Potence

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Many vampires have been known to have vastly superior physical strength to humans. This physical strength is harnessed in full through the discipline of Potence, which augments that supernatural strength to uncanny levels.

Potence Leaping and Jumping

Normally a person can leap for 2 steps, landing on their third. For every level of potence they have they may jump for an additional step. This in NO WAY increases the amount of steps they have per round. If a person can move 3 steps a round and has potence 5 they will jump for the three steps, and end the round in the air with hang time, stay in the air for the next round of three steps, still moving in the same direction unless Athletics is used, and eventually come down on the eight step. three rounds after they took off. They have two more steps that round.

Trait: Physicals

Ability: None

Passive The vampire gains an additional trait for each level of Potence


⚫ Prowess

Challenge: N/A Cost: N/A Duration: Passive

The added physical strength of Prowess causes a kindred’s physical attacks (unarmed combat) to do lethal damage or bashing damage at his discretion.

⚫⚫ Might

Challenge: N/A Cost: None Duration: Activated (Reflexive)

Gives the vampire a discipline level retest that can be used on any physical action. Once this has been used, no more ability retests (brawl, dodge, etc.) can be used during that challenge. (See Base systems, for more information.)

⚫⚫⚫ Force your Way

Challenge: N/A Cost: None Duration: Activated (Reflexive)

The added physical strength of the vampire gives them a greater chance of succeeding in physical challenges. The player gains an additional skill level retest when trying to escape a grapple. In addition, whenever the kindred strikes a target with a brawl attack or melee or thrown weapon he may spend a willpower to increase the damage of the hit by one. (6 is still the damage cap).

⚫⚫⚫⚫ Imprint

Challenge: N/A Cost: N/A Duration: Passive

During unarmed combat, the vampire now does 1 additional health level of lethal damage. This applies only when using one's bare hands no gloves, no cesti, no spiked gloves, no kindred warded gloves, no bodypaint. bare..hands. BARE HANDS! (Not Bear Hands mind you) Any handwear you are wearing incidentally while using this power is destroyed, without causing extra damage. You can also stick your finger in concrete, etc. In addition, when fighting purely unarmed the character gains 2 offensive traits

Master Level---------------------------

⚫⚫⚫⚫⚫ Puissance

Challenge: N/A Cost: None Duration: Passive (Reflexive)

The superior physical strength of a vampire causes them to now do another additional level of lethal damage. This bonus applies both to unarmed and melee combat and may apply to certain ranged weapons like bows if they were crafted as a potence-rated item, otherwise, the vampire is liable to snap the bow into pieces. This added bonus will never apply to firearms. This also converts the damage of the weapon to lethal if it was not already.

⚫⚫⚫⚫⚫ Juggernaut

Challenge: None

Cost: None

Duration: Permanent

The kindred ignores the penalties from being grappled whether they are in control or not. In addition, they gain an additional discipline level retest when attempting to break grapples.

⚫⚫⚫⚫⚫ Master of the Forge

Challenge: None

Cost: None

Duration: Permanent

Any weapon you craft automatically is potence rated.