Valeren

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Dawn was about to break; the world was waking


up. For most of the unwitting mortals their day
was just starting but for us it was late, it was very
late, at least in our line of work.
Hunting the supernatural was never going to be a
normal career path. But for an orphan raised in the
loving embrace of the catholic church I guess it
was either this or the dull life of a cleric. Although
to be fair in moments like these I do curse myself
for not taking the easy way out. An assignment to
some backwater congregation with nothing to do
but read the same twenty lines of text every
Sunday and listen to the housewives admit how
they found their local pool boy attractive in the
confessional booth seems like a pretty sweet gig
given our current circumstances.
The hunt was a bust. The intel completely
underestimated the number of the damned and I
fear we might have a mole in our midst. Barely half
of us got out alive and Father Damien looks like he
will not be long for this world. That’s when she
walked in.
A vision of cold undead beauty. Eyes dark brown
as the deepest woods at night and skin white as
fresh winter snow. We all knew immediately what
she was yet for all our fervour and zeal not one of
us ushered a word or raised a hand against her in
anger. She calmly walked past us to place a hand
on Father Damien. His struggles stopped and I
thought that this was it. She would murder us
silently and efficiently and we would be powerless
to resist her. As she moved away, I was surprised
to see the tell tail signs of a chest rising and falling
as Damien feel into a deep slumber. I was even
more shocked to see that the bleeding had not only
stopped but his wounds did fully heal. The
unknown visitor walked calmly back out into the
early hours of dawn, opened a red umbrella, and
disappeared into the shadows of a nearby alley.
Never had my faith been more unsteady, nor my
heart filled with more doubt over our holy
mission.

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Credits Special Thanks
Written By: Peter Vulic Kirra-lee Huber (original playtest team and
Developed By: Peter Vulic supportive partner, without who, none of this
Edited By: Peter Vulic would have been possible)
Mike Minford (editorial assistance)
Riot Of The Blood Cast (critical feedback)
Brad Hardwick (critical feedback & advice)

©
2019 White Wolf Entertainment AB. All rights reserved.
Vampire: The Masquerade®, World of Darkness®,
Storytelling System™, and Storytellers Vault™ are
trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved.
For additional information on White Wolf and the World
of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.

3
TABLE OF CONTENTS

How to Use the Document 5


Valeren 7
Sense Vitality 8
Anaesthetic Touch 8
Auguring Gift 8
Sense Lethality 9
Peaceful Touch 9
Renewed Vigor 9
Healer’s Blood 10
Song’s Of The Blooded 10
Peace Maker 10
Safe Passage 11
Soul’s Breath 11
Burning Touch 11
Mens Sana 12
Father’s Judgment 12
Samiel’s Vengence 13
Ending The Watch 13
King David’s Blessing 14
Fiery Agony 14
Purification 15
Sword Of The Righteous 15

4
How to use this Document? Tag: All abilities are given a tag. A tag
describes what sort of medium the power uses.
The document should be read just like any other Only those capable of perceiving reality under that
World of Darkness book. You will need the core V5 tag can pick up on its use and even then, it might be
rulebook to understand most of its rules but on the beyond their scope to do so. If a creature is resilient,
following pages you will find rules for an expanded to a single tag the power possesses, but not the
Valeren discipline. This includes a re-write of its old other then it can still be affected as per normal. A
powers as well as special and optional rules to single power usually will have more than one tag:
improve your gameplay experience. ▪ Physical: uses and functions through sound,
The powers have been written in a way that is sight, smell, taste, and/or touch.
hopefully clearer than what the main rulebook ▪ Mental: uses and functions through the use of
provides. telepathy or simply in the mind of the creature.
▪ Spiritual: uses the connection through the
Please read the segments on the current and Umbra (or spiritual energy) to function.
following page for a better understanding of how to
use the document. Range & Targets: Describes the range of the
power and how many individuals it impacts. This
The Breakdown will not always be a physically determined range but
can be categorized as Vocal, Visual or Scent range,
Each power is broken up into the following meaning the range extends to how far a character
segments: can see, smell or how many people can hear him.
Description: a quick summary of the power, Conditions: Describes what conditions must be
including some additional information for how it met for the power to work.
functions, impacts the user and what its
effects actually are. The description is generally Risk: Advises primarily how easily another
broken down into italicized text and normal text. individual can perceive the use of this power and
The italicized text is meant more as an how likely it is. This is primarily meant to give the
in-story description of the power or its origins while player an understanding of the risks involved when
the normal text actually advises you on its effects. using this power in public.

