Fortitude

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Powers (1–5)

Endurance

You can easily ignore pain. Your character is immune to torture and doesn't suffer wound penalties.
Focus: [stamina]
Gain 1 additional health level in each wound category (4 Healthy, 4 Injured, 4 Incapacitated).

Mettle

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Each time your character takes aggravated damage, you may convert 1 point of aggravated damage to normal damage.
Focus: [stamina]
Gain 1 additional health level in each wound category (4 Healthy, 4 Injured, 4 Incapacitated).

Resilience

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Each time your character takes damage, you may ignore 1 point of normal damage. You can use this power in conjunction with other powers that convert aggravated wounds into normal wounds. You can use Mettle to downgrade a point of aggravated damage into normal damage, then you can use Resilience to ignore that point of normal damage.
Focus: [stamina]
Gain 1 additional health level in each wound category (4 Healthy, 4 Injured, 4 Incapacitated).

Resistance

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Each time your character takes aggravated damage, you may convert 1 point of that aggravated damage into normal damage. You can use this power in conjunction with other powers that convert wounds. This power stacks with Mettle, allowing you to convert 2 points of aggravated damage from each attack into normal damage. It further stacks with Resilience, allowing you to then ignore 1 of those points of normal damage.
Focus: [stamina]
Gain 1 additional health level in each wound category (4 Healthy, 4 Injured, 4 Incapacitated).

Aegis

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Each time your character takes damage, you may ignore 1 point of normal damage. You can combine this effect with Resilience in order to ignore 2 points of normal damage per attack. You can also use this power in conjunction with powers that turn aggravated wounds into normal wounds.
Focus: [stamina]
Gain 1 additional health level in each wound category (4 Healthy, 4 Injured, 4 Incapacitated).

Elder Powers

Personal Armor

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To activate Personal Armor, you must spend 2 Blood and expend a simple action. For the next hour, any time you are hit with a melee weapon or any other inanimate object, the object breaks against your flesh and becomes useless. Weapons that are destroyed by Personal Armor inflict damage before they break, but cannot pierce your heart; thus, Personal Armor effectively prevents you from being staked. If you are struck with a Brawl attack, some of the force of that attack reflects back on your attacker. The individual who hits you in such a manner assigns her normal damage to you, and then takes damage equal to half of the damage she assigns (round up). Thereafter, you may choose to reduce the damage you took from the blow by using powers such as Fortitude. Reducing your damage in this manner does not in any way reduce the damage your attacker takes; her total is determined by the amount assigned by her attack before you reduce it. Ranged attacks and attacks that do not actually strike your flesh, such as the Potence power, Flick, are unaffected by Personal Armor, except for wooden projectiles, which will still shatter before they can pierce your heart.

Repair the Undead Flesh

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You can spend 2 Blood to instantly heal 1 point of aggravated damage. This power functions like normal healing and doesn't require the expenditure of an action to perform.

Resilient Mind

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Spend 1 point of Blood and a simple action to protect your mind from attack. For the duration of Resilient Mind, none of your derangements, including temporary derangements gained from powers, animal quirks (such as the Gangrel clan weakness), or psychological based flaws (such as Repelled by Garlic or Can't Cross Running Water) affects you. In addition, whenever you spend a point of Willpower to retest a Mental or Social power that attacks your sanity, such as Dementation or the Mytherceria power Fiddlesticks, you immediately regain one point of Willpower. Resilient Mind lasts for 30 minutes.

King of the Mountain

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You do not move unless you want to move. Any outside influence, effect, power, combat maneuver, or weapon trait that would cause you to move from your current spot by taking steps (Knock Back), falling prone (Knock Down or Knock Out), or disarming you (Disarm), automatically fails. King of the Mountain only affects powers that directly seek to inflict these effects. For example, a vampire using the Movement of the Mind power Repulse to move you would automatically fail, but the use of a Dominate power to compel you to lie down or surrender your weapon functions normally. In addition, if an opponent unsuccessfully uses a melee or unarmed attack against you, she moves 2 steps back from the point of impact. Characters whose backward trajectory causes them to collide with a solid object take 1 point of normal damage. Once learned, this power is always active unless you choose not to use it.

Luminary Powers

Insurmountable

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Once purchased, this power is always active. Whenever an opponent achieves an exceptional success against you in a challenge where you are defending with your Physical or Social attribute, she instead achieves a normal success. All effects that would trigger as the result of the exceptional success, such as additional damage, exceptional success bonuses, or powers that trigger when an exceptional success is achieved, are cancelled. If your attacker has a power or effect that automatically converts a normal success into an exceptional one, determine an exceptional success normally and only if she succeeds in obtaining an exceptional success does she get the benefits of the exceptional success.

Indestructible

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You may activate this power at any time, even outside your initiative order and even if you do not have an action this round. Further, you may use this power if you are dead, dying, immobilized, or torpid, but only if you have entered such a state in the same round. Upon activation, you lose a quantity of blood equal to half your blood pool, rounded down, which negates all damage that you have received during the current turn of combat, including harmful physical effects such as Withering. Any external lasting physical effects, such as those caused by Engulf, persist. Although the power heals you, you suffer damage normally for the remainder of the turn. You may activate this power multiple times in a combat turn. Blood spent to activate this power does not count against your blood expenditure turn limit. You must have at least 2 points of Blood in your pool to use this power.