Atrasanctum
Potence
This Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap greater distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.
System: The characters rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succeed at most Strength rolls automatically without needing to make a roll at all. In melee and brawling combat, the automatic successes count on the damage roll.
1 - Prowess
With the first level of Potence - Prowess one has unearthed a level of strength unusual in vampires. Where others would flag and fail, the vampire redoubles his efforts. With prowess his mighty blows land with a force that kills even the hardiest mortals.
With Prowess, all of a vampire's unarmed or clubbing attacks inflict lethal damage instead of bashing damage, if one so desires.
2 - Might
A vampire with might has such strength that it daunts even other Cainites. Few would dare to cross such a vampire in a test of physical power. He is far more likely than the average vampire to succeed in challenges of strength.
He may use Might even if your opponent attempts to evade his strength. His power is so startling that even an opponent who attempts to outlast him with stamina or to dodge him with quickness can be overcome, as long as he relies solely on his strength.
3 - Vigor
A vampire with vigor's vampiric strength is truly monumental. They can heft hundreds of pounds with ease, deliver enough force to crush bones in a single blow and hammer down any opponent of lesser strength.
When one possess Vigor, you may use the Bomb in challenges of strength. The Bomb is a closed fist with the thumb sticking up. The Bomb defeats Rock and Paper, ties with other Bombs and loses to Scissors (the fuse is cut). You are not required to use the Bomb, but you must always state before a Physical Challenge that you are capable of doing so. Using Vigor costs nothing. One's use of Vigor requires him to use only his strength; his opponent may try to defend with stamina or speed, but by doing so does not prevent him from using the Bomb.
4 - Intensity
With intensity her titanic strength never fails her. Unless sorely pressed or wounded, she can continue incredible feats indefinitely.
Whenever she enter a challenge of strength, she may use Potence as her bid Trait. This Trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus, she may continually use Potence in successive tests of strength. Only if you are forced to risk multiple Traits - such as due to wounds or Negative Traits - does she risk losing any of your other Physical Traits.
5 - Puissance
No mortal can match a vampire with this dicipline, and even vampires tremble at his touch. The strength of his dead limbs is truly monumental, crushing anything that stands before him. With Puissance, he can win all ties in tests of strength automatically. He need not compare Traits at all, unless some other factor would cause him to lose ties (such as wounds) or give the opponent the ability to win all ties as well (such as Fleetness).
Furthermore, his incredible strikes inflict an additional health level of damage in combat. This bonus applies to any attack in which your strength is a factor - unarmed combat or combat with melee weapons. However, use of this incredible strength almost certainly breaks weapons that are not specially designed to stand it.
6 - Imprint
Some subtle applications of Potence exist; Imprint isn't one of them. While anyone with Potence can exert tremendous pressure on object, a vampire with Imprint can literally crush steel with her bare hands. Imprint makes for excellent intimidation. Alternatively, it can be used to create handholds when climbing, and it goes without saying that if applied to someone's throat, the results are extremely nasty.
With Imprint you can now crush very tough objects with your hands or leave an imprint of your hands in them - for example, you will have no trouble pushing your hand into a wall or squeezing a steel pipe out of shape. If used against another vampire, the attack inflicts additional damage. Said damage is considered to be lethal.
The Gentle Rebuke
Facetiously named, this power allows the Kindred to physically knock another character away from herself with the slightest of touches. Although this power does no damage in and of itself, its use is quite humbling, and certainly to be hurled away from an elder in a social setting has its embarassing repercussions. Some Kindred who use this power do so surreptitiously, touching their victims and sending them reeling across the room. Other use this power as a not-so-subtle display of their might, giving their victim a casual slap that has overwhelming results. Costs a blood point and the character must physically touch her target. The character on the receiving end is immediately thrown a number of yards equal to the invoking character's Potence rating.
