Valeren
Antitribu Only


  The Salubri antitribu claim that Valeren is one of their former clan's oldest secrets, a Discipline of mystic martial prowess that the non-Sabbat Salubri perverted into a weakling's healing tool. Saulot, they claim, was a holy warrior, and they remain true to his heritage by practicing Valeren.  While this Discipline has some features in common with Obeah, the Discipline of the Salubri, it is its own distinct series of lessons, and its practitioners tend to regard it as one of their foremost weapons for their sacred battles.  Like Obeah, Valeren does have a physical manifestation in the form of a third eye, which appears on any Valeren practitioner's forehead when he learns the first Intermediate level of the Discipline. This eye's exact purpose is unclear. Some
believe it is a mark of favor or disfavor from various infernal or divine powers, while others (including most of the Salubri antitribu) say it gives Valeren's practitioners sight beyond sight. Valeren uses the Awareness Ability for retests.

basic Valeren

Sense Vitality

 This power functions exactly as the Obeah power of the same name (Laws of the Night, p. 158).

  Anesthetic Touch

 This power functions exactly as the Obeah power of the same name (Laws of the Night, p. 159).

intermediate Valeren

Burning Touch

 In a grim parody of the legends of saints' healing touches, you may lay hands on an individual to inflict excruciating pain. This power does no actual damage, but the subject feels as if he is being burned, flayed, impaled, eviscerated, dissolved or experiencing whatever other sensation you care to inflict. Some Salubri antitribu use Burning Touch as an interrogation tool while others simply apply it out of sadism. When you apply Burning Touch, your third eye glows with a dim, flickering red-orange light.  To apply Burning Touch, simply touch your victim and expend a Blood Trait. If you apply this power in combat, your victim suffers the penalties for being at the Wounded state of health for the rest of the turn. If he is already Wounded, he must defeat you in a Mental Challenge or suffer the effects of being Incapacitated for the rest of the turn.  If you use Burning Touch as an interrogation tool, you or your fellow interrogators gain one free retest on the next interrogation- or torture-related challenge you make against that individual. Recreational applications of this power are best left to roleplaying.

  Ending the Watch

 This power allows you to visit euthanasia upon a willing mortal. By simply laying your hand over your subject's heart, you may release her from the trials and turmoil of earthly existence.  To End the Watch, touch your victim and spend a Willpower Trait. The mortal must actively want to die; if she has any doubts about this desire, the power fails to work. However, if death is truly what she yearns for, her soul instantly flees her body. A mortal killed with this power may not be Embraced, become a wraith after death or have any form of Necromancy work on her soul or body. Medical or mystic examination will reveal the cause of her death to be sudden heart failure. Ending the Watch will only kill an ordinary mortal with no supernatural qualities - it has no effect on werewolves, changelings, wizards, ghosts, ghouls, mummies or any other supernatural being.

advanced Valeren

Vengeance of Samiel

  By invoking the legacy of your line's distant progenitor, the legendary holy warrior Samiel, you may strike with the devastating precision that he developed over centuries of battle. Vengeance of Samiel is an exhausting power to invoke, but its effects are unparalleled. Your third eye flares wide open when you invoke this power, emitting a hellish red glare, and you may close your normal eyes with no penalty to this attack.  You may only use Vengeance of Samiel when you are making an attack with your bare hands or a melee weapon and it is your only action for the turn. Spend three Blood Traits to activate this power. You may not use Vengeance of Samiel to augment an attack you make with another Discipline (such as combat Bonecrafting), though you may still use it with another attack-enhancing discipline power that does not generate the attack in and of itself (such as Feral Claws or Prowess). Add your Mental Traits to your Physical Traits for the attack challenge, including bidding, tie resolution and overbidding. Your opponent may not evade this attack by declaring a retest with the Dodge Ability. If the attack succeeds, it inflicts an additional two health levels of the appropriate type of damage. If you use Vengeance of Samiel in an attempt to stake an opponent, you must win or tie only one Simple Test after the successful attack, as opposed to the two that staking usually requires (Laws of the Night, p. 204).







DISCIPLINES