Each combination discipline below requires Potence in addition to at least one other discipline. Each power lists its prerequisites alongside its effects.
All combination disciplines are considered rare and are Restricted for player characters unless approved by Admin.
Potence & Animalism
Name | Prerequisites |
Feral Imbuing | Subsume the Spirit & Might |
Power Animal | Song of Serenity & Prowess |
Feral Imbuing
As in Power Animal, you can give an animal you are currently controlling your Potence, but now you may empower them up to the fifth level, creating terrifying juggernauts with powers far beyond what any mortal creature should ever possess.
Power Animal
As long as you have used Animalism to bend an animal to your will, you may also use this power to grant them some of your supernatural strength. They gain all your Potence powers up through the second level, which remain for the rest of the scene or until you choose to revoke them.
Potence & Auspex
Name | Prerequisites |
Pulse of Undeath | Heightened Senses & Prowess |
Séance | The Spirit's Touch & Might |
Shatter the Shroud | Aura Perception & Prowess |
Pulse of Undeath
You may read any person you perceive to gauge their supernatural strength; you immediately learn whether they have any supernatural physical powers, and if they are a vampire or ghoul also learn what physical disciplines they have (Celerity, Fortitude, or Potence). You do not learn exactly which powers they have, but the more powerful they are in a given physical area, the more intensely you will recognize their strength.
Séance
If you have an active Fetter belonging to a ghost of any kind,you may use it to ceremonially call them into the corporeal world, causing them to manifest tangibly where even those with no supernatural senses can perceive them. The ghost becomes capable of clearly perceiving, interacting with, and affecting the mortal world around you for the rest of the scene, and you in turn can speak to and even physically fight them if you wish, although "killing" a ghost in this condition will simply force it to become unmaterialized again.
Shatter the Shroud
When you successfully use Auspex to see through any supernatural illusion or obscurement (for example, powers from Chimerstry or Obfuscate), you may use this power to violently shatter it, making the truth visible to everyone nearby rather than only yourself.
Potence & Celerity
Name | Prerequisites |
Burning Wrath | Rapidity & Vigor |
Burrow | Swiftness & Might |
Husk | Alacrity & Prowess |
Leaps and Bounds | Swiftness & Soaring Leap |
Quicken the Slumbering Vitae | Swiftness & Might |
Stone Cling | Cat's Grace & Prowess |
Sudden Strength | Alacrity & Prowess |
Burning Wrath
You may concentrate the burning intensity of your blood into your blows, causing incredible pain and damage to those you strike. For the rest of the scene, your body parts are alive with crackling hot-blooded energy; your attacks deal aggravated damage, ripping through flesh and bone like tissue paper and utterly destroying anything that was designed to withstand less than a missile strike.
Burrow
You may quickly and easily burrow into the earth (or similar substances, such as sand, ice, snow, or mud; you cannot burrow into solid stone, metal, or other hard substances), creating a short tunnel and a resting place large enough for your body. While most vampires use this power in order to have an emergency escape from the rising sun, it is also popular as a form of predation, allowing you to pop out of the ground and drag your unsuspecting prey underneath it with you.
Husk
With this power, you may instantly suck your prey dry of blood in a matter of less than ten seconds, causing them to crumble into a dessicated husk in your hands. While this power instantly kills mortals, it does not necessarily do the same to vampires, and if you wish to commit diablerie, you must pause and do so at the normal speed after you have fully exsanguinated your victim.
Leaps and Bounds
While most vampires are capable of impressive physical feats of strength if they put their mind to it, you can now jump unbelievable distances, such as from the top of one skyscraper to another or into a low-flying helicopter from the ground. Obviously, this power constitutes a massive breach of the Masquerade if not used judiciously.
Quicken the Slumbering Vitae
By removing some of your blood and storing it in a non-leaking container, you may preserve it, making it impossible for it to rot or turn to dust no matter how long it remains there. While this power is usually used in order to transport blood to ghouls or other thralls to keep blood bonds intact, it can also be used to create caches of blood that can be hidden and consumed later, allowing you to make sure you always have a backup plan in case the worst happens.