Type: All powers have a type attributed to them. Cost: Tells the player what cost must be paid for
These are: the power’s activation.

▪ Abilities: requires the user to actively Test: Advises what test a player must pass for the
deviate that they are using this power. power to activate. The test difficulty will always be a
▪ Reflexive: the ability only becomes number in a bracket ( ). As long as the result is
available if the right circumstance presents equalled or exceeded the power activates. In
themselves during which point a player may circumstances where no test or value is provided the
declare that they are activating the power. power activates automatically.
▪ Upgrade: these powers augment or
permanently enhance the user. They have no Resistance Roll: Describes what values the target
cost and are always active. uses in order to attempt to resist the powers effects
▪ Ritual: these powers require a character's (if any). The difficulty for the Resistance Roll is
attention, ingredients and, usually, a either a pre-determined value ( ) or is simply made
prolonged period of time to perform properly
against the users test result.
but their effects are generally, long lasting and
powerful. Duration: Advises how long the power
remains active for or rather how long its effects
remain active.

5
Values The last two will be new for most players as these
additions do not feature in the main rulebook.
Many of the powers written here will provide you A discipline Bonus is granted to any user of the
with a distance and duration which is slightly ability and generally grows more powerful the more
different from the main book which uses a more dots the player invests in that discipline. The Bonus
open system of play. Treat these more as guidelines is generally a passive one or it augments the powers
to give you a better understanding of the extent of in the Discipline further.
each power and its effects.
A discipline Bane is the inherent danger which
Distance and weight will always be provided in comes from using the discipline. These can vary but
metric followed by imperial measurements in the one rule they all share is that a discipline Bane
brackets. Both are rounded up or down to the only affects those users and clans who do not
closest round number for ease of gameplay. naturally have access to the Discipline to begin with
Duration is always provided in normal time and as part of their Clan (or bloodline) inherent abilities.
game time. Normal time being hours, days, weeks For example, Dominate is a discipline which several
etc. and game time being provided in Actions, clans have access to. So Ventrue and Tremere
Rounds, Scenes and Sessions. Normal time will characters will outright ignore the discipline bane
always be provided in brackets next to Game time. for Dominate. However, a Gangrel who gained
Just like distances these are meant to provide a access to Dominate (by either being taught or as
guideline more than an actual hard rule and are part of their Predator Type) will always be impacted
meant for ease of gameplay. by the discipline Bane as it is not a power his Clan is
naturally accustomed to.
Enhanced Mortals
In either event discipline Banes & Bonuses are
You might often encounter the phrase Enhanced optional rules and most powers work just as easily
Mortal. This is simply a tag given to all creatures without their implementation. So, if you feel like
who are mostly human (or a normal animal) but had they would slow your game feel free to disregard
been altered by scientific or supernatural means to them.
be stronger, faster or more resilient than general
mortals. Ghouls, Flesh Creations, Zombies, Thin- Clan Signature Disciplines
Bloods, Kinfolk etc. can all be considered Enhanced
Mortals. In the current version for V5 most clan signature
disciplines had not made the transition to the new
LARP Friendly rule set. Those that did had been altered or
appropriated by several clans.
Some abilities can be somewhat difficult to
represent in a Live Action Role Play For the purposes of the custom rules found here
(LARP) setting. Due to this the author had Signature Clan Disciplines should only be available
added a symbol of an ankh (such as the to the clan listed below.
one on the right) to all powers which he You can however still mix and match the powers as
personally considers to NOT be LARP friendly. you want as they are still considered optional in
This is simply the authors personal preference and if nature.
you feel like a power can enrich your gaming
experience than by all means use it.
Clans With Access to
Banes & Bonuses Valeren:
Before you get into the full explanation of each
power there will be a page which explains the nature
of the discipline at length, how it works, its bonuses
and its banes.

