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.
There are no individual powers for Potence until level 6. At that point characters may choose to gain additional automatic successes to Strength or choose a unique power.
**House Rule:** Potence is not automatic. Like Fortitude it simply adds extra damage dice to your roll. Fortitude automatically removes these dice before they are ever rolled at one-dot-to-one-dot ratio (one dot of Fortitude removes one Potence damage die). These dice are always lethal damage, regardless of what kind of damage is being dealt.
SystemImprint requires a point of blood to activate. The power remains active for the duration of a scene. The depth of the imprint the vampire creates with Imprint is up to Storyteller - decisions 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 grasps is thin enough, at Storyteller option 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).
The player makes a standard roll to forge a weapon (Intelligence + Crafts; difficulty varies according to the kind of weapon being made: 5 for a mace, 6 for an axe, 7 for a sword), though special, reinforced tools are needed when such strength is used. Depending on the type of weapon, the effects vary:
- Any edged weapon, such as a sword or ax, has its damage increased by one. This also applies to spears, but not to arrows, as arrowheads are too small to benefit from this power.
- Any bladed weapon, such as a dagger, is imbued with exceptional durability and will not break when used by someone with great strength. This also applies to the metal chains of morning stars. Hafted weapons, such as maces and axes, can be specially reinforced with this power by adding metal reinforcements to the haft, though this adds considerably to the time needed to forge the weapon.
- Exceptional tools can also be made, such an extra-sharp scythes or hammers that won’t break, though most Cainites consider this application beneath them.
SystemCharacters without this power may leap a distance two vertical feet or four horizontal feet per success on a Strength or Strength + Athletics roll (difficulty 3). With this power, the character can jump four feet vertically or six feet horizontally per dot of Potence he possesses, needing only to succeed on a Dexterity + Athletics roll (difficulty 4) to land correctly. If this last roll fails, circumstances dictate the results - the character may overshoot a building ledge or simply land less than gratefully.
SystemThe vampire may engage in brawling combat up to a number of yards away from her target equal to her Potence. The player must still roll to hit, but with modifiers that would normally apply to a ranged attack. The damage from such an attack equals the vampire's Potence, though this damage is not considered automatic (as Potence normally is) and must be rolled.
SystemThe player spends a Blood Point and the character must physically touch her target (which may require a Dexterity + Brawl roll in certain situations). The character on the receiving end of this power is immediately thrown a number of yards equal to the invoking character's Potence rating. The results of this vary by situation, and are left to the Storyteller - a character hurled into a wall may well sustain damage, while a character tossed haphazardly away might have to succeed on Dexterity roll (difficulty 6) to remain standing.
The use Earthshock requires the expenditure of two blood points, as well as a normal Dexterity + Brawl roll. The vampire punches (or stamps 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 geyser of 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 on Earthshock is 10 feet 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 him and may well dig himself into a hole in the process.
In order to simply push an opponent away, the character must shove the target, possibly requiring a Dexterity + Brawl roll to hit. The player then rolls Strength + Athletics, with a difficulty of the target’s Stamina + Athletics (unmodified by Fortitude, maximum difficulty 9). Each success sends the target backward one yard and she is automatically knocked to the ground at the end. Should the victim hit something (or someone), both she and it take damage as if she had fallen the same distance.Using Fist of the Titans as part of a melee attack requires the use of a blood point as the weapon connects. The target is hurled back one foot for every health level of damage inflicted by the blow, before soak is rolled, +2 feet if the attack was with a bashing or smashing weapon and –2 if it was piercing, hacking or slashing. The target must roll Dexterity + Athletics to remain standing. Hitting an obstacle is handled as above.
SystemThe Brujah who wishes to create a weapon must first acquire the proper materials. The forging of the blade involves the most effort, but the mounting and dressing of the weapon takes as much time and skill. When forging the blade, the vampire beats the metal with her bare hands, shaping the material into the weapon of her choice. The player must succeed in a Strength + Crafts roll (difficulty 8). For every two successes, the weapon causes an additional die of damage (maximum of +3). The weapon is also incredibly resistant and can withstand heavy blows, and remains sharp with little upkeep. The weapons cause aggravated wounds.
