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Effect: If the character is deaf in one ear, he suffers a
3 penalty to hearing-based Perception rolls. A character
The characters eyes are damaged or removed, or the
who is struck deaf in both ears only gets a chance die on
character is placed in a situation where eyesight is eliminated
hearing-based Perception rolls, and suffers a 2 penalty to
(a pitch-black room or a supernatural effect).
all combat-related dice rolls suddenly losing the ability to
Effect: The character suffers a 3 penalty to any rolls
hear the people around you is tremendously disorienting.
that rely on vision including attack rolls and halves his
Causing the Tilt: A particularly loud noise within 10
Defense if one eye is blinded. That penalty increases to 5
feet of the character may cause temporary hearing loss as
and losing all Defense if both eyes are affected.
though the character were deaf in both ears. Alternatively, a
Causing the Tilt: The most common means of inflict-
targeted attack on the ear at a 4 penalty can deafen a
ing the tilt is to severely impair the targets eyesight (using a
character. Supernatural creatures with heightened senses can
blindfold, etc). An attacker can inflict temporary blindness by
be deafened by loud noises at greater distances.
slashing at her opponents brow, throwing sand into his eyes,
Ending the Tilt: Deafness from loud noises fades after
or kicking up dirt. This requires an attack roll of Dexterity +
10 (victims Stamina + Resolve) turns. If an attack against
Athletics with a 3 penalty; the victims Defense applies to this
the characters ear does any points of damage, mark an x
attack. If it succeeds, the target is Blinded for the next turn.
under the leftmost Health box inflicted in that attack. If the
Blindness can also be inflicted by dealing damage to the
damage inflicted is aggravated, the character loses hearing in
targets eyes a specified attack with a 5 penalty (see Speci-
the ear permanently. Otherwise, the condition ends when
fied Targets, above). A successful attack normally damages one
the damage that caused the Tilt is healed.
eye. It takes an exceptional success to totally blind an attacker.
Ending the Tilt: If an attack against the characters eye
does any points of damage, mark an x under the leftmost
Health box inflicted in that attack. If the damage inflicted is The characters mind is addled by mind-altering sub-
aggravated the character loses vision in that eye permanently. stances, such as drink or drugs.
Otherwise, the condition ends when the damage that caused Effect: The effects of specific drugs are detailed in the on
the Tilt is healed. p.177 of the World of Darkness Rulebook. A generic narcotic
can be represented with one set of modifiers: the character
suffers a 2 modifier to Speed (and static Defense, if used)
and a 3 penalty to all rolls in combat, including Defense
Heavy snowfall carpets the ground and just keeps falling,
and Perception. The character also ignores wound penalties.
whipped up by howling winds into a barrage of whirling white.
Causing the Tilt: If the character has chosen to take
Effect: Blizzards make it very hard to see for any real dis-
drugs, then he suffers the effects. To administer drugs to
tance. Rolls to see things close to the characters person, out
another character is a Dexterity + Weaponry attack, suffering
to arms length away, suffer a 1 penalty. Each additional ten
a 1 modifier for the improvised weapon. If the drug has
yards inflicts an additional 1 penalty (cumulative) on all visual
to go in to a specific body part (such as an arm or mouth), it
Perception rolls. This penalty also applies to ranged attack rolls.
requires an attack against a specified target.
Moving through snow is difficult. Every four inches of snow ap-
Ending the Tilt: Each drug in the World of Darkness
plies a 1 penalty to appropriate Physical rolls, including combat
Rulebook explains how long a high lasts. A generic narcotic
rolls, Athletics, and so forth. The Blizzard Tilt rarely applies by
lasts for 10 (victims Stamina + Resolve) hours. This time is
itself the Storyteller may also inflict any or all of the Extreme
halved by medical help, such as pumping the victims stomach
Cold, Heavy Winds, or Ice Tilts (all found below).
or flushing his system.
Causing the Tilt: For the most part, the weather is out
of the characters control the Storyteller should telegraph
an incoming blizzard before it hits, but its ultimately up to
her. Some supernatural powers might grant a character the Everything shudders and shakes; huge rents and holes
power to create a blizzard. tear the ground wide open.
