Post by Hematite on Feb 19, 2014 12:50:46 GMT
FORTITUDE [V20 158]
Emerald Coven Chronicles does not use the Dark Ages rule that allows a character to use his Stamina to soak Fire and Sunlight if he possesses Fortitude.
Fortitude will soak all forms of damage, excepting only damage specifically listed as unsoakable.
Fortitude 6: Armor of Vitality [DAC 83]
This is a previous version of the power Personal Armor [V20 159]. Emerald Coven Chronicles uses that power. See its clarifications below.
Fortitude 6: Personal Armor [V20 159]
This power must be activated for a scene which takes a mental action and costs 2 blood points.
The mechanics of this power are changed significantly:
If a Cainite with this power is struck in combat and completely soaks the damage, the weapon used will shatter, destroyed beyond repair.
If struck by an unarmed attack, or a natural weapon such as claws, teeth or bone spurs, and all damage is soaked, the attacker must soak Lethal damage equal to the successes gained on the soak roll.
A weapon’s Durability may be improved with crafting features, granting it additional dice to soak damage to the weapon itself. Any increase to a weapon’s Durability from crafting features, requires the user of this power to gain additional successes of soak in excess of the damage dealt equal to the Durability increase to shatter the weapon.
Unless it is specifically enchanted to be harder or “indestructible” magical weapons gain no special resistance to this power.
Sensory Shield [CbR-Ga 64]
This power must be activated for a scene which takes a mental action and costs 2 blood points.
While this power is active, the user will take no penalty from any sensory overload effect.
This power does not make the user glow.
Stand Against All Foes [PGttHC 155]
This power must be activated for a scene which takes a mental action and costs a blood point.
This power makes the user physically impossible to move against his will. No amount of Potence will allow the user to move this character from where he plants his feet.