Tilts
Personal Tilts
Arm Wrack One arm: Drop anything held, suffer off-hand penalties for most rolls. Both arms: Chance die on rolls requiring manual dexterity, −3 to other Physical actions.
Beaten Down Cannot take violent action in combat without spending Willpower.
Blinded One eye: -3 to vision-related rolls. Both eyes: -5 to vision-related rolls, lose all Defense.
Deafened One eye: -3 to vision-related rolls. Both eyes: -5 to vision-related rolls, lose all Defense.
Drugged -2 Speed, -3 to combat rolls (including Defense and Perception). Ignore wound penalties.
Immobilized No combat actions. Can’t move or apply Defense.
Insane +1 to combat rolls, act after everyone else, -3 to Social rolls, can’t spend Willpower.
Insensate No combat actions. Can move and apply Defense. Taking damage ends the Tilt.
Knocked Down Lose action this turn (if it hasn’t been taken), knocked prone. Can apply Defense, attack from ground at -2.
Leg Wrack One leg: half Speed, -2 penalty on Physical rolls for movement. Both legs: Knocked Down, give up action to move at Speed 1, movement-based Physical rolls reduced to chance die.
Poisoned Moderate: One point of bashing damage per turn. Grave: One point of lethal damage per turn.
Sick Moderate: -1 to all actions. Penalty increases by 1 every two turns. Grave: As moderate, but also inflicts one point of bashing damage per turn.
Stunned Lose next action. Half Defense until the characters next acts
Environmental Tilts
Blizzard -1 penalty to visual Perception and ranged attack rolls, increased by 1 per 10 yards. -1 penalty to Physical rolls per four inches of snow.
Earthquake Penalty to Dexterity rolls depending on severity. Take one to three lethal damage per turn, Stamina + Athletics downgrades to bashing.
Extreme Cold Bashing damage doesn’t heal. -1 penalty to all rolls, increasing by 1 per hour. At -5, further hours deal one point of lethal damage.
Extreme Heat Bashing damage doesn’t heal. -1 penalty to all rolls, increasing by 1 per hour. At -5, further hours deal one point of lethal damage.
Flooded -2 to Physical dice pools per foot of flooding. Once water is over head, character must swim or hold breath.
Heavy Rain -3 to aural and visual Perception rolls.
Heavy Winds -3 modifier to aural Perception rolls. Winds rated between 1 and 5, severity acts as penalty to Physical rolls and deals that much bashing damage per turn, Dexterity + Athletics to avoid.
Ice -2 Speed, -2 to Physical actions. Can move at normal speed but -4 Physical actions. Dramatic Failure causes Knocked Down; Drive rolls are at -5 and half Acceleration.
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