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Messages - cdrive1

Pages: [1] 2
1
I have come up with the proper setting and believe it or not, got the idea from watching a LP of Tony Hawk's Underground *by Thesw1tcher some bits through their words and bits through the comments*

Setting:
It has been 4 years since the defeat of Fight Club and the death of Tyler Durden by the hands of the Stand Crime Prevention Unit *SCPU* their prominent members are as follows: Effy Aristato user of Rise Against: The World, Garry Finch user of Run Like Hell, and Hollis Sage user of Psycho Killer. And while things are normal, a skater known as Eric Sparrow has come into the scene with a whole gang of his own, seemingly out of nowhere. Known as 'The Underground' A new threat is about and now its up to the SCPD to fight him, while others involved are pulled into the situation against their will. Pulled once again into the tale that Destiny has spun...

Sign up:
Name:
Age:
Stand Name:
Stand Appearance:
Stand Type *Close Range, Medium Range, Long Range, or Automatic. And Power, Support, Speed, or Special.*
Stand Stats *You get 20 points, each stat is measured in rank and each rank is two points. and is measured as follows*
Destructive Power:
Speed:
Precision
Durability:
Range:
Learning Ability:

Stand Ability:
Alignment: *SPCU, The Underground, or Neutral *which is subject to change as the game goes on**
Personality:
Backstory:

Any questions you want to ask, hey go ahead and fling them over here!
Also combat is handled with Dice, with Modifiers given per point of stats *F is lowest and gives a -2 modifier, A is highest and gives a modifier of +3* Additional Roll types are determined BY Rolls with difficulty dependent on stats.
TO ALL RETURNING PLAYERS *TharaApples, Chris113022, Lancelot and BigRonn77* Just assign stats, if you do not personally join, the characters will be controlled by the Narrator *Me* and stats applied accordingly.

2
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: March 01, 2017, 10:13:07 pm »
"OK Remind me of force composition...It might do us best to know this as it might influence our decisions." John suggests, weighing his options.

3
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: February 24, 2017, 10:09:21 am »
"So....now what?" John asks, looking out the window.

4
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: February 13, 2017, 12:03:41 am »
"Let us be clear Anton," Steeple says, bristling like a rabid dog, "I make no such promises."

"To you, your god, or anyone."
John attempts to grab Steeple's shoulder as though to say, 'Not here, not now.' though he is damn close to throwing a punch himself. He had been following very silently for a while.

5
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: February 13, 2017, 12:00:50 am »
Heldric "This is why I lived in a cave with a mute"
John "I wish that Vampire had killed me."
But yeah in all seriousness I'm here too.

6
General Game Discussion / Re: JJBA Forum Game INTEREST and DISCUSSION
« on: February 11, 2017, 10:11:55 pm »
QAGS?

What is it and could you link that up?

7
General Game Discussion / JJBA Forum Game INTEREST and DISCUSSION
« on: February 09, 2017, 02:24:49 pm »
I am going to try to make a Jojo's Bizarre Adventure Forum Game, based on one I did on CYS *Before the Forum Game Section was removed and replaced with Creative Corner* And unlike that one, I will actually try to do stats so stands not only have powers but ALSO have definitive limits.

I will ask TharaApples if she wants in or at least a Cameo Appearance or something to that effect.

So how am I going to do stats as I know the grading system of Stand Capability *F Meaning Abysmal, A Meaning the Highest.* But how would I do it?

8
Vampire The Masquerade / Re: Future of the game
« on: September 15, 2016, 10:32:03 am »
It's fine to put a game down (or on hold) whenever you need to.

Absolutely loving what we've done with this. I would kill to have a chance to sit at a table with you all for a face-to-face campaign like this.

I'm fine waiting a few months or even a whole year for this, if it means we get to continue some day. Besides, Steeple hasn't had the chance to use his badass bone-sword yet haha!
You'd be disappointed with me considering that I'm not as confident or as savvy with words in RL.

9
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: August 26, 2016, 08:59:21 pm »
In my experience, there are 3 stories to tell with a murder, yours, theirs, and the knife itself.

