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Obeah



          Although most modern Kindred who have heard of the Salubri know of them as soul-stealing abominations who should be reported to the prince, some elders still remember Saulot's line as a double-edged blade, gentle healers on one hand and matchless holy warriors on the other. Some Kindred have reported dealing with a Salubri who possesses frightening martial prowess. Whether or not this is the result of an atavism of this Discipline or an entirely separate power is unknown.

          The characteristic third eye of the Salubri appears around the time that any vampire, regardless of clan or bloodline, develops the second level of Obeah. The eye opens whenever any power of second level or higher is used. The Salubri give no concrete answer as to how or why this occurs. The most common theory is that the eye serves as a conduit for spiritual energies, both sensing and emitting them.

Sense Vitality

          The Salubri can feel the flow of a subject's life force after touching him. Sense Vitality may be used to determine how much damage a person can withstand before death, which can be useful in sizing up a potential opponent. It can also aid in medical diagnosis or feeding, as it can reveal infections and diseases.

           System:The Salubri must touch the target to see how close to death she is. This also requires a Blood to be spent. One blood identifies a subject as a mortal, vampire, ghoul or other creature, or none of the above. Two blood reveals how many health levels of damage the subject has suffered. Three blood tells how full the subject's blood pool is (if a vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing

           form of life). Four blood reveals any diseases in the subject's bloodstream, such as haemophilia or HIV. A player may opt to learn the information yielded by a lesser degree of blood - for example, a player who accumulates three blood may learn whether or not a subject is a vampire as well as the contents of his blood pool.

           Alternately, this power may be used as a sort of limited "after sight," revealing to the Salubri how the subject came to be in her current state. Each blood allows the player to ask the Referee/character one question about the subject's health or health levels. "Was he drugged?" or "Are his wounds aggravated?" are valid questions, but "Did the Sabbat do this?" or "What did the Lupine who killed him look like?" are not. The Salubri may use this power on herself if she has injuries but has somehow lost the memory of how the wounds were received.

Anaesthetic To Touch

          This power may be used to block a voluntary subject's pain from wounds or disease, or to put a mortal to sleep. As with Sense Vitality, physical contact is required to anaesthetize someone. This power may not be used to block the Salubri's own pain. System:If the subject is willing to undergo this process, the player needs to spend a blood point to block the subject's pain. This allows the subject to ignore all wound penalties for one 5 mins per blood. A second application of this power may be made once the first one has expired, at the cost of another blood point. If the subject is unwilling for some reason, the player must make a contested Willpower check.

           To put a mortal to sleep, the same system applies. The mortal sleeps for five to 10 hours -whatever his normal sleep cycle is. He sleeps peacefully and does not suffer nightmares or the effects of any Derangements while asleep. He may be awakened normally (or violently).

           Kindred are unaffected by this power - their corpselike bodies are too tied to death.

Corpora Sano

          The Salubri may heal the injuries of others by laying his hands over the wound and channelling his own energies into the healing process. The subject feels a warm tingling in the affected area as it heals.

           System:This power works on any living or undead creature, but the character must touch the actual injury (or the closest part of the victim's body in the case of internal injuries). Each health level to be healed requires the expenditure of one blood point and one turn of contact. Aggravated wounds may also be healed in this manner, but the vampire must spend two blood points instead of one for an aggravated health level.

Mens Sansa

          This power allows the Salubri to remove a subject's derangements, or to at least mitigate their effects for a time. Salubri Embraced in the modern age sometimes prefer to use psychological interview techniques, while older members of the bloodline prefer to whisper soothing words or perform exorcism rituals. Some Kindred scholars believe the Antediluvian Saulot eased the Ancient Malkav's madness with this power, but a few others believe that Saulot may have caused Malkav's madness himself....

           System:The player spends two blood points. The use of Mens Sana takes at least 10 minutes of relatively uninterrupted conversation. Success cures the subject of one derangement of the Salubri player's choice. This power cannot cure a Malkavian of his core derangement, though it temporarily alleviates its effects for the rest of the night. This power may not be used by the Salubri to cure her own derangements.

Unburdening the Bestial Soul

          The mainstay of the healing abilities of the Salubri, this power allows a character to stare into another individual's eyes and draw the subject's soul out of his body and into the Salubri's third eye, storing it within the Salubri's own soul while working powerful healing magics on it

           This power is the justification that the Tremere give for their pursuit of the Salubri as "soul-stealing fiends." Tremere accounts of the diabolical practices of the Salubri ensure that few subjects are willing to have their souls removed from their bodies.

           The subject's body becomes a mindless husk while it lacks a soul, and may not be affected by any mind-altering Disciplines or other supernatural powers - there's no mind there to control. However, it does respond to simple verbal commands from the Salubri who has its soul. If not reminded to eat or perform other personal upkeep, the body will not do so and will eventually die. System:This power may be used to draw out the soul of any character except those with Humanity or Path ratings of 1 or 0 or those who follow particularly inhuman Paths of Enlightenment; some souls are beyond redemption. The Salubri must make eye contact with the subject and the subject must be willing to be subjected to this power.

           A soul drawn out in this manner becomes part of the Salubri's while the healing process takes place. She may return it to its proper body at any time. While the soul is within the Salubri, she may spend a Humanity point to restore a point to the subject's Humanity or Path rating. The Salubri may restore a maximum number of points equal to Willpower x 2, and may not raise the subject's Humanity or Path higher than the sum of his Willpower x 2.

           While a soul is being held by the Salubri, its body is an empty husk, comatose or in torpor, with no motivating force within it. A soul whose body is killed immediately vanishes, its disposition unknown to any (although the Salubri strongly suspect that souls that vanish in this manner are completely and irreversibly destroyed).

