The Salubri-El
Forgotten Lore - Issue 3
Now lost in histories that have been irreparably altered, shifted and erased, a philosopher-priest, a mystic and necromancer of a forgotten culture of a temple-city that no longer exists in any form today, Saulot, was a mortal gifted and tasked by the gods to develop and discover the ways to interact with the properties of the soul. He, or she, played an instrumental part in both binding fragments of the soul to corporeal vessels, but also discovered a variety of rituals, practices, (and some sources claim darker arts to consort with abyssal daemons and their ilk), seeking ways to extend mortal life, heal the body, mind, and soul, as well as to twist and control the shroud between the various realms that separate the living from the dead.
Known as a healer, a voice of the gods, and a mystic, among those few that now follow his (her?) path, Saulot is also said to have been exceptionally schooled in vile and inhuman practices of a fallen and forgotten faith, as well as rumoured to have been directly or indirectly ascribed some of the greatest evils, or spreading of the knowledge of evils in all of existence, not unlike Pandora opening the box that loosened all the mortal troubles into the world. Though if such things are true, Saulot would have done them willingly, and with a dualistic selfishness and monstrous conviction, an ambition that could not simply have been erased with such “ease”.
It is held that at some point, Saulot received a vision, a divine mandate from Those Above, that caused him (or her) to turn away from the very processes that had garnered his powers and wisdom, forsaking the path that would lead to binding the mortal soul outside of the processes of death, and in doing so caused Saulot to both be cast out of the empire he served and ostracized by his once friends and allies. The Salubri-El, his (or her) followers, believe that Saulot either left an ancient empire, or was forced from it, and like many prophets and holy men, spent an unknown amount of time lost and traveling the desert searching for an answer. At some point, he returned, having been Embraced and abandoned by his maker, but as a very changed being, both physically and spiritually. Whether he had completely forsaken all prior knowledge or utilized it to develop a new one, he claimed a power that healed the body, protected the soul, and returned the lost to the mind, defeating even fog of Kindred Torpor. Followers of Saulot say he was destroyed sometime around dark ages, along with a great many of his (or her) more enlightened members. The most widely held belief is that the fledgling Lancae Sanctum, (perhaps even studying under Saulot for a time), destroyed Saulot in their rise to power. The Salubri-El hold that the Lancae Sanctum attacked their founder without provocation, after the Salubri-El had believed them to be allies. The fact that the Salubri-El have never been numerous, typically reside near Egypt (although some also dwell in Tibet and South America), and are usually pacifists means that few Kindred have ever heard of them. Dark rumours do abound, (refuted by the Salubri-El) suggesting Saulot and his followers are soul-stealing, demon-worshiping diablerists on par with Baliel’s Brood and the “VII”. Similar speculation exists that Saulot founded Belial’s Brood, but obviously, such things cannot be true. . .
In the modern nights, the Salubri-El have become even more rare. Some claims place their final number at seven Kindred only, but this has never been confirmed. Followers of the ways of Saulot pass their rituals amongst themselves through riddles, hidden messages, and religious lore. Individual disciples of Salubri-El Blood Magic tend to incorporate their own spiritual understandings and faiths into it, and in the modern nights, Christian rituals and New Age practices are commonly used as well as a much more recently street shamanism.
The Salubri-El tend to incorporate many Egyptian and Gnostic iconography into their teachings and beliefs, most notably the pyramid, which they use both as a generic identifier as well a description for their mastery of self and advancement along their path. More recently, as the pseudo-Covenant has begun to spread out across the world, this has become less true, with individuals having temples and iconography of more local and modern religions, (if any at all), and have begun more commonly to allow in a wider variety of individuals across all cultural lines. Why this is, no one is sure. They generally have a “temple” within their haven, and at least a moderate library commonly covering subjects subjects such as religion and ethics. Most Salubri-El also have at least a basic understanding of alphabets, know (at least in written form) a secondary other language, and develop a small following among mortals. The Salubri-El believe that a strong distaste for the Lancae Sanctum, and their origins involve the belief that the creation of the Arisen (they believe) is a vile and corrupt form of what the Heaven’s Above had intended, twisted for some foul purpose in ancient times. They see hints of their own abilities, as well as a new level of damnation in the Created, but are generally undecided on that account. They believe, that like the Kindred in many ways, both the Arisen and the Created are abominations, but at the same time do not (normally) hold to any doctrine or zeal that the individuals need to be destroyed for what they are.
