Fortitude Revised (version 1)
By Corey Rose (gamer@mail.klis.com)
Description
The following revisions to Fortitude are not new. They are the LARP versions converted to Storyteller rules. I hope you like them.Most of the powers are considered 'reactionary,' meaning vampires may use them without too much thought, they just do it instinctively. As such, they do not require an Action to perform, and any Blood costs do not count towards characters' maximum Blood Points/turn (as per their generation).
* Fortitude
A kindred with Fortitude adds his Stamina to all Soak dice pools, making him more resistant to damage. (note: in my chronicle, aggravated damage may be Soaked by anyone, at a +2 difficulty).
** Endurance
At the cost of one point of Willpower, the kindred is able to ignore the effects of his wounds (ie. Dice Pool penalties) for one scene. This power is reactionary in that, while requiring effort to use, it does not take an action to activate.
*** Mettle
By spending 1 point of Willpower per turn, a vampire may continue to remain active after reaching Incapacitated. All wounds taken during this time are ignore, unless the wound is Aggravated, which will send the vampire to the Final Death. This power is reactionary, and does not require an action to activate. The player merely spends his Willpower point when initiative is rolled to have the vampire act that turn.
**** Resilience
By spending one Blood Point and rolling Fortitude (only) vs. diff 8, the kindred may change any aggravated wounds he takes to regular wounds. Each success on the roll will change one wound level. This can only be done when the wound is initially received, and the cost is one BP for the use of the power, not one BP per wound level. This power is reactionary, thought the player can say whether or not he is using it at the time.
***** Aegis
At the cost of 2 BP and 2 points of Permanent Willpower, a vampire with Aegis may avoid the Final Death. Any attack which would bring the kindred to Final Death is ignored, as is all damage. Note: the power can only be used to save a kindred from Final Death, not any other damage. The attack has to be one that would kill the kindred. This power is also reactionary.