This ability gives the vampire supernatural strength, even compared to other vampires. In battle, it is a tremendous advantage, but subtle displays of strength can also threaten and deter potential opponents. However, to call it super strength is to underestimate this ability as it has historically been used for so much more than just heavy lifting. The legends even have rumors that some extremely ancient individuals used potence to cause landslides or cause damage equivalent to sunlight.
Prowess
By drawing their strength from blood instead of muscle, the character can put significantly more power behind their punches than would otherwise have been possible.
Cost: None for first level. +1 hunger for higher levels.
System: The character gets +2 AV per level of Potence, but they can choose how high a level they activate.
Uncanny grip
The character can channel the strength from the blood in their hands and arms to grab or throw other people without much effort. This is an effective tool for both immobilizing people trying to escape or just throwing someone across the room.
Cost: +1 hunger
System: The player grabs the victim and says "uncanny grip" followed by their level of Potence. Lower level characters are helpless and can either be held or pushed, causing the person to be thrown. Characters of the same level can break free if they have higher AV than the player, and higher Potence opponents can break the hold at any time. This can also be used to break freescape in a battle with the same rules for breaking free as above. A character with Blink can dodge the grab if they so choose..
Earth shock
In a seismic discharge, the character can channel their full strength by either punching or kicking the ground. The effect creates a shock wave that can be compared to a minor earthquake. Weaker characters are thrown to the ground, making the power great for either forcing an entire room to focus on the character or starting a battle.
Cost: +1 hunger
System: The player punches or stomps the ground and shouts "earth shock" followed by their unmodified AV. Characters in the room with lower AV are thrown to the floor, into walls, off chairs, or whatever is applicable. Prepared characters holding onto something stable can avoid being thrown to the ground. The effect is severely disorienting and anyone affected takes -2 to AV and MV for about five minutes afterwards.
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