Potence

POTENCE

   Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights and strike opponents with terrifying force. Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, toss cars aside like tin cans, and punch through concrete as if it were cardboard. While the mental Disciplines are awe-inspiring, Potence's brute effectiveness is formidable in its own right.
   Clans Brujah, Giovanni, Lasombra and Nosferatu are the primary possessors of this Discipline. Still, members of other clans often make a point to search out someone who can enlighten them in the ways of Potence.

Levels 1-5
   System: For each point on Potence, the vampire adds and automatic success to all of her Strength-related rolls. Thus, she succeeds at most Strength feats without needing to make a roll at all. In melee and brawling combat, the automatic successes are applied to the damage roll results.
   NOTE: Above level 5 it can be chosen if the above mentioned ability is chosen or another listed here.
 
Level 6
Imprint
(Guide to the Camarilla)
   A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or press, or push) so hard that she can leave an imprint of her fingers in any hard surface up to and including solid steel. A use of Imprint can simply serve as a threat, or it can be used, for example, to dig handholds into sheer surfaces for purposes of climbing.
   System: Imprint requirees a BP to activate. The power remains active for the duration of the scene. The depth of the imprint should take into account how much force the vampire can bring to bear, the toughness of the material and its thickness. If the object the vampire grabs is thin enough, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of a spear or pipe).

Master of the Forge (Players' Guide to High Clans)
   Create exceptional metalwork tools and weapons.

Relentless Pursuit (Brujah Clanbook (Revised))
   With this power, the Kindred becomes capable of truly impressive physical displays. She may leap from rooftop to rooftop over entire streets, jump to a fire escape a dozen feet over her head and other feats of athletism. This is useful both for pursuit and evasion, but is quite a breach of the Masquerade, should anyone see this power in use.
   System: Vampires without this power may leap a distance of half a meter vertically of a meter horizontally per success on a strength (3) or Strength + Athletics (3) roll. With th is power, the vampire can jump a meter vertically or a meter and a half horizontally per dot of potence she possesses, needing only to succeed on a Dexterity + Athletics (4) roll to land correctly. If this roll fails, circumstances dictate the results - the vampire may overshoot a building ledge pr simply land less than gracefully.

The Fist of Caine (Dark Ages Companion)
   Making brawling attacks from a few yards away.

The Gentle Rebuke
(Brujah Clanbook (Revised))
   Facetiously named, this power allows the Kindred to physically knock another person away from herself with the slightest of touches. Although this power does no damage in and of itself, its use is quite humbling, and certainly, to be hurled away from an elder in a social setting has its emberrassing repercussions. Some Kindred who use this power do so surreptitiously, touching their victims and sending them reeling across the room. Others use this power as a not-so-subtle display of their might, giving their victim a casual slap that has overwhelming results.
   System: Spend a BP and the vampire must physically touch her target (which may require a Dexterity + Brawl roll in certain situations). The person on the receiving end of this power is immediately thrown a number of meters equal to the invoking vampire's Potence rating. The results of this vary by situation - a person hurled into a wall may well sustain damage, while another tossed haphazardly away might have to succeed on a Dexterity (6) roll to remain standting.

Level 7
Earthshock
(Guide to the Camarilla)
   According to some pundits, Potence is merely the art of hitting something very, very hard. But what do you do when your target is too far away to hit directly? The answer is, if you're sufficiently talented with the Discipline, to Employ Earthshock. On its simplest level, Earthshock is the ability to hit the ground at point A, and subsequently have the force of the blow emerge from the ground at point B, some distance away.
   System: The use of Earthshock requires the expenditure of two BPs, as well as a normal Dexterity + Brawl roll. The vampire punches (or stmps on, depending on personal style) the ground, and, if the attack is a success, the force of the blow emerges from the ground as a geyserof rock, stone and whatnot directly underneath the target. The attack can be dodged at a +2 difficulty, as it's a great deal more difficult to time a move away from an underground pulse than it is to duck a punch.
   The range of Earthshock is 3 meters for every level of Potence the vampire has, up to the limits of visibility. A failure on the attack roll means that the strike goes errant and is liable to explode anywhere within range; a botch means that the vampire pulverizes the ground beneath her and may well dig herself into a hole in the proccess.

Fist of the Titans
(Players' Guide to High Clans)
   Attack or throw someone away telekinetically.

The Forger's Hammer
(Dark Ages Companion)
   Create weapons that do aggravated damage and have a slight damage bonus.

Level 8
Flick
(Guide to the Camarilla)
   It is truism that "the great ones always make it look easy." In the case of Flick, that saying stops being a truism and becomes literal truth. With this power, a master of Potence can make the slightest gesture - and have it unleash the full, devastating impact of a dead-on strike. The attack can come without warning, limiting the target's ability to dodge or anticipate, and thus making Flick one of the most feared applications of Potence known.
   System: Flick costs a BP, and mandates a Dexterity + Brawl (6) roll. It also requires that the vampire make some sort of gesture directing the blow. What the gesture is remains up to the vampire - anything from a snap of the fingers to a blown kiss has worked in the past.
   Flick's range is equal to the limit of the Kindred's perception, and the blow struck does damage equal to a normal punch (including all bonuses).

Lend the Supernatural Vigor (Players' Guide to High Clans)
   Grant your incredible strength to another.

Touch of Pain (Dark Ages Companion)
   Put the full force of your strength against one person or object

Level 9
Might of Heroes
(Players' Guide to High Clans)
   Perform physical feats of mythic proportion.
 
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