Professional Documents
Culture Documents
For all the VAMPIRE fans out there and for the love of the game.
DESIGNS
WRITTEN BY - The many creative creatures over the years, most of this book is a
collaboration of the Salubri Clanbook and other Vampire the Masquerade Source-books
(With a little creativity on my part).
ART
COVER ART DESIGN BY - Jasin Holliday | Vampire the Masquerade Logo
by Chris Elliott,Tomas Arfert.
Unicorns,
Soul-Suckers,
Cyclops,
Soul-Thieves
SALUBI
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SALUBRI
BLOODLINES
2
SALUBRI
BLOODLINES
Our Origin The Salubri are the childer of Saulot, most beloved
of Caine and the healer of the Kindred, so it is said.
Saulot was a mystic uncomfortable with his
The Salubri were once a true Clan. Their Clan awakened Beast and constantly questing to squelch
founder, Saulot, was said to be a superlative warrior as it. In the interests of furthering this quest, and to
well as a fair-minded judge. It was also said that he tame the pains of the living and dead, Saulot
grew progressively more disgusted with Kindred affairs Embraced the wise and the gentle to tend the pains
over time, and weary of the constant, bloody cycles of of Caine and Seth's get. These childer, the Salubri,
violence and betrayal. He left his home for lands far to were revered as healers and peacemakers, unusually
the east. When he returned, he was changed. He was selfless for creatures more often defined by their
tranquil and contemplative, but also somewhat greed.
fatalistic. Most surprisingly, though, he had developed
a third eye in his forehead. Saulot Embraced new Sometime in the era of the legendary Second City,
childer, and his Clan slowly split into two distinct lines Saulot despaired of conquering his beast and fled to
— the “warrior” and “healer” Salubri. For centuries, the unknown East to study under Hindu gurus and
they acted as advisors, bodyguards, and sages to other the Great Arhat Xue (under the moniker Zao-lat,
Kindred and, to a lesser extent, mortals. leaving a rather unflattering mark in the collective
And then came the diablerie of Saulot. The Mages of memory of Xue's conspecifics). When he returned,
the newly created Tremere line found Saulot’s torpid he bore a third eye and new insight into the
body, and drained his blood and soul. They usurped the vampiric condition; his beast was quieted and he
power of the one of the Clans of Caine, and sent the described his new condition as being in Golconda,
Salubri into a downward spiral from which they never named for the town where he finally achieved inner
recovered. peace. The clan, revitalized by their ancestor's
Tonight, rumor has it that only seven members of the return, embraced the new discipline of Valeren (The
once respected line exist at any given time. This rumor Healer Path) and enhanced their abilities. It was at
is not true rumors die hard, however. this time, with the adoption of Valeren, that the
third eye became the mark of all Salubri, originally
Modern Kindred know of the Salubri as diablerists a sign of enlightenment, it eventually became a
who consume their own sires (and do it openly — target.
patricide is hardly unknown among the other Clans,
but they don’t admit to it) and remove the souls of Saulot's return was a joyous occasion, but what
other Kindred. The Soulsuckers are, supposedly, a Clan followed behind him was not – a hitherto unknown
of defilers and liars from centuries past, possibly line of vampiric demon worshipers, the Baali,
involved with demon worship, and demonstrably part attacked the Second City. Saulot, normally
of the Sabbat. relatively sedate, viewed the Baali as an
abomination and encouraged active retaliation. To
that end, one of his childer, named Samiel,
discarded the path of healing and took up the
I say this and mean it truly - sword. Samiel was the founder of a new caste of
no burden I have ever carried is Salubri, an order of warriors wielding the new path
of Valeren (The Warrior Path), dedicated to
heavier than what this new eye overthrowing Baali and other forces of darkness.
has seen.
3
BLOODLINES
SALUBRI
Salubri in Kindred
Society
The Salubri do not have much of an organization
in the Final Nights. There are not enough of them
for them to have one. When Salubri do meet, it
tends to be on the instruction of their sires – the
dying wish of a given Cyclops to her childe might
be to seek out another member of the bloodline and
deliver a message or pay respects.
