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| Endurance | ||||||||||||
| Endurance and Might are two Aptitudes that are extremely common throughout the entire World, as they both represent the combatant�s skills. The Endurance Aptitude is concerned mostly with the ability to avoid injury, but it also grants certain bonuses at certain levels for other forms of Endurance, such as resisting toxins, and even mystical effects. Endurance also increases a character�s Encumbrance capacity. � Resilience The standard form of Endurance is simply a resistance to physical injury. Resilience, a passive power, grants the character one extra die per level of Endurance on all soak rolls for Bashing and Lethal damage. In addition, she may also roll as many dice as her Endurance rating to soak Aggravated damage (which cannot normally be soaked at all). �� Tirelessness Everybody gets tired after a while. Well, everybody other than those who possess the skill of Tirelessness. Characters with this level of Endurance can go for a number of days equal to her Endurance rating without rest. However, once she goes for this amount of time without rest, she will require (24 � her Stamina + Endurance rating) hours� total rest before she returns to normal. This is calculated proportionately; for example, Jemina has Endurance 4 and a Stamina of 2. She can therefore go for up to four days without any rest. She instead chooses to go only for three days without any rest. After these three days, she must have at least (18 � 6 = 12) hours� total rest before she returns to normal. If the character is prevented somehow from resting for this period, she will be at �x to all dice pools, where x is the number of hours� total rest still required. ��� Tenacity With Tenacity, the character halves all dice penalties induced from injury. Therefore, dice penalties are now -0, -0, -0, -1, -1, -2, Incap, Dead. ���� Immunity Immunity bestows the benefit of no dice penalties from Bruised to Crippled; however, Incapacitated is still Incapacitated. In addition, the character�s immune system is greatly enhanced, meaning the character suffers no ill effects from any natural toxins or poisons. ����� Countermagic Countermagic grants the character the unique ability to resist any mystical effects, including those caused by the majority of Aptitudes, directed at her. The character may roll her Stamina (but not Endurance), at a difficulty of 7. Each success either negates one success from the enemy sorcerer�s dice roll, or reduces the effects by a certain degree (at Storyteller�s discretion). ����� � Perseverance Through sheer force of will (and a little Vita), the character can provide a temporary increase to her Stamina. To do this, she must spend 1 Vita and roll Willpower (difficulty 7). Each success increases the character�s Stamina rating by 1, for a number of turns equal to the character�s original Stamina rating. This bonus is in addition to all other bonuses, including the standard Endurance bonus. If the character Botches her roll, her Stamina is reduced to zero for the same duration, though all other bonuses and increases still stand; however, the character cannot attempt to use Perseverance again until the following turn. ����� �� Shared Strength This useful power allows the character to literally share her Endurance Aptitude with one or more companions; however, only the base bonuses granted by the Endurance, as described for the level 1 power, Resilience, are transferred. The character may transfer a number of Endurance levels to another character(s) equal to the number of Vita points she spends, up to a maximum of 5 per turn. In total, the character cannot transfer more levels of Endurance to others than she has, i.e. over subsequent turns. After spending the Vita, Shared Strength requires a Stamina + Medicine roll (difficulty 7), as well as also spending 1 point of Willpower. The successes rolled indicate how long the Endurance levels stay transferred; once transferred, they cannot be returned to the character who gave them away until the power�s duration ends. None No effect 1 One turn 2 One scene 3 One hour 4 One night 5 One week 6+ However long the character using Shared Strength desires Note that the targets need not be willing to accept the benefit to receive it. The levels of Endurance that are being distributed are done so as the character sees fit. A character receiving such levels of Endurance cannot have their own Endurance rating raised above that of the character bestowing the powers on him. Additional powers of the Endurance levels given away are temporarily lost, starting with the highest. ����� ��� Eternal Vigilance Once a character achieves Eternal Vigilance, she has reached the point where she requires no sleep at all, ever. Rest may still be required to heal damage, but other than that the character may stay awake and active for the rest of her life. ����� ���� Cheat Death Cheat Death is a costly power, but is highly useful, and can cause more than one look of surprise as the character awakens from a killing blow, renewed and revitalised, while her enemy is exhausted from combat. Cheat Death can be only be used after a character is killed by something that does not destroy her body or head; hence a character who is decapitated, or who plummets into a pit of scorching lava, cannot Cheat Death, but a character who has been stabbed through the heart can. When a character is killed, she may (at Storyteller discretion) �re-awaken� the following turn, with all damage healed. However, the cost of Cheat Death is that the character loses one permanent health level (starting with Crippled, and working up to Bruised each time she is �killed�), hence, Cheat Death can only be used a certain number of times before the character finally gets what she is inevitably owed� ����� ����� Invulnerability On first acquisition of Invulnerability, the character must choose one particular type of damage or attack, such as fire, blades, bludgeoning, drowning etc., and get Storyteller approval. Aptitudes or mystical weapons cannot be chosen. From now on, the character may reduce all damage caused by whatever she is Invulnerable to by 1 for each dot she has in Stamina. For example, a character with Stamina 5 is Invulnerable to all damage caused by non-mystical blades. She takes 6 Lethal damage from a nasty axe attack; this is reduced to 1 by the effects of the Invulnerability power, which she could easily soak with her Stamina 5 and Endurance 10. It is exceedingly rare that such a character even takes minute injuries from her area of Invulnerability. Storytellers should be cautious when allowing characters to purchase this power, as it can prove extremely destructive to Initium Occasus games and plots. |
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