Classification: Union // Open
Classification: Union // Open Ref vampire/power/combo_discipline/esprit-de-corps

Esprit de Corps

Combination Discipline · Vampire · “Esprit de Corps (Potence ••••, Presence ••••)”

Vampire
Prerequisites
Potence ••••, Presence ••••
Clan
Brujah

The power of the Brujah to raise a mob or even an army is not to be ignored. Those inspired by the vampire’s use of this power fight fearlessly and ferociously.

System: The player rolls Charisma + Leadership (difficulty 7). Any opposing force that attempts to intimidate (whether supernaturally or no) those affected by Esprit de Corps find that the difficulty of such attempts increases by 2. The number of successes determines the maximum size of the crowd to be affected.

Successes Results

1 One person

2 Two people

3 Six people

4 20 people

5 All allies in the immediate vicinity (whether a battle group or everyone in a large room)

In addition, for every two successes rolled, each affected person acquires the equivalent of one dot of Potence for the duration of the scene, up to a maximum of three dots. This benefit applies regardless of whether the affected person is a mortal, ghoul, or vampire — since mortals cannot spend blood points, they can only use the “passive” effects of Potence (see V20, p. 192).

This power costs 24 experience points to learn.

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