Obeah/ Valeren /Visa
The disciplines of Obeah,Valeren and Visa are the proprietary discipline of the Salubri. Anywho learn it above two develops the telltale eye of the Salubri. Developing the discipline above two involves a spiritual quest which will determine the Salubri's caste, and will do the same for any non-salubri who attempts to learn it.
Trait: None Ability: Medicine
Contents
⚫ Sense Vitality
Challenge: None Cost: One Medicine retest Duration: One to Five actions
The user touches the subject and instantly knows if he subject is mortal, ghoul, revenant, kindred or other. after expending a standard action the user knows how much damage the subject has suffered and how much blood is in their system, after three actions the user knows any diseases or chronic medical conditions that affect the user. after four actions ay mental afflictions, derangements, or supernatural flaws that affect vitality (infertile vitae, flesh of the corpse, eat food) after 5 actions. The power can be used as a kind of after sight, allowing the user to ask one question per additional action spent about how the subject came to be afflicted. Questions like, "Was he drugged?", or "Are these stab wounds or claw wounds?" are legal, "Who did this?" is not legal.
⚫⚫ Anesthetic Touch
Challenge: Mentals (Medicine) vs Physicals (Defense) Cost: One Blood Duration: One Action
Note, this does not work on kindred. the user touches the subject and makes an opposed mentals vs subject's physicals if the user succeeds The sleep is a deep peaceful slumber with no nightmares. The subject's derangements are suspended for the duration of this sleep. The subject will sleep for 5-10 hours unless shaken or shouted at for a full turn. Taking a level of damage automatically wakes the subject.
Healer
⚫⚫⚫ Corpore Sano
Challenge: None Cost: One Blood, Duration: Action
The Salubri can with but a touch heals the wounds of another. The Salubri spends one blood to heal one lethal health level.
⚫⚫⚫⚫ Shepard’s Watch
Challenge: None, Cost: 1 Blood 1 will Duration: Scene
The Salubri effects a Barrier around someone within arms reach of himself. None may attack, damage or otherwise interact with his charge unless the Salubri lowers the barrier or moves away. The Salubri cannot maintain the barrier at a distance. If the Salubri is rendered unconscious then his barrier lowers. The two may move in concert as long as this power is active. The protected character is also prevented from interacting with things beyond the barrier. The charge must be a person. While using the power, the Salubri soaks the first two points of damage automatically at the start of each round. The Salubri's charge must be willing. As soon as they change their mind and take a step away from the Healer the effect breaks.
⚫⚫⚫⚫⚫ Mens Sana
Challenge: None Cost: One Will Duration: Action
With a touch the Salubri can remove derangements and heal permanent injuries from a target. One will per derangement. Mortals are permanently healed by this power. Vampires may spend Exp to remove the derangement or physical flaw using the Salubri as an expert teacher. Malkavians cannot be permanently healed of their derangements but they can gain momentary relief ( about 15 minutes) of clarity after having had this power used on them. Use of this power also removes all trait penalties and removes the *One per night* limit for healing aggravated damage.
Warrior
⚫⚫⚫ Sword of the Righteous
Challenge: None Cost: One Blood, One Health, one will Duration: 15 minutes
Run your hand along your blade (only works on blades) coating it in vitae (costs one blood, causes one health level of lethal damage), spend a Willpower Trait, and your sword bursts into unearthly white flames. This activity takes an action. The brightness of the flames give the Salubri a one physical trait bonus and converts the first two levels of damage the weapon does to aggravated damage. The Flames last for 15 minutes and cannot be quenched for that time.
⚫⚫⚫⚫ Burning Touch
Challenge: None, (But requires touch so either a brawl attack or be in a grapple) Cost: X Blood Duration: Action
Upon touching the subject the caster decides to spend a number of points of blood, at least one. The Cainite applies a two trait penalty to the defender by spending one blood. For every additional spent the penalty increases by one. This penalty can stack but additional applications only increase the penalty by one per blood spent. If the subject is brought to 0 or fewer traits in any category they cannot act but must instead writhe and scream.
⚫⚫⚫⚫⚫ Vengeance of Samael
Challenge: None Cost: One WIll Duration: Reflexive
Takes no action but can only be used once per turn. The caster's next attack hits his target, there are no challenges, not tests, no dodging or blocking. Fortitude and other powers can still be used to soak the damage. this power does not work on ranged weapons only bare hands or melee weapons. If the caster does not attack on his next action the power dissipates and the willpower is lost.
Watcher
⚫⚫⚫ All Seeing Eye
Challenge: Mentals (Medicine) vs Mentals (willpower)
Cost: One Blood
Duration: One scene
The Salubri can see through Illusions, sense Immaterial spirits, See dominate commands in a target aura, see curses, possession, and Astral Forms. Uses Auspex v Obfuscate rules to see an astral form or dominate command. ( Can see lower-level commands without a check. Higher-level Auspex or Dominate commands beat the targets Valeren automatically. If the two powers are even there is a test.) The Salubri must spend blood to enhance their sight in this way.
⚫⚫⚫⚫ Step Sideways
Challenge: None
Cost: One Blood
Duration: Until dismissed
The Salubri steps bodily into the Middle Umbra. There he can affect spirits and spirits can affect him without manifesting. He can’t see back into the real world but the topography is usually the same. but he can step back in at no cost. Using this power for infiltration is fraught with risk. He can communicate with spirits who he shares a language with but in the past many watchers learned multiple forms of sign language and empathy so that they could explain concepts without words.
⚫⚫⚫⚫⚫ Purification
Challenge: Physicals (Medicine) vs Mentals (Willpower)
Cost: One Willpower, one Blood
Duration: Instant
With a touch, the Watcher can temporarily remove the taint of the Wyrm or other possessing entity from a targets’ corpus. If successful, the possessing entity is ejected from the target. If they were physically within the target ( such as a spirit or demonic possession) then the demon or spirit is ejected into the material plane right next to their former host. If used to end a power such as Dominate or Animalism 5, then the power simply ends. This can also be used to outright destroy fetishes if one can touch them, this tends to make Garou Frenzy
If used on a kindred or other “Wyrm Tainted” creature, that is missing one of their traditional virtues, then for the next minute, the target gains a temporary point of Compassion or other missing virtue. This has little game effect but the overwhelming sense of pain, despair, and grief it causes to most if not all kindred is the sort of thing that starts blood feuds and may well be the reason they were almost entirely wiped out, to begin with.