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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Violence

