Fortitude

Gangrel, Ravnos, Ventrue

All Kindred have amazing stamina, along with regenerative powers and an immunity to ageing and disease. Kindred with Fortitude have an even greater degree of supernatural toughness. This is one of the most important "combat" Disciplines, as it gives the Kindred who possesses it the ability to soak terrible Aggravated wounds. Fortitude bestows a resilence and vigor far beyond even normal vampires. Kindred with this power ignore the mighties punchs and barely feel hails of bullets. Also helps protect against sunlight, fire, and terminal falls. (VtM 3rd)

1. Endurance: You can use your Soak against Aggravated Damage. You still suffer Aggravated wounds as normal, but generally suffer less damage than others would. You may endure 5 seconds of exposure to Sunlight without taking damage.

2. Resilience: Your Health points increase by 5, and your Soak is increased by +1 bonus point. These points are applied immediately and permanently. You can now endure up to 15 seconds of exposure to sunlight.

3. Mettle: You may now heal Aggravated Damage. It takes one minute to heal each point of Aggravated damage and costs 2 Blood Points per point healed. In addition, you can now endure up to 30 seconds of sunlight.

4. Perseverance: You now heal normal damage more efficiently. At the cost of one Blood Point, you may heal 2 normal wounds at the rate of one point every 5 seconds. Secondly, you receive another +1 bonus to your Soak and another +5 bonus to your Health. These bonuses are cumulative with the bonuses from Resilience. Finally, you may endure up to a minute of full sunlight.

5. Aegis: You can completely ignore one source of damage. This costs a permanent point of either Physical Attack or Physical Defence. You are protected against all the affects of an attack, such as an attempt to stake you; immune to the affects of sunlight or fire for five minutes; able to force a Diablerist to begin draining your Health points again during Diablerie and any other specific affects allowed by a Referee on a case-by-case basis.

If you become immune to the effects of an Attack, then you cannot be harmed by that specific attack for the next five minutes. So, if you use Aegis to ignore an attack from Character A armed with an sword, you would not be protected from Character B with a sword, or Character A with an Axe, only from Character A with a sword (any sword). It is Ref's discretion whether one use of Aegis protects against an attack: if Character A picked up a Kinslayer sword, the Aegis would not protect as it is considered a different attack.

6. Personal Armour (GC)
Causes anything that strikes a Kindred who employs this to shatter on impact.

6. Armor of Vitality (Dark Ages Companion)
Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin

7. Shared Strength (GC)
Allows the Kindred to protect those around her. The vampire must mark his target by pressing a drop of her blood onto the target's forehead. Particularly sadistic Kindred have come up with a number of ways in which a target's "devil's mark" and supernatural endurance can be used to land him in a great deal of trouble.

7. Bestow Vigor (Dark Ages Companion)
The vampire can endow another with some of her supernatural stamina. One bloodpoint for each point of Fortitude given. The target must ingest the expended bloodpoints (this commonly done by drinking the blood or dripping it onto an open wound). Successes determine how long target keeps the power. The vampire also retains her full level of Fortitude. One turn, three turns, one scene, one night.

8. Adamantine (GC)
More powerful version of Personal Armor allowing the Vampire to take no damage from attacks that shatter on her skin.

8. Eternal Vigilance (Dark Ages Companion)
A vampire can remain active during the day functioning almost effectively as at night. Does not given protection from the sun. One turn, three turns, one hour, two hours, all day. The player may choose instead to have the vampire spend a bloodpoint to awaken immediately. The character rouses instantly, fully alert for a short time. To stay awake beyond that costs another bloodpoint. The player must first determine which this is to be used for. Staying awake during the day or roused instantly by activity near his haven.