Tilts
Personal Tilts | |
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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. |
page revision: 0, last edited: 08 Jul 2017 23:39