Destructive Might
Vigor ••••, Resilience •••
Kindred possessing supernatural strength are terrifying to behold. However, some can perform truly monumental feats. Employing this power, a vampire shoulders his way through concrete walls, grabs and halts moving vehicles, and crushes his enemy into a bloody pulp. Truly awesome to witness, any display of this might is a terrifying reminder of the capabilities of centuries-old vampires. When the vampire forces his Vitae to fuel his rage through this power, his skin becomes as hard as steel, his hands akin to vices, and his body nearly unbreakable.
Effect
In order to activate this power, the user must have already invoked Resilience and Vigor for the scene (meaning that the total cost of the Devotion is actually five Vitae).
When a vampire activates this power, a number of changes occur. His body becomes even tougher than Resilience alone affords. He benefits from an effective Armor Rating of 2, but incurs no movement or Defense penalties. This does “stack” with anything he wears that provides an Armor Rating, as his body is simply immune to casual blows. Second, his unarmed attacks deal aggravated damage, as do his actions during a grapple. His bare-handed attacks can literally dismember his foes. Finally, with a rigidity and density that seems like steel, his Brawl attacks ignore two points of any object’s Armor Rating or Durability. Shields, Kevlar vests, and even ancient breastplates are but minor nuisances to a vampire using this power. This effect lasts for a number of turns equal to his Blood Potency. After that time, the power ceases and may not be used again for the rest of the scene.
While using this power, the vampire is more susceptible to succumbing to frenzy. He has a -3 penalty to resist frenzy of any kind. If the vampire has already entered frenzy, the Beast activates the Devotion if the character already has Vigor and Resilience activated.
When a vampire activates this power, a number of changes occur. His body becomes even tougher than Resilience alone affords. He benefits from an effective Armor Rating of 2, but incurs no movement or Defense penalties. This does “stack” with anything he wears that provides an Armor Rating, as his body is simply immune to casual blows. Second, his unarmed attacks deal aggravated damage, as do his actions during a grapple. His bare-handed attacks can literally dismember his foes. Finally, with a rigidity and density that seems like steel, his Brawl attacks ignore two points of any object’s Armor Rating or Durability. Shields, Kevlar vests, and even ancient breastplates are but minor nuisances to a vampire using this power. This effect lasts for a number of turns equal to his Blood Potency. After that time, the power ceases and may not be used again for the rest of the scene.
While using this power, the vampire is more susceptible to succumbing to frenzy. He has a -3 penalty to resist frenzy of any kind. If the vampire has already entered frenzy, the Beast activates the Devotion if the character already has Vigor and Resilience activated.
Material Components
Cost: 3 Vitae
Gestures & Ritual
Dice Pool: This power involves no roll to invoke
Related Discipline
Vigor ••••, Resilience •••
Effect Casting Time
Instant
For every dot of Blood Potency over five that a Kindred possesses, however, he subtracts three points from the experience cost of the Devotion. Therefore, a vampire of Blood Potency 8 who wishes to learn Fooling the Sleeping Beast would pay 12 experience points, while a vampire with Blood Potency 6 would pay 18, and a character with Blood Potency 1 would pay the full, listed cost.