Fortitude

With damnation, resilience often comes. Just as there are mortals who are tougher than their peers, there are also Roaches with thicker skin or tougher bones. Fortitude is what allows kindred to shrug off all but the most egregious sources of damage, as if they are mundane inconveniences. A gift in more ways than one, it not only allows a lick to strengthen themselves against physical attacks, but also against mental sieges. In every sense, Fortitude allows for a vampire blessed with this gift to become impenetrable.

Unswayable Mind / Toughness (low level Fortitude):

Resistance, that's what it means to be tough. In the Anarchs, you are only as powerful as your ability to resist what is thrown at your feet, and overcome it. Often, you've got to take the first punch, to be able to avoid the following onslaught. This is what Toughness allows you to do. A key power in the Discipline of Fortitude, it allows the body of the user to harden, and absorb inhuman levels of punishment before finally succumbing to the damage taken. This combative discipline allows those with it to be the last ones standing, even if they are only doing so by the skin of their fangs.

Recent changes in the blood, and attitudes amongst Licks, have seen a peculiar phenomena arise amongst those with Fortitude. Where their bodies have always been hardened against attacks - so too have their minds become fortified against all manners of a siege. Perhaps more interesting still, is that this often comes at the cost of their physical defences…

[ System: A player can choose to use ths Toughness power, which makes them significantly more capable of enduring punishment and pain that their fellow Anarchs. When engaged in a fight, the player is welcome to roleplay shrugging off all but the most Potent blows or damaging Claws. In order to gain this effect, the User must roleplay in a fashion so that it is obvious that they are more resistant to physical damage - this could include insulting the strength of the enemy, laughing, mockery, etc. This power does not make the user immune to damage - simply harder to put down.

As with all physical interactions at our event, the players should drop Out of character to negotiate the outcome, as well as physical boundaries, to ensure that no one gets hurt. Fighting in this manner is akin to stage fighting, and all involved should have discussed the outcome before happens, even briefly.

Alternatively to Toughness, a player may choose to use the Unswayable Mind power. This makes them resistant to a single use of Dominate, Presence, Dementation, and Chimerstry. This power can only be used a total of twice in a single hour, and cannot be used in response to the same user in that time (unless negotiated otherwise). After doing so, for the remainder of the hour, the User of Fortitude loses access to Toughness. In order to make it clear that the power is being used in response to an invasion of their mind, the Player is encouraged to become verbally resistant to the person targeting them - may get angry at them, disdainful of their attempts etc etc.]

Flesh of Marble (high level Fortitude):

There have long been legends of heroic individuals whose skin was like stone, craved from the purest Marble. Just as this has been the case, there have also been foreboding tales of monstrous creatures with skin like cracked granite, stalking the night. It is quite fitting then, that this power allows for both of these eventualities. Those gifted with a true understanding of Fortitude, are capable of turning their very flesh to stone. For a short duration, they become truly immune to all forms of physical assault, and can retaliate without fear of getting hurt. 

This is the power that allows the Gargoyles to bludgeon their enemies with granite talons, and resist volleys of gunfire. It is the power that allows high-clan bastards to shrug off attempts at staking, or shatter the fangs of those who try to drink from them. If but for a moment, those with this gift truly embody what it means to be an immovable object.

[ System: The User of this power becomes immune to all mundane forms of damage for a short duration. Whilst this power is in use, they can only be harmed by FIRE, BLOOD SORCERY, THIN-BLOOD ALCHEMY, HIGH LEVEL POTENCE and SUNLIGHT (unless negotiated otherwise with the attacker). This power lasts at most for single combat scene, and cannot be used again within the next hour (again, unless negotiated otherwise with those involved in a scene). To make clear that this power is in use, the player should dramatically rebuke all attempts to hurt them. It should be obvious to those observing, that the user is simply not getting hurt.As with all physical interactions at our event, the players should drop Out of character to negotiate the outcome, as well as physical boundaries, to ensure that no one gets hurt. Fighting in this manner is akin to stage fighting, and all involved should have discussed the outcome before happens, even briefly]