Personal Armor
Nobody likes to get hit (or shot, or stabbed for that matter), not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one's attacker and break it. that's where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.
System: With the expenditure of two blood points, a vampire can add preternatural hardness to his flesh. Every time an attack hits the Kindred using Personal Armor, his player rolls Fortitude (difficulty 8). If the roll grants more successes than the attacker achieved above the Vampire's dodge or parry, then the weapon used to make the attack shatters against the vampire's flesh. (Fetishes, klaives, "magical" swords and so on may be resistant to this effect, at Storyteller discretion.) The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process; this damage may still be soaked. If the attack roll botches, any normal weapon automatically shatters.
A hand-to-had attack causes the attacker equal damage to that suffered by the defender when Personal Armor comes into play. On a miss, the attacker takes one level of bashing damage.
The effects of this power last for the duration of the scene.