Vigor
Vigor allows Kindred to strike opponents with the force of a falling boulder, rend metal, or to lift enormous weights as though they were paper; to shatter stone like glass; and to leap distances and heights so great that Kindred elders with obscenely high and well evolved levels of Vigor may, in fact, be responsible for the legends of vampiric flight.
You are considered to have Enhancement +2 (Scale: Vampire) for all things relating to Force (Might). POWERFUL LEAP (Constant)
The power in your character’s legs propels her to impossible heights and distances. Your character can leap over vertical barriers without rolling dice. She is also immune from falling damage from any vertical distance she can jump.
Constant
Action: None
Cost: None
Duration: Contant
Dice Pool: None
POTENCE (Constant) Action: None
Cost: None
Duration: Contant
Dice Pool: None
You are considered to have Enhancement +2 (Scale: Vampire) for all things relating to Force (Might). POWERFUL LEAP (Constant)
The power in your character’s legs propels her to impossible heights and distances. Your character can leap over vertical barriers without rolling dice. She is also immune from falling damage from any vertical distance she can jump.
VTR Vigor - Jump
Vigor | Long Jump | high Jump |
---|---|---|
0 | 1m Close | 1ft Close |
1 | 10m Short | 3m Close |
2 | 30m Short | 10m Short |
3 | 100m Medium | 30m Short |
4 | 300m Long | 100m Medium |
5 | 1000m Long | 300m Long |
Active
Action: Reflexive
Cost: 1 Vitae
Duration: 1 turn
Dice Pool: None
By spending Vitae a vampire can energize her dead muscles, giving her a brief but substantial burst of strength. Gain +1 Enhancement (Scale: Vampire) per dot of Vigor on Skills using Might while active (see Vampire Scale House Rule).
This puts enormous strain on weapons, especially those not intended for heavy hitting. Improvised weapons are easily be damaged or broken.
Lift and hurl objects normally far too unwieldy to use as weapons, such as boulders, cars, and other people. Any object she can lift, can be used as an improvised melee or throwing weapon.
Action: Reflexive
Cost: 1 Vitae
Duration: 1 turn
Dice Pool: None
Vampire Scale House Rule
To capture the granular bonuses of Vampire the Requiem we will use a special Vampire Scale for Physical Intensity, Frenzy and physical Disciplines. This Vampire Scale allows bonuses from different Vampire sources to stack. The total Enhancements are determined first and the Scale second by referencing the Vampire Scale chart.
Enhancement from Scale tops out at +10e (Scale 5) for most characters. Scale beyond this is reserved for Epic entities of an otherworldly nature and possible Elder Kindred.
ENH | Scale | ENH | Scale | |
---|---|---|---|---|
+1e | 1 | +11e | 6 | |
+2e | 1 | +12e | 6 | |
+3e | 2 | +13e | 7 | |
+4e | 2 | +14e | 7 | |
+5e | 3 | +15e | 8 | |
+6e | 3 | +16e | 8 | |
+7e | 4 | +17e | 9 | |
+8e | 4 | +18e | 9 | |
+9e | 5 | +19e | 10 | |
+10e | 5 | +20e | 10 |
Vampire Scale Example
A Blood Potency 2 Vampire succumbs to Frenzy and spends one Vitae on Physical Intensity Might and 1 Vitae to Activate Vigor 2.
ENH | Item / Scale |
---|---|
+2e | Frenzy |
+1e | Physical Intensity |
+2e | Persistent Vigor |
+2e | Active Vigor |
+7e | Scale 4 |
Comments