Potence Combo-Disciplines

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Fearsome Strikes

Required Powers: Dominate 2 & Potence 2 ⚠ </br> Cost: 14 XP

A specialty of the Lasombra and Giovanni Clans, this Discipline technique allows a vampire to strike such fear into his foes that their defenses against his physical attacks are greatly reduced. ⚠ </br> System: The vampire makes a Manipulation + Intimidation roll (difficulty of the target's Willpower) and expends 1 blood point. For one round per success, the target of this power has their dice pools reduced by the user's Manipulation rating when defending against attacks from the user of this power. Invoking this power takes an action.

Espirit de Corps

Required Powers: Presence 5 & Potence 5 ⚠ </br> Cost: 35 XP

Inspire your allies with courage and inhuman strength. ⚠ </br> System: Roll Strength + Intimidation (diff 7). One success affects a single ally; successes after the first double the number affected. Add +2 difficulty to any attempt to inspire fear or impair the fighting ability of your affected followers. All affected followers also gain 1 dot of Potence. This power lasts for a scene.

King of the Hill

Required Powers: Fortitude 2 & Potence 2 ⚠ </br> Cost: 14 XP

After learning this power, you can not be knocked off your feet by impacts. ⚠ </br> System: This power is a permanent effect, but it can be willingly suspended at any time and for any duration. It can be resumed as a reflexive action. While it is active, you cannot be knocked down or pushed aside by physical force. You do not gain any additional soak or protection of any kind. If you die, the power ends instantly. You can still be picked up and moved, but as long as your body touches the ground, you cannot be moved unwillingly.

Give 'em Hell

Required Powers: Fortitude 1 OR Potence 1 & Presence 3 ⚠ </br> Cost: 21 XP

Inspire your allies, granting them additional courage in battle. ⚠ </br> System: Roll Charisma + Leadership (difficulty 7). Each success allows up to 3 allies to add +3 dice to the Courage rolls for the rest of the scene.

Feral Imbuing

Required Powers: Animalism 4 & Potence 2 ⚠ </br> Cost: 28 XP

Share your Potence with an animal in your line of sight. ⚠ </br> System: Roll Strength + Animal Ken (diff 6). Each success transfers to the animal 1 level of Potence. You do not have to use all your successes, and you cannot transfer more levels of Potence than you have. Your own Potence is reduced while the animal is using it. Ending this power is a reflexive action.

Shared Human Entombment

Required Powers: Potence 1 & Protean 3 ⚠ </br> Cost: 21 XP

Take a human ghoul with you into an Earth Meld. ⚠ </br> System: Pay 1 additional BP when Earth Melding in order to meld one of your human ghouls. You must be touching the ghoul to meld with it.

Earthen Tomb

Required Powers: Potence 1 & Protean 3 ⚠ </br> Cost: 21 XP

Take a corpse with you into the earth and leave it behind. ⚠ </br> System: Pay 1 additional BP when Earth Melding in order to meld yourself and one corpse, up to the size of a horse. When you end your Earth Meld, the corpse remains in the ground. It is treated as if Melded on its own after you depart.

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