6
VALEREN
Valeren is the mythical Discipline of the Salubri. However, the powers for either pathway are more
Also known as the Path of the Healer, Valeren had difficult to manifest than those of other disciplines
seen extensive use during the Dark Ages. Masters of and it is advised that you apply the Discipline Bonus
the art were both respected as healers and feared as to your tests to offset this.
righteous warriors before the clans near destruction
at the hands of its rivals. Discipline Bonus
At its most basic, Valeren provides control over When making a roll to manifest your powers add 1
pain, increased martial abilities and impressive dice to each test roll for every power of the same
healing capabilities. The discipline seems to be a path, as the one you are manifesting, your character
curious mix of Fortitude, Potence and Blood already possesses.
Sorcery.
For example:
These nights the art of Valeren is mainly lost to Let’s take a character who possesses 2 powers from
Kindred, with only a few trained users remaining. the Path of the Warrior and 1 power from the Path
Many bastardized versions of the Discipline had of the Healer.
sprung up over the centuries yet these always pale in They would add 2 dice to any of their tests when
comparison to the skills of a true Salubri, whose attempting to manifest a power from the Path of
unique blood grants them a natural affinity to its the Warrior (Valeren) and 1 dice when attempting
powers. to manifest a power from the Path of the Healer
(Obeah).
Key Test In other words, the Key Test (once you apply the
Discipline bonus) is actually:
Valeren + Wits (Valeren – Path of the Warrior) or
Valeren + Intelligence (Obeah – Path of the Healer) Valeren + Wits or Intelligence + Path Bonus
vs Stamina + Resolve (against either path)
Discipline Bane
Valeren Explained Only Salubri can use the Valeren discipline to its full
Valeren is a discipline that splits into two separate potential. All users belonging to other clans can take
pathways. a maximum of 2 dots in the discipline.

Valeren – Path of the Warrior:


is considered the more martial form of the
discipline and its powers are mainly geared towards
enhancing the user’s offensive capabilities.

Obeah – Path of the Healer:


takes a more utilitarian approach and its main
purpose is healing injuries, ailments, and curses.

Each power will have written, in brackets next to its


name, what pathway it belongs too, and its users can
draw from either one.

7
Level 1 Anaesthetic Touch
(Obeah – Path of the Healer)
Sense Vitality
The user’s touch takes the pain away from their patient
(Obeah – Path of the Healer) allowing them to provide them with a few moments of respite.
With but a touch the Kindred can tell the general The target loses all sensation of pain. If the hold is
health and state of their patient. not broken for an entire minute the target falls
When used on humans or animals the Kindred can asleep as well.
tell the persons age, vitality, and general health, this ❖ Type: Ability
includes Ghouls (and other Enhanced Mortals). ❖ Tag: Physical
When used on another Kindred the user can tell the ❖ Range & Targets: A single individual within
vampires blood potency, willpower and general Touch Range.
health. ❖ Cost: None
When used on other supernatural creatures the ❖ Conditions: Must make physical touch with
information becomes somewhat muddied but at the the targets skin.
very least the Kindred should be able to tell the ❖ Risk: Minor. Your touch will visibly soothe
general health of the creature. the victim, but it is highly likely that in the
Do note that general health does mean the heat of the moment any witnesses will have
Storyteller should provide the Kindred with an other problems to deal with.
accurate idea of how many marked and unmarked ❖ Test: None
health boxes the target currently has. ❖ Resistance Roll: Stamina + Resolve (3, if the
target wishes to deny sleep. Mortals have no
❖ Type: Ability protection against this ability.)
❖ Tag: Physical ❖ Duration: 1 Action (1 second) for the effects
❖ Range & Targets: A single individual within if the pain suppression to take effect and 1
Touch Range. Round (1 minute) for the target to be put to
❖ Cost: None sleep.
❖ Conditions: Must make physical touch with
the targets skin.
Auguring Gift
❖ Risk: None. The ability is extremely subtle (Obeah – Path of the Healer)
and hard to pick up on.
❖ Test: None The Kindred can quickly determine the targets ailments and
❖ Resistance Roll: None their source.
❖ Duration: 1 Action (1 second) The user can determine what type of disease, poison
or venom is impacting the target and its general
source (natural, manufactured, supernatural).
The user or his allies can then use this knowledge to
potentially save the victim.
The ability provides no information on curses.
❖ Type: Ability
❖ Tag: Physical
❖ Range & Targets: A single individual within
Touch Range.
❖ Cost: None
❖ Conditions: Must make physical touch with
the targets skin.
❖ Risk: Minor. The power is very hard to
notice.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: 1 Round (1 minute)

