Page 97 - Chronicles of Darkness
P. 97
Size: How large the object is. Objects smaller than Size 1
can fit entirely in a person’s palm. See p. 26 for the Size chart.
Her Health track is the same as it was at the end of the fight. Structure: An object’s Structure equals its Durability +
Her rightmost wounds heal first. Each point of bashing Size, and acts like Health. Each point of damage removes a
damage takes 15 minutes to heal. Her lethal damage then point of Structure. Once it’s taken more damage than it has
heals over the course of the next two days. Finally, her aggra- Durability, anyone using the object suffers a one-die penalty.
vated wound heals over the course of the next week. In all, When its Structure hits 0, the object is destroyed. Objects do
it’s taken a little over a week and two days for her to recover not differentiate between bashing and lethal damage.
from her injuries.
Medical Care Sources of Harm
The Medicine Skill can be used to speed up healing. Violence isn’t the only source of harm in the Chronicles
Medical care is an extended action, requiring successes equal to of Darkness. These are some of the more common hazards
the total number of points of damage suffered by the patient. In characters face.
the field or ER, the dice pool is Dexterity + Medicine, and the
interval is one minute. In long-term hospital care, the pool is Disease
Intelligence + Medicine, and the interval is one hour. Usually,
any Conditions from a failure afflict the patient rather than Outside of combat, a character who suffers from a disease
the caregiver, but this is at Storyteller discretion. suffers damage over a period of time. Resisting the damage
Achieving sufficient successes restores one Health point inflicted by a disease requires a reflexive Stamina + Resolve
lost to bashing damage, in addition to any healing that the roll. This roll is not contested but the roll is modified by the
character already does under his own power. severity of the disease. Only one success is necessary to avoid
Round-the-clock, intensive care diminishes a patient’s damage each time.
injuries, downgrading the nature of wounds by one degree. Some diseases are the kind that people don’t heal from. A
Thus, a lethal wound can be downgraded to bashing, and character’s cancer could go into remission, or he can hold his
an aggravated wound can be downgraded to lethal. Such HIV back with medication, but time alone won’t cure them.
treatment can occur only in a hospital or other intensive-care The Storyteller should set a benchmark of how many rolls the
facility. An extended Intelligence + Medicine roll is made. character has to succeed at in a row for the disease to go into
The number of successes required is five for a lethal wound remission. Medical treatment can offset any penalties to the
and 10 for an aggravated one. Each roll requires an hour. Stamina + Resolve roll applied by the disease — but might inflict
This kind of treatment always focuses on the worst of penalties on other rolls, as the cure is almost as bad as the disease.
the patient’s injuries first. Thus, an aggravated wound is
downgraded to lethal before a lethal wound is downgraded Drugs
to bashing. No more than one wound can be downgraded
per day of treatment. A character who has taken drugs, willingly or not, must
Note that this treatment does not eliminate wounds. It fight off the effects of the drug. Resisting the effects requires
simply minimizes them. A patient must heal downgraded a reflexive Stamina + Resolve roll. This roll is not contested
injuries completely by himself or receive other treatment to but is modified by the potency of the drug ingested. Only
eliminate them. one success is necessary for a character to regain her senses.
In the case of some drugs, this roll must be made once per
Objects hour, once per scene — or even once per turn, in the case of
strong hallucinogens or narcotics.
In the Storytelling system, objects such as lead pipes, walls, Characters who overdose on drugs treat the drug like a
or wardrobes have three traits: Durability, Size, and Structure. poison, with a Toxicity somewhere between 3 and 7. The
Mostly, these relate to how easy the object is to destroy. overdose deals damage once per hour until the drug has run
Durability: How hard the object is to damage. Subtract its course — if a character’s spent eight hours drinking, then
Durability from any damage dealt to the object. Durability the poison takes another eight hours to fade, with a Toxicity
has no effect against attacks that deal aggravated damage. between 3 (beer or wine) to 5 (rubbing alcohol). A character
who injects stronger heroin than expected takes damage for
Durability Material (eight minus Stamina) hours, with a Toxicity of 7.
1 Wood, hard plastic, thick glass Electricity
2 Stone, aluminum
3 Steel, iron Electrocution automatically causes bashing damage per
turn of exposure. No attack roll is made.
+1 Per reinforced layer
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infernal engines -dramatic systems

