Potence Spell in The Golden Age | World Anvil
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Potence

Description

 

Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great 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, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard. In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.

 

Members of Clans Brujah, Lasombra, Giovanni, and Nosferatu are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence. Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among ghouls.

 

Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely too much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is.

 

Any use of Potence beyond the Basic levels is clearly inhuman. No Ability allows Potence retests, but actions performed under the influence of Potence may be retested as usual.

   

(Source: https://whitewolf.fandom.com/wiki/Potence, CC-BY-SA )

 

Abilities

 

Basic

  • Prowess: The Kindred's unarmed or clubbing attacks deal lethal damage instead of bashing if they so choose. (See Faith & Fire p.190)
  • Might: The Kindred can make a free retest on any challenge involving strength. (See Faith & Fire p.190)
 

Intermediate

  • Vigor: The Kindred may use the bomb (beats rock and paper, loses to scissors) on any challenge involving strength. (See Faith & Fire p.190)
  • Intensity: The Kindred may bid the Potence and not risk losing any physical traits in challenges of strength. (See Faith & Fire p.190)
 

Advanced

  • Puissance: The Kindred wins on ties involving all strength based tests and deal an additional level of damage in which their strength is a factor. (See Faith & Fire p.190)
 

Elder

  • Force (See Faith & Fire p.190)
  • The Gentle Rebuke: The Kindred telekinetically knocks someone away without harming them. (See Clanbook: Brujah (Revised) p.67)
  • Imprint: The Kindred squeezes so hard they leave imprints in solid steel. (See Camarilla Guide p.59)
  • Relentless Pursuit: The Kindred makes extraordinary leaps through the air. (See Clanbook: Brujah (Revised) p.67)
 

Master

  • Demolition (See Laws of Elysium p.70)
  • Earthshock: The Kindred sends shockwaves through the Earth. (See Camarilla Guide p.60)
 

Ascendant

  • Flick: The Cainite makes a simple motion that sends a target flying away. (See Camarilla Guide p.60)
 

Methuselah

  • Destruction (See Camarilla Guide p.61)

Progenitor Flaw

Cainites with this Progenitor Discipline have strengthened their bodies to unnatural levels, Resulting in unnatural deformities.

 

Curse

Flaw:

(See: )  

Benefit

Free Trait in a combat-related ability


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