LAiA - Valeren
Valeren

Disclaimer

Parts of this Disicpline have been changed for use in LAIA. If you’re using this site as a reference for a different game, please check with your Storyteller or consult your core rulebook!

Valeren is a warrior’s Discipline, a holdover from the nights when warrior Salubri acted as noble fighters and Kindred knights. The Discipline is still applicable to the modern nights, but the Salubri antitribu put it to decidedly more vicious ends.

Like Obeah, Valeren imparts its practitioners with the fabled third eye of Saulot. The third eye appears at the time the vampire masters the second level of Valeren. The precise nature and purpose of the eye are all but unknown to vampires outside the Salubri antitribu. Some suspect the eye grants them sight beyond sight, while others venture that the eye allows them to see the infernal taint in the non-Sabbat Salubri themselves.

Sense Vitality
A healer learns a subject’s illnesses to cure them. The Salubri antitribu, however, learn how close to death a target is so that they may hasten the process.
System
This power works identically to the Obeah power of the same name.
•• Morphean Blow
Healers use sleep to accelerate the healing process. Warriors use sleep to incapacitate enraged foes. Stories abound of Salubri Antitribu quelling lupines with a single slap, leaving the beasts vulnerable to the killing blow.
System
This power works identically to Anesthetic Touch; despite the name, Warriors may dull their wound penalties with this Discipline. Knowing both Anesthetic Touch and Morphean Blow grants an additional two dice in the resisted Willpower roll to pacify the target. This Discipline may be used in combat as part of a Brawl attack.
••• Burning Hands
The character’s hands bring searing pain, as though the target is being burnt with red-hot metal. Although the power does not inflict actual damage, prolonged or repeated exposure can be enough to traumatize a victim. This power works extremely well as a torture method.
System
The vampire must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. The player spends at least one blood point to activate this power, and each blood point spent reduces the victim’s dice pools by two while the Fury is in contact with the victim. This power is often used for interrogation or torture, wearing down the subject’s resistance and rendering him much more tractable.
•••• Armor of Caine’s Fury
The Salubri antitribu is surrounded by a shining, crimson halo. This phantom armor protects the vampire against most physical injury, as well as against Rötschreck.
System
The player spends one blood point and rolls Stamina + Melee (difficulty 7). For each success, the character gains one point of armor protection against bashing, lethal and aggravated damage from sources other than fire and sunlight, to a maximum of five points of protection. Additionally, for every two successes rolled, she gains an additional die to resist Rötschreck from the effects of battle (but not fire or sunlight). This power works for one scene.
••••• Vengeance of Samiel
The Salubri antitribu strikes his foe with superhuman accuracy and strength, as his third eye opens and changes to a furious, icy blue. Some Furies invoke the names of ancient Salubri warriors, while others simply close their normal eyes and let Samiel guide their hands.
System
This power costs three blood points. Any single attack made by the vampire automatically hits the target as mystic forces guide the blow. Attacks made in this manner may not be dodged, though they may be blocked, parried, and soaked as normal. The blow strikes as if the Salubri antitribu had succeeded with all of his Dexterity + Melee or Brawling dice pool (which makes for significant damage). This power may be used only once per turn, and only then the Salubri antitribu’s sole action is the attack. Additionally, this power does not work for ranged weapons; only bare hands or melee weapons.
•••••• Dream Combat
Warrior Salubri use Dream Combat to confront ghosts or demons that they cannot affect physically. Increasingly, they find that it allows them to confront elders and powerful entities on a more level playing field. The few Healers and Watchers who’ve learned Warrior Valeren also find the power extremely useful, as their less martial nature matters little in the dreamscape.

By locking the target’s gaze with her third eye, the Salubri draws the target’s mind into a shared dream. In the dreamscape, both the Salubri and her target can imagine any arena they wish for battle (or even peaceful pursuits). The target cannot suffer any direct, physical harm from Dream Combat, but the psychic damage can be devastating. Spirits can be outright destroyed by this power.

System
To initiate Dream Combat, the Warrior must look her target in the eye and make a contested Willpower roll (difficulty 7). If the Salubri wins, she pulls her target into a dreamscape. Neither leaves until the Salubri is defeated or ends the power of her own will. Time is accelerated within the dreamscape, and the entire battle lasts a turn outside.

In the dreamscape, both participants can do anything they imagine. They can fly, change their shape, and create any environment they want. Affecting each other is more difficult. Combatants can battle in any manner, but it’s the will doing battle, not the body.

Dream Combat

Physical Traits and Disciplines, save certain applications of Auspex and Dominate (Storyteller’s discretion) don’t exist in Dream Combat; it’s a battle of the mind. Manipulation replaces Strength, Charisma replaces Dexterity, and the character’s highest rated Virtue replaces Stamina and soak. Willpower replaces health levels.

If the character cannot relate the attack somehow to Athletics, Archery, Brawling, or Melee, use unmodified Charisma for the attack pool, with the environment itself battering the combatants. There is no analog to bashing, lethal or aggravated damage, nor does Fortitude play any role in soaking damage.

Damage applies to the target’s effective maximum Willpower. The target suffers penalties to all dice pools as his Willpower drops. Until the target loses half his Willpower (round fractions upward), he stays at OK. Each subsequent point of Willpower lost imposes a -1 wound penalty to all actions.

A dream-warrior can spend Willpower points without incurring any penalty. As the character’s Willpower rating drops, he has fewer points to expend.

A character reduced to Willpower 0 is incapacitated; mortals become comatose, while vampires drop into torpor for a night and develop a spiritual Derangement. Spirits or demons reduced to Willpower 0 may be diablerized within the dreamscape; this destroys them, and while such an act doesn’t affect the Salubri’s Generation, it may allow the vampire to purchase Supernatural Merits at the Storyteller’s discretion.

••••••• Firey Agony
A Warrior’s touch brings pain and the promise of cleansing fire. At this level of mastery, even their gaze inflames the agony, rendering victims debilitated and mewling in fear.
System
This power enhances Burning Touch. The Touch no longer fades after a turn, but continues under the harsh red light of the third eye. The Warrior must still touch his target first to invoke the power, but may continue activating the power at range as if still grasping their victim. Additionally, each blood point spent now also reduces the vampire’s pool to resist Rötschreck by one.
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