Flick costs a point of blood, a mandates a Dexterity + Brawl roll (difficulty 6). It also requires that the vampire make some sort of gesture directing the blow. What the gesture is remains up to the player - 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).
The character concentrates for an hour, focusing her strength. The player spends a number of blood points equal to how much of the character’s Potence is to be distributed and then rolls Willpower (difficulty 6). If successful, these blood points pour from the hands of the character, usually into some vessel or the mouth of a waiting servant. Each blood point is "charged" with one point of the character’s Potence. Anyone drinking it gains, in addition to the normal effects of consuming the vitae, one dot of Potence per point of blood consumed (which adds to any Potence the target may have already), subject to normal generational maximum. This power lasts for a number of nights equal to the successes on the Willpower roll.
Lend the Supernatural Vigor has two limitations. First, the user cannot grant more Potence than her own rating in "standard" Potence (that is, if the character has seven dots of Potence used for automatic successes and her eighth level is Lend the Supernatural Vigor, she cannot grant more than 7 levels of Potence). Second, the character loses the Potence granted to others until the power expires. This has no effect on special Potence powers, but it does limit the number of automatic successes.Mortals, including animals, empowered by Lend the Supernatural Vigor frequently overexert themselves. If they botch any Strength roll before adding Potence, they suffer a number of bashing health levels equal to their augmented Potence.
SystemThrough concentration and the expenditure of a Blood Point, the vampire can project the full force of her strength against a specified target. If the target is an inanimate object, it cannot resist the force of the blow. Living beings, including vampires, may soak the damage of normal. In either case, the damage levels equals to vampire's Potence. Such blows can destroy wooden doors or even crumble stone walls. Genteel Brujah can cripple rivals with a handshake - never breaching etiquette by raising their fist in anger.
History and mythology are full of heroes and gods capable of astounding feats of strength, such as Hercules, Thor, Atlas and Samson. Cainites often believe themselves on par with the heroes and demigods of legend. With this power, a vampire is able to perform some incredible acts of pure physical power.
Might of the Heroes grant a number of abilities that are always in effect. First, the character’s unarmed attacks strike with such force that they inflict lethal damage and the character has no risk of injuring himself from striking hard objects (so a Cainite with this power and no Fortitude can smash his fist into solid rock repeatedly and not even skin his knuckles). In effect, the character is able to destroy just about anything given enough time. This also means that the character is immune to powers that injure him when he strikes his opponent, such as the Fortitude power Armor of Kings.
Second, the muscles of the character’s legs can absorb the shock of a fall of any length — as long as the character lands on his feet, he takes no damage (generally, a roll of Dexterity + Athletics, difficulty 4, is enough to ensure such a landing).
Third, the difficulty of a Feat of Strength is reduced to 6, making it even easier for the character to lift immensely heavy objects, and the increased Strength lasts for an entire scene, though it applies only to lifting and throwing. Still, this allows the character to use tree trunks as clubs (these generally inflict Strength +6 Bashing and are so large that they cannot be dodged and can strike more than one opponent at a time) and toss boulders like a catapult.In addition to this, the character can actually strike so hard that the force of the blow travels through the air, hitting a target yards away. In order to do this, the player spends a point of blood and makes a normal attack roll for a punch or kick. The target cannot dodge unless she knows what the character is attempting — for example, if he’s just seen the character using this ability on another — and even then, the dodge difficulty is 9. The punch or kick inflicts normal damage for the character (Strength lethal for a punch, Strength +1 lethal for a kick), but loses one die of damage for each yard beyond the first that it has to travel.
Plot DeviceIn the Gehenna supplement, this is the power for all level 10 Disciplines. Basically, it does whatever the Antediluvian in question needs to do with the Discipline in question.
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