Stone Cling
As long as your limbs remain attached, you can use this power to climb any natural surface, even one that would normally be too smooth to find purchase one. Vertiginous cliffsides, ancient ironwood trees, and yawning mountains are all as easy to climb as if they had ladder rungs carved into them. You may also climb buildings that are largely constructed of these materials (for example, wood or stone houses), but the more modern technology and plastic or metal is involved, the harder it becomes.
Sudden Strength
With this power, you may use your Celerity to exaggerate your Potence, becoming briefly stronger than even the strongest of other vampires. Instead of moving any faster, all the force that would have gone to your speed is applied to your strength, essentially making you as slow as a human but twice as strong as you would otherwise be.
Potence & Dominate
Blink
You may inflict a physical command on someone else no matter where they are in relation to you or whether or not you can make eye contact; all they have to do is hear your voice. It must be a command that results in a simple physical action - for example, "climb the wall" or "punch that guy" - but can be relayed over the phone or otherwise from a distance if they cannot naturally hear you.
Chain of Command
You may set your Dominate commands so that they activate later - not with a trigger, but at a time of your choosing, such as a week from now or at precisely midnight tomorrow. They otherwise work exactly the same and have the same requirements as usual.
Empower Minion
While someone is under your control via Dominate, you may use this power to grant them the same Potence powers you have, making them able to act on your behalf with all your usual power. As soon as they are no longer under your control, this power ceases to have any effect; otherwise they retain your strength for the rest of the scene.
The Knight's Example
Your refusal to give up and powerful leadership skills inspire everyone around you to strive for the same. As long as you remain conscious and moving, anyone in the same scene with you feels inspired to try to do the same, gaining your basic levels of Potence.
Mind Strike
You may actively attack others with the power of your mind alone, dealing them damage simply by looking into their eyes as if you had struck them. You deal as much damage as if you'd struck them a single time with your full Potence.
Unbridled Force
You are simply so overwhelmingly strong and have such force of personality that the two fuse, allowing you to perform physical actions from anywhere in the scene; you can move, push, pull, attack, or otherwise physically touch things without needing to be anywhere near them. You must still have your hands free in order to make the same motions as you otherwise would, and you must use your full strength, meaning that it is much easier to shove and smash things than to gently move them aside.
Potence & Flight
Name | Prerequisites |
The Shoulders of Atlas | Sky Leap & Might |
The Shoulders of Atlas
While you are flying, you may now carry significantly more weight, even to the point of defying the apparent laws of physics. As long as you can lift something standing, you can take it into the air with you.
Potence & Fortitude
Body of Will
You have such a powerful force of will that this power allows you to simply refuse to be affected by injuries, even major ones. No matter how you are injured or how severely, you can still use your body as normal; somehow you can still run on a mangled leg, climb with broken fingers, and perceive with burnt-out eyes. Your ability to push your body beyond its normal limits lasts only for the scene, after which you are likely to collapse as everything catches up at once.
Brace for Impact
Whenever you are about to be injured by something that would damage your whole body at once - for example, being hit by a car or in the path of an explosion - you can hunker down and brace yourself, taking far less damage as you spread it out carefully over your whole frame.
Iron Muscles
Your strength is such that you can channel it into survival in an emergency. When you are about to be knocked unconscious or killed, you may use this power to avoid taking any damage; however, once you have done so, you cannot use your Potence powers for the rest of the scene.
Juggernaut's Gait
You may with a great effort of will simply say no to any and all damage coming your way. For one round of combat (or ten seconds of non-combat) only, you simply cannot be harmed - attacks don't hurt you, fire doesn't faze you, and even any pain you normally might have from illnesses or old wounds disappears. This requires enormous effort and can only be done once in a great while.
The Rejected Malady
You are capable of isolating harmful outside agents and expelling them harmlessly from your body. Whenever there is an outside substance in your system that might sicken you - poisoned or diseased blood, a foreign drug, a bloodborne illness, and so on - you may vomit it out as a thick black bile, keeping the rest of your bloodstream pure and useable.
