Post by Hematite on Jul 4, 2014 13:26:59 GMT
Obeah/Valeren
This discipline exists in two distinct forms. Rayzeel and the Healers renamed the arts left to them Obeah. Samiel and the Warriors declared their bloody crusade and maintained the old name of Valeren,
Salubri Healers may only purchase the discipline of Obeah in-clan. Salubri Antitribu may only purchase the discipline of Valeren in-clan.
The Nkulu Zao formed after the Purge from a group of Salubri Healers who went to Africa. Therefore, they only have access to the discipline of Obeah. The Wu Zao have their own castes (Thief and Scholar), Thieves learn Valeren and Scholars learn Obeah
{Archaic}: This tag means the following. This power is an ancient secret and as such will need justification to learn and must be approved by the storytellers.
This discipline has had many different printings and many subtle changes through each of them. In many places the levels have been altered and rearranged between editions. Emerald Coven Chronicles does not strictly use any of the printed versions wholesale, as each seems to get some things right while causing more problems in other areas. As such the order of powers of each path is as follows below. Despite the order of powers being somewhat different, and some having altered levels, wherever possible, Emerald Coven Chronicles uses the V20 printing of the power as a baseline text.
Obeah/Path of the Healer
• Sense Vitality [V20 457]
•• Anesthetic touch [V20]
••• Corpore Sano [V20 459]
•••• Shepherd’s Watch [V20 459]
••••• Unburdening the Bestial Soul [V20]
••••• • Renewed Vigor [V20 460]
••••• •• Safe Passage [V20 460]
••••• ••• Purification [VSC 39]
••••• •••• Unburdening the Flesh-Clad Soul [V20 461]
Valeren/Path of the Warrior
• Sense Vitality [V20]
•• Anesthetic touch [v20]
••• Burning Touch [V20 474]
•••• Armor of Caine’s Fury [V20 474]
••••• Vengeance of Samiel [V20 474]
••••• • Blissful Agony [V20 475]
••••• •• Sword of the Righteous [Cb-Sa 46]
••••• ••• Shadow of Taint [DAC 104]
The above lists make up the standard progression for each path of Valeren. Any powers outside of these are treated as alternate powers that may be learned just as any other alternate discipline levels.
Anyone learning the 2nd level of Valeren or Obeah in any form will develop the mystical third eye that marks the Salubri. The third eye must open whenever any power of Obeah or Valeren of level 2 or higher is used. When closed, they eye is nearly invisible, requiring 5 successes on a Perception + Alertness roll at difficulty 10 to detect. They eye may be covered beneath a hat or headscarf of some kind, though opening the eye while covered imposes a penalty of +1 difficulty to all actions for the turn due to irritation (there is literally something scratching at your eye).
Valeren/Obeah 1: Sense Vitality [V20 457]
The successes on this power are cumulative when used for the base information. So a Salubri who scores 3 successes also learns the information from a 1 and 2 success result as well.
Any successes in excess of the desired information level may be spent for questions as described in the second part of the power. This is part of the same activation and does not require a separate roll.
This power will not reveal and identify the disease of Vicissitude.
Obeah/Valeren 2: Anesthetic touch [V20]
The reduction to Wound penalties may be used on a kindred
Obeah/Valeren 3: Corpore Sano [V20 459]
This power does not require one turn of contact per health level healed. The Salubri may heal his target as quickly as he can spend blood.
Use of this power negates the usual restrictions on healing aggravated wounds, allowing the Salubri to heal as many as he wishes without the need for extended rest. This includes using the power upon himself.
Obeah/Valeren 3: Neutral Guard [V20 459]
This is an earlier printing of the power Shepherd’s Watch. Emerald Coven Chronicles uses that version of the power. See below for its clarifications.
Valeren 3: Burning Touch [V20 474]
This power may be activated as part of the same action needed to initiate any Brawl maneuver such as Clinch or Hold. Any blood spent begins affecting the victim immediately, lowering their dice pools by 2 per blood point spent. To a maximum of half of the target's dice pools.
If contact is ever broken with the victim, he is immediately free of any penalties. However, should he be touched again by the Salubri in the same scene, he immediately begins suffering the same penalties again until contact is broken once again.
This power reduces all dice pools, not merely the victims’ actions. This includes resistance and reflexive rolls.
This power can aid in interrogation and torture. Each blood point spend to this power grants the Salubri an additional 2 dice on his next Torture roll.
Obeah/Valeren 4: Shepherd’s Watch [V20 459]
Attempting to cross the barrier constitutes a physical action on the part of the person trying to cross. The extended contest of wills begins as soon as the first attempt is made. If the person attempting to cross ever goes a complete turn without spending an action to attempt to cross, the extended challenge is considered over and failed, all accumulated net successes lost.
If someone successfully crosses the barrier, he becomes immune to that application of the power for the scene. The Salubri may attempt to re-invoke the power, but only if he can get to the minimum distance.
Attempting to cross a barrier that one has already failed at crossing is more difficult, imposing a cumulative +1 difficulty for each attempted crossing. This is not per roll made, only per completely new battle of wills initiated.
Should someone botch a roll to attempt to cross, he becomes unable to cross that barrier for the duration of the scene. Should the Salubri botch one of the resisted rolls, the barrier fails completely.