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SALUBRI
BLOODLINES
5
SALUBRI
BLOODLINES
Salubri Embrace
This brought them into conflict with various
Clans and their unsavory members and when
Salubri generally Embrace noble souls; the Tremere began their pogrom, the Warriors
healers, teachers, empaths, and other good had nowhere to turn to and were unsure how to
people that they feel can find Golconda. proceed. Many Warriors died in battles against
Beyond that, there is not much forces they deemed evil.
commonality. However, on occasion a
Salubri might embrace an evil person in The majority of Salubri Warrior's joined the
hope of seeing them redeemed (or at least Sabbat but in resent nights have been found
setting them on a path to redemption). among the Anarchs. These Warrior's are not
Each childe of a Salubri are seen as the the quiet, contemplative Kindred that seek
culmination of their unlife, so they tended Golconda in persecuted exile like their gentler
to observe their targets carefully and counterparts. No, these Kindred call themselves
generally only Embraced when the person "Furies", and they seek the blood of the
was willing to endure unlife. Camarilla vampires – the Tremere especially –
with a venomous passion. They are the modern
incarnation of the ancient Warrior Caste, The
Salubri antitribu are devoted to the cause of
killing Camarilla vampires, but not necessarily
to other Sabbat or Anarchs agendas.
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SALUBRI
BLOODLINES
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SALUBRI
BLOODLINES
Valeren Level 1
SENSE VITALITY/DEATH
Valeren relies upon a third eye which is formed when
With a glance, the Salubri can instantaneously read
a vampire gains a second level in either Discipline.
a target’s physical or spiritual vital markers. She
The third eye is said to bestow "sight beyond sight"
may learn how much damage a target has incurred
and enable the Salubri to see the threads of life and
or what manner of being he is.
death around them. Use of any power but the first
• Cost: Free
causes the third eye to open and glow brightly,
• Dice Pool: Perception + Empathy or Medicine
making surreptitious use very difficult.
• System: The third eye squints, revealing the
small details of life to the Salubri’s second
Valeren was originally split between two distinct
sight. The player makes a Perception +
paths of powers: the Path of the Healer, and the Path
Empathy or Medicine roll, with successes
of the Warrior, an offshoot Discipline developed by
cumulative if the Salubri continues
Samiel to fight the Baali and other infernalists. In the
examination. Two successes reveal how many
Modern Nights, the Path of the Healer has come to be
health levels of damage the subject has
known as Obeah, and Valeren refers only to the Path
suffered. Three successes tell how much blood
of the Warrior.
a living target has left in her system. Four
successes reveal the subject’s Humanity
It has long remained a closely guarded secret of the
Rating. Alternately, successes allow the player
once-proud clan, and is all but forgotten in the
to ask the Storyteller one question about the
Modern Nights by vampiric society.
subject’s general health. “Was he drugged?” or
“Was this done with Vicissitude?” are valid,
Nickname: Obeah, Sight beyond Sight
but “Who did this to him?” or “Was it
Rustovitch?” are not.
• Duration: As long as the Salubri concentrates
Characteristics
SENSE CYCLE
The third eye is said to bestow "sight beyond sight" Rather than diagnosing the sick and dying, the
and enable the Salubri to see the threads of life and nascent third eye sees the cycle of life entire. They
death around them. Once their abilities to restore see the ebb and flow of lives in the streets, not the
lost vitality and cleanse individuals of taints of both vitality locked within veins and organs. The Salubri
the body and the soul earned the Salubri awe and experiences waking visions that alter her perception
respect, but after years of Tremere propaganda the of the world around her, leaving her prone to seeing
use of Valeren became more associated with soul- dire omens and auspicious portents in the smallest
stealing and infernalism. event. When she focuses, these visions resolve into
incredible personal insight.
• Type: Mental • Cost: One Rouse Check
• Masquerade threat: Medium to High, when • Dice Pool: Perception + Investigation
using Valeren the third eye glows. or Empathy
• Blood Resonance: Phlegmatic. • System: The Salubri instinctually realizes
missionaries, visionaries, mediums, prophets. when she’s in the presence of a character or
event that is significant to her future (and the
narrative, as determined by the Storyteller).
Sense Cycle automatically informs the Salubri
of potentially hostile encounters in the
immediate future, ensuring she’ll only be
encountered unawares in locales unfamiliar to
her. If she spends one Willpower point and
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SALUBRI
BLOODLINES
• rolls Perception + Investigation or Empathy • Cost: One Rouse Check per turn
she may glean omens and visions of the • Dice Pool: Willpower
person in question. Each success allows the • System: The Salubri rolls a Rouse Check and
player to ask the Storyteller a question spends a Willpower point, then touches a foe
regarding the target, such as his public hostile to him. For three turns, the target’s
identity and role in society, if he is hostile or difficulty to strike the Salubri increases by
could become so (and for another success, two (maximum 9). If the target is a vampire,
under what circumstances), or one she sees the difficulty of Rötschreck or frenzy
psychological weakness he possesses. rolls decrease by 2, making it easy for her to
restrain herself. The Salubri may not use this
• Duration: One Turn power on himself. Knowing Gift of Sleep or
Morphean Blow increases the duration for
two turns (to a maximum of 7).