Ending the Tilt: Without supernatural powers, charac- Effect: Earthquakes dont last long, but they dont have
ters cant end a blizzard. The best they can manage is to to. When the quakes actually occurring, all Dexterity-based
escape the weather or wait for it to stop. Proper equipment dice pools (and Defense) suffer a 1 to 5 penalty depending
(such as goggles and snow boots) can add +1 to +3 to a roll, on the quakes severity. Characters take between one and three
offsetting some of the penalties. If someone is causing this Tilt points of lethal damage per turn of the quakes duration, though
through a supernatural power, its possible that the characters a reflexive Stamina + Athletics roll can downgrade that damage
could disrupt his concentration. to bashing or cancel it entirely on an exceptional success.
Causing the Tilt: Without tremendous supernatural
power, its almost impossible to cause an earthquake. A
character who detonates a powerful explosive underground
The character cant hear. Maybe hes suffering intense
might simulate the effects over a city-block for a few seconds.
tinnitus or can only hear the roaring of blood in his ears, or
he just plain cant hear.
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Ending the Tilt: Earthquakes are fortunately very quick shade is paramount. Elsewhere, the character needs to escape
events. Its very rare for one to last more than a minute (20 whatever is causing the abnormal temperatures.
turns), so waiting them out is the best course of action.
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Causing the Tilt: Heavy winds are a fact of life, from
siroccos in the desert to tornados in the Midwest to wind
shears everywhere.
Ending the Tilt: Getting out of the wind is the best
way to end this Tilt. Sometimes thats as easy as sheltering in
an automobile as long as nobody tries to drive. Buildings
provide more permanent shelter.
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witnessing a werewolf take on an inhuman form. A truly heroic
amount of alcohol or a hallucinogenic drug might have similar
The character suffers from a panic attack, sudden imbal-
effects; administering such a drug is a Dexterity + Weaponry
ance, or a full-on psychotic break. Her pulse races and her
attack, suffering a 1 modifier for the improvised weapon.
mind cannot focus. The worlds an unstable place, and shes
Ending the Tilt: The Tilt wears off at the end of the
unable to keep her balance.
scene. The victim can spend a point of Willpower before then
Effect: Someone suffering a psychotic break isnt the sort
to act normally for one turn. A successful attack will also end
of person to go down without a fight. Her stated intent might
the Tilt. If a character has been knocked insensible by drugs,
be irrational or just plain impossible, and she might have fewer
this Tilt is replaced with the Drugged Tilt when it ends.
ethical problems with using extreme violence to get what she
wants. The character gains a +1 bonus to all combat rolls, but
takes actions after everyone else (if two characters suffer from
the Insane Tilt, both act after everyone else but compare Initia- Something knocks the character to the floor, either top-
tive as normal). A character suffering from this Tilt may spend pling her with a powerful blow to the chest or taking one of
Willpower, but the cost is 2 dots instead of 1 for the same effect. her legs out from under her.
Causing the Tilt: Faced with extraordinary circumstances, Effect: The character is knocked off her feet. If she hasnt
any character with an appropriate Condition may gain the Insane already acted this turn, she loses her action. Once shes on the
Tilt. The Storyteller can call for a Resolve + Composure roll to ground, a character is considered prone (see Going Prone,
resist a general anxiety that gnaws at the characters mind; if pp. 164165 of the World of Darkness Rulebook). The
the character fails, he gains the Tilt. If the character witnesses character can still apply Defense against incoming attacks,
something truly horrific a daughter watches her father walk to and can attempt to attack from the ground at a 2 penalty.
