Salubri


Blooding by the Code (7pt Merit)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently, you may learn abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may arouse some suspicions both in and out of the clan. Only warrior Salubri may take this Merit.

Scent of Other (1pt Merit)
For some reason, you just don’t seem like a Salubri. Maybe you carry yourself like a Brujah, or it’s just one of those inexplicable things. Whatever it may be caused by, the end result is that people need to look hard before admitting to themselves that you are in fact a Salubri, and they will rationalize away what might otherwise be suspicious behavior of yours.

Protected (2-5pt Merit)
You have some shelter from the Tremere hunt, whether from an individual who shares a vow of friendship or from an organization that find you useful. Work out the generalities with your Storyteller, but she creates the final details and most likely plays the character who has an interest in keeping you around. Why doe these people risk themselves for you? These people are not Retainers (unless you purchase the Background as well), and protection has a way of running out if you misuse it or abuse your companion’ goodwill. For two points, your shelter is likely a mortal or ghoul who whistles when he sees the torches coming. For three points, you have a weak vampire companion who has a useful Discipline. At four points, you have the security of a church or monastery (with Faith), a coterie of vampires or a vampire ancilla age, and several Disciplines. With five points, you are sheltered by a powerful vampire elder, a church or monastery with Faith, or even a mortal lord and his retinue.

Warrens (3pt Merit)
It doesn’t matter that the Tremere are hunting you. You have to go to ground. Whether your knowedges covers the catacombs, Roman ruins, dockside complexes or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound - at least for a little while.

Sight Beyond Sight (5pt Merit)
Your third eye occasionally sees things that are invisible to your normal sight. You have no control over what the eye sees, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through Obfuscate or Chimestry, or though magical illusions. Some Salubri have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. The third eye must be open for the Merit to work, whether through Valern or through a concentrated effort (Willpower, difficulty 6).

Odd Eye (1-2pt Flaw)
Your third eye looks strikingly different than the two you were born (and Embraced) with. For one point, the third eye us merely a different color (i.e. blue, when you have brown eyes), while for two points it’s something rather disturbing (i.e. violet, red, slitted, like a cat’s eyes). Needles to say, this inhuman feature is not going to help your reputation.

Stubborn (1-3pt Flaw)
There is conviction of spirit, there is unshakable will, and there is just plain being ornery. You fall into the last category. When your mind is made up, or when you’re set on doing something, nothing can divert you. For one point, you’re set in your ways, but a convincing argument will turn you around. For two points, you’re a regular mule, and nothing’s likely to change your mid short of a catastrophe. For three points, you’ll not only defend your conviction to Hell’s door, you’ll kick it in and argue with the Devil. This Flaw is most often taken by warriors.

Unblooded (5pt Flaw)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valern until you receive a ritual of blooding, and you are two dice down in any Social roll against a blooded Salubri. Only warriors Salubri make take this Flaw.

Visible Eye (5pt Flaw)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it tightly is too painful to be borne. You may spend Willpower to force it shut for 10 minutes, but it snaps back open immediately thereafter.

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