The Rod Raw Rending
There is no such thing as armor that can keep you out; no matter how well-crafted or thick, this power allows you to immediately punch right through any armor, shield, or other barrier expressly designed to protect people from attack. You cannot actually injure your foe while you're busy breaking through, and this power can only be used on armors that are not supernatural in origin.
Potence & Mortis
Name | Prerequisites |
Fountain of Ill Humours | Dark Humours & Might |
Fountain of Ill Humours
You may boil the poisonous humours and biles within you and spit them at your enemies, creating a diseased sputum that not only burns on contact but immediately infects them with a random blood-borne disease if it touches bare flesh. These poisons have no effect on you, even if someone smears them back on your flesh.
Potence & Nightmare
Name | Prerequisites |
Shadow Heart | Dread & Might |
Shadow Heart
By lashing out, shrieking, or otherwise startling or frightening an attacker, you cause them to miss their attempt to stake you by just a hair. Although the stake may still injure you, they miss the heart and you remain active and able to do things; it is up to you whether you want to retaliate, or else play dead and wait to see what they intended to do with you once you were immobilized.
Potence & Obfuscate
Name | Prerequisites |
Forbidden Zone | Cloak the Gathering & Vigor |
Forbidden Zone
You may pour all your physical strength into your powers of concealment, creating an area that is not only difficult to perceive but actually impossible to enter. For the rest of the night, an area no larger than a small room gains such powerful wards that others literally cannot physically enter it unless they are stronger than you are.
Potence & Obtenebration
Name | Prerequisites |
Dark Steel | Arms of the Abyss & Vigor |
Dark Steel
Your Arms of the Abyss are now even stronger and more dangerous; when you manifest them, they are as difficult to break or resist as if they were made of tempered steel.
Potence & Presence
Cult of Personality
You overwhelm the weaker minds around you, exuding a powerful attractive force that makes everyone with less Presence than you suddenly affected as if you had used Entrancement on each of them. They respond exactly the same way as a normal use of Entrancement, and it lasts for the rest of the episode.
Esprit de Corps
Your presence grants a powerful freedom from fear to all around you; everyone who can perceive you becomes completely immune to fear, whether from natural or supernatural sources as long as you remain conscious and in the area. Any supernatural powers that would inflict fear on any of them are held in abeyment, but if you leave the area, they suddenly snap into place, making your presence the only thing protecting your followers. Your aura of fearlessness lasts for the rest of the scene, or until you end it early.
Inspire Greatness
You are an exemplary leader; by touching someone, you can push them to the greatest heights they are capable of, completing whatever task they are currently involved in with flying colors (or at least the most success it is actually possible for them to have). They can do nothing else but work on the task you set them; if they stop, are prevented, or switch to doing something else, this power ceases to have any effect.
The Iron Glare
By making a powerful physical display of your strength, you may intimidate everyone in the area into becoming subservient to you; smashing, pulling, or moving something not only affects everyone as if you had used the Awe power, but also makes it impossible for anyone to attack you for the rest of the scene unless backed into a corner or otherwise forced to.
Iron Heart
You instinctively fight off supernatural attempts to manipulate you; whenever anyone tries to use a supernatural mind- or emotion-controlling power on you, you may use this power to simply ignore it as long as the person using it does not have more of that discipline or equivalent than you have Presence.
The Knight's Example
Your refusal to give up and powerful leadership skills inspire everyone around you to strive for the same. As long as you remain conscious and moving, anyone in the same scene with you feels inspired to try to do the same, gaining your basic levels of Potence.
Night Life
By drinking some of a mortal's blood, you may allow yourself to experience life as vividly as when you were alive for a short period of time. Not only do you appear alive, with warm skin and normal bodily functions, but you can do other things normally barred to you, such as facing fire without fear or even eating solid food. This power lasts only for a single night, and while it allows you to briefly counterfeit life, it isn't the real thing; you still have to vomit up any food you ate later when you return to your normal state.