• Duration: One Turn
Level 2 MORPHEAN BLOW
GIFT OF SLEEP Healers use sleep to accelerate the healing process.
The Unicorn can ease a target’s pain or place him Warriors use sleep to incapacitate enraged foes.
into a deep, soothing sleep. The Healers have Stories abound of Salubri Warriors quelling lupines
staunch ethical concerns about forcing uncon- with a single slap, leaving the beasts vulnerable to
sciousness on the unwilling, but these are concerns, the killing blow.
not limits. • Cost: One Rouse Check
• Cost: One Rouse Check • Dice Pool: Willpower
• Dice Pool: Willpower vs Willpower • System: This power works identically to the
• System: If used on the willing, the power Gift of Sleep; despite the name, Warriors may
requires a touch and a Willpower roll to dull their wound penalties with this
block the subject’s pain. This allows the Discipline. Knowing both Gift of Sleep and
subject to ignore all wound penalties for one Morphean Blow grants an additional two dice
turn per success, and the Salubri may use this in the resisted Willpower roll to pacify the
power on himself. To put a living being to target. This Discipline may be used in combat
sleep (willing or unwilling) the vampire must as part of a Brawl attack.
make a contested Willpower roll against the • Duration: One Turn
subject. This target sleeps for eight hours (or
whatever is normal for the individual) and
regains one temporary Willpower point upon Level 3
awakening. Being put to sleep in the midst of
combat is entirely possible; while dropping to HEALER'S TOUCH
the ground does not awaken the subject, being The signature power of the Healers stems from the
struck with a weapon will snap the victim ability to apply the vampiric regenerative process
back to full wakefulness. Vampires and other to others. The third eye opens wide, shedding slick
undead creatures, or those who are sleepless sanguine light. The target feels sweet, invigorating
for whatever reason, are not affected by this energies rushing into their wounds.
power.
• Duration: The effect lasts eight hours • Cost: One or More Rouse Checks
• Dice Pool: Rouse Check
• System: This power works on any living or
PEACEFULL TOUCH undead creature, but the character must be
Healing wounds after they occur is miraculous, but able to touch the target, even if they merely
greater miracles lie in calming the bloodlust that “lay on hands.”
comes with violence.
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SALUBRI
BLOODLINES
The target’s wounds may be healed by Rouse • Cost: One Rouse Check per turn
Checks, as if the vampire were healing herself. • Dice Pool: Willpower vs Willpower
Aggravated wounds may be also healed in this • System: The Salubri spends two Willpower
manner, requiring three Rouse Checks for each points. Erecting the force barrier is a
aggravated health level. The Healer’s Touch may standard action, but maintaining it per turn
also cleanse any blood borne infectious diseases, or dropping it is reflexive. The invisible
requiring two Rouse Checks per infection; they barrier extends in a 10-foot/3-meter radius
must first be identified, and this power does not from the character. Those within it at its
prevent a recurrence, but it will alleviate the creation may leave and return, and the
worst of the malady. barrier moves with the Salubri. Those who
• Duration: One Turn wish to cross the barrier from the outside
must contest the character in an extended,
BURNING TOUCH contested Willpower roll The opponent may
cross the barrier as soon as he accumulates
The character’s grasp inflicts searing pain akin to
three net successes against the Salubri; if the
being burnt with a red-hot iron. This power inflicts
Salubri accumulates three net successes, the
no damage, but painfully disrupts the vital energies
opponent is permanently barred from the
of the target. The Warrior can use prolonged or
threshold. Rocks, thrown weapons, or
repeated exposure to this power in order torture a
crossbow bolts may penetrate the barrier
victim.
without penalty, but everyone within the
• Cost: One or More Rouse Checks barrier is considered to have two additional
• Dice Pool: Rouse Check dice of soak against such attacks.
• System: The vampire must grasp the target (a • Duration: One Turn or permanent
Dexterity + Brawl roll). The character rolls at
least one Rouse Check to activate this power;
each Rouse Check reduces the victim’s dice
pools by two for so long as the Cyclops grasps
the victim and for the next turn thereafter.
Each activation of the power causes one level
of superficial (not halved) damage to the target
from sheer physical strain. The pain triggers
Rötschreck in vampires (as “being burned”),
and Warriors have occasionally used it as a
blunt demonstration of the victim’s spiritual
weakness.