10
Vampire The Masquerade / Re: Future of the game
« on: August 26, 2016, 08:58:08 pm »
If it becomes too much, its too much. If it isn't it isn't, the hows and whys don't really matter as in the end it comes down to circumstance and we'll understand.*

*Cryptic to English Translation: 'If you aren't able to continue that's ok, if you are that's ok, the how and why doesn't really matter to us as we can't affect this ourselves, its down to the hand you're played and we'll understand either way.'*

11
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: August 23, 2016, 01:35:29 am »
John tries to use his senses to try and find clues, drowsy but willing to help.

12
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: August 16, 2016, 07:06:08 pm »
John nods, only BARELY awake enough to have heard that, "Yeah...what the HELL was in that blood!?" He asks in an angry mutter.

13
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: August 11, 2016, 12:39:36 pm »
Where is John at this moment in time? I ask because I want to make a move but I don't want to undo the GM's plans....especially given the poison SOMEHOW got through the Anti-Toxin Blood.

14
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 24, 2016, 04:15:48 pm »
*Whistles a little tune.*

15
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 20, 2016, 09:36:12 am »
Seems like I'm the only person who hasn't fallen into that habit mainly by not playing it...Of course Skyrim and TF2 takes a good number of my time.

16
Vampire The Masquerade / Re: How could he know?
« on: July 16, 2016, 09:26:38 pm »
John moves into position, lifting the drunk up slightly so that he'll fall into a passed out sitting position when he was done and proceeds to bite the man and start draining blood.

17
Vampire The Masquerade / Re: How could he know?
« on: July 14, 2016, 10:38:06 pm »
"Was going to feed on the drunk that you've knocked right out...Bit parched and I can feel it braying at me." John says honestly, "Either way, I don't wish any quarry with you...though you CAN make sure I don't drain more than is necessary, doubt it'll happen but best to be sure."

18
Vampire The Masquerade / Re: How could he know?
« on: July 13, 2016, 08:37:44 pm »
John raises his brow, "Saladin! You hit like a leaf." He says, referring to the blow he felt.

19
Vampire The Masquerade / Re: How could he know?
« on: July 13, 2016, 09:19:43 am »
John goes around the corner, sticking to the shadows and observing, if that man is the guy he's thinking he is, it'd be best not to interrupt him.

20
Vampire The Masquerade / Re: How could he know?
« on: July 12, 2016, 10:53:55 pm »
John raises his brow and follows, being careful to maintain a respectable distance as to not arouse suspicion from both parties.
'The way he's dressed isn't outstanding but...hrm.' he thinks to himself.

21
Vampire The Masquerade / Re: How could he know?
« on: July 12, 2016, 08:55:23 am »
John goes to a small dark alley, being careful about his movements as to not draw the eye straight away...And approaches the drunk with an friendly smile, "Ah my friend! Shall I walk you home or make sure you do not pass out in a gutter at least?"

22
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 11, 2016, 03:08:32 pm »
John nods, "Well, if you need me, I will be in town square, look for the dazed citizens." He says, silently stalking about for people as he is thirsty.

He looks for someone who is alone, his hair and hood grown long enough to cover his eyes in an attempt to dull the glow into something normal, 'A lovely night indeed.' he thinks to himself, noting how the moon is.

---

http://www.bountyheadbebop.com/forum/index.php?topic=2054.0

23
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 11, 2016, 03:05:20 pm »
That would be right.

24
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 10, 2016, 09:44:49 am »
John shrugs, "Well...I guess I should introduce myself, I am known as John the Deprived. For my sire removed many things I once had, including the blinders which rendered me unable to consider things." he says with a bow, "Even if I weren't referring to these people as Test Subjects, a war would kill them pointlessly."

25
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 09, 2016, 09:12:19 pm »
As they walk "I do in fact, I feel this war was a misguided excuse by the humans which certain of our kind kept on to further their own adjendas. It will not go well for either side and ultimately destroy the peace and sucess of the dream in the area." He glances at him again "I heard you speak against the what, though I presume at least partly because it is your homeland being targeted?"

John nods, "I've grown to care in a strange way. How dare they harm my test subjects!? In all seriousness though there is too much to gain for them NOT to go to war, but the cost will be too great in my opinion. Then again the Sire commits to his word and I will not broach that topic...I don't have a death wish...not anymore." He says, mutter that last part lightly and quickly.

