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Fortitude

     Supernatural Resilience

Vampires are naturally tanky creatures after the embrace, being able to shrug off blows way more readily than mere mortals, but many vampires are true tanks. Feats of toughness that would astound even other vampires are the realm of Fortitude, granting the abilities for vampires to shrug off even the most agonizing pain as if it was nothing.

"I once watched a Gangrel take a fall from a skyscraper and land on a Honda. That car looked like it had been steamrolled when they climbed out, shrugged, and walked off."

Rouge, Nosferatu Elder

Each level possessed in this Discipline represents an additional level of supernatural resilience, with each power stacking on top of the previous power. For example, a character with the third level power of this Discipline will receive the benefits of that level, as well as all the levels below it, at the same time.

This is designed to allow for characters to soak damage from a single source. A character with the third level power of this discipline can use that power whenever they take damage to downgrade an Aggravated Damage to a Normal Damage, and then use the second level power to ignore it, thereby soaking it. A character with the fifth level power in this discipline can soak up to two points of Aggravated Damage.

Fortitude powers are always passively active unless otherwise specified, and do not require expenditure of blood or actions to activate unless specified. Refer to each individual power for specifics.

Focus

Stamina: Stamina focused characters gain 1 additional health level in each Wound Track when they first purchase Fortitude. A character meeting these requirements has an additional 3 total health levels.

Test Pool

Fortitude is generally a defensive discipline, and as such has no standardized test pool.

Source Book

VtM - BNS - Volume 1

Powers

1. Endurance - Passive

Endurance

You can easily ignore pain. Your character is immune to torture and doesn't suffer wound penalties.

Source Book

VtM - BNS - Volume 1

2. Mettle - Passive

Mettle

Each time your character takes Aggravated Damage, you may convert 1 point of Aggravated Damage into Normal Damage.

Source Book

VtM - BNS - Volume 1

3. Resilience - Passive

Resilience

Each time your character takes damage, you can ignore 1 point of Normal Damage. You can use this power in conjunction with the power of Mettle in order to convert one Aggravated Damage to Normal Damage and then ignore it.

Source Book

VtM - BNS - Volume 1

4. Resistance - Passive

Resistance

Each time your character takes Aggravated Damage, you may convert 1 point of Aggravated Damage into Normal Damage.

This power stacks with Mettle, allowing you to convert 2 points of Aggravated Damage into Normal Damage. It can also be used in conjunction with Resilience allowing you to then ignore one of those points of Normal Damage.

Source Book

VtM - BNS - Volume 1

5. Aegis - Passive

Aegis

Each time your character takes damage, you can ignore 1 point of Normal Damage. You can use this power in conjunction with the other powers of Fortitude in order to convert a total of 2 Aggravated Damage into Normal Damage, and then ignore both of them.

Source Book

VtM - BNS - Volume 1

ELDER. King of the Mountain - Passive

King of the Mountain

You do not move unless you want to move. Any method that would cause you to move against your will automatically fails. Powers and abilities that would force you to move on your own still succeed.

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 who are thrown back and collide with a static object take 1 point of Normal Damage.

Source Book

VtM - BNS - Volume 2

ELDER. Personal Armor - 🩸🩸

Personal Armor

To activate Personal Armor, you must spend 2 Blood and a simple action.

For the next hour, any time you are hit with a melee weapon or inanimate object, the object breaks against your flesh and becomes useless. Weapons destroyed by Personal Armor still inflict damage before they break, but cannot pierce your heart, preventing you from being staked.

If you are struck with a Brawl attack, some of the force of that attack reflects back onto your attacker. The attacker applies their damage as normal to you, and then applies half of the total damage they are throwing (round up) back to themselves. The amount reflected back is the total before being reduced.

Ranged attacks and attacks that do not actually touch your flesh, such as Potence: Flick, are unaffected by Personal Armor. Wooden Projectiles still shatter before they can pierce your heart.

Source Book

VtM - BNS - Volume 1

ELDER. Repair the Undead Flesh - 🩸🩸

Repair the Undead Flesh

You can spend 2 Blood to instantly heal 1 point of Aggravated Damage. This does not require an action to perform and may be done at any time even outside your initiative, like normal healing, but is restricted by your maximum expenditure of blood per round.

Source Book

VtM - BNS - Volume 1

ELDER. Resilient Mind - 🩸

Resilient Mind

You can spend 1 Blood point and a simple action to protect your mind from attack for 30 minutes.

For the duration of Resilient Mind, none of your derangements, including temporary derangements gained from powers, animal features, psychological based flaws, 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 Mytherceria: Fiddlesticks, you immediately regain one point of Willpower.

Source Book

VtM - BNS - Volume 2