8
Sense Lethality Peaceful Touch
(Valeren – Path of the (Valeren – Path of the Warrior)
Warrior) The Kindred can calm down a raging drunkard or a
This ability allows the Kindred to understand the rampaging vampire.
potential danger a target poses. With a touch the Kindred can either calm down an
The Kindred can understand, quite accurately, just individual who is in the grips of anger or break a
how dangerous an individual is to them and their Kindred’s Frenzy.
allies were they to potentially use their gifts against ❖ Type: Ability
them. ❖ Tag: Physical
The power does not outright provide the character ❖ Range & Targets: A single individual within
with an idea of the targets exact capabilities (mental, Touch Range.
physical, or spiritual) but should give them a rough ❖ Cost: None
rating (from 1 to 5, as per the dot system) on how ❖ Conditions: Must make physical touch with
dangerous the target is to them and/or their allies. the targets skin. They can only break a Frenzy
if the target is not purposefully remaining in
❖ Type: Ability Frenzy or affected by a continuous effect
❖ Tag: Physical (such as during a Hunger Frenzy).
❖ Range & Targets: A single individual within ❖ Risk: Moderate. The ability is subtle but the
Touch Range. effects can be noticeable.
❖ Cost: None ❖ Test: None
❖ Conditions: Must make physical touch with ❖ Resistance Roll: None
the targets skin. ❖ Duration: 1 Action (1 second) for the effects
❖ Risk: None. The ability is extremely subtle to take place after which they last for 1 Scene
and hard to pick up on. (10 minutes).
❖ Test: None
❖ Resistance Roll: None
❖ Duration: 1 Action (1 second)
Renewed Vigour
(Valeren – Path of the Warrior)
Design Notes The Kindred’s body is strengthened to endure the harsh
lifestyle of its master.
Although all powers written here can be used
normally in your games, I would advise limiting The Kindred adds 1 dice to their current roll.
them based on your Kindreds Blood Potency ❖ Type: Reflexive
using the following. ❖ Tag: Physical
Level 1 Powers – can be manifested by Blood ❖ Range & Targets: Targets the Kindred
Potency 0 or higher. himself.
❖ Cost: 1 point of Superficial Willpower
Level 2 Powers – can be manifested by Blood damage.
Potency 1 or higher. ❖ Conditions: The use of this power must be
announced before any tests or resistance rolls
Level 3 Powers – can be manifested by Blood are made by its user. Only 1 dice can be added
Potency 2 or higher. at a time. Can never be used on Willpower or
Humanity tests.
Level 4 Powers – can be manifested by Blood
❖ Risk: None. The ability is subtle and hard to
Potency 3 or higher.
notice.
Level 5 Powers – can be manifested by Blood ❖ Test: None
Potency 4 or higher. ❖ Resistance Roll: None
❖ Duration: 1 Action (a few seconds)

9
Level 2
Peace Maker
Healer’s Blood
(Obeah – Path of the Healer)
(Obeah – Path of the Healer)
The Kindred creates an aura of calm around them causing
The Kindred can enhance their blood to have arguments to cease and tensions to die down.
miraculous healing properties.
If successful, all individuals within 10 meters (30
If successful then those who partake of the feet) of the Kindred will find it hard to grow
Kindred’s blood can benefit from its healing frustrated or angry.
properties. They will be healed of the effects of any Any abilities or actions which influence their victims
venoms, diseases or poisons (natural or artificial towards violence will have their dice pool halved
only, supernatural versions of these cannot be (rounding up) if a test needs to be made to activate
reversed using this ability) and heal 1 point of said abilities or actions or fail automatically if no test
Aggravated or 3 points of Superficial Health is required.
damage (targets choice).
❖ Type: Ability
❖ Type: Reflexive ❖ Tag: Mental
❖ Tag: Physical ❖ Range & Targets: Everyone within 10
❖ Range & Targets: A single individual meters (30 feet) of the Kindred, including the
currently drinking blood from the Kindred. Kindred himself.
❖ Cost: 1 Rouse Check (this includes the blood ❖ Cost: 1 Rouse Check
lost) ❖ Conditions: This ability cannot stop an
❖ Conditions: The target must drink the already ongoing brawl, although it can help
Kindred’s blood. That ability can only affect a straighten things out afterwards.
single target at a time. ❖ Risk: Minor. With your entrance arguments
❖ Risk: Minor. The effects are miraculous, but seem to die down and some might start to
the target is drinking your blood. question your importance.
❖ Test: Valeren + Intelligence (3) ❖ Test: Valeren + Intelligence (3)
❖ Resistance Roll: None ❖ Resistance Roll: None
❖ Duration: 1 Scene (10 minutes) ❖ Duration: 1 Action (1 second) for the effects
Song Of The Blooded to take place after which the effects last for 1
Scene (10 minutes).
(Valeren – Path of the Warrior)
Reciting ancient words of wisdom, the Kindred temporarily
enhances his and his allies’ supernatural abilities.
If successful, the Kindred and all allies within Vocal
Range add 1 dice to all their tests when it comes to
activating their supernatural powers (abilities,
reflexive and rituals).
❖ Type: Ability
❖ Tag: Spiritual
❖ Range & Targets: The Kindred and all allies
within Vocal Range.
❖ Cost: 1 Rouse Check
❖ Conditions: The Kindred’s words must be
heard but do not need to be understood.
❖ Risk: None. At most your words are seen as a
curiosity.
❖ Test: Valeren + Wits (3)
❖ Resistance Roll: None
❖ Duration: 1 Scene (10 minutes)