26
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 08, 2016, 10:14:23 pm »
Were those glares issued directly at John? It would work as it serves to cause underestimation.

27
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 06, 2016, 11:34:07 pm »
No sooner that they took a step back that the Seneschal’s brow once again furrowed, his attention turned from them completely.

As Anton suggests, the group is free to either tour the city (perhaps to feed at their leisure), or to go back to the Blood Courts where the debates have likely begun between the various delegations.

"Here's a suggestion because I feel those meetings were not exactly fun to sit through: We do everything in our power to try and find some enjoyment that is to be had." John suggests, "Though not to the point where our sires if you still have them and if not then the elders, would have us put to death for it."

28
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 04, 2016, 02:00:04 pm »
"Excellent!" Steeple says with nod, admiring the man's salesmanship.

'I bet he could sell copies of the Kama Sutra to the Pope haha!' he thinks to Maurice.
John nods, "Of course good sir." He flashes a friendly grin.

29
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 02, 2016, 12:18:12 am »
"Nowhere near finished, I would guess," Steeple replies.

"I don't suppose you have already spoken to Lord Aliprando to announce your presence? Going there now myself."
"I was waiting on the rest of the group I've been asked by my sire...who will be more than a little displeased with my words at that meeting possibly making him lose face...to accompany, though I can walk with you, it'd be nice to get to know the group of 'misfits' I'm going to be riding with." John says with a sardonic, wincing *at mention of how displeased his sire would be* grin.

30
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 01, 2016, 06:55:27 pm »
I'm a 'Fly off the seat of my Levis' kind of guy.

31
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: July 01, 2016, 06:54:17 pm »
John stops leaning on a wall and walks over, "Meeting finally over?"

32
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: July 01, 2016, 01:25:01 am »
How would you like to? I was just expecting you to bring it up to argue against the Ventrue delegation
To be fair, I went in with almost no info but I should have completely changed the answer altogether so that was my bad.
Still, its not that he's out of the game, its more that he is outside, waiting on the meeting to end.

33
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 28, 2016, 05:01:28 pm »
I edited the thing! Ah well, too late to speak out now...Plus it does prove right that he is HORRIBLE at meetings.

34
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 28, 2016, 05:00:15 pm »
John bows, "I am sorry to pollute the room with my foolishness, I should know better." before he walks out, muttering about how badly he bungled the whole thing, basically proving his point at not being good at these meetings.

35
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 26, 2016, 09:44:16 am »
Oh. *FACEPALM* I'll edit that response as to say, "I will not go against my Sire though, if he wants war, he's got it."

36
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 25, 2016, 11:42:05 pm »
John had been silent throughout the proceedings, knowing full well how much of a sham the whole vote would become. "For the record, I am against this war for while pain can be inflicted, I don't see it as sublime. Though my Sire desires war, if that is what he wants, that he shall get. I throw my weight into the war under protest." He would chime in after the cheers subside.

37
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 22, 2016, 01:57:07 pm »
John would be looking too, but without Dark Sight, he's definitely going to be relying more on his Perception and Alertness.

38
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 22, 2016, 01:56:34 pm »
John now has his attention not on the giant, but on his surroundings, intending on making sure that no one is trying to glide their way through the dark.

39
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 20, 2016, 12:01:58 am »
John is silent, 'I'm doomed...' he thinks to himself.

40
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 19, 2016, 11:33:25 am »
"And you, John is it? You've been made prince of temechburg, part of the Concord of Ashes along with these bumbling halfwits then? It's a pleasure to make your acquaintance," Lucita finishes with a smile.

"Likewise Milady. Fools they may be, bumbling might not be the proper word as I've yet to see their true potential." John says nodding to Lucita.

41
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 16, 2016, 11:20:13 pm »
Yeah he's implying blood, red wine has pretty much the same coloration.

42
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 16, 2016, 09:50:28 pm »
John nods, "Of course, as is proper while the ones truly in charge decide things, by the way, I do have some wine, nothing completely off a peasant's pay but something fine." He says, extending an invitation.

