Scorching Wrath

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Celerity ••••

  • Amalgam: Potence 4

Clan Brujah might be said to embody many different concepts - rebellion, upheaval, wrath, yet the most universal and accurate would probably be “destruction”.
After a moment of focusing her strength the Vampire can, for a brief period, push her physical prowess far beyond what lesser vampires may think possible, decimating every adversary standing in her way, yet scorching herself from within in the process.

  • Cost: 2 Rouse Checks, can be used only once per scene
  • Dice Pool: None
  • System:

First turn:
Power must be activated at the start of the turn. The Vampire spends the first turn concentrating. She can still take actions as normal, but suffers a -2 penalty to all rolls during this turn. The air around her begins to shimmer, like in a heat mirage.

Second Turn:
The Vampire gains following effects for this turn:

  • can take two actions and activate two powers
  • all learned Celerity and Potence powers providing continuous benefits, such as Fleetness (Corebook p. 253), Uncanny Grip (Corebook p.265) or Prowess (Corebook p.264) are active for this turn
  • Rouse Checks can be made only for blood surges or to activate single-use Celerity and Potence powers, such as Blink (Corebook p. 253). When activating these powers, receive a point of aggravated damage for each rouse check made.

Receive 1 point of Aggravated damage at the end of this turn.

The Vampire exits the power visibly charred and bruised, severity depending on the amount of sustained damage.

A Frenzying vampire can benefit from the power on the same turn it was activated, but this increases the damage upon exiting to 3 points.

  • Duration: One turn

Related Content

Celerity 4 instead of 5 so the player has choice of combining with either unerring aim or lightning strike

Credits

Author: TheLeezard

Other Credits: Inspired by TableGoth’s V5 Vampire Player's Guide power “Furious Frenzy”, p.30, as well as the very humorous funni vergil status meme I AM THE STORM THAT IS APPROACHING PROVOKING BLACK CLOUDS IN ISOLATION

Comments


TheLeezard

10 months ago
Score 0

Optional balance tweaks:

  • * choose 3 continuous disciplines to activate for the single turn
  • * only powers of level 3 or lower can be activated when using this power
  • * a -2 exhaustion penalty for one turn after exiting the power, decreasing to -1 on next turn
  • * replace "take two actions" with "add +6 dice for split action pools, no pool can exceed original pool"
  • * level 5 power, prevents stacking with lightning strike

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