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| | {{Infobox Discipline|Name=Vigor|Source=Vampire The Requiem Sourcebook}} | | {{Infobox Discipline|Name=Vigor|Source=Vampire The Requiem Sourcebook}} |
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| - | '''Vigor''' is a [[Discipline]] that temporarily enhances a kindred's physical strength, and one of the three "physical" Common [[Disciplines]]. All vampires possess the inherent ability to suffuse their bodies with Vitae and gain additional dice on Physcial instant action rolls but Vigor allows for a longer buff. Also, unlike simple augmentation, Vigor can surpass the Strength limit imposed by [[Blood Potency]], enabling the vampire to achieve superhuman levels of strength. | + | Nearly every vampire legend across the globe expresses the preternatural strength possessed by the undead. In truth, not all Kindred possess such inhuman might, but the Discipline of Vigor makes those who do far more powerful than any mortal could ever hope to be. Vigor allows Kindred to strike opponents with the force of a falling boulder or speeding car; to lift enormous weights as though they were paper; to shatter concrete like glass; to leap distances so great that those elders with obscenely high levels of Vigor may, in fact, be responsible for legends of vampiric flight. |
| | + | * '''Cost:''' 1 [[Cost::Vitae]] per [[Scene]] |
| | + | * '''Action:''' [[Action::Instant]] |
| | + | * '''Dice Pool:''' Vigor is unlike many other Disciplines in that it is not actively rolled. Rather, it provides an increase of physical strength that lasts the duration of the scene in which it is activated, affecting other rolls. |
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| - | For the cost of a single [[Vitae]] Vigor increases strength for an entire scene. The more ranks a Kindred possesses in Vigor, the most strength they can gain. A fairly strong Kindred with a few ranks in Vigor can lift kitchen applicances. Older, stronger Kindred can lift and throw objects which weight more than half a ton.
| + | '''Each dot of Vigor increases the character’s [[Strength]] by one while the Discipline is active'''. |
| | + | * Vigor cannot be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power. |
| | + | * Note also that certain derived traits (such as [[Speed]]) might also be affected by the use of Vigor. |
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| - | Vigor can be used to enhance a character's leaping ability. In gaming terms, a Kindred's Vigor ranks are added to her feet traveled per success. Elders with high ranks in Vigor can make leaps that resemble flight. | + | : '''''Example:''' [[Arnold Culler]] has Vigor 3 and Strength 4. He is surprised to find a ghoul creeping about his haven after he returns from a meeting with the Prince. Arnold decides to teach this ghoul a lesson and activates his Vigor — his Strength increases to 7 for the duration of the scene. The ghoul’s eyes widen in fear, anticipating the brutal beating she’s no doubt about to receive.'' |
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| - | Seemingly suited for combat, Vigor is also handy for story functions. A character with Vigor might be able to go through a door, or even a wall, should they become trapped. And if you can push a one ton boulder infront of the door to your Haven, that's pretty secure.
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| | + | ===Jumping=== |
| | + | Additionally, a character’s Vigor affects his ability to [[Athletics_Skill#Jumping|jump]]. The dice pool to jump is Strength + [[Athletics Skill|Athletics]] + any relevant [[equipment]]. When using Vigor to augment a jump, the character’s Vigor dots are added to the number of feet leapt per success: |
| | + | * On a vertical leap, a character jumps (Vigor + one foot per success rolled). |
| | + | * For a standing broad jump, the character jumps (Vigor + 2 feet per success rolled). |
| | + | * On a running jump, the distance jumped is Size + (Vigor + 4 feet per success rolled). |
| | + | For example, say a character has Strength 3, Athletics 3, Size 5 and Vigor 2 and makes a vertical leap. Six dice are rolled and three successes are achieved. The character leaps nine feet upward (2 Vigor + 1 foot, multiplied by the three successes rolled). Now say the character makes a running jump. The character crosses a base of 5 feet + another 6 (2+4) per success rolled. If he gets three successes, that’s 23 feet (6 more feet then he would have achieved without Vigor). |
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| | {{Vampire/Disciplines}} | | {{Vampire/Disciplines}} |
Nearly every vampire legend across the globe expresses the preternatural strength possessed by the undead. In truth, not all Kindred possess such inhuman might, but the Discipline of Vigor makes those who do far more powerful than any mortal could ever hope to be. Vigor allows Kindred to strike opponents with the force of a falling boulder or speeding car; to lift enormous weights as though they were paper; to shatter concrete like glass; to leap distances so great that those elders with obscenely high levels of Vigor may, in fact, be responsible for legends of vampiric flight.
- Cost: 1 Vitae per Scene
- Action: Instant
- Dice Pool: Vigor is unlike many other Disciplines in that it is not actively rolled. Rather, it provides an increase of physical strength that lasts the duration of the scene in which it is activated, affecting other rolls.
Each dot of Vigor increases the character’s Strength by one while the Discipline is active.
- Vigor cannot be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power.
- Note also that certain derived traits (such as Speed) might also be affected by the use of Vigor.
- Example: Arnold Culler has Vigor 3 and Strength 4. He is surprised to find a ghoul creeping about his haven after he returns from a meeting with the Prince. Arnold decides to teach this ghoul a lesson and activates his Vigor — his Strength increases to 7 for the duration of the scene. The ghoul’s eyes widen in fear, anticipating the brutal beating she’s no doubt about to receive.
Jumping
Additionally, a character’s Vigor affects his ability to jump. The dice pool to jump is Strength + Athletics + any relevant equipment. When using Vigor to augment a jump, the character’s Vigor dots are added to the number of feet leapt per success:
- On a vertical leap, a character jumps (Vigor + one foot per success rolled).
- For a standing broad jump, the character jumps (Vigor + 2 feet per success rolled).
- On a running jump, the distance jumped is Size + (Vigor + 4 feet per success rolled).
For example, say a character has Strength 3, Athletics 3, Size 5 and Vigor 2 and makes a vertical leap. Six dice are rolled and three successes are achieved. The character leaps nine feet upward (2 Vigor + 1 foot, multiplied by the three successes rolled). Now say the character makes a running jump. The character crosses a base of 5 feet + another 6 (2+4) per success rolled. If he gets three successes, that’s 23 feet (6 more feet then he would have achieved without Vigor).