Resilience (Persistent): Kindred with fortitude are monstrously tough beasts, able to push their undead body to its absolute limits. A kindred may add her dots in Fortitude to all Stamina rolls made, and her Fortitude is added to her Stamina when determining passive effects of that Attribute. This includes the number of Health Boxes the kindred has.
Soak (Active): By spending Vitae a vampire can dismiss grievous wounds. She sends vitae surging to where she is to be harmed and absorbing the worst of the damage to her body, turning gruesome wounds into something more superficial. Subtract his Fortitude dots plus one from sources of physical damage that are not aggravated. From aggravated damage subtract only a kindreds Fortitude dots.
Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers. If an injury specifically removes a limb, an eye, or so on, the vampire does suffer logical impairments from the injuries. Activating Soak is a Reflexive action that requires 1 vitae.
Dead Shell (Active): A vampire with Fortitude can take punishment that make other kindred quake in fear. A Gangrel can take an incendiary round to the chest and keep marching forward, a Venture could take a stake to his chest then calmly Dominate those foolish enough to try. Dead Shell helps with that. By spending a Vitae and a Willpower a kindred automatically downgrades a number of lethal and Aggravated damage every turn equal to his Fortitude dots.
This downgrade affects a number of damage equal to the kindreds dots in fortitude. If Lethal, the damage becomes Bashing, if Aggravated the damage becomes Lethal. This downgrade is per turn not per attack. So a kindred with 3 fortitude who takes six points total of lethal damage from two different sources would take three bashing damage and one lethal damage. Activating this ability is an instant action that costs 2 vitae and 1 Willpower Point
Dead Shell does not downgrade bashing damage, although the undead form of a kindred is not vulnerable like a mortals is, it can still be obliterated overtime.
Like other physical Disciplines, Fortitude has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are Reflexive, and cost one Vitae per effect.
Cost: None, 1 Vitae, or 2 vitae and 1 Willpower Point
Dice Pool: —
Action: None, Reflexive, or Instant
Duration: Permanent (Vigor), one turn (Soak), or Scene (Dead Shell)
The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Fortitude harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Fortitude a vampire could continue to act even when his body has been reduced to little more than bone and tendon.