Master of the Forge
Over time and with practice, practitioners of Potence work with metal and create tools and weapons. At this level of proficiency the Kindred gain the ability to create exceptional metalwork tools and weapons
Relentless Pursuit
With this power, the Kindred becomes capable of truly impressive physical displays. He may leap from rooftop to rooftop over entire streets, jump to a fire escape a dozen feet over his head and other feats of athleticism. This is useful both for pursuit and evasion, but is quite a breach of the Masquerade, should anyone see this power in use.
The character can jump four feet vertically or six feet horizontally per dot of Potence he possesses.
The Fist of Caine
By this point the Kindred has faught and sufferend and honed and practiced enough that he can litterally cause damage by will of his strength alone from several yards away.
7 - Earthshock
Earthshock proves that there is more to Potence than just hitting something until it stops moving. With Earthshock, you may redirect your strength - you strike (or stomp, depending on personal preference) the ground, and the force of the blow explodes up from the ground some distance away, directly below your opponent.
To use this power, spend a Blood Trait and make a Physical Challenege against your opponent. If successful, the ground directly underneath the target explodes in a geyser of stone, rock, and dirt (or, if indoors, wood, concrete and plubing), inflicting three levels of lethal damage as sharp shards of debris rip into the target.
If used against a car, the car will be disabled unless it is specifically armoured. The power may be used indoors, but the results are far more spectacular - not only will there be a gaping hole on the floor, but the resulting shower of floor materials will break nearby windows and cause other damage to the surroundings.
Fist of the Titans
This is perhaps the most mental of potence user's abilities, at this rank the user may telekenetically throw its target around, or attack them.
The Forger's Hammer
With this technique the Kindred learns how to make their crafted weapons do more damage.
9 - Flick
Subtle in use if not in effect, Flick is a frightening power. With Flick you can use the slightest of gestures to deliver truly devastating attacks. You know how to apply your full strength in the tiniest movements. You can simply snap your fingers and watch your opponent smash through the window or shrug calmly and break the bones of the unsuspecting vampire standing behind you.
If the target is aware of the attack, you must succeed in a normal in a normal Physical Challenge against her. However, since it is extremely hard to dodge something that you don't see coming, the target must bid three extra Traits for the challenge. If the target is unaware of the attack and there is physical contact, (for example, if you shake his hand or touch him on the shoulder in a normal social situation) no challenge needs to be made.
You may hit anything you see with this power, and don't ned to actually touch anyone or anything (but you must always make some kind of a gesture in the direction of the intended target). Indeed, few may realize that you're responsible for laying such waste to everything in the vicinity if you're simply standing around and making small gestures. Flick does whatever damage you would normally do in hand-to-hand combat, including all bonuses. You may also use other levels of Potence, such as Earthshock, in conjunction with Flick.
Lend the Supernatural Vigor
This technique as it sounds, allows the Kindred to temporarily infuse another with his strength.
Touch of Pain
This technique allows the kindred to focus all of his strength and force into against one person or object.
10 - Destruction
This is where pure, raw strength begins. A vampire who has reached this level of mastery can literally destroy an entire building with her strength alone; nothing can stand in her way.
She spends three Blood Traits; for the remainder of the scene, her strength is simply monumental. If she strike something, she inflicts three additional levels of lethal damage; her punches are powerful enough to pulverize bones. Where others use baseball bats or swords, you use telephone poles, pieces of concrete ripped off the walls, or even cars. Such weapons gives her an additional six Traits to bid in challenges, and cause an additional two levels of lethal damage.
Other feats of strength are also possible, ranging from punching holes through ships' hulls to ripping cars in half and lifting entire busloads of people in the air. The Soryteller should feel free to call for the Static Physical Challenges where appropriate.
Should you strike a mortal or a ghoul, they will die immediately if the strike connects - no human (or even relatively human) body can withstand such punishment. You may, of course, attempt to pull the punch.
Might of the Hero's
This level of proficiency is whispered as legend. Allowing the user to perform physical feats of mythic proportions. If your good enough to get it? Use your imagination but don't go crazy.
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The Discipline Potence and its level names are property of White Wolf. The descriptions are the writings of Sable. Do NOT borrow this page unless you include this part on the bottom of the page.