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Valeren

20 bytes removed, 13:37, 5 April 2020
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{{Valeren
Nicknames: Obeah, Path of the healer, Path of the warrior, Path of the watcher, soul-devouring.
Learning Valeren causes a physical change in Cainites: a bump or nodule developing in the center of the forehead, eventually cracking open into a fully-developed third eye when the character learns the third dot of Valeren. Cainites with high Humanity rating manifest a human-looking or angelic-seeming eye; those with a low Humanity develop freakish or demonic third eyes. The eye is sensitive; attempting to cover it results in a penalty of one die to all rolls, though obscuring it under a hood is fine. In all cases, the eye may be retracted into the skull and perfectly hidden for the scene with a Stamina + Stealth roll (difficulty 1), but using any level of Valeren brings it forth once more.
- Type: Mental- Masquerade threat: Low-High- Blood resonance: Phlegmatic (healer), Choleric (warrior), Melancholy (watcher).
Level 1
Sense vitality
With a touch, the vampire can instantaneously read a target’s injuries. A healer learns a subject’s illnesses to cure them. The warrior, however, learn how close to death a target is so that they may hasten the process.
- Cost: free- Dice pools: Wits + Valeren- System: The user must choose between two paths before rolling the dices: sense life or sense death. Then the user must touch the target and make a Wits + Valeren roll (difficulty 2). A win allows the user to sense the nature of the target’s flesh (a corpse is a valid target): living, dead, undead, immortal, ghoulish. It also reveals how many health levels of damage the subject has suffered and the origin of the injuries and impairments. On a win, a critical tells the subject’s hunger level (if a vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing form of life) and moreover it reveals any diseases in the subject’s bloodstream. If the user had chosen to sense life, he gains one die to heal the subject and he gain one stain when his convictions are more warrior inclined. If the user had chosen to sense death, he gains one die to hurt the subject and he gain one stain when his convictions are more healer inclined.    }}
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