Might
Might and Endurance are two Aptitudes that are extremely common throughout the entire World, as they both represent the combatant�s skills. The Might Aptitude is concerned mostly with the ability to cause grievous amounts of injury to enemies, but it also grants certain bonuses at certain levels for other forms of Might, such as lifting or moving heavy objects, and causing dreaded Aggravated damage. Might also increases a character�s Encumbrance capacity.

� Potency
The standard form of Might is simply an increased brawling capability. Potency, a passive power, grants the character one extra automatic success per level of Might on all damage rolls calculated from Brawl actions, as well as all non-combat actions involving physical strength.

�� Vigour
Vigour makes all Brawling damage caused by the character Lethal rather than Bashing. In addition, the automatic successes gained from Might on damage from Brawl rolls now also counts for all damage rolls calculated from Melee actions.

��� Vitality
Vitality grants the character the ability to draw upon her mystical reserves to perform some truly spectacular feats of strength. She may spend Vita points to grant her additional automatic successes in all actions involving physical strength, and all damage caused from Brawl and Melee actions, on a point-for-success basis. These additional automatic successes last for a number of turns equal to the character�s Might rating, and are in addition to the usual Might benefits. She may spend as many Vita points as she wishes, up to her Vita Limit.

���� Fury
Fury allows the character to willingly enter a state similar to
Berserk, but without the drawbacks. Spend 1 Vita and roll Stamina + Instinct/Self-Control (difficulty 8). The number of successes indicates the number of turns that she gains the following benefits: +1 to all Physical Attributes, +1 actions per turn, +2 to all Willpower rolls. The effects of Fury are not cumulative if used multiple times, but further applications of the power may be made to increase the duration. If there is no break between uses, the difficulty of the roll is reduced to 7.

����� Omnipotence
Omnipotence allows the character to spend 2 Vita to make all damage she causes in the next turn calculated from Brawl and Melee actions count as being Aggravated. However, every time Omnipotence is used, the character must roll Strength + Brawl (difficulty 6, no additions or bonuses from Might or anything else). Each success causes her one Lethal damage, which may then be soaked as normal. Omnipotence may only be used once per scene.

����� � Ogre�s Strength
Ogre�s Strength is not a power it itself, more a bonus to characters who learn it. Upon learning this power, the character�s Encumbrance capacity doubles.

����� �� Vehemence
A character employing the power of Vehemence can inflict all of her Brawling damage with just a tap. Hence, by shaking an opponent�s hand, the victim can be sent flying backward with the force of Might 7. Using Vehemence costs 2 Vita, and requires the character make physical contact with the intended victim. Having done so, she may then proceed to roll her usual damage, with no bonuses from extra successes (i.e. damage is simply Strength + the automatic Might 7 bonus).

����� ��� Distant Assault
Distant Assault grants the character the ability to inflict her usual Brawling damage on a victim with just a glance; essentially, Distant Assault is the same as Vehemence but does not require physical contact with the victim. Distant Assault requires that the character can see her victim clearly; however, if she is aiming only to hit a certain part of the victim�s body, she only need see that part (so a victim who is totally in cover other than one arm, for example, can still be targeted). Distant Assault costs 2 Vita to use, after which the character must make her damage roll as usual (Strength + the automatic Might 8 bonus).

����� ���� Prowess

Prowess can only be used in Brawling and Melee combat. At the cost of 1 Vita, the character need not roll to hit her opponent for a number of turns equal to the number of successes rolled on a Wits + Brawl or Wits + Melee roll (both at difficulty 7). The damage caused is (the character�s Strength + the automatic Might 9 bonus + the weapon�s bonus if applicable).

����� ����� Giant�s Strength

Giant�s Strength, like its predecessor Ogre�s Strength, is not a power it itself, but an additional bonus to the character who learns it. At this level, the character�s base Encumbrance rating is multiplied by 10. The effects of Giant�s Strength are not cumulative with Ogre�s Strength; this power supersedes the benefits of
Might 6.
Back to Common Aptitudes
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