Post by Hematite on Mar 3, 2014 10:28:31 GMT
Potence [V20 192]
The Feat of Strength chart found on Page 261 of the V20 Core Book details the Strength required to lift, carry or destroy each grade of weight listed. Potence adds to Strength for this total (and that does not change when spending blood to convert extra Strength dice to successes). Interacting with objects above your rating on the Strength chart can only be done with a Willpower (not Strength) roll, Difficulty 9. Each success increases your effective Strength higher on the list for that action.
Improvised weapons that can be used through the phenomenal Strength that Potence grants have the following characteristics:
• Deal Bashing Damage equal to Strength + their Value on the Feat of Strength chart.
• Cannot target specific body parts.
• Attacks are done using the Melee ability, and are done at difficulty 8 for items 10 or lower on the chart, difficulty 9 for objects 11-15 on the chart, and difficulty 10 for objects beyond the scope of the chart.
• Opponents may not Parry or Dodge these attacks, but may Block if they possess enough Strength to lift the object themselves.
• Items 10 and above can hit multiple opponents near each other using the same mechanic as the Strafing ability available to automatic firearms found on Vampire: Revised pg 212.
Thus, hitting someone with a motorcycle (6 on the chart) is Strength + 6 Bashing damage, difficulty 8 to hit, while swinging a metal lamp post at someone (12 on the chart) does Strength + 12 Bashing damage and is difficulty 9 to hit.
The bonus from Potence applies to all Strength rolls, including Disciplines that require a Strength roll to activate.
The bonus from Potence does not apply to the damage from bows (though it may affect the maximum draw weight a character can use effectively) but does apply to thrown weapons.
Potence 6: The Fist of Caine [DAC 88]
The user of this power may strike an opponent with a normal Brawling attack without actually physically touching him. The mechanics of the strike function exactly as normal (difficulty 6 to hit unless targeting a specific area, inflicting a base number of dice of bashing damage equal to the user’s Strength), save that the user does not need to physically strike the victim.
Attacks made with this power may not be blocked or parried. They may be dodged at +3 difficulty.
Potence 6: The Gentle Rebuke [CbR-Br 67]
The force of this blow is not sufficient to send any victim crashing THROUGH any but the most flimsy of walls (only sheetrock or plaster with no support beams).
If the user of this power wishes to throw his victim at a particular target, he must roll Dexterity + Athletics at difficulty 8. If he hits his target, both the victim and the target take a number of dice of bashing damage equal to the user’s Strength + Potence. Blood may not be spent for the user’s Potence to gain automatic successes on this damage roll, and there is no carryover applied. Furthermore, the target must succeed on a Strength + Athletics roll at a difficulty of 5 + the user’s Potence to remain standing. With less than 3 successes, the victim is off balance and is at +1 difficulty on all physical actions next turn. This attack may not be blocked or parried, but may be dodged at +2 difficulty.
A victim who is thrown into an inanimate object by use of this power takes a number of dice of basing damage equal to the user’s Strength + Potence. Blood may not be spent for the user’s Potence to gain automatic successes on this damage roll, and there is no carryover applied.
All victims of this power must make a Dexterity + Athletics roll at a difficulty of 3+ the user’s Potence score to remain standing. This difficulty increases by 2 if the victim strikes a wall or other obstacle. With less than 3 successes, the victim is off balance and is at +1 difficulty on all physical actions on his next turn.
Potence 6: Imprint [V20 192]
Emerald Coven Chronicles does not consider this to be a separate Elder power in its own right. This is merely a factor of possessing a Potence score of 6 or higher, and is automatically gained when the character purchases his 6th level of Potence with the regular effect.
The material the user wishes to leave an imprint in must be, at least to some degree, malleable. Material that is too brittle will break or crumble rather than hold an imprint.
Given the versatility of this power, the only system that can really be applied is to suggest a Strength roll at difficulty 6, with a required number of successes determined by the Storyteller to reflect the material’s toughness and thickness.
Potence 6: Master of the Forge [PGttHC 159]
When using this power in conjunction with the Crafting system, all crafting times are reduced by half to account for the simpler crafting methods.
When crafting exceptional items with this power, the user may craft with a Strength + Potence + Crafts roll instead of a Dexterity + Celerity + Crafts roll if he wishes. Blood may not be spent for Potence when crafting as the effect is too fleeting to apply to an extended project.
This power adds one additional crafting feature. Even common items created with this power gain one crafting feature. This power has no additional effect on Masterpieces.
This power may only be used to craft primarily metal items, and only those items that could be forged by traditional means (hammer and anvil). Anything requiring intricacies that could not be replicated by traditional blacksmithing cannot benefit from this power.
This power cannot be used to create Artistic works (as defined by the crafting system).
Potence 6: Relentless Pursuit [CbR-Br 68]
This power quadruples the effective distance the character may jump, both horizontally and vertically. This replaces the system described in the power for automatic levels of success.