Potence
These powers are available only to those with access to the Potence Discipline.
If the character possesses 1-2 dots in Potence than he adds 1 Bonus Point to any non-supernatural rolls involving Strength.
If the character possesses 3-4 dots in Potence than he adds 2 Bonus Points to any non-supernatural rolls involving Strength.
If the character possesses 5 dots in Potence than he adds 3 Bonus Points to any non-supernatural rolls involving Strength.
These powers are available only to those with access to the Potence Discipline.
For each dot the Character possess in Potence he adds 1 Bonus Point to any non-supernatural rolls involving Strength.
Note even though a Vampire might not be able to outright destroy such items, due to lacking enough dots, this does not mean he cannot warp or damage them, this is of course at the discretion of the Storyteller.
If the character possesses 3-4 dots in Potence than he adds 2 Bonus Points to any non-supernatural rolls involving Strength.
If the character possesses 5 dots in Potence than he adds 3 Bonus Points to any non-supernatural rolls involving Strength.
Level 1
Lethal Body
The discipline of Potence enhances the Vampire’s natural strength causing his blows to tear skin and shatter bone. All of the Vampire’s unarmed physical attacks using Brawl now cause Aggravated Damage to mortals at the Vampire’s discretion.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Only has an affect on Mortals.
- Risk: Your blows are at the very least seen as those of a highly trained fighter.
- Test: None
- Resistance Roll: None
- Duration: Permanent
Soaring Leap
The Vampire rushes blood to his legs and empowers his muscles with the power of Potence. As the Vampire releases the pressure built up and jumps his body soars through the air to incredible distances. Skilled users of this ability are often mistaken of having the power of flight. The Vampire can jump up to a distance of 10 meters per dot in Potence. The Jump can be made vertically or horizontally.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Action
- Conditions: None
- Risk: The use of this power is very apparently supernatural, especially if the Vampire is using it to jump vertically.
- Test: Potence + Dexterity (1 – can be higher if there is difficult terrain)
- Resistance Roll: None
- Duration: 1 Action
Uncanny Grip
Using the discipline of Potence, the Vampire focuses strength to his hands. The Vampire can grip onto nearly any surface, climb and hang unsupported from walls or ceilings with ease.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Only functions on climbing.
- Risk: As long as the Vampire is mindful this power can easily appear as simply the Vampire being a skilled climber, however using this ability to its fullest actually means the Vampire is making handholds into the mountain side with his bare hands, warping metal or hanging unassisted from a celling with but a few fingers.
- Test: Potence + Strength (1 if climbing a particularly difficult surface – Storyteller determines the difficulty)
- Resistance Roll: None
- Duration: Permanent
Strength
The Kindreds body is further strengthened through the use of Potence. Add an additional 2 points of Strength to the Kindreds Attribute.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: None
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Draught of Might
The Vampire can infuse his own blood with the power of Potence allowing anyone who drinks from it to exhibit some of his power. If the Vampire feeds his blood to an ally than for the remainder of the current and next Scene that ally can manifest a single Level 1 Potence power (aside from Draught of Might).- Type: Power
- Tag: Physical
- Range & Targets: Targets a single Kindred or Ghoul that is able to feed from the Vampire.
- Cost: 1 Rouse check + 1 Turn (for the Kindred using this Power) and 1 Turn (for the recipient of the bonus)
- Conditions: Can only be used on a Vampire or Ghoul.
- Risk: You are feeding some of your blood to another individual so questions can be asked.
- Test: None
- Resistance Roll: Stamina + Resolve (3 – if the target is denying the bonus)
- Duration: Current and next Scene.
Level 2
Prowess
The power of Potence now binds to the Vampires undead flesh making him easily be able to perform superhuman acts of strength. Replace the text under the normal passive bonus of Potence for:These powers are available only to those with access to the Potence Discipline.
For each dot the Character possess in Potence he adds 1 Bonus Point to any non-supernatural rolls involving Strength.
- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: None
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Crush
Many Kindred like to hold on to their humanity and focus on destroying inanimate objects instead of mortals. Using this ability, the Vampire can attempt to destroy an item. If he targets an item or a weapon held by the opponent than a resistance roll is made against the Vampire’s test. If the item is within easy reach or in the Vampire’s possession than no test is required. What items the Vampire can destroy depends on the strength of his Potency. At 2 dots the Vampire can destroy any item with the same density and toughness as hard wood, at 3 dots any item with the toughness and density of iron can be destroyed, at 4 dots the Vampire can destroy items made from steel and at 5 dots the Vampire can crush diamonds.Note even though a Vampire might not be able to outright destroy such items, due to lacking enough dots, this does not mean he cannot warp or damage them, this is of course at the discretion of the Storyteller.
- Type: Power
- Tag: Physical
- Range & Targets: 1 item the Vampire can grab.
- Cost: 1 Rouse check + 1 Action
- Conditions: Must be able to grab the targeted item or weapon.
- Risk: Being able to destroy the seemingly indestructible with your bare hands will make onlookers take note and even panic.
