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Valeren

Valeren is split into two "paths", Warrior and Healer. The first two levels of Valeren have no variation or path alignment, but upon learning the third level of Valeren, a character must choose to follow the Warrior or Healer path. Learning powers of the alternate path costs 1 XP more than usual and they must be learned in sequence. The alternate Path may never meet or exceed the level of the primary path.

Example: Richard, a Salubri Healer, has just learned Valeren 3 and decided to follow the Healer path. He decides he wants to learn Warrior Valeren as well, but is unable to do so because he can't have a Warrior Valeren power of equal level to his primary path. Richard must wait to learn Warrior Valeren 3 until he has mastered Healer Valeren 4. When he does learn Warrior Valeren 3, it will cost him 16 XP instead of the usual 15 for the third rank of an in-Clan Discipline, reflecting that he is learning something at odds with his original training.

Level 1 - Sense Vitality

Magical Tricorder.
System: Touch the target and roll Perception + Empathy (diff 7). One success determines how badly hurt the target is and if they're a vampire or not. More successes give more detailed information on their health.

Level 2 - Gift of Morpheus

Touch the target and put them to sleep.
System: Spend a BP and touch the target. If the target resists, or is a vampire, engage in a resisted WP roll, diff 6. A botch puts the character to sleep instead.

Level 3 - Healing Touch (Healer Valeren)

Heal damage with blood.
System: Spend 1 BP to heal a level of B or L damage, or two BP to heal a level of Agg. This power works on the character too.
Healing Touch can also be used to treat Diseases. Spending 1 BP to activate Healing Touch reduces the Treatment Difficulty of a Disease by your Healer Valeren rating.

Level 3 - Burning Touch (Warrior Valeren)

Cause horrible agony with a touch.
System: Spend 1 BP to reduce the target's dice pools by 2 for as long as physical contact is maintained. Additional BP can be spent to increase the penalty by 2 per BP. The target must roll Stamina (diff 6) or cry out, drop held items, etc, from the pain.

Level 4 - Shepherd's Watch (Healer Valeren)

Create a defensive shield.
System: Spend 2 WP to create an invisible, circular wall with a radius of 10 feet. Anyone outside the wall trying to cross has to win an extended, resisted WP roll against the Salubri, difficulty of the other character's WP. The opponent can enter when they get 3 more net successes than the Salubri.

Level 4 - Armor of Caine's Fury (Warrior Valeren)

Create phantom armor.
System: Spend 1 BP and roll Stamina + Melee (diff 7). Each success gives 1 die of soak against non-aggravated damage.

Level 5 - The Ailing Spirit (Healer Valeren)

Cure madness.
System: Spend 2 BP and roll Intelligence + Empathy (diff 8). Success removes one of the target's Derangements. A failure has no effect, but a Botch infects the Salubri with the Derangement for a night. This power can only be used once a night on a single target. Malkavians are affected only for a single scene.

Level 5 - Vengeance of Samiel (Warrior Valeren)

Make an unblockable, undodgeable strike with a melee weapon.
System: Spend 3 BP to automatically hit with a melee attack. No attack roll is made, but the attack deals two dice of damage in addition to its normal base damage. Soak pools from physical armor are halved against this attack.