Potence: Cling

by: Reno Camilani for Sanguinus Curae

Download in Google Docs

 

Potence Level Six Variant

Some Kindred are so strong that they can grip flat surfaces with their bodies. A vampire skilled enough in Potence can learn Cling. Cling enables the user to move on walls, ceilings, sheer surfaces, pretty much anything that's solid and will support the Kindred's weight. The vampire has to keep her hands on the surface at all times, but her feet can also be used to hold herself (if they're bare).

Note: This power differs from the higher-level Celerity power Zephyr. A vampire using Cling is not moving quickly to stay on the wall, he's just strong enough to grip it.

System

No roll or blood expenditure is required to use this power. If something tries to prevent the character from being on the surface, roll Strength + Athletics to see if he stays on (difficulty is the number of successes the challenger rolled). If the character picks both of her hands off the surface and her feet aren't bare, she falls off.

Potence: Heartfelt Applause

by: Don Lara for Sanguinus Curae

Download in Google Docs

 

Variant Potence 6 Discipline

With this level of physical might, a Vampire can cause a powerful sonic shockwave, capable of knocking someone over and dizzying bystanders, with nothing more than a normal looking clap of his hands.

Tabletop

Characters using this power must be facing a target, and be within 6 feet of the target to have any forceful effect. Player spends two blood points, and makes a normal physical attack roll (Dexterity + Brawl). For each success, the indicated target of this power is pushed 2 feet away from the Vampire by the sonic shockwave. In addition, the target, upon landing, is dazed and incapable of action for one round, due to the disruption of balance caused by the sonic assault. A failed roll indicates the character did nothing more than clap his hands, with no outward effect. A botch may mean he breaks his own hands in the effort to use this power.

This power causes no direct damage to a target, but if the target happens to hit anything during his "flight," (another person, a wall) he suffers 2 levels of Bashing damage.

Any bystanders within a 6-foot radius of the Vampire using Heartfelt Applause must make a straight Stamina roll. Only one success is needed to avoid suffering any ill effects. Any characters who fail the roll, however, also become disoriented and unable to act for one round.

MET

Player must be within 6 feet of the intended target for this power to have any forceful effect. Player must first declare he is going to use Heartfelt Applause, and unto who he is using it on. Player spends two blood traits, and makes a normal physical challenge against the target. On a straight win on the initial challenge (with or without retests) the target is sent away from the Player by 6 paces. On a resolved tie on the initial challenge (with or without retests) the target is sent away from the character by 4 paces. If the player fails in his attempt to use "Applause," however, all he appears to do is clap his hands, with no outward effect. Unless someone IC knows what he was intending to do, it looks fairly innocuous in a social context, and downright silly if done in a combat situation.

This power causes no direct damage, but if the target hits anything during his "flight," (another character, a wall) he suffers 2 levels of Bashing damage. Regardless, upon landing, the target is disoriented by the shockwave and is unable to act for one round.

Concerning Bystanders

Upon the declaration by a Player to use "Applause," any character within 6 feet of the Vampire makes a static test against the attacker at the same time the attacker is making the test against the target. On a win or a tie, the bystander(s) suffers no ill effects. Any who lose, however, are disoriented and are unable to act for one round.

Concerning "Dodge"

If the target sees the "Applause" coming, and knows ahead of time what the effect will be, he may Dodge being blasted backwards. However, even if successful in dodging the blast, he must still make a static test (MET) or a straight Stamina roll (Tabletop). As with the bystanders, on a win or a tie (MET) or with one success (Tabletop), there is no effect. If the target loses, he still suffers the loss of one round of action due to disorientation by the blast.

(Note: This power does still affect deaf characters. The disorientation the shockwave causes affects the balance centers in the inner ear physically, and is not the result of the actual 'sound' of the attack.)

Potence: Springheel

by: Alex Shern for Sanguinus Curae

Download in Google Docs

 

Potence Level Six Variant

All vampires gifted with the Blood of Caine are capable of leaping far further than the average mortal. Some Kindred of particularly high-blood have been noted to clear vast spans of distance with relative ease simply by jumping.

System

When making a Jumping roll, the vampire may spend a blood point to triple the distance cleared. Players who score 8+ successes may clear normal two-story houses in this manner (6 successes for a bungalow) at the Storyteller's discretion.

 

Resources are free for personal use only; please link to this site instead of reposting material elsewhere. Thank you, and happy gaming!

 

Back to Top ^