Valeren

Valeren was once the unique discipline of the Salubri, supposedly invented by their clan founder after he went on a voyage to the east and returned with the Valeren discipline and knowledge of the mystical state of Golconda. Valeren's primary uses are to heal and defend, two things every Salubri strives for. Valeren also has the strange side effect of growing a third eye on the forehead of any who learn the second level of Valeren, even if they arent Salubri. As the user uses Valeren powers level 2 + the third eye opens and emit a faint light. This supposedly gave the Salubri the ability to see mystical energies, but there is no confirmed report of this. Under normal circumstances, the eye remains closed, leaving only a scar-like mark on the user's forhead. Still, the eye is what made them an easy target for the usurper Tremere clan. It was easy to hide the eye when it was closed, but this impeded Valeren usage somewhat. (-1 die to all dice pools, at the Storyteller's discretion this could only apply to Valeren usage) Valeren was devided into two paths, that of the Warrior and the Healer, with the Warrior's task to guard and defend and the Healer's task to heal the sick and injured. A Salubri can opt to learn both paths, but this is not easy. (Upon creation a Salubri, or non-Salubri who learns Valeren, chooses either the Path of the Healer or the Path of the Warrior as his/her primary path. The second path may be purchased afterwards as any other discipline would, however, from the second level and up, the experience cost for dots in the second path rises as though the power that the user is attempting to buy was one dot higher. Lastly, the second path can never exceed the primary path in rating.)

Powers:

Path of the Healer

1 - Sense Life:
By touching another person, the user comes to learn to current state of health of that being, even if that being is mortal, dead or undead. Through this power, the user can determine wether a victim is diseased, how he/she came to die or even how old a vampire was at the time of the embrace. (The user must have touched the target victim in the same night as that he/she wishes to use this power. At any time the target is visible to the user, the user may roll Perception + Empathy at diff 7 as a standard action to gain knowledge over the target's state of health. A single success gives the user knowledge of how many healthlevels the person has left and wether the person is living, dead or undead. If this roll is successful, the user may make another reflexive Perception + Empathy roll at diff 7. Each Success on this roll allows the player to ask a question to the Storyteller regarding the creature's state of health. To a Storyteller, this may be regarding a disease the victim has or if the wounds a victim suffered before death were Aggravated. In the case of vampires, the only information the second roll can grant is what age the subject was at when he/she was embraced and how much time has passed since then. If the user also has Sense Death from the Path of the Warrior, this ability gains 2 dices on the activation roll.)

2 - Gift of Sleep:
With but a touch, place a subject in a peaceful sleep. This power can also be used on unwilling targets to knock them out, but this requires an effort of will. (Costs a bloodpoint. If the victim is willing, no roll is required on the part of the user. If the victim is unwilling, the user and victim engage in a resisted Willpower roll at diff 6. If the user succeeds by only one success or more, the victim falls asleep, if the victim succeeds there is no ill effect. If the user botches, the user falls asleep as though the sun had just risen. However, this power cannot work on target's that are already in a combat situation, their minds are too alert to knock out. This power only works on living creatures, such as mortals or werewolves. If the user also possesses Morphean blow from the Path of the Warrior, the user gains 2 dices on the Willpower roll.)

3 - Healing Touch:
By touch, the user can direct his/her own healing power to heal the wounds of others. As the user touches the subject, the third eye opens and emits a faint warm light, as the healing energies of the user rush from his/her hands to the site of the subject's greatest injuries. (The user must touch the subject in order for this power to take effect. The user then spends 1 bloodpoint for every healthlevel of Bashing or Lethal damage to heal, or 2 bloodpoints for every healthlevel of Aggravated. This power may also be used on the user's own body.)

