye and make a contested Willpower
roll (difficulty 7). If the Salubri wins, she pulls her target
into a dreamscape. Neither leaves until the Salubri is
defeated or ends the power of her own will. Time is accelerated
within the dreamscape, and the entire battle
lasts a turn outside.
In the dreamscape, both participants can do anything
they imagine. They can fly, change their shape, and create
any environment they want. Affecting each other is more
difficult. Combatants can battle in any manner, but it’s
the will doing battle, not the body.

DREAM COMBAT
Physical Traits and Disciplines, save certain
applications of Auspex and Dominate (Storyteller’s
discretion) don’t exist in Dream Combat;
it’s a battle of the mind. Manipulation replaces
Strength, Charisma replaces Dexterity, and the
character’s highest rated Virtue replaces Stamina
and soak. Willpower replaces health levels.
If the character cannot relate the attack
somehow to Athletics, Archery, Brawling, or
Melee, use unmodified Charisma for the attack
pool, with the environment itself battering the
combatants. There is no analog to bashing, lethal
or aggravated damage, nor does Fortitude play any
role in soaking damage.
Damage applies to the target’s effective
maximum Willpower. The target suffers penalties
to all dice pools as his Willpower drops. Until the
target loses half his Willpower (round fractions
upward), he stays at OK. Each subsequent point
of Willpower lost imposes a -1 wound penalty to
all actions.
A dream-warrior can spend Willpower
points without incurring any penalty. As the
character’s Willpower rating drops, he has fewer
points to expend.
A character reduced to Willpower 0 is
incapacitated; mortals become comatose, while
vampires drop into torpor for a night and develop
a spiritual Derangement. Spirits or demons
reduced to Willpower 0 may be diablerized within
the dreamscape; this destroys them, and while
such an act doesn’t affect the Salubri’s Generation,
it may allow the vampire to purchase
Supernatural Merits at the Storyteller’s discretion.


••••• •••• Song of the Blooded
Samiel’s words were heard only by his childer. Only
they know the secret doubts he spoke aloud, purging them
from his heart so he could face his enemies with his potential
unchecked. The clear heart of a Salubri Warrior is
a furious one, the purity of their rage visibly shining forth.
The doubts are spoken as a prayer, acquiring cadence and
rhythm and defining the speaker as an avenging angel of an
angry God (“Lend me your rage, o Lord, for I am Michael,
General of the Host”). For this reason that the Warrior
Caste often takes the names of Judeo-Christian angels;
even if they cannot use this power, symbolism lends a great
deal of weight.
System: Once per chapter, the Warrior may activate
this Discipline at no cost or roll. Any subsequent activation
requires the expenditure of three Willpower and
five blood points, and a Charisma + Performance prayer
(difficulty 7) to openly voice the doubts and fears of the
Warrior, giving them life so that she may kill them. Success
means the Salubri enters into a trance state for the
rest of the scene, singing loudly of victory over her foes
and fears and her eyes glowing brighter than the sun. Her
Physical Attributes immediately increase to Generational
maximums. A halo burns around her, incapable of being
smothered by lesser Disciplines, rendering Stealth impossible.
The glare increases the difficulty of any attacks
against the Salubri by two. While in the battle-trance, she
gains immunity to Dominate, Presence and other mental
Disciplines (save the effect of Rayzeel’s Song). The trance
ends when every foe is dead as her fears or she meets Final
Death on the field.

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#4

RE: [Bloodline] Valeren

in Clan Disziplinen 07.04.2016 12:54
von Quatamoc (gelöscht)
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WATCHER VALEREN

• Sense Cycle
Rather than diagnosing the sick and dying, the nascent
third eye of the Watchers sees the cycle of life entire. They
see the ebb and flow of lives in the streets, not the vitality
locked within veins and organs. The Watcher experiences
waking visions that alter her perception of the world around
her, leaving her prone to seeing dire omens and auspicious
portents in the smallest event. When she focuses, these
visions resolve into incredible personal insight.
System: The Salubri instinctually realizes when
she’s in the presence of a character or event that is significant
to her future (and the narrative, as determined
by the Storyteller). Sense Cycle automatically informs
the Salubri of potentially hostile encounters in the
immediate future, ensuring she’ll only be encountered
unawares in locales unfamiliar to her. If she spends
one Willpower point and rolls Perception + Enigmas
or Empathy (difficulty 7), she may glean omens and
visions of the person in question. Each success allows
the player to ask the Storyteller a question regarding the
target, such as his public identity and role in society, if
he is hostile or could become so (and for another success,
under what circumstances), or one psychological
weakness he possesses.