the end of the garden and shoot himself in the head, smiling all Causing the Tilt: Some weapons list Knockdown as a
the while; a man stumbles into the wrong office at work and sees special effect of a damaging hit. Otherwise, a melee weapon with
his co-workers feasting on the interns organs; a solder sees her a damage modifier of +2 or greater, or a firearm with a damage
unit gunned down by a sniper while she can do nothing the modifier of +3 or more can be used to knock a character down with
Storyteller can rule that the Tilt is unavoidable. the force of the blow. Alternatively, a melee weapon or unarmed
The Insane Tilt can also be triggered by a breaking point. attack can knock an opponent down with a targeted attack against
If a character fails a breaking point role during combat, the the legs (2 modifier). The attacker declares that he wants to knock
Storyteller may apply the Insane Tilt then as well. his opponent down and halves the total damage done (rounding
A character can work to inspire another characters mad- down). On a successful attack, the target is knocked down.
ness in order to cause this Tilt. She could orchestrate events Ending the Tilt: The easiest way to end this Tilt is to
that she hopes will provoke a psychotic break, but thats ama- stand up, which takes an action. A character affected by this
teur hour. A professional swaps out her victims meds, giving Tilt who hasnt yet acted can make a Dexterity + Athletics roll,
stimulants just as his bipolar cycle ticks into mania, or dosing minus any weapon modifier, instead of her normal action. If
a paranoid or schizophrenic with hallucinogenic drugs. successful, she avoids the effects of this Tilt altogether. On a
Some supernatural creatures possess mind-affecting failure, she falls over and the Tilt applies as normal.
powers that can apply this Tilt, even to characters who do
not have an appropriate Condition.
Ending the Tilt: The specific effects of this Tilt dont Your leg feels like its going to snap clean off whenever
normally last beyond the end of the scene. A character can you move; when you stop moving, you feel a burning numb-
try to force her mind to a state of balance, but its not easy. ness that encourages you to avoid moving.
She must sit and focus on blocking out the craziness. She Effect: If your leg is broken, sprained, or dislocated,
rolls Resolve + Composure as an instant action contested by a halve your Speed and suffer a 2 penalty on Physical rolls
dice pool of (10 her Willpower). She cant take any other ac- that require movement (and Defense). If both of your legs are
tions that turn and doesnt apply Defense against any attacks. wracked, you fall over taking the Knocked Down Tilt and
cannot get up. Your Speed is reduced to 1; if you want to
move at all, you cannot take any other action. Physical rolls
The character shuts down, either due to extreme fear or that require movement are reduced to a chance die.
sudden pleasure. He may huddle in a corner, cringe away from Causing the Tilt: Some supernatural powers can cripple
sudden noises, or stare into space as waves of pleasure lap over him. a victims limbs or break bone with a touch. A character can
Effect: The character cant take any actions until the Tilt have his leg knocked out by a targeted blow to the leg (2
is resolved. He can apply Defense to incoming attacks, and penalty) that deals more damage than the characters Stamina.
if he takes any damage from an attack, hes knocked free of Ending the Tilt: If the Tilt is inflicted as a result of an
whatever fogged his brain. attack, mark an x under the leftmost Health box inflicted
Causing the Tilt: Several supernatural powers can leave in that attack. The Tilt ends when that damage that caused it
their victim in a trance-like state of heightened emotion, whether has healed. If the damage that inflicts this Tilt is aggravated,
its a vampires mind-affecting tricks or the pants-shitting terror of the character loses use of his leg permanently.
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Ending the Tilt: This Tilt reflects the effects of sickness
as it specifically applies to combat. Outside of combat, use the
Youve got poison inside you. Its tearing you apart from
existing system for diseases (World of Darkness Rulebook, p.
the inside; burning like acid in your gut and making your
176). The penalties inflicted by this Tilt fade at a rate of one
head swim.
point per turn once the character has a chance to rest, but
Effect: This Tilt applies a general sense of being poisoned
any damage inflicted remains until the character can heal.
to a character without worrying about Toxicity during combat.
