Fortitude
FORTITUDE

   All vampires possess a preternatural constitution that makes normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire and terminal falls.
   Gangrel, Ravnos and Ventrue possess this potent ability. Gangrel enjoy the benefit of Fortitude as a matter of course, but Ravnos and especially Ventrue delight in the power's psychological effects. It's not unusual for a Ventrue to take a "fatal" blow, giving his opponent just enough time to register the vampire's smile before the Ventrue finishes off the shocked victim.
   System: A vampire's Fortitude adds to her Stamina for the purposes of soaking normal damage. A vampire with this Discipline may also use it to soak aggravated damage.

Level 6
Armor of Vitality (Dark Ages Companion)

Personal Armor
(Guide to the Camarilla)
   Nobody likes to get hit (or shot, ot stabbed for that matter), not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one's attacker and break it. That's where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.
   System: With the expenditure of two BPs, a vampire can add preternatural hardness to her flesh. Every time an attack is made on the Kindred using Personal Armor (one which she does not dodge), roll Fortitude (8). If the roll grants more successes than the attacker rolled, then the weapon used to make the attack shatters against the vampire's flesh. (Fetishes, klaives, "magical" swords and so on may be resistant to this effect.) The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process; this damage may still be soaked. If the attack roll botches, any normal weapon automatically shatters.
   A hand-to-hand attack causes the attacker equal damage to that suffered by the defender when Personal Armor comes into play. On a miss, the attacker takes one level of bashing damage.
   The effects of this power last for the duration of a scene.

Sensory Shield (Gangrel Clanbook (Revised))
   A Gangrel using this power supernaturally hardens her senses against injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened by explosions or gunfire; even her capacity to withstand pain is improved. Her eyes, ears, nose, and open wounds glow with an eerie light while this power is active.
   System: Spend two BPs to activate this power for a scene. Mundane sources of overwhelming sensory input, such as searchlights, muzzle flash or pepper spray have no effect, even if sensory-enhancing powers like Heightened Senses are in use. The effects of supernatural sensory attacks or unusual circumstances (like being at ground zero for a massive explosion) may be soaked with the vampire's Fortitude dice, with each success reducing the effect or duration of the sensory damage, or negating it all together. In addition, the Gangrel's wound penalties are reduced by two; he feels no pain whatsoever until he reaches the Crippled level, when he runs into only a three-dice penalty. At the end of the scene, wound penalties for all accumulated damage are applied as normal.
   The phosphorescent glow streaming from the vampire's orifices and wounds is nearly impossible to hide, and inflicts a two-dice penalty on social interactions with mortals (other than intimidation).

Stand Against All Foes (Players' Guide to High Clans)
   Cannot be moved from your spot by any force.

Level 7
Armor of Kings (Players' Guide to High Clans)
   Weapons that hit you may break, doing no damage.

Bestow Vigor (Dark Ages Companion)

Curse the Laurel
(Ventrue Clanbook (Revised))
   This fearsome power allows the Kindred to overcome one of the traditional banes of the undead: the feared stake. With this mastery of Fortitude, the Ventrue may subsume a stake that pierces her heart, reshaping that dead organ slowly and insulating it from the offending wood. Once a given stake has been turned away with this power, it remains within the Kindred's body, and it may even be visible beneath layers of clothing.
   System: Spend a permanent Willpower point and roll Stamina + Survival (9). The number of successes indicates the length of time that elapses before the Kindred's body rejects the stake, allowing her to rise from immobilization.
1 success 1 year
2 successes 6 months
3 successes 1 month
4 successes 1 week
5 successes 1 night
    Each use of this power affects only one stake. If the Kindred suffers the same fate again, she may make a new attempt is she chooses to spend the Willpower again. If the roll to use this power is a botch, the body does not expel the stake, and no further attempt may be made against that particular stake.
   After the stake has been turned away from the heart, it remains in the Kindred's body, overgrown by dead flesh and probably protruding at an unsettling angle. The Kindred may cut the stake out at any time she wishes thereafter, suffering two health levels of aggravated damage in the process.