The Third Eye
As the Salubri-El advance in their mastery of Obeah, they develop a mystic “Third Eye” upon their forehead. Each Salubri-El’s Third Eye is a permanent manifestation of their divine power and also an extension of their soul. The emergence of the third eye is usually painful, and causes psychological and emotional distress. When completed, it appears as a small gem-like bead at the centre of the forehead. The Salubri-El claim it heightens spiritual perception and allows them to use the higher levels of their signature Discipline. In fact, without the third Eye, all powers above level 2 automatically fail. Once it is developed, each time that a Power of Obeah is used, the Third Eye softly glows with a shifting pattern of light. It can be damaged, and healed like normal. When the Third Eye develops for a Salubri-El, it also always acts as a Vessel, and can never be tainted (rumours about losing significant Humanity/Morality imply it may change to something, . . . else. . . ), for all purposes except to store the essence of Vitae (and similar energy). If a Salubri-El is destroyed, the Third Eye turns to ash as well, (instantly) and has the same effect as a Vessel being destroyed.
Obeah
Membership in the Salubri-El allows a Kindred to learn Obeah, and also reduces the cost of purchasing Herd and Haven related to the individual Salubri-El’s religion and temple. A Kindred must possess Covenant Status: Salubri-El in order to learn Obeah, and furthermore must have a level of Covenant Status Salubri-El at least equal to the level of Obeah they wish to learn in order to purchase that level. Additionally, a Salubri-El character must maintain a Humanity (or relevant Morality Trait equal to 5+ the level they wish to use).
Should a character’s Humanity drop to the point that they lose access to a level of Obeah, they may still attempt to use the power, but doing so is always a chance roll, and a botch indicates that either their own or the targets soul (Storytellers choice) is shunted from their body, and possibly lost to another realm similar to Astral Projection. Obviously, misuse of Obeah can require a Degeneration roll, even if accidental. The later levels of Obeah and some rituals directly impact the targets soul, spirit, or even spirits in general. Attempts to destroy or steal a soul, or to bind a spirit unwillingly (except for in self-defense or defense of an innocent) automatically reduce the character Humanity by one.
● SENSE VITALITY
By simply looking at a target for one full turn, or laying hands upon them and concentrating, the Salubri-El can instantly gain insight into the targets injuries, as well as any other types of ailments they may be inflicted with, (such as being poisoned, on drugs, diseased, or similar things. The number of successes allows the Salubri-El to gain instant insight into more detailed aspects of the subject.
Cost: 1 Vitae
Dice Pool: Wits + Composure
Action: (touch) Instant or (inspection) Instant, but also requires 1 full round of uninterrupted observation.
Results:
Dramatic Failure – The Salubri-El gains false information (randomly).
Failure - The Salubri-El fails to gain any information on the subject, but realizes she has failed, and cannot try again on the same subject until the next night.
Success – One identifies the subject as a Vampire, a Mortal, a Ghoul, a Immortal Being, a Supernatural creature (of some type), or an artificial Being (such as a Promethean).
Two successes allows the Salubri-El to understand how close to death (or Torpor or a similar state) the target is. Three will identify how much blood (or Vitae) a target has, and in the case of Ghouls both. Four will identify any toxins, drugs, or diseases the target has currently.
Exceptional Success – The Salubri-El gains incredible insight into the targets well being, able to identify any sorts of supernatural disorders, curses, or afflictions the subject may be suffering, Derangements (even those they may have already overcome), and also identifies anything unnatural in the subjects body (including pacemakers, prosthetics, or cybernetics). The Salubri-El also identifies any weak points the subject may have, such as prior broken bones or severe injuries.
●● ANASTHETIC TOUCH
A follower of Saulot may with but a touch ease even the most intense pain, or trick the victims mind into feeling phantom torments. Typically, outside of “battle”, causing others pain (even if it is not real damage) may require a Degeneration check.
Cost: 1 Blood Point *
Dice Pool: Willpower (or to inflict pain Willpower vs Willpower)
Action: Instant (or to inflict pain Instant and Contested, 1 roll.)
Results:
Dramatic Failure – The Salubri-El themselves take on the pain they intended to either ease or inflict on the subject, including all penalties.
Failure – Nothing happens, though targets the Salubri-El was trying to cause feel pain receive a (+2) bonus from any further attempts by the Salubri-El to use Obeah on them for the next 24 hours.
Success – The Salubri-El eases the target’s pain completely for 1 minute per success. During this time, the target does not suffer any wound penalties, in not affected by any Derangments, and unaffected by any abilities or affliction caused by pain. If the Salubri-El is attempting to cause the target to feel pain, they must physically touch the target (skin-to-skin). The target feels the utmost pain they could possibly imagine. This power does not actually cause any damage or injury, but rather makes the target feel although it has. For 1 turn per Success, the target takes a (-3) Penalty on all checks (just like if they had taken their last health box in Damage see page 171 of the nWoD core rulebook).
