Fortitude
Stone flesh. Fortitude grants the ability to withstand physical and mental assault alike — blows, bullets, fire, and charm — and its stolid practitioners survive what destroys other Kindred. Powers activate per the mechanics on the Disciplines page; the Discipline is buffs and reactions throughout.
Level 1
Resilience
Endowed with supernatural endurance, the vampire's body simply holds more punishment.
Cost: Free. No roll.
System: Add \({15}\times{Fortitude Level}\) to your hit point total VTMAdds the Fortitude rating to the Health track (VTM p. 258); one V5 health level = the 15-hit unit.
Duration: Passive.
Unswayable Mind
A mystical bulwark against charms, coercion, and wiles — zen-like calm in some, supernatural stubbornness in others.
Cost: Free. No roll.
System: Add \({10}\times{Fortitude Level}\) to any resistance roll against attempts to sway your mind against your will — coercion, intimidation, seduction — including supernatural ones such as Dominate and Presence.
Duration: Passive.
Level 2
Toughness
The vampire shrugs off damage that would disable others of their kind.
Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.
System: While active, subtract \({10}\times{Fortitude Level}\) hits from every source of Superficial damage you take, after the table reading; a damaging hit always deals at least 1 hit. Gives no protection against banes or other Aggravated damage VTMSubtract Fortitude from all Superficial damage before halving, minimum one (VTM p. 259).
Duration: One scene.
Enduring Beasts
The vampire shares a portion of their unnatural toughness with the animals they influence.
Amalgam: Requires Animalism at Level 1 (ranks 1+).
Cost: Free for the famulus; one Rouse CheckVTM concept to make a single d10 check whether hunger is gained for other animals.
System: An imbued animal gains \({15}\times{Fortitude Level}\) hit points. The famulus is fortified automatically and free. For other animals, make a Rouse Check and an Animalism activation maneuver (Constitution-based) at Hard (-10) VTMStamina + Animalism at Difficulty 3, one animal per point of margin (VTM p. 259): fortify one animal on a success, plus one more per full +10 above 101. When the effect ends, remove unmarked hits first — the animal may expire.
Duration: One scene.
Level 3
Defy Bane
Braced by an expenditure of power, the vampire resists even fire and sunlight — wounds that would threaten Final Death.
Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.
System: While active, convert up to \({15}\times{Fortitude Level}\) incoming Aggravated hits into Superficial hits as they are sustained — a per-scene pool, not per wound or attack. The converted hits may not be mended until the scene ends. Once the pool is spent, a new Rouse Check renews the power. If endangered unexpectedly, you may activate it reflexively with a Survival maneuver (Intuition-based) at Hard (-10) upon taking Aggravated damage VTMReflexive Wits + Survival at Difficulty 3; on a win the Rouse Check is still paid (VTM p. 259); on a success the power activates and the Rouse Check is paid.
Duration: One scene or until spent, whichever comes first.
Fortify the Inner Facade
Instead of hardening flesh, the vampire walls in their thoughts and emotions: the mind reads blank, the aura flat.
Cost: Free.
System: Supernatural attempts to pry into your mind or aura — Scry the Soul, Telepathy, and similar — take a \({-20}\times{ceil(\frac{Fortitude Level}{2})}\) penalty on their activation when rolled unopposed against you. Where the power allows a resistance roll instead, add \({10}\times{Fortitude Level}\) to your resistance VTMDifficulty +half Fortitude (round up), or +Fortitude dice to the resistance pool (VTM p. 259).
Duration: One scene.
Level 4
Draught of Endurance
The vampire's Blood becomes saturated with Fortitude, conveying a part of that power to anyone who drinks of it.
Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.
System: Drinking a Rouse Check's worth of Blood directly from you gifts the drinker temporary Fortitude at half your Level (rounded down), including its powers up to that Level. Where a gifted power needs the Discipline skill, use the minimum skill bonus of that Level (Level 1: +3, 2: +18, 3: +36, 4: +58, 5: +82).
Duration: One night; for vampire drinkers, until their next feeding or reaching HungerVTM need for blood sustenance 5.
Level 5
Flesh of Marble
The vampire's skin hardens to a supple marble sheen that stops almost any blow before momentarily breaking and reforming.
Cost: Two RouseRouse the blood for supernatural usage checks.
System: While active, ignore the first source of physical damage each round — including fire, but not sunlight. If which source is "first" is unclear, the Storyteller decides, or you ignore the round's most damaging single source. An attack whose natural roll is open-ended high (96-100) punches through the marble and lands in full VTMA critical win on the attack roll bypasses this power (VTM p. 260).
Duration: One scene.
Prowess from Pain
Injuries only fuel the vampire: every blow, rend, and tear received makes them stronger and faster. Only utter destruction stops one who calls on this power.
Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.
System: While active, you suffer no penalties from Health damage — hits, injuries, or physical ImpairedGrippled state states. Additionally, for every 15 hits currently marked on your track (Superficial or Aggravated), raise one Physical stat bonus (Strength, Agility, or Constitution) by +5; derived values are unaffected. No stat bonus may rise beyond \({5}\times{(Blood Surge Dice + 4)}\) this way VTMOne Physical Attribute dot per damage level, capped at Blood Surge + 6 dots (VTM p. 260); Blood Surge dice per the Core Concepts formula.
Duration: One scene.