Valeren Spell in Baltimore By Dark | World Anvil

Valeren

All Valeren powers are Amalgams. Valeren powers can only be learned by the Salubri.  

Healer

Anesthetic Touch

Auspex 2
Amalgam: Fortitude 1
  The vampire rolls Composure + Auspex against Difficulty 3 and restores a number of superficial Willpower damage levels equal to the margin on the roll. Alternatively, the user restores one aggravated Willpower damage level for every three successes in the margin.   If successfully used on a mortal, the Vampire may use Anesthetic Touch to: Calm them if they’re in a turbulent emotional state and put them at ease; or put them for sleep. If the latter effect is used, the mortal sleeps peacefully for a full 8 hours and awakens feeling well rested, in addition to other effects. This effect still works on supernatural mortals.   Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Anesthetic Touch must be used on someone other than the vampire invoking the power. A subject can be affected by the power only once per night. If the user soothes more than one subject per night, the user suffers superficial Willpower damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges    

Auguring the Sickness

Auspex 2
Amalgam: Fortitude 3
This power allows the Salubri to go beyond Obeah or Valeren’s ability to determine wounds and reveal the fine damage caused by illness and disease. While best used by a medically-trained Salubri, even novices find the power useful.   System: The Salubri holds his hands above the patient, and the third eye gently teases out a vision of the afflicted tissues made of pure light (neonate Salubri delightfully describe them as holograms). The player rolls Perception + Medicine (difficulty 3). Each success reveals one fact about the illness, including likely developments and symptoms and potential avenues of treatment.   Additionally, once augured, the vampire may use Corpore Sano to cure the disease outright, at a difficulty determined by the commonality and virulence of the disease (difficulty 2 for the common cold, difficulty 3 for most forms of herpes or chicken pox, or difficulty 4 for Ebola or HIV).  

Penitent Resilience

Fortitude 4
Prerequisite: Defy Bane
Amalgam: Auspex 5
  Make a rouse check. Damage from sunlight is converted from Aggravated to Superficial. However, only Fortitude + Discipline Power Bonus + Any other supernatural aggravated soak bonuses may be used to soak. Stamina is not included in the soak roll. This effect lasts for a scene.  

Warrior

Blissful Agony

Auspex 3
Amalgam: Presence 5
  The Vampire makes a Rouse Check, and rolls Resolve + Auspex vs the target's Composure + Fortitude. On a success, a target in line of sight takes margin successes as superficial damage and as well as a dice penalty. This effect continues until the target leaves the user's line of sight, or until the user chooses to end it. As long as the initial power is still in effect, the user may make additional an additional rouse check and contested roll once per turn. Successes are cumulative with previous rolls. If the user of this power rolls a total, cumulative successes over the target's willpower, the target must resist a frenzy check as if being burned by fire.  

Eye of Unforgiving Heaven

Auspex 5
Amalgam: Presence 5
  The Salubri’s third eye opens impossibly wide, burning an incandescent gold color. The orb is a reflection of the Salubri’s inner virtue, but manifests as the sun at zenith, illuminating the area and searing undead flesh. The vampire stares in the general direction he wishes the power to illuminate and spends 1 Willpower for each turn they wish to sustain the power. Then roll Auspex + Charisma vs 6. Success causes the Cainite’s third eye to open and glow, shedding light as direct sunlight and inflicting damage equal to Bane Severity per turn to all vampires in line of sight as per their exposure. As the power’s light emits as radiance rather than a beam, it cannot discriminate between friend or foe. The Salubri isn’t immune to his light, suffering Bane Severity in Agg damage each turn, soaked normally. Any such wounds suffered manifest as bloody tears weeping from the third eye.   Cost: 2 Rouse  

Sword of the Righteous

Auspex 5
Amalgam: Blood Sorcery 2
Coat a weapon in your blood, causing a rouse check. The weapon becomes a +5 aggravated weapon, in addition to its normal damage. The target is set alight, taking Bane Severity in aggravated fire damage per turn, until the flames are doused.  

