Page 94 - Chronicles of Darkness
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•  Heart (-3): If the attacker does at least five points of   shifts to the Blind Condition. Resolving this Condition gives
               damage, the weapon pierces the opponent’s heart,   the character a Beat. If the character enters combat again be-
               with special effects for some monstrous targets  fore the Condition is resolved, the Blinded Tilt applies again.
                                                               Tilts come in two forms: Personal and Environmental.
             •  Hand (-4): On a damaging hit, the victim suffers the   Personal Tilts only apply to one character and include ways in
               Arm Wrack Tilt                                which that character can overcome the effect. Environmental
                                                             Tilts affect the whole scene, and offer ways for individual
             •  Eye (-5): On a damaging hit, the victim suffers the   characters to mitigate their effects.
               Blinded Tilt
                                                               For a full description of each Tilt, see the Appendix (p.
                                                             280).
            Tilts

               Tilts are a unified way of applying circumstances to both   Killing Blow
            characters and scenes during violent encounters. Tilts are me-  A character can make a killing blow when her opponent
            chanically similar to Conditions, but they affect characters and  is unconscious, completely immobile, or otherwise totally
            scenes in combat only. Outside combat, use Conditions instead.  defenseless. When doing so, the character deals damage equal
               Tilts do not give players Beats when they end, but the  to her full dice pool plus her weapon modifier. She has time
            effects of a Tilt can easily cause a Condition. For instance, a  enough to line up her attack so it avoids her victim’s armor.
            character in a fight gets a handful of road salt flung into his   While people who kill in combat can justify their actions
            eyes and receives the Blinded Tilt. When combat ends, this  based on the heat of the moment, performing a killing blow




                                                  Tilt Reference
              This quick reference can help players and Storytellers alike remember the effects of each Tilt detailed in the
              Appendix.
                                                   PERSONAL TILTS
              Tilt             Effects

              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 ear: -3 to Perception rolls. Both ears: Chance die on Perception rolls, -2 to com-
                               bat rolls.
              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 to 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 moder-
                               ate, but also inflicts one point of bashing damage per turn.
              Stunned          Lose next action. Half Defense until the character next acts.





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