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MET LARP SRD

(2013 BNS MET System)

disciplines

Fortitude

Summary

Vampires are supernaturally resilient. Their bodies change with the Embrace and can survive blows, slashes, bullet wounds, and falls much more readily than mortal physiology. Vampiric blood has healing properties, knitting together flesh and bone with the merest effort of conscious thought.

However, some vampires are true juggernauts, shrugging off even agonizing physical trauma and brutal injury. Their bodies have become resistant to wounds, ignoring pain that would send a normal mortal into fatal shock.

Each dot of Fortitude represents an additional increase to a character’s physical resilience, and each dot stacks with all other mechanical bonuses granted by other dots of this discipline. If your character has Resilience (Fortitude •••), she also has the bonuses granted by Endurance (Fortitude •) and Mettle (Fortitude ••), which she must possess to reach Resilience. Fortitude powers are always active, and do not normally cost Blood to activate unless specifically stated in the description of that power. Some techniques and elder powers may require Blood (or an action) to activate; refer to each power for specifics.

Quote

“He stood alone in the center of the road. When that 18-wheeler hit him, you could hear the impact for miles. I’ll never know how the Gangrel stayed in one piece. The truck sure didn’t.” — Jezebel, Malkavian Neonate

  • Endurance

    Level 1

    You are beyond pain or fatigue, ignoring such hardships. Your body simply does not feel such minor inconveniences.

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

  • Mettle

    Level 2

    Your body can take more damage than others, suffering only light injuries even under circumstances that should do serious harm.

    Each time your character takes aggravated damage, you may convert 1 point of aggravated damage to normal damage.

  • Resilience

    Level 3

    Wounds that would slow or maim other vampires mean nothing to you. You can shrug off such detrimental injuries.

    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.

  • Resistance

    Level 4

    You can endure horrific punishment, resisting even the most serious wounds and continue fighting. This is an impressive feat of endurance, clearly above and beyond mortal ability.

    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.

  • Aegis

    Level 5

    Your body seems as hard as iron and as resistant to pain as steel itself. Only persistent and monumental force can truly cause you harm.

    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.

  • Repair the Undead Flesh

    Level 6

    A character with this power has mastery over the blood, bone, and flesh of her physical form, and she can command them to perform great feats of healing beyond the ability of normal vampires. She can summon forth her blood with an incredible effectiveness, sealing even the most grievous of wounds.

    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.

  • Personal Armor

    Level 6

    Your skin is as hard as iron, and your body as tough as nails. Weapons snap and break against you, shattering from the force with which they are wielded. Vampires who master this elder power are like titans, nearly unstoppable and difficult to harm.

    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.

  • King of the Mountain

    Level 6

    With your mastery of Fortitude, no threat is unstoppable. Attackers bounce off you as if you are a brick wall, and the sheer force of attacks that would move you are turned back upon your assailant.

    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.

  • Resilient Mind

    Level 6

    Your physical resilience has evolved to protect your mental faculties. You may temporarily shrug off any non-physical ailments accumulated throughout the centuries and can resist Mental attacks with ease. With this power, your mind is as hard to rupture as your flesh.

    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.

  • Indestructible

    Level 7

    As the adage goes, if it bleeds you can kill it. While that is true for just about everything, you are the exception. For as long as you have blood in your body, you are essentially impervious. By sacrificing a quantity of blood, you can shrug off potentially fatal damage from your attackers.

    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.

  • Insurmountable

    Level 7

    Neither the ancient oak nor the looming mountain is easily overcome. Their strength must be respected, met with patience and restraint. Like these mighty icons, you are enduring and proud, lasting and solid. Even the most powerful of foes can only chip away at your resilient form, hoping to fell you only through aggregated efforts.

    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.