10
Safe Passage Burning Touch
(Obeah – Path of the Healer) (Valeren – Path of the Warrior)
The user is seen as a sacrosanct and others find it hard to Sometimes the threat of pain is enough to end a fight before it
raise a hand against them. begins. With this ability the Kindred can inflict horrible pain
on any potential trouble makers without any actual damage.
If successful, then any individual acting with ill
intention against the user loses two dice from any If successful, the target is wracked by incredible
roll which is targeting the Kindred. pain as if they are being burned from the inside out.
This can potentially cause a fear frenzy if used
❖ Type: Ability
excessively against Kindred. Otherwise, any target
❖ Tag: Mental
impacted by the power’s effects will automatically
❖ Range & Targets: Affects all individuals
be intimidated by the Kindred for the rest of the
within 10 meters (30 feet) of the Kindred.
❖ Cost: 1 Rouse Check Scene (it cannot make any opposing rolls against the
❖ Conditions: The ability only lasts if the user’s intimidation).
Kindred is not taking any overt aggressive Although painful the ability never causes any
action (mental, spiritual or physical) against physical damage.
the target(s) or their allies. Self-defense which
❖ Type: Ability
resolves in the target being injured does not
❖ Tag: Physical
break the hold which the ability has.
❖ Range & Targets: A single individual within
❖ Risk: Minor. The effects of this power are
Touch Range.
subtle and hard to pick up on.
❖ Cost: 1 Rouse Check
❖ Test: Valeren + Intelligence (3)
❖ Conditions: Must make physical touch with
❖ Resistance Roll: Stamina + Resolve (mortals
the targets skin.
have no protection against this ability)
❖ Risk: High. The target will likely scream in
❖ Duration: 1 Scene (10 minutes)
pain when touched.
Soul’s Breath ❖ Test: Valeren + Wits (3)
❖ Resistance Roll: Stamina + Resolve (mortals
(Obeah – Path of the Healer) have no protection against this ability)
The Kindred had learned to subsist from the ❖ Duration: The pain lasts for 1 Action (a few
breath of mortals, instead of their blood. seconds), while the intimidation effects last
for 1 Scene (10 minutes).
The Kindred can inhale the breath of mortals
(usually disguised as a kiss) to regain some of their
hunger. This is a very limited substitute however
and can never make their Hunger lower than 3.
Each mortal’s breath can only satisfy 1 point of
Hunger per Scene.
❖ Type: Upgrade
❖ Tag: Physical
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: None
❖ Conditions: Must inhale the mortal’s breath,
which is generally done through a kiss. Can
only be used if the Kindred’s Humanity is 7 or
higher.
❖ Risk: Minor. The power is subtle and
extremely hard to pick up on.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: Permanent.

11
Level 3
Mens Sana Father’s Judgment
(Obeah – Path of the Healer) (Valeren – Path of the Warrior)
With a calm touch the Kindred banishes a victim’s mental With a word or with a touch the Kindred shuts off a targets
disorders. access to their powers.