•• Peaceful Touch
Watchers deal in knowledge, but knowledge threatens
the most powerful of men — the brutal nights during the
Wolf of Qin’s purges are still fresh in the minds of their
elders. Healing wounds after they occur is miraculous, but
greater miracles lie in calming the bloodlust that comes
with violence.
System: The Watcher spends a blood point and a
Willpower point, and touches a foe hostile to him. For three
turns, the target’s difficulty to strike the Salubri increases
by two (maximum 9). If the target is a vampire, she sees
the difficulty of Rötschreck or frenzy rolls decrease by 2,
making it easy for her to restrain herself.
The Salubri may not use this power on himself.
Knowing Gift of Sleep or Morphean Blow increases the
duration for two turns (to a maximum of 7).

••• Pariah’s Caress
Watchers must contend with the Wan Kuei, other
vampires who do not subscribe to the idea of the lineage
of Caine, and stranger beings such as mages. They learned
long ago that the best defense lies in misdirection — if enemies
are looking at someone else, they aren’t looking at the
Salubri. With this power, a Watcher may charge her blood
with the combined hatred and attention of all her foes, and
then transfer that animosity to another with a bloody touch.
System: The character spends a blood point (which
wells up under her fingertips), touches her victim (smearing
the blood on them, possibly requiring a Stealth roll),
then the player must roll Manipulation + Empathy
(difficulty 7). Each success extends the power’s duration
for one evening. The difficulty of the target’s Social rolls
increases by one as he finds himself within a miasma of
annoyance and suspicion. Even mundane or positive acts
draw significant negative attention, inspiring jealousy and
causing every flaw to be scrutinized.

•••• Peacemaker
Watchers are arbiters and negotiators, dealing with
hostile supernatural beings on behalf of all Cainites.
Keeping the peace is paramount. With this power, outof-
control tempers find restraint and bitter arguments are
reduced to differences of opinion. No few Healers have
strived to learn this power; many simply believe it to be
a more advanced Valeren effect rather than a tool of the
mysterious Watchers.
System: The player spends two Willpower points
to erect the Peacemaker aura, which must be inside a
chamber no larger than a ballroom. The Salubri’s third
eye opens, but sheds no light. The aura lasts for as many
turns as he has dots in his Road rating or until he leaves
the area, though once used, tempers rarely surge again. The
Peacemaker Aura is not a numbing or hypnotic effect, but
more clearing one’s head from the distractions of anger.
Those under the power’s effect are more inclined to talk
out a dispute than reach for the sword. Even Brujah or
similarly rage-prone characters find it harder to lose their
tempers — the aura mitigates such weaknesses, and they
roll against frenzy as normal.
Anyone wishing to insult someone or attack under
Peacemaker must roll Willpower (difficulty of the Salubri’s
Road) or hesitate. This occurs even in the midst of an
active battle, wherein all participants must roll each turn
to continue hostilities until the duration expires. This
applies to the Salubri as well — the aura must be raised
in good faith and cannot be used to create an ambush
(though nothing stops the Salubri from healing allies in
case things go south).

