All Kindred have an amazing constitution, gradual regeneration, and an immunity to aging and most diseases. Kindred with Fortitude have an even greater degree of toughness, enabling them to survive tradional vampire banes proving to be a great asset.
Endurance - This level of fortitude give a kindred the ability to shrug off damage, including damage caused by fire or sunlight. With it you can ignore the side effects of bieng wounded or incapacitated, and are not out of play till you reach Torpor or Final Death. This costs nothing to use and is automaticaly used.
Mettle - Because your form has been hardened against the dangers and threats of the world, you gain an additional health level. It acts like a second Healthy level and can be healed and lost normaly.
Resilience - You have become highly resistant to harm and injury from all sources, including fire and sunlight. You can still die, but it does not come easy.
When ever you take an aggavated wound, you may try to reduce it to an ordinary wound, once per wound level taken. You must spend an appropriate Physical Trait(Stalwart, Resilient, etc.) and win a simple test each time.
Aegis - Your ability to survive even the most hostile of forces of the world has surpassed even physical resilience. It takes a truly Monumental force to destroy you. You can bring up deep reserves of tenacity to shrug off fatal injuries in the face of annihilation.
When you suffer a result in a challenge that would destroy you, of if you encounter a lethal situation, you may permanently spend either three Physical or one Willpower Trait to avoid it. If directly exposed to sunlight, you remain unharmed for five minutes. Any onlookers will assume her dead, unless given reason to believe otherwise.
Imperviousness - Your ability to shrug off most forms of damage has reached unbelievable heights. You may take a Simple Test to reduce non-aggravated wounds to nothing, once per wound level.
Invulnerability - You have become a walking juggernaut. Only the most tenacious and cunning of opponents can stand a chance of bringing you down. You may perform a simple test to negate aggravated wounds, once per wound level. If you win, you take no damage; if you tie it becomes non-aggravated.