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Fortitude

These powers are available only to those with access to the Fortitude Discipline.   For each point a character possess in Fortitude he adds 1 point to his Defence score.   Note that some powers refer to Soak Tokens. These are exactly the same as the ones used by Garou. Each time the owner of a Soak Token is damaged (with the exception of Lethal Damage) he removes a Soak Token first before applying any health damage to his character sheet.  

Level 1

 

Toughness

  The user’s body is enhanced permanently through Fortitude allowing him to weather potentially deadly blows.   The Vampire receives 1 Soak Token. The amount of Soak Tokens the Vampire possess is refreshed at the end of each Scene.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Resilient Mind

  Instead of toughen his body the Vampire decides to instead strengthen the defences of his mind.   The Vampire receives a 2 Point Bonus to all his resistance rolls against Mental powers that would target him.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Draught of Endurance

  The Vampire can infuse his own blood with the power of Fortitude allowing anyone who drinks from it to exhibit some of his skills.   If the Vampire feeds his blood to an ally than for the remainder of the current and next Scene that ally can manifest a single Level 1 Fortitude power (aside from Draught of Endurance).
  • Type: Power
  • Tag: Physical
  • Range & Targets: Targets a single Kindred or Ghoul that is able to feed from the Vampire.
  • Cost: 1 Rouse check + 1 Turn (for the Kindred using this Power) and 1 Turn (for the recipient of the bonus)
  • Conditions: Can only be used on a Vampire or Ghoul.
  • Risk: You are feeding some of your blood to another individual so questions can be asked.
  • Test: None
  • Resistance Roll: Stamina + Resolve (3 – if the target is denying the bonus)
  • Duration: Current and next Scene.

Sensory Shield

  The Kindred attempts to strengthen his senses in order to prevent them from being used against him.   The Vampire may sacrifice a Soak Token to ignore the effects of Stun or Staggered.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires 1 dot in Auspex.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent 

Personal Armour

  The Kindreds body is trained to harden when struck regardless if the Vampire is conscious of an incoming attack or not.   The first attack of each Turn, directed at the Vampire, suffers a 1 Point Penalty.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 2

 

Unswayable Mind

  The Vampire further focuses on enhancing his ability to defend himself against mind altering powers.   This is an Upgrade for Resilient Mind. Replace the text under Resilient mind to: The Vampire receives a 1 Point Bonus to all his resistance rolls against Mental powers that would target him for each dot he possesses in Fortitude.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Resilient Mind.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Immovable

  Planting his feet firmly on the ground no force can move the Vampire unless his body is destroyed completely.   The Vampire cannot be moved from his position by force. Note this does not make the Vampire invulnerable to damage. Neither strong gale, car hit or a group of people trying to move the Vampire from his position will be able to make him budge. Once activated the Vampire cannot move from his position for the rest of the Turn. This power cannot be used to hang off of walls or ceilings.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires 1 dot in Potence. Targets only the Vampire himself.
  • Risk: The risk really depends on how the Vampire employs it. If the Vampire seems unfazed by a strong gale no questions will be raised. If the Vampire is hit by a car and left standing people will start to wonder.
  • Test: Fortitude + Stamina (1 – can be adjusted at Storytellers discretion)
  • Resistance Roll: None
  • Duration: 1 Turn

Valeren

  The Kindreds blood is incredibly potent with the power of Fortitued and allows those who imbued it to share a greater portion of the Vampires Resilience.   This is an upgrade for Draught of Endurance. In addition to its normal effect Draught of Endurance now grants its recipient a Defence rating that equals the Vampires one (provided the recipients own defence is not higher to begin with.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Draught of Endurance.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Enduring Servants

  The Vampires servants share in their master’s invulnerability.   The Vampire's Ghouls count as Supernatural Creatures for the purposes of Health Damage (they do not die when receiving 3 points of Lethal Damage in a single Turn).
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Only affects the Vampires own Ghouls.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 3

 

Resilience

  The Vampire exhibits an ability far above his peers in resisting catastrophic amounts of damage.   This is an Upgrade for Toughness. Replace the text under Toughness to:
The Vampire receives 1 Soak Token per dot he possesses in Fortitude. The amount of Soak Tokens the Vampire possess is refreshed at the end of each Scene.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Toughness.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Defy Bane

  The Vampire knows that those who hunt it are aware of its supernatural weaknesses. Due to this it had hardened its body against such banes.   The Vampire losses the Bane of Fire – Universal Bane and does not need to make checks for Frenzy when near fire.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Deathless Vitality

  Instead of hardening his body against physical damage, the Vampire instead focuses on expediting the unnatural healing properties he possesses.   The Vampire heals all points of Superficial Damage after each Sunset before he wakes.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 4

Prowess of Pain

  The Vampire uses his power of Fortitude to reduce the damage he would normally take or reduce it to nothing entirely.   Reduce the damage severity you receive by 1 Level. If you only received Superficial Damage you may ignore it entirely.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Rouse Check.
  • Conditions: Can only be used a number of times per Scene equal to the number of dots you possess in Fortitude.
  • Risk: Some might wonder how you’re still standing after being hit by a shotgun blast.
  • Test: Fortitude + Stamina (4)
  • Resistance Roll: None
  • Duration: 1 Attack

Fortify inner Façade

  The Vampire hardens his mind and makes it appear completely blank. This extends to any soul scrying methods attempting to read the Vampires aura.   This is an upgrade to Unswayable Mind. In addition to its normal effects the power now makes the Kindreds Aura and Soul completely unreadable. Spirits and those using spiritual senses cannot see the Vampire unless he choses to be seen.
  • Type: Upgrade
  • Tag: Mental and Spiritual
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Unswayable Mind.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 5

 

Flesh of Marble

  The ultimate physical manifestation of the Discipline of Fortitude. The Vampire's flesh now hardens to marble where it is struck, allowing the user to weather deadly blows.   This is an upgrade to Resilience. The Vampire recovers a Soak Token at the end of each of his Turns and can be used to prevent Lethal Damage. Soak Tokens are still refreshed at the end of each Scene.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Resilience.
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

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