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(Added "Earth's Perseverance" and "Invigorating Vitae" from Players Guide.)
(Added "Fluent Endurance" from Gehenna War)
 
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= '''LEVEL 1''' =
= '''LEVEL 1''' =
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== FLUENT ENDURANCE ==
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'''Fortitude''' •
''The vampire is able to call upon their supernatural resilience effortlessly, and rarely tempt their Hunger when doing so.''
'''Cost:''' Free
'''System:''' Whenever the vampire uses a Blood Surge to augment a Stamina or Fortitude test, they may reroll the Rouse Check.
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''<sub>Gehenna War, pg. 46</sub>''
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''Though the Discipline of Fortitude allows a Kindred to resist damage from bullets, blades, and even burning fire and sunlight. It does little, however, to keep the forces of physics at bay and an overwhelming blow can still stagger or knock prone the unprepared vampire. By shoring up their physical hardiness with vampiric Potence, the Kindred may maintain a steady footing when struck by a massive force.''
''Though Fortitude allows a Kindred to resist damage from bullets, blades, and even fire and sunlight, it does little to keep the forces of physics at bay. By shoring up their physical hardiness with Potence, the kindred may maintain a steady footing even when struck by a massive force.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Wits + Survival
'''Dice Pools:''' Stamina + Fortitude
 


'''System:''' When activated, the vampire becomes a sturdy and strong immovable object. Vampires falling from great heights find can hit the ground running or create a massive crater, while those struck by moving vehicles do not budge as the car crumples like tinfoil. The user may consciously activate this ability in advance or instinctively activate on impact.


'''System:''' When activated, a vampire may use this power to become a sturdy and strong immovable object. Vampires falling from great heights find themselves able to literally hit the ground running. Vampires struck by moving vehicles don't budge an inch while the car crumples like aluminum. Users may consciously activate this ability in advance or may instinctively activate it by making a successful Stamina + Survival check at Difficulty 3. Any superficial damage received from falling or collisions is reduced by the user's Fortitude score, before being halved.
 
When suffering massive blunt force trauma, the vampire makes a Stamina + Fortitude check against the Difficulty of the force of impact — falling from a third story window may only be Difficulty 3, whereas stopping a speeding train might be Difficulty 5. The margin is added to the user's Potence rating and this sum is subtracted from any Superficial damage before halving. As the vampire is an immovable object, any object striking them takes the full damage back on itself as Superficial damage.
 
 
This power cannot protect the user from damage inflicted by normal melee or brawl attacks unless the enemy is specifically trying to knock them down. It also cannot protect against bullets or other projectiles less massive than a wrecking ball. This power cannot be combined with any other Fortitude powers which reduce damage for the same incident, nor can it be used with Weight of the Feather.




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''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Winter's Teeth, vol. 3<br>Edited per ReVamped, 49</sub>''
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''<sub>Core Book, pg. 258</sub>''
''<sub>Core Book, pg. 258</sub>''
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<br>
== VALEREN ==
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'''Fortitude''' ••
'''Amalgam:''' Auspex •
''The vampire projects their Fortitude outwardly, willing the power of their Blood to mend the injured body of another vampire or ghoul.''
'''Cost:''' One Rouse Check and additional Health depending on circumstances
'''Dice Pools:''' Intelligence + Fortitude
'''System:''' The vampire rolls Intelligence + Fortitude against Difficulty 2 and mends a number of superficial Health damage levels equal to the margin on the roll. Alternatively, the user mends one aggravated Health damage level for every three successes in the margin.
Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Valeren must be used on someone other than the vampire invoking the power. A subject can be affected by the power only once per night.
If the user mends more than one subject per night, the user suffers superficial Health damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.
'''Duration:''' N/A
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''<sub>V5 Companion, pg. 25</sub>''
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''By preparing themselves with an expenditure of power, the vampire can make themselves temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death.''
''By preparing themselves with an expenditure of power, the vampire can make themselves temporarily resistant to fire and sunlight as$well as other grievous wounds that would threaten them with Final Death.''




