[VTM] (Opinion Piece) IMO, Salubri are the most problematic and tone-breaking clan.

Part of the 'cost' of being a Salubri is that both their drawback and their discipline will most likely draw unwanted attention one way or the other. I don't know if their drawback has really been touched upon, but I'd rule it that using dominate/blood bonding someone would be taking away their free will, and thus, make them inedible.

When you take a Vampire, give them healing powers and take away their power to commit the most common Vampiric sin (unwanted feeding) are you really left with a Cainite?

You're left with a Cainite that has to choose between using his powers for their redemption, or trying to survive long enough to find meaning and find your own path to salvation. You should still have some wariness and concern for using your powers. "If I run around healing a bunch of sick/injured people just for the good of it, how long before the monsters that hunt me start hurting others to draw me out?" You should have a conflict of morality on when to help others/when to help yourself so that you can do greater good down the road/attain enlightenment/whatever.

Even if you do lose humanity, you can quite easily justify regaining it to the GM by healing a bunch of sick people for no material gain.

Does it make for good story? Are you just using that as your sole justification for buying/rebuying humanity? At a certain point, shouldn't that have diminishing returns? How long can you justify doing 'evil' acts and healing random people to redeem yourself? It shouldn't be a journey tracked in numbers, with karmic balance meticulously tracked like a checkbook. Even above and beyond all that, what happens if Golconda is a lie? You can argue that nullifies the main goal of the clan, but in the end, isn't that sort of futility a core concept for Vampire?

To demonstrate my problem with Salubri Antitribu (who are totally redundant IMO, as an evil group within a good group within an evil group is kind of dumb)

They have a solid connection to the Sabbat's face-value goal, they're a perversion of a 'heroic' ideal, they provide a nice interaction with other clans (especially their parent/sister clan, whatever you want to call Salubri,) but the big pitfall is that their powers are more attractive to combat monkeys than their lore generally. If you play them to the rah-rah stereotype, it's just an assbeater with weird powers. If you play one and listen to your local noddist's ramblings, you can branch off from their and have questions/goals that expand on the character a bit. Would you seek out your 'brothers and sisters' and try to recruit them? Would you try to get rid of them, because they're a blemish on your 'warrior legacy'? Would you protect them in, in secret, putting them before the sect? What would your pack do if they found out you did any of these things?

The circle of diablerie for Salubri is just... bleh. I could see them having embracing restrictions or something, but I fail to see how it could be rationalized that Diablerie is necessary for them. If I were really hard up for addressing that I'd just assume they've been manipulated into keeping their blood pure for whatever scheme Saulot has/had in mind.

I would just step back from the splat stereotype a bit and decide whether they are usable to further the plot in your game. TBH, they're easily discarded and don't hurt the metaplot too badly in doing so unless you aim for one or two of the specific Gehenna scenarios. They tend to be special snowflakes but depending on the game, It could add some conflicts/depth. Less so if your game is heavy on paths of enlightenment or is content with wallowing in low humanity.

/r/WhiteWolfRPG Thread