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Level 1-5

Basically all the same, except more powerful with each level. Used for armor, which is the skin, or for soaking damage which was given by the sun.

Level 6

Armor of Vitality (Dark Ages Companion)

Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin.

Level 6

Personal Armour (GC)

Causes anything that strikes a Kindred who employs this to shatter on impact.

Level 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). Successes determine how long target keeps the power. The vampire also retains her full level of Fortitude. One turn, three turns, one scene, one night.

Level 7

Shared Strength

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.

Level 8

Adamantium (GC)

More powerful version of Personal Armor allowing the Vampire to take no damage from attacks that shatter on her skin.

Level 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.