If successful, the target loses a single mental This ability can be manifested by either a touch or
disorder. Sadly, when it comes to highly deranged Vocally by ushering the name of the targets sire in
individuals (or Malkavians) the ability can only their presence.
mitigate the disorders for 1 Sessions. If successful, the target loses access to all powers
(including upgrades) whose level is higher than 1.
If you have the Dementation Remastered book on Disciplines which were not inherited directly from
hand, then this ability can completely nullify a single the target’s sire (or are not part of the Clans general
Mild Derangement or temporarily remove a Severe 3 Disciplines) are not affected.
Derangement until the end of the Session. ❖ Type: Ability
❖ Type: Ability ❖ Tag: Spiritual
❖ Tag: Physical ❖ Range & Targets: A single individual within
❖ Range & Targets: A single individual within Touch or Vocal Range.
Touch Range. ❖ Cost: 1 Rouse Check
❖ Cost: 1 Rouse Check ❖ Conditions: Must make physical touch with
the targets skin or usher the name of the
❖ Conditions: Must make physical touch with
the targets skin. targets sire in their presence. Only works on
Kindred.
❖ Risk: Moderate. The target’s character visibly
❖ Risk: Minor. The target can suddenly become
changes for the better in an instant.
worried or agitated to an outside observer.
❖ Test: Valeren + Intelligence (4)
❖ Test: Valeren + Wits (4)
❖ Resistance Roll: None
❖ Resistance Roll: Stamina + Resolve (no
❖ Duration: 1 Action (1 second) for the effects
resistance roll can be made if the user ushers
to take hold, after which the effects are
the name of their sire correctly)
permanent unless your dealing with heavily
deranged individuals. In such cases the effects ❖ Duration: 1 Scene (10 minutes)
only last until the end of the Session (24
hours).

12
Samiel’s Vengeance Ending The Watch
(Valeren – Path of the Warrior) (Valeren – Path of the Warrior)
With a cry of resolve the Kindred strikes against his enemies, With a touch the Kindred ends the life of a human without
using the pain he had suffered to heighten his combat abilities. pain.
This power can only be used immediately after the If successful, the target dies without pain
Kindred had received 1 or more points of immediately as if it fell into a deep slumber.
Aggravated Damage. If successful, the Kindred adds
❖ Type: Ability
1 dice to all his combat rolls (excluding those meant
❖ Tag: Physical
for the activation of supernatural abilities or
❖ Range & Targets: A single individual within
Resistance Rolls) for each power he currently Touch Range.
possesses from the Path of the Warrior. ❖ Cost: 1 Rouse Check
❖ Type: Reflexive ❖ Conditions: Must make physical touch with
❖ Tag: Physical the targets skin. Can only be user on Mortals
❖ Range & Targets: Targets the Kindred (Enhanced mortals are not affected).
himself. ❖ Risk: Moderate. The target seemingly falls
❖ Cost: 1 Rouse Check asleep and dies peacefully.
❖ Conditions: Can only be used immediately ❖ Test: Valeren + Wits (3)
after the Kindred had received 1 or more ❖ Resistance Roll: None
points of Aggravated Damage. ❖ Duration: 1 Action (a few seconds) for the
❖ Risk: Minor. Generally, this ability is only effects to take place.
used in combat, where all parties have more
pressing concerns.
❖ Test: Valeren + Wits (4)
❖ Resistance Roll: None
❖ Duration: 1 Scene (10 minutes)

13
Level 4
King David’s Blessing Fiery Agony
(Obeah – Path of the Healer) (Valeren – Path of the
Warrior)
The Kindred becomes adapt at healing the ailments and
wounds of others with but a touch. With a look the Kindred can cause unbearable
pain to his enemies.
If successful this ability works exactly the same way
as Healer’s Blood, with the exception that the If successful this ability works exactly the same way
Kindred can create the same effects by simply as Burning Touch, with the exception that the
touching the target rather than feeding them their Kindred can create the same effects by simply
blood. making Eye Contact with the target rather than
touching them.
❖ Type: Ability
❖ Tag: Physical ❖ Type: Ability
❖ Range & Targets: A single individual within ❖ Tag: Physical
Touch Range. ❖ Range & Targets: A single individual within
❖ Cost: 1 Rouse Check Visual Range.
❖ Conditions: Must make physical touch with ❖ Cost: 1 Rouse Check
the targets skin. ❖ Conditions: Must make Eye Contact.
❖ Risk: High. The targets wounds visibly heal, ❖ Risk: High. The target begins to scream in
and their condition rapidly improves. great pain.
❖ Test: Valeren + Intelligence (5 - if the ❖ Test: Valeren + Wits (5- if the character
character possesses Healer’s Blood as well possesses Burning Touch as well then, the test
then, the test difficulty is reduced to 3) difficulty is reduced to 3)
❖ Resistance Roll: None ❖ Resistance Roll: Stamina + Resolve
❖ Duration: 1 Round (5 minutes) for the effects ❖ Duration: Same as Burning Touch.
to make a lasting impact.

