Page 95 - Chronicles of Darkness
P. 95
Tilt Reference (Continued)
ENVIRONMENTAL TILTS
Tilt Effects
Blizzard -1 to visual Perception and ranged attack rolls, increased by 1 per 10 yards or meters.
-1 to Physical rolls per four inches of snow.
Earthquake Penalty to Dexterity rolls depending on severity. Take one to three lethal damage per
turn, Stamina + Athletics downgrades to bashing.
Extreme Cold Bashing damage doesn’t heal. -1 to all rolls, increasing by 1 per hour. At -5, further
hours deal one point of lethal damage.
Extreme Heat Bashing damage doesn’t heal. -1 to all rolls, increasing by 1 per hour. At -5, further
hours deal one point of lethal damage.
Flooded -2 to Physical dice pools per foot of flooding. Once water is over head, character must
swim or hold breath.
Heavy Rain -3 to aural and visual Perception rolls.
Heavy Winds -3 to aural Perception rolls. Winds rated between 1 and 5, severity acts as penalty to
Physical rolls and deals that much bashing damage per turn, Dexterity + Athletics to
avoid.
Ice -2 Speed, -2 to Physical actions. Can move at normal Speed but -4 to Physical actions.
Dramatic failure causes Knocked Down; Drive rolls are at -5 and half Acceleration.
is a premeditated attempt to end a sentient life without the Using an improvised weapon reduces your attack pool by
target having a chance to do anything about it. Going through one die. On a successful attack, the weapon takes the same
with a killing blow is a breaking point whether the victim amount of damage as it inflicts; Durability reduces this dam-
survives or not. age as normal. Once the weapon’s Structure is reduced to 0,
Weapons and Armor the object is wrecked.
Armor
Weapons are one of the fastest ways to turn a fight into
a murder. Sometimes, that’s what you want; pulling a gun Armor provides protection against attacks, including
shows you’re serious about killing people. bullets and knives. Police officers and other law enforcement
A weapon’s modifier, or damage rating, adds bonus successes agencies frequently rely on it.
to a successful attack roll. When a weapon might help out in • Ballistic armor applies to incoming firearms attacks.
other ways, like using a chain to grapple someone, or a gun to Each point of ballistic armor downgrades one point
intimidate her, add the weapon’s modifier to the attack roll. of damage from lethal to bashing.
Every weapon deals lethal damage. However, some super-
natural creatures don’t take lethal damage from weapons. • General armor applies to all attacks. Each point of
The full traits of a range of weapons are presented in the general armor reduces the total damage taken by one
Ranged and Melee Weapons Charts. point, starting with the most severe type of damage.
If armor has both ballistic and general ratings, apply the
Improvised Weapons ballistic armor first.
The weapons charts can only go so far. Characters who When applying armor to an attack dealing lethal dam-
grab lamps and pool cues still stand a chance of doing seri- age, the character always takes at least one point of bashing
ous damage. damage from the shock of the blow.
If your improvised weapon is close enough to one of the
weapons on p. 268, use the associated weapon profile. For Armor-Piercing
example, a pool cue might count as a baton. Otherwise, an Some weapons have an armor piercing quality, usually
improvised weapon does (Durability - 1) damage, with an between one and three. When attacking someone wearing
Initiative penalty and Strength requirement equal to the armor, subtract the piercing quality from the target’s armor.
weapon’s Size.
94
infernal engines -dramatic systems

