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'''Potence''' is the [[Discipline (VTM)|Discipline]] that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great 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, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard.<ref>http://www.thesubnet.com/portal/wod/vtm/DisciplinePo.html</ref> In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.
 
'''Potence''' is the [[Discipline (VTM)|Discipline]] that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great 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, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard.<ref>http://www.thesubnet.com/portal/wod/vtm/DisciplinePo.html</ref> In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.
   
Members of Clans [[Brujah]], [[Lasombra]], [[Giovanni]], and [[Nosferatu (VTM)|Nosferatu]] are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence.<ref>http://www.thesubnet.com/portal/wod/vtm20/DisciplinesPo.html</ref> Each dot grants an automatic success on any rolls involving Strength, and does not require activation.
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Members of Clans [[Brujah]], [[Lasombra]], [[Giovanni]], and [[Nosferatu (VTM)|Nosferatu]] are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence.<ref>http://www.thesubnet.com/portal/wod/vtm20/DisciplinesPo.html</ref> Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among GHouls.
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Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely to much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is<ref>{{b|DAV|Players Guide to High Clans|pdf=1478}}, p. 158</ref>.
   
 
==Official Abilities==
 
==Official Abilities==
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| style="width:300px" |[[Gehenna (book)|Gehenna]]
 
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{{Reflist}}
   
 
{{VTMdisciplines}}
 
{{VTMdisciplines}}

Revision as of 15:33, 23 May 2014

Name: Potence
Symbol: Potence
Pronunciation:
Clans: Brujah, Giovanni, Lasombra, Nosferatu
Bloodlines: Blood Brothers, Gargoyles, Guruhi, Osebo, True Brujah, Warrior Setites, Xi Dundu

Potence is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great 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, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard.[1] In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.

Members of Clans Brujah, Lasombra, Giovanni, and Nosferatu are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence.[2] Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among GHouls.

Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely to much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is[3].

Official Abilities

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. Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.

Advanced Powers

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [1]
    • Imprint: The Kindred squeezes so hard they leave imprints in solid steel.
    • Master of the Forge: The Kindred creates exceptional metalwork tools and weapons.
    • Relentless Pursuit: The Kindred makes extraordinary leaps through the air.
    • The Fist of Caine: The Kindred makes brawling attacks from a few yards away.
    • The Gentle Rebuke: The Kindred telekinetically knocks someone away without harming them.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [2]
    • Earthshock: The Kindred sends shockwaves through the Earth.
    • Fist of the Titans: The Kindred attacks or throws someone away telekinetically.
    • The Forger's Hammer: The Kindred creates weapons that do extra damage.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • Flick: The Kindred makes a simple motion that sends a target flying away.
    • Lend the Supernatural Vigor: The Kindred grants their incredible strength to another.
    • Touch of Pain: The Kindred puts the full force of their strength against one person or object.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Might of the Heroes [4]: The Kindred performs physical feats of mythic proportion.

Mind's Eye Theatre Standard Powers

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [6] Prowess: The Kindred's unarmed or clubbing attacks deal lethal damage instead of bashing if they so choose.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [7] Might: The Kindred can make a free retest on any challenge involving strength.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [8] Vigor: The Kindred may use the bomb (beats rock and paper, loses to scissors) on any challenge involving strength.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [9] Intensity: The Kindred may bid the potence and not risk losing any physical traits in challenges of strength.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet [10] Puissance: The Kindred wins on ties involving all strength based tests and deal an additional level of damage in which their strength is a factor.

Advanced Powers

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet[11]
    • Imprint: Spend a blood trait and deal an additional level of lethal damage in crushing attacks
    • Force: In challenges involving strength you must be defeated in two tests to lose. If you win either test you win the challenge. Should you and another vampire with force both win a test then you both succeed in your goal
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet[12]
    • Earthshock: Spend a blood and make a physical challenge against your opponent, if you win then the ground beneath your opponent explodes into a geyser of stone, rock, dirt, or whatever they're standing on at the time
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet[13]
    • Flick: Making small gestures you're able to send your full strength against any opponent that you can see. Flick does any damage that you would normally do in hand to hand combat including the bonuses
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet[14]
    • Destruction: Spend 3 blood traits and you deal 3 additional levels of lethal damage for the rest of the scene

References

^  Level 1

Prowess Laws of the Night: Revised Pg. 166
Potence Vampire: The Masquerade - Bloodlines

^  Level 2

Might Laws of the Night: Revised Pg. 166
Potence Vampire: The Masquerade - Bloodlines

^  Level 3

Vigor Laws of the Night: Revised Pg. 166
Potence Vampire: The Masquerade - Bloodlines

^  Level 4

Intensity Laws of the Night: Revised Pg. 166
Potence Vampire: The Masquerade - Bloodlines

^  Level 5

Puissance Laws of the Night: Revised Pg. 167
Potence Vampire: The Masquerade - Bloodlines

^  Level 6

The Fist of Caine Dark Ages Companion Pg. 88
Imprint Guide to the Camarilla Pg. 93
The Gentle Rebuke Clanbook: Brujah Revised Pg. 67
Relentless Pursuit Clanbook: Brujah Revised Pg. 68
Master of the Forge Players Guide to High Clans Pg. 159
Force Faith and Fire Pg. 191
Imprint Laws of the Night: Camarilla Guide Pg. 59

^  Level 7

The Forger's Hammer Dark Ages Companion Pg. 88
Earthshock Guide to the Camarilla Pg. 93
Fist of the Titans Players Guide to High Clans Pg. 159
Earthshock Laws of the Night: Camarilla Guide Pg. 60

^  Level 8

Touch of Pain Dark Ages Companion Pg. 89
Flick Guide to the Camarilla Pg. 94
Lend the Supernatural Vigor Players Guide to High Clans Pg. 159
Flick Laws of the Night: Camarilla Guide Pg. 60

^  Level 9

Might of the Heroes Players Guide to High Clans Pg. 159
Destruction Laws of the Night: Camarilla Guide Pg. 61

^  Level 10

Plot Device Gehenna Pg. 182
Vampire: The Masquerade Disciplines
Animalism · Auspex · Blood Sorcery · Celerity · Dominate · Fortitude · Obfuscate · Oblivion · Potence · Presence · Protean · Thin-Blood Alchemy
Amalgams Chimerstry · Dementation · Obeah · Serpentis · Valeren · Vicissitude
Legacy Abombwe · Bardo · Chimerstry · Daimonion · Deimos · Dementation · Flight · Kai · Kineticism · Maleficia · Melpominee · Mytherceria · Nihilistics · Obeah · Obtenebration · Quietus · Rift · Sanguinus · Serpentis · Spiritus · Striga · Temporis · Thanatosis · Valeren · Vicissitude · Visceratika
Legacy Blood Magic Abyss Mysticism · Akhu · Thaumaturgical Countermagic · Dur-An-Ki · Mortis · Nahuallotl · Voudoun Necromancy · Western Necromancy · Ogham · Sadhana · Sihr · Thaumaturgy · Dark Thaumaturgy · Sielanic Thaumaturgy · Assamite Sorcery · Anarch Sorcery · Koldunic Sorcery · Setite Sorcery · Wanga