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''<sub>Homebrew, pg. XX</sub>''
''<sub>Homebrew, pg. XX</sub>''
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== VALEREN ==
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'''Fortitude''' •••
'''Amalgam:''' Auspex •
''The vampire projects their Fortitude outwardly, willing the power of their Blood to mend the injured body of another vampire.''
'''Cost:''' One Rouse Check and additional Health depending on circumstances
'''Dice Pools:''' Intelligence + Fortitude
'''System:''' The vampire rolls Intelligence + Fortitude against Difficulty 2 and mends a number of superficial Health damage levels equal to the margin on the roll. Alternatively, the user mends one Aggravated Health damage level for every three successes in the margin.
Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Valeren must be used on someone other than the vampire invoking the power, and can be used only on vampires. A subject can be affected by the power only once per night. If the user mends more than one subject per night, the user suffers Superficial Health damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.
'''Duration:''' N/A
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''<sub>Players Guide, pg. 75</sub>''
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== DRAUGHT OF ENDURANCE ==
== COMRADE'S AEGIS ==
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'''Fortitude''' ••••
'''Fortitude''' ••••
'''Prerequisite:''' Resilience




''The Blood of the vampire becomes saturated with the power of Fortitude, conveying a part of that power to anyone who drinks of it. This is the Fortitude equivalent of Draught of Elegance (p. 254).''
''You can safeguard your allies from harm, allowing you to take on some of their injuries through a sympathetic link of shared blood.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Stamina + Fortitude vs. Stamina (+ Fortitude, if the attacker is attacking unarmed and possesses Fortitude)


'''System:''' Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.
 
'''System:''' Drinking a Rouse Check's worth of Blood directly from the vampire creates a sympathetic link with the drinker. As long as this link exists the drinker transfers half (round down) of all Superficial Health damage they sustain to the user of this power if they are within 50 meters of each other.
 
 
This damage transfer occurs before the Superficial Health damage is normally halved and before any powers of Fortitude can be used to mitigate the damage. Once the damage has been split between the linked comrades, it can be reduced by their individual powers of Fortitude and halved as normal. Superficial Health damage that is not normally halved, such as the damage inflicted by Feral Weapons, retains this quality when it is transferred.
 
 
Lastly, the vampire granting this protection can rescind their gift as a Minor Action (see V5 Corebook pg. 298) and the drinker will instantly be aware they are no longer protected. This power cannot be used on a Cainite already under its effects, as either target or user. A vampire can only create one sympathetic Bond with this power at a time.




'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5
'''Duration:''' One night; for vampires, until the next feeding or the drinker reaches Hunger 5.


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''<sub>Core Book, pg. 259</sub>''
''<sub>The Black Hand, pg. 81</sub>''
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== SHATTER ==
== DRAUGHT OF ENDURANCE ==
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'''Fortitude''' ••••
'''Fortitude''' ••••


'''Prerequisite:''' Toughness


 
''The Blood of the vampire becomes saturated with the power of Fortitude, conveying a part of that power to anyone who drinks of it. This is the Fortitude equivalent of Draught of Elegance (p. 254).''
''When a fist hits concrete, it’s usually the fist that breaks. So it is with this power, where a vampire turns a blow against the one delivering it. This power has been known to break weapons and shatter bones.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check
'''Dice Pools:''' Stamina + Fortitude vs. Stamina (+ Fortitude, if the attacker is attacking unarmed and possesses Fortitude)




'''System:''' Anyone who makes a successful Brawl attack against the user suffers the damage which Toughness subtracts (see Vampire: The Masquerade p. 258) as Superficial Health damage. Melee weapons also suffer reflected damage, and break once they endure their damage modifier’s worth (unless it is holy, magical, or otherwise unbreakable). This power may only be used while Toughness is active, and can be used in response to an attack so long as the vampire has yet to use a Discipline during the current turn.
'''System:''' Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.




'''Duration:''' One scene (or until hit)
'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5


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''<sub>Cults of the Blood Gods, pg. 104</sub>''
''<sub>Core Book, pg. 259</sub>''
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== COMRADE'S AEGIS ==
== GORGON’S SCALES ==
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'''Fortitude''' ••••
'''Fortitude''' ••••


'''Prerequisite:''' Resilience


 
''The Resonance of the blood in the vampire’s system grants them various defenses against the powers of other Kindred, or protects them from common vampire weaknesses. Finding the right vessel to respond to an immediate defensive requirement is not always easy, but especially callous vampires have been known to keep vessels with different Resonances in ready supply, using elaborate manipulative schemes or plain drugs to keep their emotions vivid and ready to tap.''
''You can safeguard your allies from harm, allowing you to take on some of their injuries through a sympathetic link of shared blood.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Stamina + Fortitude vs. Stamina (+ Fortitude, if the attacker is attacking unarmed and possesses Fortitude)


'''System:''' On activation the vampire gains a set of immunities or resistances dependent on the Resonance of the blood they most recently fed upon.


