Potence
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Powers (1–5)
Prowess
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Prowess
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Your character's Brawl and Melee attacks are armor piercing. You ignore your opponents' armor bonuses.
Focus: [strength]
Add +2 to all Brawl and Melee attack test pools.
Might
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Might
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When you succeed making a Brawl or Melee attack, your character automatically inflicts 2 points of damage.
Normal Success: Your character inflicts 2 points of damage at this level of Potence.
Exceptional Success: Your character inflicts 3 points of damage.
Focus: [strength]
Add +2 to all Brawl and Melee attack test pools.
Vigor
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Vigor
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When making a Brawl or Melee attack, you gain a +5 bonus to determine whether or not the attack achieves an exceptional success.
Focus: [strength]
Add +2 to all Brawl and Melee attack test pools.
Intensity
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Intensity
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Any time you achieve an exceptional success with a Brawl or Melee attack, your character automatically inflicts 2 additional points of damage, rather than the standard 1 additional point she would normally inflict when she scores an exceptional success.
Normal Success: Your character inflicts 2 points of damage at this level of Potence.
Exceptional Success: Your character inflicts 4 points of damage, rather than the standard 3, when she scores an exceptional success.
Focus: [strength]
Add +2 to all Brawl and Melee attack test pools.
Puissance
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Puissance
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When you succeed making a Brawl or Melee attack, your character automatically inflicts 3 points of damage. This amount includes the extra damage granted by Might. Note that Intensity still adds an additional point of damage, but only when you achieve an exceptional success.
Normal Success: Your character inflicts 3 points of damage at this level of Potence.
Exceptional Success: Your character inflicts 5 points of damage, rather than 4 points. This amount reflects the bonus from Intensity.
Focus: [strength]
Add +2 to all Brawl and Melee attack test pools.
Elder Powers
Force
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Force
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When you succeed making a Brawl attack, your character automatically inflicts 4 points of damage. This includes the extra damage granted by Intensity and Puissance. Note that Vigor still adds an additional point of damage, but when you achieve an exceptional success. Force cannot be used in conjunction with weapons. Any weapon wielded with the power of Force shatters before it can inflict damage. When wielding weapons, characters who possess Force may hold back, inflicting 3 points of damage instead of 4, in order to avoid breaking their weapons.
If you strike a mortal or partially supernatural creature with Force, the target dies instantly. Her body suffers too much trauma; her internal organs burst and her bones twist and splinter like toothpicks from a single blow.
A character with Force can break any inanimate object by focusing her strength on it. Most objects shatter with a single blow, but your Storyteller may require multiple actions for a character to bend or batter exceptionally tough or thick substances. It may take a while to pound through a 10-foot-thick concrete wall, but with Force, destruction is only a matter of time.
Normal Success: Your character inflicts 4 points of damage at this level.
Flick
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Flick
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Spend 1 Blood and a standard action to make a ranged Flick attack against your target. This attack receives a +3 bonus and is considered to be a Brawl attack despite any distance between your character and her target. Other Potence powers, including both elder powers and Potence-based techniques, can be used to modify a Flick attack, just like a standard Brawl attack. You cannot use other powers with Flick; it can only be augmented by Potence powers. You cannot use weapons of any sort while using Flick.
To use Flick, you must be able to see your target, and you must make a noticeable physical gesture in her direction, such as a pantomimed martial-arts blow, a backhanded swipe, or boxer's punch.
You can use Flick during Celerity rounds, so long as you pay the 1-point Blood cost for each Flick attack. Damage from Flick is always normal damage and cannot be converted to aggravated damage by any means.
Earth Shock
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Earth Shock
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Spend 2 points of Blood and strike the ground with your fist or heel to cause the ground around you to burst upward. You must then make an unarmed attack challenge against all characters within 2 steps of you, using your Physical attribute + Brawl skill versus their Physical attribute + Dodge skill. Earth Shock can be augmented by Potence, but not by any other powers. Should you expend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges have been resolved, you cannot go back to previous challenges you have lost and apply that Willpower retest retroactively.
You cannot use weapons of any sort while using Earth Shock. Earth Shock is always normal damage and cannot be converted to aggravated damage by any means. Opponents who take damage (after applying any damage reduction) are Knocked Down unless they possess the Stamina focus or a power that prevents them from being moved. This attack does not allow you to supersede the attacker limit against your targets.
After you make your attack the Storyteller will determine the effects of this power on any inanimate objects or structures. Even if they are not destroyed, any inanimate objects or structures that are in the area of effect of your Earth Shock will require extensive repairs. Repeated use of Earth Shock can cause catastrophic structural failure.
Relentless Fury
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Relentless Fury
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When you make a successful Brawl or Melee attack, you may elect to use the powers of Relentless Fury instead of any other elder Potence power to inflict 3 points of normal damage. This damage cannot be increased by other bonuses, such as from other Potence powers, nor can it be utilized during a combat maneuver; however, it may be converted to aggravated damage through other means such as Feral Claws or Burning Wrath. This damage cannot be reduced by Fortitude or armor, but it can be healed through normal means. The unsoakable quality of this attack only applies to the target of your attack or another target using the assist defender mass combat tactic. If somehow the attack is redirected such as through Between the Ticks, or if the target has Personal Armor, damage reduction effects may be applied normally.
Luminary Powers
Juggernaut
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Juggernaut
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Spend 3 points of Blood and one or more actions in a round to move in a straight line. If your movement would move you through another individual or put you in range of an unarmed attack, you may pause your movement to make an unarmed attack without spending an action. You may not use these attacks to facilitate other powers such as Thanatosis or use combat maneuvers. However, your modifiers to unarmed attacks, such as Feral Claws or Burning Wrath, still apply. If you succeed, in addition to any damage caused your target is pushed one step away from you. Once you have completed the unarmed attack challenge you can continue to take steps, resuming your movement and pausing to challenge other impending characters until your steps have been exhausted. If someone you seek to move through has an effect that renders her immovable, she is not pushed one step away and you may not move past her. You may only hit a target once per each application of this power.
Mortals in your way are instantly killed. Likewise, any objects or walls cannot hinder you, though a solid metal or stone barrier can reduce your movement to a single step as you plod or tear through it. You may use this power over successive rounds, boring through even the thickest of fortifications and leaving a hole behind you. The Storyteller will determine the rate that you are able to move through these barriers.
Strength of the Titans
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Strength of the Titans
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Spend 3 points of Blood as you make an overt display of physical dominance to gather your power. For the next 10 minutes, if you succeed in a Brawl or Melee attack you automatically achieve an exceptional success. If your target has one or more effects in place that would prevent you from achieving an exceptional success, instead determine an exceptional success normally.
In addition, you have the option to spend a simple action to pick up and use an oversized object as a weapon. You can pick up or tear free from its mooring any object up to the size of a car. You can even rip off bank vault doors or break out a massive chunk of a concrete wall. These improvised weapons always possess the Deadly and Reach qualities and are of sufficient mass such that if used in conjunction with Force, these objects do not break until after damage is applied.