Fortitude: Difference between revisions

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(Moved "Valeren" from Level 2, per Players Guide.)
(Added "Gorgon's Scales" from Players Guide.)
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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 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.




'''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.
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.


<div style='text-align: right;'>
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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


<div style='text-align: right;'>
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''<sub>Cults of the Blood Gods, pg. 104</sub>''
''<sub>Core Book, pg. 259</sub>''
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<br>
<br>


== COMRADE'S AEGIS ==
== GORGON’S SCALES ==
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'''Fortitude''' ••••
'''Fortitude''' ••••
'''Prerequisite:''' Resilience




''You can safeguard your allies from harm, allowing you to take on some of their injuries through a sympathetic link of shared blood.''
''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.''




'''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.


<div style='text-align: right;'>
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''<sub>The Black Hand, pg. 81</sub>''
''<sub>Player's Guide, pg. 75</sub>''
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<div style='text-align: right;'>
''<sub>The Black Hand, pg. 81</sub>''
''<sub>The Black Hand, pg. 81</sub>''
</div></div>
<br>
== SHATTER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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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Revision as of 19:46, 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.