Fortitude Combo-Disciplines

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The Seventh Brother

Required Powers: Celerity 2 & Fortitude 5 ⚠ </br> Cost: 35 XP

Make one limb (including your neck) immune to a single attack that would sever it. You can also use this power to protect your heart from a stake. ⚠ </br> System: Spend 1 WP as a reflexive reaction to an attack that would sever a limb, decapitate you or penetrate your heart. That attack does no damage.

King of the Hill

Required Powers: Fortitude 2 & Potence 2 ⚠ </br> Cost: 14 XP

After learning this power, you can not be knocked off your feet by impacts. ⚠ </br> System: This power is a permanent effect, but it can be willingly suspended at any time and for any duration. It can be resumed as a reflexive action. While it is active, you cannot be knocked down or pushed aside by physical force. You do not gain any additional soak or protection of any kind. If you die, the power ends instantly. You can still be picked up and moved, but as long as your body touches the ground, you cannot be moved unwillingly.

Give 'em Hell

Required Powers: Fortitude 1 OR Potence 1 & Presence 3 ⚠ </br> Cost: 21 XP

Inspire your allies, granting them additional courage in battle. ⚠ </br> System: Roll Charisma + Leadership (difficulty 7). Each success allows up to 3 allies to add +3 dice to the Courage rolls for the rest of the scene.

Beast's Vigor

Required Powers: Animalism 3 & Fortitude 3 ⚠ </br> Cost: 21 XP

Transfer your wounds to an animal ghoul. If the animal survives, it is marked with terrible and permanent scars. ⚠ </br> System: Spend 1 BP and roll Stamina + Animal Ken (diff 8). Each success transfers one health level of damage to one of your animal ghouls within line of sight. This power is reflexive and must be used immediately after suffering damage.

Thrall's Vigor

Required Powers: Dominate 4 & Fortitude 4 ⚠ </br> Cost: 28 XP

Transfer your wounds to a human ghoul. If the ghoul survives, it is marked with terrible and permanent scars. ⚠ </br> System: Spend 1 BP and roll Stamina + Medicine (diff 8). Each success transfers one health level of damage to one of your human ghouls within line of sight. This power is reflexive and must be used immediately after suffering damage.

Fenris' Talons

Required Powers: Fortitude 2 & Protean 2 ⚠ </br> Cost: 14 XP

Grow massive talons that can cut through metal and stone. ⚠ </br> System: Spend 1 BP to grow claws that deal Str+3A damage in melee combat. The talons can cut through any material that can be broken with 10 or less successes on a Feat of Strength check. All fine-manipulation based Dexterity rolls suffer a -2 dice penalty while this power is active.

Guardian Vigil

Required Powers: Auspex 1, Celerity 1 & Fortitude 1 ⚠ </br> Cost: 7 XP

Enter a trance where your senses and reflexes are heightened, ready to spring into action at a moment's notice. ⚠ </br> System: Spent 1 BP. This power lasts the rest of the night, as long as you don't move more than 6 feet from the location where you activated the power. For as long as the power is active, you automatically win initiative rolls. You instantly see through all mundane Stealth effects, and treat your Auspex as 1 higher to see through magical stealth. The benefits of this ability end after the first turn of combat.

Long March

Required Powers: Celerity 2 & Fortitude 2 ⚠ </br> Cost: 14 XP

Move at high speeds for long periods of time. ⚠ </br> System: When moving on foot for at least an hour, you can spend (Celerity/2, rounded up) BP. Multiply your movement speed by your Celerity rating. This power halts immediately upon entering combat, stopping for more than one minute, or after (Fortitude) hours pass.

Torpid Hibernation

Required Powers: Fortitude 3 & Protean 3 ⚠ </br> Cost: 21 XP

Gain the ability to enter voluntary Torpor for a specific period while Earth Melded. ⚠ </br> System: Spend 5 BP and roll Stamina + Survival (diff 6). If successful, you will enter Torpor normally and awaken after the specified duration. If you would awaken during the day, your awakening is delayed until the next night. Botching this power causes you to enter a normal, forced Torpor. Failure simply causes you to awaken the next night after activating the power, still having spent the BP to activate it.

The Badger's Hide

Required Powers: Fortitude 1 & Protean 4 ⚠ </br> Cost: 28 XP

Turn your skin into a tough, leathery hide that protects against sharp-force trauma. ⚠ </br> System: Spend 1 BP. For the rest of the scene, all sharp-force or piercing damage is halved after Soak is rolled.

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