Righteous Gaze
By making eye contact with someone, you may extend your force directly into their mind, causing them to reel from the mental impact as if you had personally struck them. The more they diverge from your morality path, the more painful the result, as your supernatural strength channels into your spiritual power to punish anyone too different from you.
Potence & Protean
Name | Prerequisites |
Blood Thorns | Might & Feral Claws |
Blood Thorns
You may create sharp, deadly clots from your own blood, resembling thorns or blades; whenever you wish, you may cause them to erupt out of your skin so that you can hurl them at high speed at your enemies. These thorns deal lethal damage and turn back into blood after they have been hurled, although they cannot cause a blood bond by seeping into your enemy's flesh.
Potence & Serpentis
Name | Prerequisites |
Cobra's Kiss | Might & Skin of the Adder |
Cobra's Kiss
You may turn your existing vampiric fangs into hollow venom-filled ones like a snake's. Your blood creates venom to fill them and anyone you bite is afflicted by burning poisonous pain; mortals die in screaming agony within a few minutes unless they are given an anti-venom, and even supernatural beings are debilitated by the pain and weakness it causes. Your fangs return to normal at the end of the scene.
Potence & Temporis
Name | Prerequisites |
Jackhammer Punch | Might & Internal Recursion |
Jackhammer Punch
When you strike an enemy bare-handed, you may concentrate past punches into your attack, hitting your foe as if you had done so several times at the exact same moment. This single attack is far more powerful than even your usual Potence could achieve and has been known to splinter bones and even rip right through an enemy's frame.
Potence & Vicissitude
Name | Prerequisites |
Flaying Touch | Might & Fleshcraft |
Flaying Touch
You may rip your victim's skin off their body as easily as touching them, causing immense pain and leaving behind raw exposed flesh. While this only does a little bit of actual physical damage to your victim, it is incredibly painful, not to mention horrifying; mortals can survive with proper medical care, but even supernatural creatures are horrified by the sheer hideousness of your attack. You may rip off up to two feet of skin at a time, so while you cannot rip a person's entire skin off in one shot, you can skin their entire back or limbs at once. Once removed, the skin can be grown back (either quickly by supernatural creatures or slowly via grafts and regeneration by mortals).
Potence, Animalism, & Celerity
Name | Prerequisites |
Vermin Flood | Unliving Hive, Swiftness, & Might |
Vermin Flood
You may summon every vermin in the area to swarm over the area around you, picking it clean in a vicious flood of destruction: living things are assaulted by swarms of rats, insects, bats, and so on, forced to fight them off just to survive, while buildings are destroyed at the foundation and plants picked bare down to the roots. This is an obvious breach of the Masquerade, so incautious uses are likely to cause immediate lashback from any Camarilla vampires who suspect you.
Potence, Auspex, & Presence
Name | Prerequisites |
Charm the Dead | Telepathy, Might, & Majesty |
Charm the Dead
With this power you may make yourself temporarily irresistible to ghosts; any dead spirits in the area gravitate toward you, fascinated by your strange and powerful aura. Those who come into the area with you can be affected by your Presence powers (whether you know they are there or not) and will act accordingly, and any ghost that manifests itself before you can be physically attacked and consumed just as if it were a mortal. If you do consume a ghost, you gain no sustenance but learn the details of their lives, deaths, and what they've been up to lately beyond the shroud.
Potence, Celerity, & Fortitude
Name | Prerequisites |
Blood Propulsion | Alacrity, Endurance, & Prowess |
Blood Propulsion
This power allows you to spit out a propulsive jet of your own blood, powerful enough to knock someone over or push you several yards away. Since this power does not directly harm your enemies (although it may inconvenience them and ruin their clothes), it is most often used for vampires who are floundering in deep water or floating in vacuum and need a way to push themselves in the right direction.