Exceptional Success – The target slips into a peaceful sleep, increasing their natural healing process slightly (allowing them to heal a total of 2 Bashing Damage rather than 1), over their normal sleep cycle (6-10 hours typically). The subject suffers from no nightmares or Derangements while in this sleep and wakes completely replenished and rested. If used to cause pain, the target instead drops into a coma- like state for 6-10 hours. The target also takes 2 levels of Bashing damage as they initially convulse, but in both cases (easing or causing pain) any other damage to the target or similar attempts to wake them do end the sleep or coma-like state earlier.
●●● INVESTMENT
Perhaps originating in the dark arts that led to the mortal practices of removing and storing mortal organs into Canopic jars in mundane mummification practices, the Power allows the Salubri-El to create an item that can store memories, hold a measure of power (like Vitae), or serve as a form of storage/prison for other uses of later Obeah powers. When an individual learns this level of Mastery of Obeah, the mysterious Third Eye develops upon their forehead. See above for more details. A Vessel can be destroyed with whatever easy the item normally could be, (and typically sturdy items are chosen when available). Anything contained within the Vessel is supernaturally masked from detection (see the Protean Discipline Power of Haven of Soil, see pages 138 and 139 of Vampire the Requiem), both physically and spiritually. A Spirit contained within a Vessel is simply released, tough does not regain it’s full power immediately. A soul may make a current Morality Roll to return to it’s body if it is within a few meters (and available to receive the soul. If not, the soul may make a Chance Roll to jump into (permanently) any other available Vessel, corpse, or body. Otherwise, it is tossed out violently into a random realm or trapped as a sort of Ghost (similar to the Auspex Discipline power of Twilight Projection, see page 123 of Vampire the Requiem, except the soul IS spiritual essence and can be interacted with), and very likely lost to oblivion. If the Vessel is holding either memories or the essence of energy, these things are permanently lost, and not retrievable.
Cost: 1 or more Blood Points* and 1 temporary or permanent Willpower Point, the “item” to be invested
Dice Pool: No roll is needed
Action: Extended, normally investing a mystic property into an item to create a Vessel the Salubri-El requires 1 full night (typically spent in prayer or meditation, focusing the individuals energy into the item), but by expending a permanent Willpower Point rather than a temporary one, the Salubri-El may attempt to rush the process, creating a Vessel within minutes. Doing so is an Extended Humanity (or Morality roll), but only 10’s count as successes. Each attempt in the extended roll requires 1 minute of focused concentration (no other actions are allowed), and the Salubri-El must accumulate 5 successes.
Results:
Failure – If for some reason the Salubri-El fails to invest their spiritual energies into creating a Vessel, the item is instantly consumed in a strange mystical green flame, incinerated within moments, and gone forever. If the item is another Kindred, (or similar sentient but not alive being such as a Promethean), they instead take 5 points of Aggravated damage that cannot be reduced by any means.
Success - The Salubri-El creates a semi- magical relic, able to safely house a soul, a spirit, or even true memories. Each Vessel, when first used, becomes attuned to only a single individual, who must understand what the item is. Thereafter, the item can be used to store the individuals true memories, house their soul (for higher level uses of Obeah, and even some other forms of Magic or Disciplines), or to trap within it a soul or spirit. A Salubri-El may also use a Vessel to hold a spiritual form of Vitae (and other forms of essence at the Storyteller’s discretion such as a Sin-Eater’s Plasm or a Mage’s Mana). Used in this way, a Vessel can only contain up to 3 points of the essence, which must all be drawn out at once as a Full Action, which causes the item to cease to be a Vessel, but does not destroy it. A vessel may contain both the essence of Vitae (or other) and Memories, but otherwise may only be used for one purpose at a time. A kindred (or similar) body may not be used to hold extra essence of Vitae in this way, though a corpse can.
Special - If the Salubri-El stops, discontinues the investing of Blood or Willpower, or is distracted at any point before the Vessel is completed, the item is ruined, instantly catching mystical green fire and being incinerated within seconds, or occasionally becomes a tainted Vessel (Storyteller’s discretion), a cursed item that functions very differently than intended and can have a variety of issues (which the Storyteller should have all kinds of fun with). It is said that these tainted Vessels can be used to summon demons and other spirits, empower them, and at least on fallen Salubri-El has used this power in the past to capture and torment the souls of victims as a sort of trophy collection.
●●●● HEALER’S TOUCH
One of the more iconic abilities amongst the Salubri-El, this level of mastery of Obeah Blood Magic actually allows the Salubri-El to, with but a touch, actually mystically heal a targets wounds (including their own). Note that a character may spend more Blood Points to activate this power than their Blood Potency would normally allow.
Cost: 1 or more Blood Points* and possibly 1 or more Willpower Points
Dice Pool: Intelligence + Medicine
Action: 1 Full Turn, (plus an addition Full Turn for every Aggravated Health Level healed beyond the first)
Results:
Dramatic Failure – The Salubri-El suffers a Lethal point of Damage and does not manage to heal the target (or themselves) at all. All Blood Points and Willpower Points are wasted.
