Post by Andrei on Jun 11, 2007 16:51:07 GMT
Gangrel, Ravnos, Ventrue
All vampires possess a preternatural constition that makes most normal damage inconsequential. 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). Each level gives you increased resistance to all damage by giving you an extra health level. This means you can be twice as resistant as any normal vampire.
6• Armor of Vitality (Dark Ages Companion)
Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin
6 • Personal Armour (GC)
Causes anything that strikes a Kindred who employs this to shatter on impact.
6 • Sensory Shield (Cbk Gang Rev)
A Gangrel using this power supernaturally hardens his senses against injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened by explosions or gunfire; even his capacity to within pain in improved. His eyes, ears, nose and open wounds glow with an eerie light while this power is active. Costs 2 blood points and lasts for a page. Searchlights, muzzle flash or pepper spray have no effect, even if sensory-enhancing powers like Heightened Senses are in use.
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). Attempts determine how long target keeps the power. The vampire also retains her full level of Fortitude. One post, three ppost, one page, one thread.
7 • Curse the Laurel (Cbk Ven Rev)
This fearsome power allows the Kindred to overcome one of the traditional banes of the undead: the feared stake. With this mastery of Fortitude, the Ventrue may subsume a stake that pierces her heart, reshaping that dead organ slowly and insulating it from the offending wood. Once a given stake has been turned away, it remains within the Kindred's body, and it may even be visible beneath layers of clothing.
Each use of this power only affects one stake. Costs a blood point to use. If the Kindred suffers the same fate again, she may make a new attempt with expenditure of another blood point.
After the stake has been turned away from the heart, it remains in the Kindred's body, overgrown by dead flesh and probably protruding at an unsettling angle. The Kindred may cut the stake out at any time she wishes thereafter, suffering two levels of aggravated damage in the process.
7 • Resilient Mind (Cbk Gang Rev)
At this level of accomplishment, the Gangrel extends her preternatural resistant to the very depths of her personality. Upon acquiring this power, the vampire may suddenly shed centuries of paranoia, tics, quirks and other perturbations that have accumlated in the cobwebby recesses of her brain. Additionally, it becomes more difficult to use mental Discs against the vampire. Unfortunately, this mental stability comes at a cost to the Gangrel; upon learning this power; the vampire must acquire physical animal flaws exclusively. This effect of this power occurs only once and is immediate.
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.
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.
8• Kiss of the Mountain (Cbk Gang Rev)
The most formidable opponents are not only hard to hurt, they are also to even touch. This power combines some of the effects of the Personal Armour power with an aura of resistance that impeded attackers, making it trivally easy for the Gangrel to block the oncoming attacks of numerous opponents. Costs 3 blood points and lasts for one page. The vampire does not gain the benefits of this power when he actively attacks. Instead, the vampire must block or dodge all incoming attacks.
All vampires possess a preternatural constition that makes most normal damage inconsequential. 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). Each level gives you increased resistance to all damage by giving you an extra health level. This means you can be twice as resistant as any normal vampire.
6• Armor of Vitality (Dark Ages Companion)
Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin
6 • Personal Armour (GC)
Causes anything that strikes a Kindred who employs this to shatter on impact.
6 • Sensory Shield (Cbk Gang Rev)
A Gangrel using this power supernaturally hardens his senses against injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened by explosions or gunfire; even his capacity to within pain in improved. His eyes, ears, nose and open wounds glow with an eerie light while this power is active. Costs 2 blood points and lasts for a page. Searchlights, muzzle flash or pepper spray have no effect, even if sensory-enhancing powers like Heightened Senses are in use.
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). Attempts determine how long target keeps the power. The vampire also retains her full level of Fortitude. One post, three ppost, one page, one thread.
7 • Curse the Laurel (Cbk Ven Rev)
This fearsome power allows the Kindred to overcome one of the traditional banes of the undead: the feared stake. With this mastery of Fortitude, the Ventrue may subsume a stake that pierces her heart, reshaping that dead organ slowly and insulating it from the offending wood. Once a given stake has been turned away, it remains within the Kindred's body, and it may even be visible beneath layers of clothing.
Each use of this power only affects one stake. Costs a blood point to use. If the Kindred suffers the same fate again, she may make a new attempt with expenditure of another blood point.
After the stake has been turned away from the heart, it remains in the Kindred's body, overgrown by dead flesh and probably protruding at an unsettling angle. The Kindred may cut the stake out at any time she wishes thereafter, suffering two levels of aggravated damage in the process.
7 • Resilient Mind (Cbk Gang Rev)
At this level of accomplishment, the Gangrel extends her preternatural resistant to the very depths of her personality. Upon acquiring this power, the vampire may suddenly shed centuries of paranoia, tics, quirks and other perturbations that have accumlated in the cobwebby recesses of her brain. Additionally, it becomes more difficult to use mental Discs against the vampire. Unfortunately, this mental stability comes at a cost to the Gangrel; upon learning this power; the vampire must acquire physical animal flaws exclusively. This effect of this power occurs only once and is immediate.
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.
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.
8• Kiss of the Mountain (Cbk Gang Rev)
The most formidable opponents are not only hard to hurt, they are also to even touch. This power combines some of the effects of the Personal Armour power with an aura of resistance that impeded attackers, making it trivally easy for the Gangrel to block the oncoming attacks of numerous opponents. Costs 3 blood points and lasts for one page. The vampire does not gain the benefits of this power when he actively attacks. Instead, the vampire must block or dodge all incoming attacks.