• Duration: One Turn
Level 4
SHEPHARD'S WATCH
The third eye opens and flares a bright white,
illuminating a barely-visible ward around the
Unicorn and his charge.
No foe may breach this sacred shield.
The Salubri himself must stand among
those he defends as he generates
this barrier; he cannot guard them
from afar.
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SALUBRI
BLOODLINES
11
SALUBRI
BLOODLINES
ARMY OF CAINE'S FURY cannot try again until the following night,
The third eye opens, blazing redder than the while a botch means the Unicorn acquires
setting sun. This radiance spreads along the a temporary Derangement. Success takes
Salubri’s desiccated veins in a flash until their entire the target’s soul. Souls drawn out in this
body is enveloped in a web of radiant light that manner become part of the Salubri’s soul
defies wounding. The Cyclopes consider this (and while the healing process takes place, and
their talent at Fortitude) to be the chief reasons she may return it to its proper body at any
they are so feared in war. time. Bereft of a soul, the target’s body is
vacant, but alive; it obeys the Salubri’s
• Cost: One Rouse Check
commands. The body may be forced into
• Dice Pool: Stamina + Melee
combat, but loses two dice to its dice pools
• System: The player rolls one Rouse Check and
due to lack of coordination (Healers
rolls Stamina + Melee. For each success, the
consider this gravely unethical, even if they
vampire gains one point of armor, to a
absorbed the subject’s soul as a defensive
maximum of five points. This stacks with any
measure). The subject’s body and soul were
worn armor. Additionally, for every two
never meant to be separated; holding a soul
successes rolled, she gains an additional die to
for longer than strictly necessary —
resist Rötschreck.
usually, a night — is considered a sin
• Duration: One scene
against most Salubri. The soul may
eventually attempt to escape; this is
resisted by a Willpower roll (difficulty of
the trapped soul’s Wits + Empathy),
attempted once per week. She may only
Level 5 hold one soul at a time.
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SALUBRI
BLOODLINES
• Cost: One Rouse Check or one who truly wishes death without coercion.
• Dice Pool: Intelligence + Occult Generally, the mortally wounded or the elderly are
• System: The Salubri must be facing a victim targets of this power, but those of a deeply
within speaking distance. He rolls Intelligence melancholic temperament or torture victims are
+ Occult (+/-2 to difficulty with a kiss, equally viable. Tremere whisper rumors of un-
difficulty +2 for shouting across a ballroom). forgiving Warriors afflicting captives with the
Success on the roll allows the Salubri to sup Burning Touch, then taking their souls when they
one “blood” point per turn (maximum beg for death.
duration of his successes) from his victim’s
• Cost: One Rouse Checks + Willpower
breath. The victim rarely knows what’s
Dice Pool: Perception + Empathy
happening to them, experiencing the loss as a
System: The Salubri spends a Willpower
moment of discomfiting weakness. She loses
point and lays a hand over a valid target’s
one health level per point of “blood”, as if he’d
heart, peacefully and painlessly killing them.
fed from her. The Salubri may divide his
If the vampire kills with a melee attack, they
successes amongst multiple targets in range to
may make a reflexive Dexterity + Brawl roll
draw in more breath per turn, rapidly
to touch the target and activate this power.
draining a crowd of breath and continuing on.
This is a mercy killing, for all the difference
Breath does not sate like blood; he may only
that makes to a vampire with high Humanity.
use this power for a number of nights equal to
The player then rolls the character’s
his Humanity rating before needing to
Perception + Empathy; upon a success, the
physically drink blood. Supernatural creatures
target’s soul is absorbed. For each success on
targeted by this Discipline lose both “blood”
the absorption roll, the Salubri may do one
and part of their power. Each success on the
of two things:
roll to activate Soul’s Breath carries both a
Rouse Check “blood” (and concurrent level of
• Recall facts of the target’s memory,
damage) and robs the supernatural being of
requiring a separate Intelligence + Empathy
one point of her power pool (Cainites have
roll for each fact of significance. With the
their vitae rendered inert, Lupines lose Gnosis,
soul’s vitality residing inside the Salubri, he
etc.), translated to the Salubri as a point of
knows much of what the dead man did —
Willpower. At Storyteller’s dis-cretion, this
interesting secrets, rare treasures, or vital
theft provides an excellent justification for the
documents. The Salubri may choose to let
purchase of out-of-clan Disciplines or
pertinent orpressing information come to
Supernatural Merits.
him (Storyteller’s choice) but this raises the
• Duration: One or more turns
difficulty of the roll to 7.
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