- Test: Potence + Dexterity
- Resistance Roll: Dexterity + Strength
- Duration: 1 Action
Might
The Vampire uses Potence to master muscle memory giving him incredible accuracy and control when applying his strength. The Vampire can re-roll up to 1 black dice per dot he possesses in Potence on any Strength based tests or roll off.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Can only re-roll black dice.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Deadly Blows
The Vampire's strikes now kill mortals with ease and seriously injure and maim even those enhanced by science or supernatural means. All of the Vampire’s unarmed physical attacks using Brawl now cause Lethal Damage to Mortals and Aggravated Damage to Enhanced Mortals, at the Vampire’s discretion.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Requires Lethal Body.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Level 3
Spark of Rage
Not all abilities in Potence are directed at strengthening the blow of the user. Some are more subtle and allow the Vampire to manipulate opponents into a rage. This often gives the Vampire the excuse to “defend” themselves with lethal force. The Vampire can force an opponent into a rage. If targeting a Mortal or Enhanced Mortal than he becomes angry and starts looking for a fight. If targeting a Supernatural Creature, the effect is the same, however if the user rolled more than double the successes of the target’s resistance roll than the target enters Frenzy if able. The Vampire can only make the target angry at the first thing it sees after breaking Eye Contact or direct it towards themselves.- Type: Power
- Tag: Mental
- Range & Targets: Visual Range. Can only target a single individual at a time.
- Cost: 1 Rouse Check + 1 Action
- Conditions: Eye Contact needed. Vampire must declare whether he is the target of the victim’s wrath.
- Risk: The effects of the power very obviously cause a commotion but as long as no superhuman abilities are used afterwards it can be passed of as just another angry brawl.
- Test: Potence + Manipulation (4)
- Resistance Roll: Wits + Composure (Mortals have no defence against this power)
- Duration: Until the event runs its course or the target is incapacitated.
Flick
Some Vampires understand the intimidating presence their increased strength provides them. Knowing that even Potence is not limitless the Vampire focuses on tricking onlookers instead. By expanding his muscle control further, the Vampire makes it appear as though he performed a mundane gesture such as a casual tap on the shoulder, a handshake, or a literal flick of his fingers. In reality the Vampire is making full use of his Potence abilities so a target that gets a casual tap on their chest goes flying across the room, a hand is crushed in a mundane handshake and a flick on the forehead snaps the head back with enough force it breaks the neck. The Vampire can perform any Potence power without seemingly stressing or exerting himself physically. The strength of a punch can hidden behind a light tap, the power to lift cars behind a flick of the wrist and so on.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Must still make physical contact.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Vigour
Gaining the upper hand over his adversary the Vampire batters his opponent into a bloody mess. Whenever the Vampire wins a Strength + Brawl test, or roll off, add 2 Points of Success to the final result.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Must still make physical contact.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Level 4
Brutal Feed
The Vampire uses his overwhelming strength to feed from his prey. The power is such that normal mortals are drained dry in a matter of seconds, killing them in an instant. This power can also be used against other supernatural creatures but as their blood is more potent, the target simply suffers a Stun or, if the Vampire scored 3 successes more than the target, they faint and are incapacitated for the rest of the Scene. The Vampire can at this point of course continue feeding if he so choses. Regardless of whether the target survived or not it suffers 1 point of Aggravated damage and a is Staggered on all rolls for the Scene as it is considered lightheaded.- Type: Reflexive
- Tag: Physical
- Range & Targets: Can only target the victim the Vampire is feeding from.
- Cost: 1 Rouse Check
- Conditions: Must be about to feed from the target, meaning all prior Brawl or similar tests had been passed if they were needed.
- Risk: The act of drinking blood is bad enough, this power might make the process quicker, but it certainly can make it messier as well.
- Test: Potence + Strength
- Resistance Roll: Strength + Stamina
- Duration: 1 Action for the act of feeding and the rest of the Scene for the effects to wear off on the target (provided it is not dead).
Brutality
The Vampire’s general strength enhances further to such an extent that even other supernatural creatures are cautious when trading blows. The Vampire treats all his unarmed physical attacks involving Brawl as causing Aggravated Damage to Supernatural Creatures (this negates a Vampire's normal inherent Undead resilience) and causes Lethal Damage to Mortals and Enhanced Mortals.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: None.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Level 5
Fists of Cain
The ultimate expression of the pure might of Potence this ability is both terrifying to behold and lethally effective. The Vampire’s attack is supernaturally enhanced and causes Lethal damage to supernatural creatures and outright kills Mortals and Enhanced Mortals. This supersedes any resilience rules the creatures might inherently have with the exception of targets which outright cannot be damages by physical means, such as spirits. Otherwise the Vampires blow ignores all types of armor and the blow can punch a safe off its hinges.- Type: Reflexive
- Tag: Physical
- Range & Targets: Targets a single individual, item or area that the Vampire has made a successful unarmed Brawl attack against. The use of this power must be announced before the blow is made.
- Cost: 2 Rouse Checks
- Conditions: Must be announced before a physical attack is launched. The Physical attack must land a blow for the power to have any effect.
- Risk: The effects of this power are dramatic and horrifying to onlookers as a mortal can potentially disappear in a red mist while his body literally disintegrated under the strength of the blow.
- Test: Potence + Strength
- Resistance Roll: Strength + Stamina (Mortals have no defence against this ability)
- Duration: 1 Action
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