43
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 16, 2016, 09:00:42 pm »
"Yes, there is far, FAR too much to gain. The Blacksmiths would profit through making weapons and fixing them, The Bakers and Butchers can easily feed the troops and gain a sizeable fee per head, those who seek power could easily use the war as a smokescreen to follow their own agendas, not that I'm disagreeing with their timing of the strategy..." He says was he walks about, "Minstrels could find tales to tell from the end of said war, even if there is no one to tell said story to, and that isn't even getting into ourselves and what agendas that could benefit..."

John then turns to Anton, "You hold faith heavily, and I will not accuse, though certainly is of no use to me or to most of us. We all need something to keep the beast at bay." He mentions with a grim smile befitting both sentences.

44
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 16, 2016, 09:44:08 am »
"Yes, though I was never the best at those." John sighs, "Knowing what to say is one thing, sitting for a long while and trying to keep full track of matters can be tricky as some people around could be detractors or could scheme, were it not for the 5th law I'd be swamped in assassins."

He then looks to Steeple, "Yes, until most recently, though a while before I was made prince of it, I had no idea that this was a place. Then again I was initially Illiterate."

45
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 15, 2016, 10:44:33 pm »
That is fine.

How he behaves is like that of an Amicable Host, there is a definite air about him that tells that his nice words aren't all well meant. Respect is earned easy if one proves themselves, in battle its a much MUCH different story, not bothering with manners.

46
Vampire The Masquerade / Re: Chapter 2: Venetian Nights
« on: June 15, 2016, 10:40:46 pm »
John walks, silent at first until he is with a few feet of Heldric, "Ah, welcome to Tremechburg. A city under my control through our benefactors." He says, a grin on his face which meant to be disarming.

"So what brings you all into my borders?" He says with a quirked brow.

47
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 09, 2016, 06:26:33 pm »
Understood, take your time.

48
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 2
« on: June 06, 2016, 08:13:38 pm »
Hello everybody, Looks like I'm in. >:D

49
Vampire The Masquerade / Re: John The Deprived
« on: June 05, 2016, 10:04:26 pm »
Combo Disciplines

Righteous Gaze

Disciplines Required: Potence 3/Presence 2

Description:
The Faithful place great stock not only in their own virtue above other Cainites, but in their duty as judges over their accursed brethren. By means of this power, the Faithful can burn a foe from the inside out using the oil of his own sin as fuel. All that is required is a moment’s eye contact—and, of course the moral superiority of the user.

System
After the character acquires eye contact with his target, the player must make a Road roll (dif equal to the target’s Road rating). If this roll is botched, the Faithful may not call upon this power again until he has completed a successful Act of Contrition (See Road of Heaven pg 38). Otherwise, the target suffers a number of aggravated wounds equal to the number of successes achieved on the Road roll at the beginning of the next turn. The target may soak with Fortitude (dif 6 though this may be modified up or down based or his Aura rating). This power does not function on Cainites with higher Road ratings than the user.

Once a given target has been “judged” with this power, he may not be the target of the same user’s Righteous Gaze again until such time as his own Road rating changes.

Iron Heart

Disciplines Required: Potence 3, Presence 3

Description
Some Brujah can steel themselves against even the most forceful extensions of other Kindred’s will. By calling upon their physical strength and what some vampires suspect is sheer id, the Brujah can shrug off the effects of mental suggestion and supernatural force of personality. Young Kindred tell tales of bold Brujah even ignoring the attempts of princes to Dominate them—likely a use of this power.

System
Increase the difficulty by two for Kindred wishing to employ Dominate, Presence or mind- controlling powers of Thaumaturgy against a Brujah with this power. Also, a Kindred may use Iron Heart to strengthen the will of another. The player spends one Willpower point, and the subject of his choice becomes harder to affect, adding one to the difficulties of Dominate, Presence, and Thaumaturgical mind control attempts for the rest of the scene.


The Iron Glare

Disciplines Required: Potence 3, Presence 3

Description
A look sometimes comes over the face of a ticked-off Brujah who is used to being obeyed but who is not being obeyed at the moment. The look is part hauteur, part rage and part malevolent glee at the chaos that will be unleashed unless the vampire gets his way. Brujah elders teach this Discipline to new primogen as a gift to use in primogen meetings on behalf of the clan’s interests.

System
The Brujah primogen makes a powerful display of strength (crushing a brick in her hand, bending a piece of rebar, breaking a solid oak table with one slam of her fist, etc.) and rolls Charisma + Intimidation against a standard difficulty. For the rest of the scene, add these successes to successes gained on any Intimidation roll against anyone seeing this display of power.