Attempting to maneuver a held object past the barrier counts as attempting to cross the barrier, so long weapons such as polearms are ineffective. However, the barrier cannot stop projectiles or thrown objects, so long as the object is not in contact with any other being at the time it crosses the barrier.
Successfully crossing the barrier does not remove the barrier for others. Each individual must cross on his own.
The resistance of the barrier is reflexive on the part of the Salubri. He cannot relent and allows others to cross. Neither can he attune others to the barrier. Only those who were within the radius at the time the barrier was established are immune to the effect.
Valeren 4: Armor of Caine’s Fury [V20 474]
The extra protection granted by this power only affects physical sources of damage. It has no effect on mystical attacks.
The additional dice to Rotschreck do not cap.
Obeah/Valeren 5: Unburdening the Bestial Soul [V20]
This power my restore some one of path rating one at the usual cost of one permanent willpower, And may restore a wight to path rating one for the cost of Five Permanent willpower
Valeren 5: Vengeance of Samiel [V20 474]
This power may only be activated as the Salubri’s sole action that turn. This includes both split actions and any use of Celerity or other powers to gain extra actions.
This power can (and often is) used to target a specific area of the victim, since difficulty does not matter. As such, armor will only benefit the victim if it has the All-Encompassing feature.
This power often takes more than one turn to activate, given its 3 blood requirement. The blood may be pre-spent within the same scene as the power is to be activated. The power may be activated in any turn after the 3rd blood point was spent. If the power is not activated at the end of the scene, the blood is wasted.
This power does not allow the Salubri to strike a hidden or invisible character that he could not otherwise strike.
Obeah/Valeren 6: Renewed Vigor [V20 460]
This power completely heals all damage the victim currently suffers. This has no effect on status effects, limited attributes, or anything other than actual damage.
This power may only be activated as the Salubri’s sole action that turn. This includes both split actions and any use of Celerity or other powers to gain extra actions.
Valeren 6: Blissful Agony [V20 475]
This power allows the same debilitating pain as Burning Touch to linger after the Salubri has released contact.
The Salubri may spend as many blood points as he wishes when he touches his victim. Each blood point may do one of the following effects:
Cause debilitating pain: Each blood point spent in this manner inflicts a 2 dice penalty on all rolls as per Burning Touch. Unlike Burning Touch these penalties do not fade when contact is released, but continue to accumulate as blood is spent, lasting until the end of the scene. If the Salubri wishes the penalties to last beyond the scene, he may spend a Willpower point to carry them to the next scene, though only if he remains in the presence of the victim.
Cause damage: Each blood point spent inflicts a level of lethal damage. This is considered mystical damage and not prevented by armour. Nor any effect that absorbs solely physical damage such as Armor of caine's fury
Cause frenzy: The victim must immediately make a frenzy roll targeting the Salubri at a difficulty of 7
Archaic powers
Obeah/Valeren 3: Peacemaker {Archaic} [Cb-Sa 44]
This power affects the emotional state, not the mind. As such it is not subject to resistances to mental intrusion.
This power imposes a +2 difficulty on all actions related to aggression. This includes all rolls for any combat action other than defensive actions (dodge, parry, or block). This also includes the activation of any aggressive powers, which do not necessarily need to be directly combative (such as Dread Gaze or Quell the Beast). The Storyteller is the final arbiter of which powers count as aggressive, however this should be interpreted liberally. Aggressive powers used in defence of others is not an acceptable excuse for avoiding this power, and the powers still suffer the difficulty increase.
This power affects all in the area, including the Salubri himself. The Salubri cannot “attune” anyone to the effect, allowing them immunity to it.
If this power is used in a small chamber (size of a moderate hotel room or smaller), anyone who wishes to take any aggressive action must spend a Willpower point to do so. This is a Willpower point spent per action, not per turn. In addition, the user must score 3 successes on a Willpower roll at difficulty 8. If used in a large chamber (up to the size of a formal dining hall or hotel suite), aggressors need only score 2 successes on the Willpower roll and a Willpower expenditure is not required. If used in a space the size of a banquet hall or auditorium (up to the size of a movie theatre), only one success is necessary to be aggressive, and no Willpower expenditure is required. This power does not function if used in a space larger than an auditorium or if used outside.
The Salubri may spend additional Willpower points to intensify the effect in a larger chamber, effectively moving the effect a step up on the chart. So if the Salubri spends one additional willpower, he can treat a large chamber as a small chamber, or an auditorium as a large chamber. If he spends 2 additional points of Willpower he may treat an auditorium as a small chamber. This does not allow the Salubri to use this effect in areas larger than an auditorium or outside, nor does it intensify the effect further than the normal effect in a small chamber.
Obeah 4: King David’s Blessing {Archaic} [Cb-Sa 45]
This power can be used to aid the Salubri in the use of Corpore Sano or Unburdening the Bestial Soul (only to restore Path Rating or cure derangements, not the original activation roll).
If this power is used to aid a use of Corpore Sano, each blood point spent will heal 2 levels of bashing or lethal damage
Valeren 4: Ending the Watch
Use of this power does not count as a sin on pathes or roads that include killing in it hierarchy of sins