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Characters with supernatural armor, such as a mages

warding spells or a werewolfs tough hide can benefit from


Your arm burns with pain and then goes numb. It could
such protection in addition to mundane armor; add the
be dislocated, sprained, or broken: whatevers wrong with it,
ratings together to determine a characters final protection.
you cant move your limb.
Example: Detective Black knew something was off, but he
Effect: If your arms broken or otherwise busted, you
didnt know what until he heard the crack of a handgun. The
drop whatever youre holding in that arm and cant use it
shooter got two successes, plus two for a heavy pistol, for four
to attack opponents unless youve got the Ambidextrous
points of lethal damage. Blacks wearing a Kevlar vest (armor
Merit, you suffer off-hand penalties for any rolls that require
1/3) which converts three of the four points of damage to bash-
manual dexterity. If this effect spreads to both limbs, youre
ing, then subtracts one point of lethal damage. He takes three
down to a chance die on any rolls that require manual dexter-
points of bashing damage and runs for cover.
ity, and 3 to all other Physical actions.
Causing the Tilt: Some supernatural powers can cripple
a victims limbs or break bones with a touch. A character
A weapon thats listed as having the armor piercing qual- can have his arm knocked out by a targeted blow to the arm
ity has a rating between 1 and 3. When attacking someone (2 penalty) that deals more damage than the characters
wearing armor, subtract the piercing quality from the targets Stamina. A targeted blow to the hand inflicts this Tilt if it
ballistic armor first, then general armor. does any damage.
If youre shooting at an object or a person in cover, Ending the Tilt: If the Tilt is inflicted as a result of an at-
subtract the piercing quality from the covers Durability. tack, mark an x under the leftmost Health box inflicted in that
Once the shots passed through cover, any armor-piercing attack; the Tilt ends when the damage that caused it has healed.
quality is lost. If aggravated damage inflicts this Tilt, the character loses the
: The gunman shooting at Detective Black sees the use of his arm (or straight up loses his arm) permanently.
cop stagger but keep moving and switches to his backup piece: a
light revolver packing armor-piercing rounds. The Storyteller rolls
three successes and adds one for the pistol. The rounds are armor The character has had the fight knocked out of him.
piercing 2, which reduces the vests ballistic armor to 1. Detective Effect: The character cannot take active part in the
Blacks vest converts one point of damage to bashing and reduces fight without extra effort. The player must spend a point of
the lethal damage by one, so he takes a further two points of lethal Willpower each time he wants the character to take a violent ac-
and one point of bashing damage. tion in the fight. He can still run, Dodge, and apply Defense.
If he wishes to take another action, the Storyteller should
judge whether the action is aggressive enough to require the
expenditure.`
Tilts were introduced in The Danse Macabre for Vam- Causing the Tilt: The character suffers bashing damage
pire: The Requiem as a unified way of applying circumstances in excess of his Stamina or any amount of lethal damage.
to both characters and scenes. Tilts are mechanically similar to Ending the Tilt: The character surrenders and gives the
Conditions, but they affect characters and scenes in combat. aggressor what he wants. At this point, the character regains a
Out of combat, use Conditions instead. point of Willpower and takes a Beat, but can take no further
Tilts replace the existing combat rules for Fighting Blind, action in the fight. If the aggressors intent is to kill or injure
Immobilized, Knockdown, Knockout, and Stun effects. They the character, obviously surrender isnt a good option.
also provide a new way of handling drugs, poisons, sickness,
and environmental and weather effects, but only as they apply to
combat. Out of combat, use the normal rules for these effects.
Tilts do not give characters Beats when they end, but the
effects of a Tilt can very easily cause a Condition. For instance,
a character in a fight gets a handful of road salt flung in his
eyes and receives the Blinded Tilt. When combat ends, this
shifts to the Blind Condition. Resolving this Condition will
give the character a Beat. If the character enters combat again
before the Condition is resolved, the Blinded Tilt applies again.
Tilts come in two forms: Personal and Environmental.
Personal Tilts only apply to one character and include ways in
which that character can overcome the effect. Environmental
Tilts affect the whole scene, and offer ways for individual
characters to mitigate their effects.

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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.

