Potence

Discipline translation VtM

Potence

Nearly every vampire legend across the globe expresses the
preternatural strength possessed by the undead. In truth, not
all Kindred possess such inhuman might, but the Discipline
of Potence makes those who do far more powerful than any mortal
could ever hope to be. Potence allows Kindred to strike opponents
with the force of a falling boulder or speeding car; to lift
enormous weights as though they were paper; to shatter concrete
like glass; to leap distances so great that those elders
with obscenely high levels of Potence may, in fact, be responsible
for legends of vampiric flight.

Cost: 1 Vitae per scene
Dice Pool: Potence is unlike many other Disciplines in that it
is not actively rolled. Rather, it provides an increase of physical
strength that lasts the duration of the scene in which it is
activated, affecting other rolls.
Each dot of Potence increases the character’s Strength by one
while the Discipline is active. Potence cannot be invoked more
than once per scene. That is, you may not spend a second
Vitae and double the benefits of the power. Note also that
certain derived traits (such as Speed) might also be affected
by the use of Potence.

Example: Solomon has Potence 3 and Strength 4. He is surprised
to find a ghoul creeping about his haven after he returns from a
meeting with the Prince. Solomon decides to teach this ghoul a
lesson and activates his Potence — his Strength increases to 7 for the
duration of the scene. The ghoul’s eyes widen in fear, anticipating
the brutal beating she’s no doubt about to receive.
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Additionally, a character’s Potence affects his ability to jump.
The dice pool to jump, as per p. 66 of the World of Darkness
Rulebook, is Strength + Athletics + any relevant equipment.
When using Potence to augment a jump, the character’s Potence
dots are added to the number of feet leapt per success. On a
vertical leap, a character jumps (Potence + one foot per success
rolled). For a standing broad jump, the character jumps (Potence
+ 2 feet per success rolled). On a running jump, the distance
jumped is Size + (Potence + 4 feet per success rolled). For example,
say a character has Strength 3, Athletics 3, Size 5 and
Potence 2 and makes a vertical leap. Six dice are rolled and three
successes are achieved. The character leaps nine feet upward
(2 Potence + 1 foot, multiplied by the three successes rolled).
Now say the character makes a running jump. The character
crosses a base of 5 feet + another 6 (2+4) per success rolled. If
he gets three successes, that’s 23 feet (6 more feet then he
would have achieved without Potence).
Action: Instant

Potence

Game Idea Voidoblivion