MET LARP SRD
(2013 BNS MET System)
Fortitude
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 ďŹesh 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 characterâs physical resilience, and each dot stacks with all other mechanical bonuses granted by other dots of this discipline. If your character has Resilience (Fortitude â˘â˘â˘), she also has the bonuses granted by Endurance (Fortitude â˘) and Mettle (Fortitude â˘â˘), which she must possess to reach Resilience. Fortitude powers are always active, and do not normally cost Blood to activate unless speciďŹcally 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 speciďŹcs.
âHe stood alone in the center of the road. When that 18-wheeler hit him, you could hear the impact for miles. Iâll never know how the Gangrel stayed in one piece. The truck sure didnât.â â Jezebel, Malkavian Neonate
You can easily ignore pain. Your character is immune to torture and doesnât suffer wound penalties.
Each time your character takes aggravated damage, you may convert 1 point of aggravated damage to normal damage.
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...
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....
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...
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...
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...
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),...
You can spend 2 Blood to instantly heal 1 point of aggravated damage. This power functions like normal healing and doesnât require the expenditure of an action to perform.
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...
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...
Level 1
You can easily ignore pain. Your character is immune to torture and doesnât suffer wound penalties.
Level 2
Each time your character takes aggravated damage, you may convert 1 point of aggravated damage to normal damage.
Level 3
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...
Level 4
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....
Level 5
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...
Level 6
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...
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...
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),...
You can spend 2 Blood to instantly heal 1 point of aggravated damage. This power functions like normal healing and doesnât require the expenditure of an action to perform.
Level 7
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...
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...