Potence
Potence | |
---|---|
Clans | Brujah, Brujah Antitribu, Giovanni, Guruhi, Lasombra, Lasombra Antitribu, Nosferatu, Nosferatu Antitribu, Osebo, Xi Dundu |
Bloodlines | Blood Brothers, Caitiff, Children of Osiris, Eloi, Gargoyles, Panders, Vipers |
Sects | Anarchs Camarilla Independents Laibon Sabbat |
Rituals | None |
Combination Disciplines | Potence Combination Disciplines |
Play Status | Open |
Although all vampires are to a certain extent stronger than mere mortals (unless they suffer from specific physical weaknesses), those with Potence are so startlingly powerful that they can perform feats previously only seen from comic book characters. Kindred with Potence often act as warriors thanks to their ability to inflict awesome damage upon their enemies and any structure in their way, but even those that seem peaceful are given the appropriate respect due to a dangerous force of nature. Potence is relatively common among the Kindred (even mortals seem to have gotten the idea, if their stories and movies are anything to go on), and while those without it often denigrate it as a power lacking in finesse and refinement, no one wants to be on the other end of it when the chips are down.
Basic Powers
Prowess
You seldom tire when using your prodigious strength to inflict mayhem on someone or something, and you have become a lethal weapon even without anything to arm yourself. You may strike with as much destructive force as a blade or a baseball bat would normally inflict, allowing you to easily inflict serious injuries or even death on mortals, and cause extensive damage to unwary Kindred as well. You may fight on tirelessly far longer than other humans or vampires, and act as a wrecking ball while you do.
Soaring Leap
Might
Non-murderous applications of force, such as lifting things, bending things, breaking things open, or restraining someone with your strength alone are far more likely for you to succeed at than anyone else; you can bend metal bars no wider than your wrists or lift a moped over your head with ease. Kindred who do not have at least as much Potence as you do cannot escape your grasp if you hold onto them (although nothing is stopping them from using other powers on you if they don't appreciate your invasion of their space).
Intermediate Powers
Brutal Feed
Uncanny Grip
Vigor
You are literally capable of crushing bone with a blow now, and must be careful not to injure others in the course of everyday interactions (luckily, you can avoid using this kind of strength if you concentrate, but many Kindred who are accustomed to being powerhouses of physical might sometimes forget that they might casually break countertops and bystanders if they aren't paying attention). You inflict horrific damage against anyone who doesn't have at least as much Fortitude as you have Potence, and even then you're still capable of hurting Kindred that might seem indestructible to anyone else.
Draught of Might
Intensity
Your physical powers are seemingly limitless; although, like other Disciplines, Potence powers usually require you to burn some of your precious blood in order to fully leverage your titanic strength, you may now maintain any feat of strength you perform indefinitely without needing to continue fueling it. This means that if you lift a car over your head, you can hold it there for as long as you want without tiring, although if you put it down, you'll have to use your Potence powers again to get it back into the air.
Advanced Powers
===Puissance===You are a terrible force of nature; you deal more damage to even the sturdiest Kindred than anything else can, you can hammer your way through steel, concrete, and titanium with only a moment's pause, and no one comes even close to competing with your strength without also possessing this power or higher. It is laughably easy for you to destroy normal structures and items and to injure or accidentally kill mortals.
Elder Powers
Aftershock
Brutality
Crush
Earthshock
The Fist of Caine
Fist of the Titans
Flick
The Forger's Hammer
The Gentle Rebuke
Immovable Object
Imprint
Lend the Supernatural Vigor
Master of the Forge
Might of the Heroes
Relentless Pursuit
Touch of Pain
Important Things to Keep in Mind
You don't have to use Potence if you don't want to, so it's up to the individual player whether their character has trouble remembering how fragile the people and things around them are or has the normal control not to accidentally blow anything up. Any use of Potence beyond the level of Might is likely to count as a breach of the Masquerade, so use caution when displaying obviously superhuman abilities in front of mortals.
Disciplines | |
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Common Disciplines | Animalism • Auspex • Celerity • Dominate • Fortitude • Obfuscate • Potence • Presence |
Rare Disciplines | Abombwe • Alchemy • Bardo • Chimerstry • Countermagic • Daimonin • Deimos • Dementation • Flight • Kai • Maleficia • Melpominee • Mytherceria • Nihilistics • Obeah • Obtenebration • Protean • Quietus • Rift • Sanguinus • Serpentis • Spiritus • Striga • Temporis • Thanatosis • Valeran • Vicissitude • Visceratika |
Blood Sorcery | Akhu • Anarch Sorcery • Dark Thaumaturgy • Dur-An-Ki • Koldunism • Mortis • Nahuallotl • Necromancy • Ogham • Sadhana • Sielanic Sorcery • Sihr • Thaumaturgy • Vodoun • Wanga |