Resilient Mind (Gangrel Clanbook (Revised))
   At this level of accomplishment, the Gangrel extends her preternatural resistance to the very depths of her personality. Upon acquiring this power, the vampire may suddenly shed centuries of paranoia, tics, quirks and other perturbations that have accumulated in the cobwebby recesses of her brain. Additionally, it becomes more difficult to use mental Disciplines against the vampire. Unfortunately, this mental stability comes at a cost to the Gangrel; upon learning this power; the vampire must acquire physical animal flaws exclusively.
   System: Upon learning this power, make a Willpower (7) roll. For each success, the vampire may choose to eliminate one derangement or two animal behavior flaws (any Social Attribute points lost due in whole or part to those flaws remain lost). This effect of the power occurs only once and is immediate.
   The vampire permanently gains three extra dice to resist the effects of any mind-altering Discipline or magic. This bonus does not apply to Presence or other Disciplines that affect the emotions.
   Finally, if the vampire gains a derangement for any reason after learning this power, the player may immediately make a Willpower (6) roll. If she achieves three successes, the derangement persists through the night and the following day, but is sloughed off as the vampire rises with the sunset. Willpower may not be spent on this roll.

Shared Strength (Guide to the Camarilla)
   It's one thing to laugh off bullets, rather another to watch the ricochets mow down everyone around you. Many Kindred have wished, at one time or another, that they could lend their monstrous vitality to those around them. Those few vampires who have mastered Shared Strength can - if only for a little while.
   System: Shared Strength transfers a portion of a vampire's Fortitude (one dot for every BP the vampire spends) to another being. Activating the power requires a Stamina + Survival (8, increased to 9 if the target is not a normal mortal) roll, and the expenditure of a WP. Furthermore, the vampire must mark her target by pressing a drop of her blood onto the target's forehead. This stain remains visible as long as the power is in effect, which is in turn determined by the initial roll:
1 success 1 turn
2 successes 1 scene
3 successes 1 hour
4 successes 1 night
5 successes 1 week
6 successes 1 month
7+ successes 1 year
   The target of this power need not be willing to accept the benefit to receive it. Particularly sadistic Kindred have some up with any number of ways in which the target's "devil's mark" and supernatural endurance can be used to land him in a great deal of trouble.
   A vampire can never bestow more levels of Fortitude than she herself possesses on another.

Level 8
Adamantine (Guide to the Camarilla)
   Adamantite functions as a more potent version of Personal Armor.
   System: This power mimics the effects of Personal Armor, save that the vampire who uses it takes no damage from attacks that shatter on her skin.

Eternal Vigilance (Dark Ages Companion)
   Remain awake during the day almost at full strength.

King of the Mountain (Gangrel Clanbook (Revised))
   The most formidable opponents are not only hard to hurt, they are also hard to even touch. This power combines some of the effects of the Personal Armor power with an aura of resistance that impedes attackers, making it trivially easy for the Gangrel to block the incoming attacks of numerous opponents.
   System: Spend three BPs to activate this power, which lasts for a scene. The vampire does not gain the benefits of this power when she actively attacks. Instead, the vampire must block or dodge all incoming attacks, and may use his full dice pool against each attack. Every time an attack is made with a weapon against the Gangrel, roll Fortitude (6) in addition to the Dexterity + Brawl roll to block. If the Fortitude roll grants more successes than the attacker rolled, the weapon used in the attack shatters on contact with the vampire (mystically imbued weapons may be resistant to this effect). If the roll to block succeeds, the vampire suffers no damage from the attack (if the block fails, the vampire may soak the damage normally, using Fortitude).
   Hand-to-hand attacks may also be blocked. Successful hand-to-hand attacks inflict the attacker's damage on both the attacker and the vampire using this power. Blocked hand-to-hand attacks inflict the attacker's damage only on himself. In both cases, the damage may be soaked normally. Additionally, the defending vampire does not suffer the standard multiple-attacker penalty, no matter how many assailants he faces.

Repair the Undead Flesh (Players' Guide to High Clans)
   Heal aggravated damage without need of rest.

Level 9
Arm of Prometheus (Players' Guide to High Clans)
   Make one of your limbs completely indestructible for 10 minutes.

 
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