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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.
 
 
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.




'''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.
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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''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.''





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.