           A soul that is being detained against its will may attempt to break free from the Salubri. This is resolved by a contested Willpower check, only one attempt per night may be made.

Obeah Extended

Renewed Vigour Level Six

          The Salubri who has developed this power has heightened his healing abilities to such a degree that he can heal virtually any ailment as long as the subject still lives. All that is required is a touch and a brief moment of concentration.

           System:The character touches the individual to be healed and spends a full turn concentrating. The player spends 5 blood points. The subject heals all lost health levels, including aggravated wounds. If physical contact is not maintained for 5 minutes, or if the Salubri is forced to take any action other than concentrating on healing, the blood is lost with no effect on the subject of the healing. The Salubri may use this power on himself.

Safe Passage Level Seven

          The Salubri may use this power to pass through a crowd without fear of harm. This is not a power that makes the vampire "invisible to the mind" as Obfuscate does, but rather a sort of, "active neutrality" that makes all around the vampire inclined to treat her favourably and step out of her way. She seems inoffensive, pleasant and harmless, and people are respectful and helpful to her without stopping to consider why. This power also ensures that anyone who pursues the vampire or obviously wishes to do her harm is met with unfavourable reactions by those who have been affected by Safe Passage.

           System:The Salubri may choose to "turn off' this power, but it is always in effect otherwise. If someone who wishes to harm the Salubri is in a crowd, the vampire and pursuer must make a contested Willpower check. If the Salubri wins, the pursuer loses interest in the chase ("Why am I bothering with this when I could be at home, safe, watching MM"). If the pursuer wins, he is unaffected by the attempt.

           If the Salubri is actively seeking shelter or assistance ("Excuse me, sir, can you tell me the best way to the airport from here?"). A Salubri won't be able to get automatic weapons or low-grade heroin any easier with this power.

           The effects of this power last until the next sunrise. Safe Passage affects only those who know the Salubri casually or not at all. Anyone who has known her long enough to form an opinion of her cannot be touched by this power.

Purification Level Eight

          This power can be used to cleanse a person, item or place of demonic or malign spiritual influence. It is of paramount importance that the Salubri be of strong conviction and moral character, as he pits the purity of his own soul against the corruption he is trying to purge. This power can be used against demonic possession or infernalism, those insidious temptations among debased or power-hungry Kindred, but the price of failure is the Salubri's own soul.

           System:This power may be developed and used only by a character with a Humanity or Path rating of 8 or higher. The player spends a Humanity point if the subject is willing and the corrupting agent does not resist (a rare occurrence). If the subject is possessed by a conscious entity, the demon (or other foreign consciousness) fights the Salubri for dominance. This takes place via by a check on the Salubri's Humanity or Paths rating versus the opponent's Willpower x 2 This must be done each night. And either side can employ any dirty tricks they like. The winner is the one who is exists at the end or manages to be success full 3 nights in a row, this can some times go on for weeks. If the player fails 3 nights in a row, the attempt at purification also fails. If the player ever lapses consciousness the entity has the option to take over the Salubri's body. Purification cannot be used on oneself and has no effect on the Beast or an alternate personality.

           Once the initial removal has been successfully performed, the player spends 10 blood points. The Salubri thrusts the demon into a nearby item, animal or person, trapping the demon in the selected vessel. This must be accomplished within two minutes of the Purification and the target must be within physical reach. If this cannot be accomplished, the demon is likely to go free... or find another suitable vessel of its choice (such as the Salubri). If the vampire places the demon in a being who is likely to suffer from its presence they must make a willpower check. If the Storyteller believes that the character's morality would object. If this fails the entity is free to roam the world.

Unbind the flesh Clad soul Level Nine

          The Salubri have always had a unique understanding of the nature of the soul. Some few Salubri elders may bestow (or inflict) upon others the fruits of that understanding. A willing subject may be permanently released from (or locked out of) her body to become a free-roaming soul upon the astral plane, empowered to explore the world (or cursed to wander) for all eternity without the constraints (or benefices) of physical existence. The possibilities inherent to this power are extremely unnerving to the few Tremere who are aware of its existence.

           System:The vampire and a willing subject must both enter a deep meditative trance for a minimum of an uninterrupted hour as the Salubri performs the ritual necessary to separate soul from flesh without damaging either. During this period, the player spends a number of blood points equal to twice the Willpower of the subject. At the end of the ritual, the subject's body slips into a coma and dies by the end of the night. Many Tremere and other cautious Kindred warn that the Salubri may misrepresent themselves and convince others to volunteer for a "release" from mortal concerns, when in truth they wish to trap the soul in another plane of existence.

           The subject's soul is released from her body and enters the astral plane (see Auspex: Psychic Projection). This separation is permanent and irreversible. The subject is treated as an astrally projecting character in terms of rules mechanics. However, she no longer has a silver cord and no longer needs one, as she exists independently of her body. If she is reduced to zero Passion astral combat, she loses one point of Willpower and re-forms after a year and a day at the place where this power was used upon her with restored passion of twice the characters willpower A character reduced to zero Willpower is destroyed forever.

           This power may only be used upon mortals (excluding mages) and vampires who are in Golconda, and the subject must have a full understanding of what this ritual entails - including its permanence and the impossibility of a reversal. The body of a vampire who is Unbound decays at sunrise. It is possible to drink the blood remaining in the vampire's body, but no benefits are gained from an attempt at diablerie. Any attempt to Embrace the body of an Unbound mortal automatically fails.

           The Salubri may use this power on herself, provided she is in Golconda.