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 great distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.
System: The character's rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succedd 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.
6 - Imprint
Spend one bloodpoint to activate this power
for one scene. The vampire may make an imprint of her hand or fingers on
almost any surface, this can be used for climbing or as a warning.
7 - Earthshock
Roll: Dex. + Brawl, difficulty 6
Ever seen Jax from Mortal Kombat? The Vampire
pounds or stamps on the ground , if the roll succeeds the earth explodes
in a geyser beneath the target inflicting as much damage as a normal attack
would (including Potence bonus). The range for this attack is 10 feet per
level of potence the vampire has. This may be dodged at a +2 difficulty.
8 - Flick
Roll: Dex + Brawl, difficulty 6
The player spends a bloodpoint and makes
a geasture, anything from a flick, a point or a blown kiss to a snap of
the fingers has worked in the past. The damage is equal to a normal punch
(including all bonuses) and the range is equal to all that the Kindred
can see.