Failure – The target does not heal, but for 1 turn is alleviate of all pain as if from ANASTHETIC TOUCH. If the target is at risk of dying, they are treated as if they still had 1 Health Box remaining, though any further damage or extensive action (such as being dropped) will cause them to be at risk of death once more.
Success – The target instantly heals 1 or more points of Damage. The target heals 1 Point of Bashing or lethal Damage per Success rolled. The Salubri-El can also spend a Willpower Point on a one-for-one basis to heal the target even more). Aggravated Damage requires both 2 Blood Points and a Willpower Point per Health Point healed, but is still limited to the number of successes rolled. A target, including the Salubri-El themselves, can only be affected by a single use of this power once per 24 hours.
Exceptional Success – An exceptional success allows the Salubri-El to heal the target of all Bashing and Lethal Damage completely for a single Blood Point, and reduces the cost of Healing Aggravated Damage to 1 Blood Point and 1 Willpower Point per level to be healed.
●●●●● BINDING THE EVERSOUL
Likely the cause of many of the darkest rumors about the Salubri-El, the final powers of Obeah allow the Salubri-El to actually remove a soul (or portions of the soul) from the body, cycle of Life and Death/Rebirth, and to even bind and dispel Demons (at least temporarily). As mentioned above, misuse of this power, even accidentally will devastate the user’s own soul and mind, and Storytellers should immediately roll for Degeneration for the Salubri-El. Most Salubri-El are extremely cautious and hesitant to invoke this power on mortals and Kindred, and only utilize it as a form of exorcism of vile spirits and when there is truly no other way to save an innocent soul.
If used to remove a mortal (or sentient living or unliving soul from a body), the
body enters a state of suspended animation. It may be destroyed normally, and doing so does not endanger the soul in anyway, but while the body is in a Torpor-like state, it does not require any sustenance.
Cost: 1 Blood Point* and 1 permanent Willpower Point
Dice Pool: Humanity vs Morality Trait
Special: Having a functioning Vessel adds a +1 Bonus to the Salubri-El’s attempt to store another’s soul within that Vessel. If the Salubri-El is the Vessel themself, they instead get a +3 Bonus to their roll.
Action: Contested, but Instant Action (follows the rules of an Extended Contested Action, but all rolls occur immediately), both sides can roll a total of 3 times, each attempting to reach either 10 successes or to have a higher total successes by the end of the third attempt.
Results:
Dramatic Failure - If attempting to banish or trap a Demon or Spirit, the Spirit develops an affinity for either the Salubri-El or the Vessel (and taints the Vessel as well, creating a very powerful Anchor). If the Salubri-El is attempting to store a mortal or Kindred soul, not only does the process fail, but something within the Salubri-El shatters, causing a temporary Derangement for 1 week per Point of Morality (before the power was used), and may require a Degeneration Check as there are a multitude of unknown maladies that might inflict the target soul on such a botched attempted to manipulate it. The target also cannot be affected by the Salubri-El’s Obeah powers for 1 full year and a day thereafter.
Failure - The attempt fails, though the Blood and Willpower Point is still expended in the attempt.
Success - A Demon or Spirit is trapped within the Vessel, essentially powerless (though still aware and occasionally able to “influence” those that come into close contact with the Vessel). It cannot travel to any other Anchors, nor utilize them at all. It cannot communicate directly with anything, and essentially starves, unable to recharge it’s energies through normal means. It will not however, perish, simply remain trapped indefinitely. If the Salubri-El was attempting to store a soul, usually for the purpose of healing it, the soul enters a state of utter peace and serenity. Each day, (not night) it stays within the Vessel, it is “healed” of one curse, affliction, or impurity. The body heals 1 full Health Box of Damage (type does not matter, greatest to least), a Derangement drops a step in severity until it is gone permanently, and any type of curse (Storyteller’s discretion, a Vampire is still a Vampire afterwards for example, but this would remove a “curse” placed on them by Theban Sorcery or a Mage’s magic, for example) is removed permanently. Only one function can be “healed” at a time, chosen by the soul. Lost Morality may also be regained (even if reduced to 0), but doing so requires an expenditure of a permanent Willpower Point for the Salubri-El initially, and 1 permanent Willpower Point from the soul after the first. Such cannot be done unwillingly (except for the initial Morality point if it was at 0), and cannot increase a Morality trait to more than 6.
Exceptional Success - As above, but each Day, the soul “heals” one of each of the possible afflictions simultaneously. It attempting to trap a Demon, Ghost, or other Spirit, the Demon or Spirit is utterly destroyed, while a Ghost is believed to be forced into whatever eternal rewards or punishments awaited it.