••••• Soul’s Breath
This is a secret of the Watchers: the Curse of Caine
to subsist on blood and bitter ashes is a lie. Progression
of the soul allows one to draw out the sanguine humor
that floats within the lungs and the vitality of will in the
breath. It’s a meager draught, but one can sup one’s fill
from a crowd with none the wiser. With the breath comes
power, all flowing to the Watcher.
System: The Salubri must be facing a victim within
speaking distance. He rolls Intelligence + Occult (difficulty
6, though this may increase or decrease; difficulty
4 with a kiss, difficulty 9 for shouting across a ballroom).
Success on the roll allows the Salubri to sup one “blood”
point per turn (maximum duration of his successes)
from his victim’s breath. The victim rarely knows what’s
happening to them, experiencing the loss as a moment
of discomfiting weakness. She loses one health level per
point of “blood”, as if he’d fed from her. The Salubri may
divide his successes amongst multiple targets in range to
draw in more breath per turn, rapidly draining a crowd of
breath and continuing on. Breath does not sate like blood;
he may only use this power for a number of nights equal to
his Road rating before needing to physically drink blood.
Supernatural creatures targeted by this Discipline lose
both “blood” and part of their power. Each success on the
roll to activate Soul’s Breath carries both a “blood” point
(and concurrent level of damage) and robs the supernatural
being of one point of her power pool (Cainites have their
vitae rendered inert, Lupines lose Gnosis, etc.), translated
to the Salubri as a point of Willpower. At Storyteller’s discretion,
this theft provides an excellent justification for the
purchase of out-of-clan Disciplines or Supernatural Merits.

••••• • Safe Passage
Watchers walk the Silk Road. So safe is this journey
that it’s said a man may walk a thousand miles with a
nugget of gold atop his head before encountering ill
intent. A Watcher encounters ill intent far more often
in her domains, but she too remains unharmed through
use of this power. Crowds shift to allow her, people treat
her with politeness, and she’s even offered shelter and
hospitality without recompense.
System: Safe Passage is always “on,” though the
Watcher may release the effect if she wishes. Besides
receiving hospitality regardless of culture or local beliefs,
the power also passively inhibits anyone hunting the
Salubri. All attempts to hunt or track the Salubri with
hostile intent suffer a -2 penalty to relevant dice pools;
if a potential hunter sights her by coincidence, he must
engage in a contested Willpower roll (difficulty 6). If the
Salubri wins, the hunters temporarily lose interest in her
for the scene, allowing her to flee.

••••• •• Aversion
Watchers can feel the hatred of their enemies, but
without a common foe, society falls into disunity. The
trick lies in not being the target of that hatred. By further
study, a Watcher may focus this ill will on a target of his
choice, ostracizing them utterly.
System: This power enhances Pariah’s Caress; it
now only requires a line of sight to the pariah-to-be. The
target’s Social difficulties increase by two (to a maximum
of 9). Any Social botches on the part of the target are
immediately attributed to an insulting and threatening
mien, provoking all who listen. This may well incite an
attack, or just a disgusted order to vacate the offended
character’s presence.

••••• ••• Purification
Mages, Wan Kuei, and shapeshifters all command spirits
and demons. These creatures exist in their own worlds, but
infest our own. The Watchers see them, however, and seek
not only to heal the infestation (as a good Salubri ought)
but to rid their rivals of potential servants.
System: The Salubri spends a Willpower point, focusing
on the spirit or demon. She and the spirit engage
in a battle of wills, represented by a contested Willpower
roll (difficulty 8). The contest ends when one combatant
has accumulated three successes more than another. If
the Salubri wins, she may expel the spirit and pacify it.
By spending another Willpower point, she may thrust the
spirit into a person, animal or location, including taking
the spirit into herself. In all cases, she now commands the
spirit, who behaves as if fully blood-bonded to the Salubri.

••••• •••• Soul Exchange
Scholar and thief, the twin childer of Zao-lat are
seldom seen these nights. Mastery of the greatest Watcher
power requires a melding of their two purviews: scholarly
arcane research of the soul and the acquisition of the most
valuable things. Combined, the Watcher Methuselahs can
achieve the greatest redistribution of all: a soul.
System: The Watcher keeps two individuals within his
line of sight, then spends a point of Willpower and makes
a Manipulation + Occult roll (difficulty 8). Success allows
him to switch the souls of the two targets. The victims
immediately exchange Roads (and ratings), Virtues, and
Natures, an experience that’s horrifically disorienting to
say the least. Though Demeanor remains the same, the
essential nature of the characters will shift rapidly. This
power can be undone by two Healers applying Unburden
the Bestial Soul, but doing so and avoiding the Watcher
Methuselah’s ire is a feat in and of itself.

zuletzt bearbeitet 13.04.2016 20:04 | nach oben springen



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