Saber de lineas de sangre 344257123-V20-Lore-of-the-Bloodlines-11056187-pdf | Page 81
Character and Traits
Merits and Flaws
Scent of the Other (1pt. Merit)
Concepts
Ad-Hoc Emissary
Your sire always told you to hide, but you never could
listen. Your skills were too useful to your herd, to the herds
of other vampires. Then two strange things happened: an car
crash victim with a strange aura offered you a boon against
the Tremere, and a freaking werewolf cried in front of you
and thanked you for saving his wife, vile spawn or not. Now,
like the Watchers of old, you act as public emissary to various
supernatural factions around the city. You’re sacrosanct, and
the prince constantly asks you how much leverage you think
you can levy as she schemes to use your contacts to further
her own ends. You wonder which will come first: her deciding
to throw you to the Tremere calling for your blood, or your
new friends deciding you’re the monster they think you are.
Chosen One
You were always special in school. Not the most studious,
or the most popular, but you had spirituality about you.
You believed you had a calling to the holy orders, but no
religion truly fit your parents, so none fit you. You were a
great and grand soul, but there was no place for you in the
world. In college, you met a much older man who brought
you to your place in the world. He was one of seven, he said,
one who were a light in the darkness for the displaced of
the world. He brought you into that dark world, and then
you took his light into yourself. Now you try to shed that
light on others, before you have to spread your own on.
Military Doctor
The army’s offer to pay for school certainly helped, but
what appealed to you about military service was the same
thing that drove you to become a doctor in the first place:
being where people needed you the most, right in the thick
of things. Compassion fueled your care, as you saw healthy
and fit soldiers broken by roadside bombs or shattered by
the cruel rigors of war. Compassion saw you treat civilians
injured by those same bombs or the strikes of your army’s
drones. Compassion was what marked you, and what Damned
you when the pale woman in the white hijab came for you.
You went missing in action, stayed in the cities after your
countrymen left. The al-Amin welcomed you even as they
hid from the rest of the Ashirra, betrayed by the Camarilla
alliance. For now, you work as their envoy in Camarilla
territory, your youth and foreign association working to
the benefit of the shattered remnants of your bloodline.
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“You don’t seem like a soul-sucker…” For whatever reason,
your third eye shuts tightly when you choose to hide it, and
your blood and aura don’t give away your Clan. You might
be regarded as a Caitiff, or as a member of another Clan. In
any case, Tremere or other Salubri hunters are thrown off
your trail, unless you do something to reveal yourself again.
Sight Beyond Sight (3pt. Merit)
Your third eye occasionally experiences visions and
pierces illusions. When your eye is open (via use of
Auspex or Obeah), you occasionally pierce Obfuscate or
Chimerstry. Some past Salubri have seen through faerie
miens or glimpsed the dead lands of ghosts. You have no
control over what your eye sees, though it’ll sometimes
open involuntarily in response to the above phenomena.
Warrior’s Heart (3pt. Merit)
Steel sits in the placid heart of the Salubri bloodline, and
Adonai’s resurrection has caused your own heart to flutter
ever so slightly. Like the Healers of old, you may learn the
Valeren powers of the antitribu at a cost of current rating
x6; if you know the first two dots of Obeah and Valeren,
you gain a 2-die bonus to using the first two Discipline
dots. However, your warrior’s heart suffers from the Precept
of Samiel, the well-defined wanderlust that affects many
Salubri — for every week you spend in the same location,
you lose a point of Willpower, as your soul agitates without
action. The antitribu might have a similar Merit allowing
them to learn Obeah at a cost of always helping someone
in need, at the Storyteller’s discretion.
The Eighth (6pt. Flaw)
Your sire is one of the Seven, the diablerist Golconda-
seekers, trying to ensure the spiritual wealth of salvation
would never be lost with their Final Death. They sought
you as a successor, and proudly prepared you for your sacred
duty. You, on the other hand, smiled at their lies, listened
to their bullshit, and ran for the hills the first chance you
got. You’re constantly hunted, not only by the Tremere, but
by your sire, the other Seven, and their various hangers-on.
You must be at least Ninth Generation to take this Flaw.
Permanent Third Eye (2 or 4pt. Flaw;
Salubri and Tremere only)
While most sealed third eyes are visible as a slight scar,
yours remains permanently open on your forehead. For 2
points, the eye is merely open, and may be closed for a scene
SALUBRI