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| Improvement to Fortitude | |
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| Tweet Topic Started: Jan 12 2018, 04:39 AM (5 Views) | |
| TheStranger | Jan 12 2018, 04:39 AM Post #1 |
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This is how we will implement Fortitude going forward. This is very similar to how the Dark Ages V20 ruleset handles it. The idea is to bring Fortitude in line with Potence and Celerity by giving it passive dice to a physical stat and allowing it to have an active effect that trades those passive dice in at the expense of blood. Fortitude All vampires shrug off wounds that might kill mortals. But vampires with Fortitude become veritable juggernauts, unstoppable even by undead standards. Every vampire manifests Fortitude differently. Some simply possess flesh that is too solid to wound; nothing punctures their statuesque beauty. Others ignore the trauma: their bodies continue to move unhindered regardless of the harm caused. No matter how Fortitude manifests, it’s a potentially frightening prospect to any mortal witness. System: A character’s Fortitude rating adds bonus dice (1 per dot of Fortitude) to all her Stamina-based dice pools, including her soak rating for bashing and lethal damage. A vampire may use her Fortitude bonus dice as a soak pool against aggravated wounds, as well, which vampires typically have no recourse against. Additionally, once per round when the character is about to roll to soak damage, she may reflexively spend a single blood point (which does not count toward the generational maximum for blood spend) to remove one or more of her Fortitude bonus dice from her Stamina rolls for the remainder of the round (or longer, such as a scene, solely at the ST's discretion). During this time, the player rolls to soak as normal, including any Fortitude bonus dice she did not remove from her Stamina pool. Also during this time, the player may spend one or more of those Fortitude bonus dice that WERE removed from her Stamina pool to automatically soak one level of any type of damage (with the exception of damage caused by fire or sunlight) per die spent. These auto-soak dice persist until the end of the round. Any unused auto-soak dice are lost at end of the round and revert to the normal bonus Fortitude dice (until this effect is activated again). Examples: Judy has Stamina 3 and Fortitude 4. She's in a fight with Sam, a real bad dude. Example 1: Sam punches at Judy, and Judy, after defending (or not), needs to roll to soak 4 bashing damage. She chooses not to spend blood to activate Fortitude and just wants to rely on its passive effects. She gathers her dice pool to soak, which is her Stamina (3) + her Fortitude (4), so 7 dice to soak. She rolls 2 successes and suffers 2 level of bashing damage, which is then halved down to 1 because she's a vampire and vampires take half damage from bashing after soak. The round ends. When the next round begins, she has all 4 of her bonus Fortitude dice back in her Stamina pool. Example 2: Sam stabs at Judy, and Judy, after defending (or not), needs to roll to soak a whopping 6 lethal damage. She chooses to spend 1 blood point to activate Fortitude. She receives 4 bonus dice to Stamina rolls because she has Fortitude 4. She chooses to remove 3 of those bonus dice from her Stamina pool and sets them aside to use to automatically soak damage in case she fails to soak some of it. She gathers her dice pool to soak, which is her Stamina (3) + her remaining Fortitude bonus dice (4 - 3 = 1 because she removed 3). So her soak pool is 4 dice. She rolls her 4 dice and scores 2 successes, so she is about to take 4 levels of lethal damage (6 - 2 = 4), but she chooses to use the Fortitude bonus dice she removed from her Stamina pool to automatically absorb some of the damage. She spends all 3 of those removed bonus dice to automatically soak 3 of the 4 lethal damage levels that made it through her soak roll, so in the end, she only suffers 1 level of lethal damage. The round ends. When the next round begins, she has all 4 of her bonus Fortitude dice back in her Stamina pool. Example 3: Sam stabs at Judy, and Judy, after defending (or not), needs to roll to soak a whopping 6 lethal damage. She chooses to spend 1 blood point to activate Fortitude. She receives 4 bonus dice to Stamina rolls because she has Fortitude 4. She chooses to remove 3 of those bonus dice from her Stamina pool and sets them aside to use to automatically soak damage in case she fails to soak some of it. She gathers her dice pool to soak, which is her Stamina (3) + her remaining Fortitude bonus dice (4 - 3 = 1 because she removed 3). So her soak pool is 4 dice. She rolls her 4 dice and scores 2 successes, so she is about to take 4 levels of lethal damage (6 - 2 = 4), but she chooses to use SOME of the Fortitude bonus dice she removed from her Stamina pool to automatically absorb some of the damage. She spends 2 of those removed bonus dice (leaving 1) to automatically soak 2 of the 4 lethal damage levels that made it through her soak roll, so in the end, she suffers 2 levels of lethal damage. Sam's friend Cletus swoops in and kicks Judy after that. Judy needs to soak 2 levels of bashing damage. She gathers her dice pool to soak, which is still her Stamina (3) + her remaining Fortitude bonus dice (4 - 3 = 1 because she removed 3). So her soak pool is 4 dice. She rolls her 4 dice and scores 0 successes. She still has 1 of the bonus dice she removed from her Stamina pool left since she didn't spend all 3 to soak the previous attack's damage, so she chooses to spend it now, automatically soaking 1 of the 2 incoming levels of bashing damage, leaving her to take 1 level of bashing damage (which is then halved down to 0 because she's a vampire). The round ends. When the next round begins, she has all 4 of her bonus Fortitude dice back in her Stamina pool. Example 4: Sam uses Feral Claws and swipes at Judy, and Judy, after defending (or not), she is hit for 3 aggravated damage. She chooses to spend 1 blood point to activate Fortitude. She receives 4 bonus dice to Stamina rolls because she has Fortitude 4. She chooses to remove 2 of those bonus dice from her Stamina pool and sets them aside to use to automatically soak damage in case she fails to soak some of it. She would normally be able to use all 4 of her Fortitude dice to roll to soak this damage, but since she spent blood to remove 2 of those bonus dice from her Stamina pool, she only has 2 Fortitude dice left in her pool, so she can only roll 2 of them to attempt to soak this aggravated damage. Judy rolls her 2 dice and succeeds on both, so that leaves 1 level of aggravated damage to deal with. Because she removed 2 of her bonus dice when she activated Fortitude, she chooses to spend 1 of those 2 dice to automatically soak that remaining level of damage, leaving her unscathed (and with 1 more bonus die that she removed available to automatically soak damage this turn). The round ends, and her 1 leftover auto-soak die disappears. When the next round begins, she has all 4 of her bonus die back in her Stamina pool. |
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6:18 PM Jul 10