Fortitude: Difference between revisions

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(Added "Earth's Perseverance" and "Invigorating Vitae" from Players Guide.)
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== TOUGHNESS ==
== EARTH’S PERSEVERANCE ==
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'''Fortitude''' ••
'''Fortitude''' ••




''All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other aggravated damage, the protection it confers adds up in the long run.''
''A vampire with this power is almost impossible to move when it is active. The vampire draws upon the strength of the earth, grounding themselves and drawing upon its permanence to keep them rooted in place.''




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'''System:''' Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.
'''System:''' When this power is activated, the only way the vampire moves is if they choose to do so independently. This doesn’t make them resistant to damage, and a vampire can still be crushed, ripped apart, or torn to shreds, as can the floor they’re standing on.




'''Duration:''' One scene
'''Duration:''' One scene or until lapsed by user


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''<sub>Core Book, pg. 258</sub>''
''<sub>Players Guide, pg. 74</sub>''
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''<sub>Core Book, pg. 258</sub>''
''<sub>Core Book, pg. 258</sub>''
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== INVIGORATING VITAE ==
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'''Fortitude''' ••
'''Amalgam:''' Auspex •
''The vampire is able to strengthen their Blood’s capacity to knit mortal flesh and heal ailments. Living beings that partake of their vitae recover their health at surprising speed.''
'''Cost:''' None beyond Rouse Checks for giving Blood
'''System:''' Using vitae to heal the living (see p. 139) heals three levels of Aggravated Damage per Rouse Check rather than just one. Other effects (becoming a ghoul, risking Blood Bond) remain unchanged.
'''Duration:''' Passive
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''<sub>Players Guide, pg. 75</sub>''
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''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Winter's Teeth, vol. 3</sub>''
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== TOUGHNESS ==
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'''Fortitude''' ••
''All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other aggravated damage, the protection it confers adds up in the long run.''
'''Cost:''' One Rouse Check
'''System:''' Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.
'''Duration:''' One scene
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''<sub>Core Book, pg. 258</sub>''
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Revision as of 19:34, 2 April 2023

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.