Armour of Caine’s Fury

Auspex 5
Amalgam: Fortitude 5
  The user adds their Auspex to supernatural soak. This stacks with other effects.   Passive  

Ending the Watch

Auspex 4
Amalgam: Fortitude 3
  The Salubri uses an ancient technique and absorbs the soul of a mortal. Must be used on a dying or willing mortal. Roll Intelligence + Auspex vs a difficulty of 3. The mortal dies regardless, but on success the soul is absorbed. The Salubri may either recall one thing from the target's life for each success, or may heal Superficial Willpower for each success.   Cost: 1 Rouse  

Watcher

Sense Cycle

Auspex 5
This is now a loresheet power.   Prerequisite: Premonition   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 Resolve + Auspex (difficulty 3), 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

Presence 5
Amalgam: Auspex 3
  People touched by the user can only stare, slack jawed, or avert their eyes in fear or submission. Anyone wanting to attack the user must roll Composure + Resolve vs. the vampire’s charisma + Presence. This must happen for every turn the user is under the effect. A wi allows one turn of freedom, plus one per point of margin; only a critical win resists the effect for the entire scene.   Cost: 2 Rouse Duration: 1 Scene  

Pariah's Caress

Presence 5
 
Amalgam: Auspex 3
    The player causes blood to form on their fingertips, and somehow touches the target with it. Then rolls. Manipulation + Persuasion vs target's Stamina + Fortitude. On a win, each success extends the duration for one night. The target has all Social roll difficulties increased by 1, or they lose 1 dice in Social Contest rolls for the duration   Cost: 2 Rouse  

Peacemaker

Presence 5
Amalgam: Auspex 3
  The user projects their presence to clear the minds of those around them from the effects of anger, or hatred. Effect lasts for a number of turn equal to the users Humanity, or until they leave the area. Any targets wishing to participate in any type of violence or insults while near the user must roll Willpower vs the users Humanity.   Cost: 2 Rouse  

Soul's Breath

Auspex 5
Amalgam: Obfuscate 3
  The Salubri can feed upon breath as if it were blood. They must be facing their target, and within speaking distance. They drain 1 Hunger per breath from the target. This can kill the target as normal feeding, but multiple breaths can be split among multiple targets in a crowd.   The Salubri must still drink blood. They can only go a number of days equal to their Humanity while using this power before needing to drink blood again. For example, a Salubri with a Humanity 8 may use this power for 8 nights before needing to taste flowing blood again.   Against Kindred, roll Auspex + Resolve vs Stamina + Fortitude against an unwilling target. This power can be used to learn Disciplines from Kindred; it counts as taking a sip of vitae.   Cost: 2 Rouse  

Rites

  These powers can only be learned by those who have received the Blooding of Samiel.  

Blessing of the Name / Song of the Blooded

Special Ritual
  Once per chapter, the Warrior may activate this Discipline at no cost or roll. Any subsequent activation requires the expenditure of three Willpower, two rouse checks, and a Charisma + Performance prayer (difficulty 3) 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.   The Salubri gains the following benefits:  
  • Her Physical Attributes immediately Blood Surge.
  • A halo burns around her, incapable of being smothered by lesser Disciplines, rendering Stealth impossible.
  • Any attempts to strike the Salubri must pass a willpower roll vs the Salubri's Humanity / Path rating.
  • The glare increases the difficulty of any attacks against the Salubri by two.
  • Allies of the Salubri become inspired, and have -2 difficulty to strike their foes.
  • The Salubri is considered to have Presence 5 - Majesty active.
  • The Salubri ignores all wound penalties for the duration of that scene.
  • 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.
  However, when this power ends, the following effects take place.  
  • The character's Vampirism may seem more prominent (pronounced pallor, prominent fangs, etc.).
  • They become ravenously hungry (Gains the Hunger Compulsion).
  • The Heavenly Host do not like their names being used in vain, and a Salubri who uses this effect when not in life-threatening danger, for less-than-altruistic reasons or to randomly terrorize may find her divine protection running out at inconvenient times. She may even make someone up there very angry...
 

Tracker's Mark

Special Ritual
  This power works as per A Taste for Blood, but with additional effects and the roll is resolve + awareness vs difficulty 3.
  • The information gained about the target is expanded beyond the target's blood, but also to age, occupation, generation, clan, whether they're a diablerist, and more.
  • For each generation of the target's blood higher than 8th, the user adds two dice.
  • Blood bastardised from Clan Salubri (such as Baali or Tremere) burns like fire on their tongue or smells like rotting flesh.
  • The Salubri can track the quarry across a number of scenes equal to the successes rolled, even if no physical tracks remain, instead following the effects of their influence on the world. They can reroll tracking at the end of the successfully tracked scenes. Ephemeral signs of a quarry are considered valid evidence to follow, even if the user cannot normally detect them.
  • Tracking rolls are made at -2 difficulty.