It should be noted that this Discipline loses it efficacy when overused. If the Brujah uses it again within a month, it will give her half the successes she rolled; if she uses it again, it will give her a quarter (rounded down). After that, this power ceases to have any effect. A wise primogen, therefore, saves this power for use at strategic moments.

Scalpel Tongue

Disciplines Required: Presence 1, Celerity 1

Description
Catty repartee is both an art and a vice among the Kindred of Clan Toreador. Those who cannot compete effectively in the arena of cruel wit are unlikely to earn the respect of their clan members. Toreador primogen, then, must have the ability to scathe others with words if they are to maintain their positions. Scalpel Tongue mixes the same quick thinking that guides the body as it moves at accelerated speeds with the Toreador’s prodigious social aptitudes, allowing the primogen to immediately generate a barbed quip so stinging (due to the emotion-enhancing effects of Presence) that it shames the target into silence.

This power has a subtle downside; if another Toreador detects that she had to use a Discipline to come up with such a stinging retort, it could have a negative impact on her social status.

System
Roll Wits + Empathy against a difficulty of 7. If the user of this power does not know his target well, difficulty is increased by 1, due to the difficulty of knowing with any precision what buttons to push to achieve the greatest verbal impact. The barbed comment stings the target into silence for one turn per success, or double that if the target is not a member of Clan Toreador. Spending one Willpower negates this effect.

50
Vampire The Masquerade / Re: John The Deprived
« on: June 04, 2016, 11:56:22 am »
Disciplines

Presence

[ 1 ] Awe

Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be closer to her and are very receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said - the hearts of those affected lean toward the vampire's opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire's favor almost before her opponents know that the tide has turned.

Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire's presence, however. This will influence their reactions should they ever encounter her again.

System
The player rolls Charisma + Performance (difficulty 7). The number of successes rolled determines how many people are affected, as noted on the chart below. If there are more people present than the character can influence, Awe affects those with lower Willpower scores first. The power stays in effect for the remainder of the scene or until the character chooses to drop it.

1 success   One person
2 successes   Two people
3 successes   Six people
4 successes   20 people
5 successes   Everyone in the vampire's immediate vicinity (an entire auditorium, a mob)

Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every turn for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the scene.

[ 2 ] Dread Gaze

While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.

System

The player rolls Charisma + Intimidation (difficulty of the victim's Wits + Courage). Success indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to go claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target's action dice pools next turn.

The character may attempt Dread Gaze once per turn, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he's so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again.

A botch at any time indicates the target is not at all impressed - perhaps even finding the vampire's antics comical - and remains immune to any further uses of Presence by the character for the rest of the story.

[ 3 ] Entrancement

This power bends others' emotions, making them the vampire's willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire's every desire. Since this is done willingly out of love (albeit a perversion of it) instead of through sapping the subjects' wills, these servants retain their creativity and individuality.

While these obedient minions are more pleasant and spirited than the mind-slaves created by Dominate, they're also somewhat unpredictable. Further, since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she entrances after they serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion's willingness to serve).

System
The player rolls Appearance + Empathy (difficulty of the target's permanent Willpower); the number of successes determines how long the subject is entranced (see the chart below). The Storyteller may wish to make the roll instead, since the character is never certain of the strength of her hold on the victim. The vampire may try to keep the subject under her thrall, but can do so only after the initial Entrancement wears off. Attempting this power while Entrancement is already in operation has no effect.

1 success   One hour
2 successes   One day
3 successes   One week
4 successes   One month
5 successes   One year

Potence [3]

Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right.

The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.

System: Each dot that the vampire has in Potence adds a strength die to the character's strength rolls and an automatic success per dot in potence per blood point spent.

While flesh and blood have their limits, undead sinews and vitae have a bit more latitude when it comes to feats of strength. Vampires who are close to Caine in descent are sometimes capable of strength-based maneuvers that awe even other vampires. A product of blood and will as much as of muscle and bone, mastery of Potence gives a vampire the ability to do far more than just lift progressively heavier objects -- if the vampire himself is willing to learn an alternate way.

Celerity [1]
Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).


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