14
Level 5
Purification Sword Of The Righteous
(Obeah – Path of the Healer) (Valeren – Path of the
At its most powerful the Obeah path can be used to purify an
Warrior)
individual of all forms of supernatural, natural, or man-made The ultimate expression of Valeren, with this
corruptions and poisons. ability the Kindred douses a blade in his blood. The blade
catches fire when it strikes the corrupt and the flames devour
If successful, then the target “suffers” the following:
the target, fuelled by the weight of the victim’s own sins.
• It loses all forms of mental disorders.
If successful, a bladed weapon is enhanced with the
• All forms of intrusive mental influences (such as Kindreds blood (this must be some form of melee
those from the powers of Dominate) are
weapon with a sharp edge).
removed.
If the bladed weapon strikes a target, then the target
• Any terminal conditions they might have
will suffer 10 points of Aggravated damage. This
suffered during the chronicle (such as cancer) are
removed. amount is reduced by 1 for each unmarked
• The effects of any poisons are nullified. Humanity box the target possesses.
So, a target with Humanity 7 would receive only 3
• All diseases they currently have are cured.
points of Aggravated damage.
• All forms of supernatural curses (excluding
Kindred or Clan Banes) are removed. There is no defence against this strike, aside from
parrying or dodging (Fortitude offers no
• All Blood Bonds are broken.
protection). The flames are magical in nature and
• Finally, if the target is possessed by a supernatural
feed on the sins inside the target’s soul. They can
entity than that entity is driven out as well.
cause a fear frenzy once the blade ignites but will
never phase their wielder.
❖ Type: Ritual Once a blow is successfully delivered the blade
❖ Tag: Physical, Mental & Spiritual crumbles into dust.
❖ Range & Targets: A single individual who is In instances where the targets humanity is
fed the Kindreds blood and spends an evening questionable (Garou, Ghosts, Mages) the verdict is
under their active care. left to the Storyteller.
❖ Cost: 1 Scene + 2 Rouse Checks
❖ Conditions: The target must either comply ❖ Type: Ritual
with the instructions of the user or be ❖ Tag: Physical & Spiritual
restrained. Also note while miraculous this ❖ Range & Targets: A single bladed weapon.
ability can do little to reverse death or restore ❖ Cost: 1 Scene + 2 Rouse Checks
what the target had already lost (memories, ❖ Conditions: The Kindred must have
mind, body parts, their soul etc.) Humanity 7 or higher to manifest this ritual
❖ Risk: Moderate. This ability should never be successfully. The enchanted blade must break
used in the open and is generally carried out the targets skin and make contact with their
behind closed doors. Additionally, if the ritual blood for the power to activate. Only one
is interrupted than the test is automatically instance of such a blade can exist at a time.
considered a failure. ❖ Risk: High. While leaving no trace of itself,
❖ Test: Valeren + Intelligence (7) the weapon does cause its victim to burst into
❖ Resistance Roll: Stamina + Resolve (in cases flames. Even worse the blade can be lost to an
where the target is actively resisting the users enemy and used against the wielder.
care). ❖ Test: Valeren + Wits (7)
❖ Duration: 1 Scene (1 full night from sunrise ❖ Resistance Roll: None
to sunset or 12 hours) ❖ Duration: 1 Scene (1 full night from sunrise
to sunset or 12 hours) to enchant the blade.
\ After which the effects of the blade last for
the duration of one successful strike although
the flames it causes might keep going.

15
PART OF THE SHADOWFALL
COLLECTION
This Document is part of the Shadowfall expanded universe.

16

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