'''System:''' Drinking a Rouse Check's worth of Blood directly from the vampire creates a sympathetic link with the drinker. As long as this link exists the drinker transfers half (round down) of all Superficial Health damage they sustain to the user of this power if they are within 50 meters of each other.
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* '''Choleric:''' A stake driven through the vampire’s heart is consumed with decay or turns to ash at the end of the scene, immediately freeing the vampire from paralysis. The Resonance is then lost.


This damage transfer occurs before the Superficial Health damage is normally halved and before any powers of Fortitude can be used to mitigate the damage. Once the damage has been split between the linked comrades, it can be reduced by their individual powers of Fortitude and halved as normal. Superficial Health damage that is not normally halved, such as the damage inflicted by Feral Weapons, retains this quality when it is transferred.
* '''Melancholy:''' Aggravated Health damage caused by fire is reduced to Superficial. The Resonance is lost after reducing four levels of damage.
 


Lastly, the vampire granting this protection can rescind their gift as a Minor Action (see V5 Corebook pg. 298) and the drinker will instantly be aware they are no longer protected. This power cannot be used on a Cainite already under its effects, as either target or user. A vampire can only create one sympathetic Bond with this power at a time.
* '''Phlegmatic:''' The vampire gains a four-dice bonus to resist Auspex powers that would reveal anything about them or what they know. Once the power is activated it lasts for a scene, at which point the Resonance is lost.


* '''Sanguine:''' Aggravated Health damage caused by sunlight is reduced to Superficial. The Resonance is lost after reducing four levels of damage.


'''Duration:''' One night; for vampires, until the next feeding or the drinker reaches Hunger 5.
'''Duration:''' Until the scene ends or the Resonance is
lost, whichever comes first.


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''<sub>The Black Hand, pg. 81</sub>''
''<sub>Player's Guide, pg. 75</sub>''
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''<sub>The Black Hand, pg. 81</sub>''
''<sub>The Black Hand, pg. 81</sub>''
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<br>
== SHATTER ==
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'''Fortitude''' ••••
'''Prerequisite:''' Toughness
''When a fist hits concrete, it’s usually the fist that breaks. So it is with this power, where a vampire turns a blow against the one delivering it. This power has been known to break weapons and shatter bones.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Stamina + Fortitude vs. Stamina (+ Fortitude, if the attacker is attacking unarmed and possesses Fortitude)
'''System:''' Anyone who makes a successful Brawl attack against the user suffers the damage which Toughness subtracts (see Vampire: The Masquerade p. 258) as Superficial Health damage. Melee weapons also suffer reflected damage, and break once they endure their damage modifier’s worth (unless it is holy, magical, or otherwise unbreakable). This power may only be used while Toughness is active, and can be used in response to an attack so long as the vampire has yet to use a Discipline during the current turn.
'''Duration:''' One scene (or until hit)
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 104</sub>''
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Latest revision as of 16:10, 16 September 2024

FORTITUDE

Bricking Up | Stone Flesh | Resistentia


Fortitude grants the ability to resist physical and mental assault. Few vampires survive longer than a century without at least a mote of Fortitude, especially in a world where violence is common and not even Kindred are safe. In these nights, fewer vampires use Fortitude to resist the sun than they do to withstand violent harm, fire, and supernatural coercion.


Those possessing Fortitude exemplify the stolid pillars of Kindred society, able to withstand blows and charms without movement or sign of dilapidation. Few vampires feel as secure in their immortality as do elder Blue Bloods and Ferals.




CHARACTERISTICS


Discipline fortitude.png
  • Type: Physical
  • Masquerade Threat: Medium.
    Eyewitnesses undoubtedly react upon someone taking a terminal beating or a hail of bullets and getting back up seemingly unhurt. Favorite cover-up explanations include erroneous recollection in the excitement (the bullets only seemed to hit), special effects (YouTube prank), or the tried-and-tested “must have been on PCP” rationale.
  • Blood Resonance: Melancholic.
    Survivors of war, abuse, or misfortune; endurance runners; mountain climbers; infantry and special forces; those with very powerful immune systems.