Potence, Celerity, & Presence
Name | Prerequisites |
The Wish | Swiftness, Might, & Summon |
The Wish
With this power, you may grant someone the incredible powers of your vampiric body... only to demand a great price of them in return. By simply touching a willing subject, you may grant them all of your Celerity and Potence abilities for the next 72 hours; they have all the same physical skills you do, although they may need to learn how to use them on the fly. In return, at the end of this time they return to normal and are immediately summoned back to you, enthralled as if by a full blood bond for a period of one year. Many vampires take this opportunity to institute an actual blood bond or turn them into a ghoul while their servant has no ability to refuse them, although some feel that it is only honorable to accept the single year of service.
You may only use this power on someone who understands what they are agreeing to and is not coerced into it by you in any way; threats, physical force, or trickery will still grant your subject your powers briefly, but will fail to make them beholden to you afterward. Once you have successfully gained the servitude of your subject, they are essentially incapable of disobeying you - in fact, they don't even want to try to disobey you in most cases - and behave in general as if you were the center of their universe.
Potence, Flight, & Fortitude
Name | Prerequisites |
Nosedive | Lift Off & Mettle & Might |
Nosedive
You may divebomb an enemy, using your flight momentum to land on them like a very literal ton of bricks. When you impact something with this power while flying, your opponent is struck by the full force of your flight and weight at once, and likely to take considerably more damage than they would have if they had simply been punched.
Potence, Fortitude, & Mortis
Name | Prerequisites |
Effigy of the Sculpted Tomb | Mettle, Rigor Mortis, & Might |
Effigy of the Sculpted Tomb
You may harden your flesh into a state similar to a mummified or preserved corpse, becoming shiny and unnatural-looking; when you do, you become more difficult to injure, as well as appearing convincingly like a corpse if you wish to impersonate one.
Potence, Fortitude, & Obfuscate
Name | Prerequisites |
Mark of Shadows | Mettle, Unseen Presence, & Might |
Mark of Shadows
By marking an inanimate object no larger than a breadbox with a little blood, you may hide it from view, making it impossible for others without Auspex or similar powers to see it even when it is right in front of them. The object remains hidden for the rest of the night, even if you leave the area, and becomes visible again only when the sun rises.
Potence, Fortitude, & Protean
Name | Prerequisites |
Bones of the Mountain | Resilience, Uncanny Grip, & Metamorphosis |
Force of Nature | Resistance, Might, & Metamorphosis |
Bones of the Mountain
You may literally transform your flesh into actual natural stone, making you into an animated statue. Any Fortitude or Potence powers you have already activated remain so for the rest of the scene, requiring no further blood, and any attack you make against anyone else deals lethal damage. If you are knocked unconscious or into torpor in this state, you automatically use the Earth Meld power if you are in an area that you can do so.
Force of Nature
You now have fluid control over all your shapeshifting powers; you may use your Protean powers instantly and repeatedly, as well as moving your physical skills around (for example, choosing to become slower in order to be stronger, or vice versa). You must still spend blood to activate your powers; you can simply do so instantly with a thought, making you terrifyingly changeable in a split second.
Potence, Fortitude, & Visceratika
Name | Prerequisites |
I Am the Keystone | Mettle, Might, & Bond with the Mountain |
I Am the Keystone
Like a keystone supporting a building, you are sensitive to exactly what physical stresses are on you and where your skills are best used. You may redistribute your Fortitude and Potence powers for the rest of the scene, choosing to exchange one for the other at the same level as much as you wish; once you have made these choices, your new powerset persists for the rest of the scene, allowing you to suddenly become a dangerous juggernaut or an impervious guardian well beyond your normal capabilities.
Potence, Fortitude, Nightmare, & Protean
Name | Prerequisites |
Terrible Flesh | Resilience, Monstrous Countenance, Prowess, & Metamorphosis |
Terrible Flesh
Most vampires don't grow as they get older... but you do. Far from the natural growth of a living thing, you grow in size and monstrousness as the years go by, becoming taller, wider, and more obviously inhuman as you go. This power is extremely terrifying for others (and an obvious breach of the Masquerade), but those who have mastered it can be so prodigiously huge and physically powerful that even elders hesitate to argue with them about their decisions.