4 - Shepherd's Watch:
The user can create a mental barrier around him/her that prevents any from passing to protect him/herself and his/her fellows. (Costs 2 Willpower points to create. Creating the barrier is a standard action, maintaining it and dropping it are reflexive actions. The barrier stretches for a 10-foot radius around the user. Once the barrier has been created, no one outside it may enter it unless they best the user in an extended Willpower roll, both at a difficulty of their opponent's permanent Willpower rating. Once the subject scores a net 3 succes or more over the user, he/she may enter. However, anyone that was already inside the range of the barrier when it was created may enter or leave at he/she pleases, and the barrier has no influence over inanimate objects, thusly the user and his allies will still be vulnerable to ranged attacks, even when inside the barrier.)

5 - The Ailing Spirit:
Force out a victim's inner demons, curing the subject of his/her derangements. Legend has it that Saulot used this power first to ease the pain of his brother, Malkav. (Costs 2 bloodpoints, the user rolls Intelligence + Empathy at diff 8. Success indicates the subject is cured of a single derangement. Failure means the attempt fails and a botch inflicts the derangement he/she was attempting to cure on the user for a single night. The user can only attempt this power once a night, and cannot attempt this power on him/herself, as the user's own derangements are too slippery for him/her to grasp. This power works only temporarily on Malkavians, granting them lucidity from their derangement for a scene.)


Path of the Warrior

1 - Sense Death:
Much like Sense Life, this power allows the user to determine a victim's proximity to death. (The user must have touched the target victim in the same night as that he/she wishes to use this power. At any time the target is visible to the user, the user may roll Perception + Empathy at diff 7. If successful, the user sees black throbbing lines across the subject's body, which grow darker and thicker as the victim gets closer to death. If the user also has Sense Life from the Path of the Healer, this ability gains 2 dices on the activation roll.)

2 - Morphean Blow:
Much like Gift of Sleep, this power is used to knock enemies out of combat without harming them. (Costs a bloodpoint. If the victim is willing, no roll is required on the part of the user. If the victim is unwilling, the user and victim engage in a resisted Willpower roll at diff 6. If the user succeeds by only one success or more, the victim falls asleep, if the victim succeeds there is no ill effect. If the user botches, the user falls asleep as though the sun had just risen. Unlike Gift of Sleep, this power may be used freely on enemies in combat as long as the user has touched the victim already and successfully rolls Willpower. This power only works on living creatures, such as mortals or werewolves. If the user also possesses Gift of Sleep from the Path of the Healer, the user gains 2 dices on the Willpower roll.)

3 - Burning Touch:
Inflict searing pain on a victim by merely touching them. This does not actually wound a victim, but the pain alone can be enough to incapacitate them. (Costs a bloodpoint. The user must grapple unwilling victims to effect them. For as long as the user makes and maintains contact, the victim loses 2 dices from all dice pools due to the searing agony. The user may further intensify the pain by spending another bloodpoint, removing another 2 dices from all the victim's dice pools. Upon being inflicted by the pain (or at the Storyteller's discretion, upon feeling the pain being intensified) the victim must roll Stamina at diff 6, effected by the effects of this power already in place, to avoid crying out, dropping held items, etc.)

4 - Armor of Caine's Fury:
This power creates a phantom armor to surround the user's body, appearing as a suit of crimson mail, protecting the user from harm both physically and mentally. (Costs a bloodpoint, the user rolls Stamina + Melee at diff 7. For each success, the armor will add 1 die to the user's soak pools against Bashing and Lethal damage, up to a maximum of 5. Additionally, for every 2 successes, the user gains an additional die to resist Rötshreck from the effects of battle, though not from the sun or fire. This power lasts for a scene.)

5 - Vengeance of Samiel:
The user summons the power of the spirit of Samiel, the creator of the path of the warrior, and uses his guidance to strike true. (The user must spend 3 bloodpoints, which may mean the user needs to spend bloodpoints over several turns depending on the user's generation. When the bloodpoints have been spend, the next melee attack made by the user automatically hits it's target and inflicts 2 extra dices of damage. The attack cannot be dodged or blocked, but is soaked normally. Any physical armor the victim carries that would add soak dices against this attack has it's soak dices halved for this attack).


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