For the purposes of this Tilt, a poison is either moderate or
grave a moderate poison causes 1 point of bashing damage
per turn of combat, while a grave poison ups that to 1 point of Your character is dazed and unable to think straight.
lethal damage per turn. If the Storyteller cares to continue the Maybe her vision blurs. If shes stunned as a result of a blow
effects of the poison outside of combat, he can apply the standard to the head, shes probably got a concussion.
rules for handling poisons and toxins when combat is complete. Effect: A character with the Stunned Tilt loses her next
Causing the Tilt: Its possible for a character to not know action, and halves her Defense until she can next act.
that hes been poisoned. It could be as innocuous as switch- Causing the Tilt: A character can be stunned by any attack
ing drinks with a pretty girl who is the target of a mob hit, that does at least as much damage as her Size in a single hit. Some
or as simple as walking into a house with a carbon monoxide weapons have a stun special ability. These double the weapon
leak. That said, the main time poison comes up in combat modifier only for the purposes of determining whether the at-
is when one combatant inflicts it on another. Injecting your tacker inflicts the Stunned Tilt. Attacks against the targets head
opponent with a syringe full of drain cleaner or snake venom (see Specified Targets, p. 203) count the characters Size as one
is a Dexterity + Weaponry attack, suffering a 1 modifier lower for the purposes of this Tilt. The Storyteller might determine
for the improvised weapon. that additional effects cause this Tilt, like being caught in the blast
Ending the Tilt: Short of immediate medical attention area of an explosion (World of Darkness Rulebook, p. 178).
and how many fights take place in an emergency room? all Ending the Tilt: The effects of this Tilt normally only
a victim can do is struggle on. Roll Stamina + Resolve as a last for a single turn. The character can end the Tilt during
reflexive action each turn that your character is poisoned. If her own action by reflexively spending a point of Willpower
your character intends to act (meaning, takes a non-reflexive to gather her wits, though she suffers a 3 modifier to any
action), the roll suffers a 3 penalty. Success counteracts the actions she takes that turn.
damage for one turn only.
Your stomach churns. You retch and heave but only Some of the sources of harm in the World of Darkness
succeed in bringing up bile. Sweat beads on your brow as Rulebook have updated rules, presented here.
you spike a fever. Your muscles ache with every movement.
Youre wracked with hot and cold flushes as a sickness gnaws
away at your insides.
Effect: This Tilt applies a general sickness to a character The new systems for combat and weapons make lethal
without worrying about the specific illness. For the purposes of damage the standard for being hit with a heavy object, and
this Tilt, a sickness is either moderate or grave. A moderate cars are no different. If you hit someone or something
sickness, such as a cold, asthma, the flu, or just a bad hangover, when driving a car, the roll is still Dexterity + Drive + Han-
causes a 1 penalty to all actions during combat. That pen- dling and an aware opponent can apply Defense.
alty increases by one every two turns (the first two turns, the Roll the vehicles Size to determine damage and add one
character suffers a 1 penalty, the next two turns the penalty additional success per 20 miles per hour (28 yards per turn)
is 2, and so on up to a maximum of 5 dice on turn 9). A the vehicles speed acts as a weapon modifier. A moving
grave sickness, such as pneumonia, heavy metal poisoning, or car always deals lethal damage. If a car rams a human-sized
aggressive cancer, inflicts the same dice pool penalties as a mild creature, the victim suffers the Knocked Down Tilt.
sickness. In addition, however, the physical stress of fighting or This change of rolling Size and adding one point of damage
even defending oneself from an attacker while gravely ill inflicts per 20 miles per hour extends to ramming other cars as well;
1 point of bashing damage per turn of combat. victims inside cars take lethal damage from car crashes unless
Causing the Tilt: Its not easy to deliberately make some- wearing a seat-belt, which reduces the damage to bashing.
one sick. Sure, if you can get your hands on a vial of smallpox
or deliberately use a disease youve got to make someone sick
(a breaking point, especially in the case of grave diseases like
Outside of combat, a character who suffers from a disease suf-
AIDS), then youve got a reasonable chance. Some supernatu-
fers damage over a period of time. Resisting the damage inflicted
ral creatures have abilities that can inflict diseases on others.
by a disease requires a reflexive Stamina + Resolve roll. This roll
Aside from that, youve just got to expose your opponent
is not contested but it is modified by the severity of the disease.
to the sickness long before you fight and hope for the best.
Only one success is necessary to avoid damage each time.
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