Some liquid brackish water, mud, gore, or raw sewage


Bone-chilling winds bite through the character, or trudg- is high enough to impede the characters progress.
ing through knee-deep snow takes all of the sensation from Effect: Each foot of liquid inflicts a 2 penalty to all Physi-
his limbs. Any time the temperature gets down below zero cal dice pools. If the water goes up over her head, a character
degrees Celsius (32 degrees Fahrenheit), a character can suffer has to swim (Dexterity + Athletics) with a penalty appropriate
from the colds effects. This Tilt can sometimes be personal, for the speed of flooding. Alternatively, she can try to hold
either as a result of a medical condition such as hypothermia her breath (Holding Breath, p. 49 of the World of Darkness
or a supernatural power. Rulebook) if she cannot get her head above the rising waters.
Effect: When the temperature is below freezing, characters Causing the Tilt: Normally, this Tilt is the result of heavy
cant heal bashing damage the extreme temperature deals dam- rain, sudden snowmelt, or a broken water main. Characters
age at the same rate normal characters heal it (a cut might turn to can cause this Tilt by smashing up a water heater or blowing
frostbite, for instance). Supernatural beings and characters who up a small dam. Some supernatural creatures may be able to
heal faster than normal instead halve their normal healing rate. call floods down onto a region.
For every hour that a character is continuously affected by this Ending the Tilt: Characters can escape flooding by get-
Tilt, he accrues a 1 penalty to all rolls. When that penalty hits ting to high ground, which is enough to mitigate this Tilt.
5 dice, he instead suffers 1 point of lethal damage per hour. A long-term fix would require draining the floodwaters, but
Causing the Tilt: A character can suffer this Tilt from being each flood requires its own solution.
in a frozen environment whether hes outside in the Arctic
tundra or in a walk-in freezer. Inflicting the Tilt is reasonably
straightforward: throw the victim into a freezing lake or lock Torrential rain lashes down in knives, bouncing high off the
him in a freezer for long enough and hell develop hypothermia. sidewalk. The sound of rain on the ground is a constant hammer-
Ending the Tilt: The best way to escape the freezing ing rumble that goes on without end, like dropping ball bearings
cold is to find a source of warmth either a building with on a tin roof. Thick gray curtains of water obscure vision.
working heating, or warm bundled clothing. A character who Effect: Heavy rains approaching tropical storm levels or
has hypothermia requires medical attention. worse cause a Perception penalty of 3 dice to both vision and
hearing. Rains hard to see through, but its also loud. If the rains
carry on for an hour or more, the Flooded Tilt will soon follow.
The character might be stumbling through the desert with the This Tilt is often accompanied by Heavy Winds; a character trapped
sun beating down on him, or running through the steam-tunnels out in Heavy Rains might come under the effects of Extreme Cold.
surrounding an old boiler room. This Tilt can also be personal, the Causing the Tilt: Short of supernatural power or a fleet
result of a debilitating fever that spikes his temperature far above of cloud-seeding aircraft, Heavy Rain is the result of natural
the norm. Extreme heat is normally anything above 40 degrees weather patterns.
Celsius (104 degrees Fahrenheit) this includes both environ- Ending the Tilt: The best way out of the rain is to get
mental temperature and internal body temperature due to fever. indoors. Unless its the start of some sodden apocalypse, the
Effect: When the temperature is far above normal, char- characters can wait for the weather to ease.
acters cant heal bashing damage the extreme temperature
deals damage at the same rate normal characters heal it (a
cut might heal, but its replaced by sunburn or sunstroke). Howling winds buffet at the characters, whipping street
Supernatural beings and characters who heal faster than furniture into the air, tearing the roofs from buildings. Powerful
normal instead halve their normal healing rate. For every winds can toss cars around like toys. Anyone out in the winds
hour that a character is continuously affected by this Tilt, he feels like theyre taking a beating just for walking down the street.
accrues a 1 penalty to all rolls. When that penalty hits 5 Effect: Heavy winds are loud, so characters suffer a 3
dice, he instead suffers a point of lethal damage per hour. modifier to aural Perception rolls. Also the wind inflicts a
Causing the Tilt: This Tilt is usually caused by environ- penalty to all Physical rolls when out in the winds including
mental factors being out at noon in the desert or spending Drive rolls. Grade the wind from one to five one is tropical
too long in a sauna or forge. Even a fever is the result of an storm level (around 40 MPH), three is hurricane level (around
infection, rather than something that an opponent can force on 80 MPH), and five is tornado level (150+ MPH). This is the
a character. Its possible to create this Tilt on a given character: penalty applied to Physical dice rolls. Characters outside in
securing someone to a chair right next to an old, inefficient the maelstrom take damage from flying debris, taking bashing
boiler, or stranding them in the desert far from any shade. damage each turn equal to the winds rating. Characters can
Ending the Tilt: The key to ending this Tilt is simple: get make a reflexive Dexterity + Athletics roll to avoid damage.
out of the heat. In a desert or similar environment, finding

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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.

The grounds covered in a mirror-smooth layer of ice


that sends wheels spinning and peoples feet flying out from
under them. The ice could be so thin as to be nearly invisible
or a thick layer thats the only thing keeping the characters
from sinking into a frozen lake.
Effect: When a character cant trust her footing, divide her
Speed in half and all Physical rolls (and Defense) suffer a 2
penalty. Attempting to move at full Speed increases the Physical
penalty to 4. Any dramatic failure on a Physical roll inflicts
the Knocked Down Tilt. Driving on ice is a real pain halve
Acceleration and characters suffer a 5 penalty to Drive rolls.
Causing the Tilt: This Tilt doesnt just apply to icy condi-
tions, but to any surface thats slick and slippery, including a
spill of industrial lubricant or just a really well polished wooden
or linoleum floor. Characters can use a Dexterity + Crafts
roll to cover an area in industrial cleaner or mix up cleaning
chemicals into a lubricant. If the Extreme Cold Tilt is in effect,
even covering the area with water would do the trick.
Ending the Tilt: Get off the ice is good advice, but
that can take work. Characters can use heat or fire to melt
ice, or throw down copious quantities of salt or grit to in-
crease traction.

Something holds the character fast, preventing him from


moving. This could be a grappling opponent, a straightjacket
wrapped with heavy chains, or a coffin secured on the outside
with a padlock.
Effect: The character cant do anything but wriggle
helplessly. He cant apply Defense against incoming attacks
and cant take combat-related actions. If someones holding
him down, he can spend a point of Willpower to deliver a
head-butt or similar attack, but even that might not free him.
Causing the Tilt: The usual way to inflict this Tilt is through
the Restrain grappling move. This often uses material means to
prevent the victim from moving, such as binding limbs with duct
tape or zip-ties, tossing the victim into a car trunk or similar tight
space, or applying painful holds and joint locks.
Ending the Tilt: An Immobilized target can break free
by escaping from a grapple or snapping whatever binds her.
If grappled, the character can struggle as normal but can only
select the Break Free move on a success. If held by an item, the
character must make a Strength + Athletics roll penalized by
the items Durability. If a characters arms and legs are both
bound, he suffers a 2 penalty; this increases to 4 if hes
hog-tied. On a success, he snaps the bindings or breaks free.
Each roll, successful or not, deals a point of bashing damage.

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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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