Page 284 - Chronicles of Darkness
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HEAVY RAIN



            Environmental
               Description: Torrential rain lashes down in knives,
            bouncing high off the sidewalk. The sound of rain on
            the ground is a constant hammering rumble that goes on
            without end, like dropping ball bearings on a tin roof.
            Thick gray curtains of water obscure vision.
               Effect: Heavy rains — approaching tropical storm levels
            or worse — cause a Perception penalty of -3 dice to both
            vision and hearing. Rain’s hard to see through, but it’s also
            loud. If the rains carry on for an hour or more, the Flooded
            Tilt will soon follow. This Tilt is often accompanied by
            Heavy Winds; a character trapped out in Heavy Rains might
            come under the effects of Extreme Cold.
               Causing the Tilt: Short of a supernatural power or a
            fleet of cloud-seeding aircraft, Heavy Rain is the result of
            natural weather patterns.
               Ending the Tilt: The best way out of the rain is to get
            indoors. Unless it’s the start of some sodden apocalypse,
            the characters can wait for the weather to ease.

                      HEAVY WINDS



            Environmental
               Description: Howling winds buffet at the characters,
            whipping street furniture into the air and tearing the roofs
            from buildings. Powerful winds can toss cars around like
            toys. Anyone out in the winds feels like they’re taking a
            beating just walking down the street.
               Effect: Heavy winds are loud, so characters suffer a -3
            modifier to aural Perception rolls. Also, the wind inflicts a
            penalty to all Physical rolls when out in the winds, includ-
            ing Drive rolls. Grade the wind from one to five; one is
            tropical-storm level (around 40 MPH), three is hurricane
            level (around 80 MPH), and five is tornado level (150+
            MPH). The wind’s grade represents the penalty applied to
            Physical dice rolls. Characters outside in the maelstrom
            also take damage from flying debris, taking bashing dam-
            age each turn equal to the wind’s rating. Characters can
            make a reflexive Dexterity + Athletics roll to avoid damage.
               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 that’s as easy as sheltering in
            an automobile, as long as nobody tries to drive. Buildings
            provide more permanent shelter.








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