A list of Tilts for combat scenes from various sources
ARM WRACK
Your arm burns with pain and then goes numb. It could be dislocated, sprained, or broken: whatever’s wrong with it, you can’t move your limb.
Effect: If your arm’s broken or otherwise busted, you drop whatever you’re holding in that arm and can’t use it to attack opponents — unless you’ve got the Ambidextrous Merit, you suffer off-hand penalties for any rolls that require manual dexterity. If this effect spreads to both limbs, you’re down to a chance die on any rolls that require manual dexterity, and –3 to all other Physical actions.
Causing the Tilt: Some supernatural powers can cripple a victim’s limbs or break bones with a touch. A character can have his arm knocked out by a targeted blow to the arm (–2 penalty) that deals more damage than the character’s Stamina. A targeted blow to the hand inflicts this Tilt if it does any damage.
Ending the Tilt: If the Tilt is inflicted as a result of an attack, mark an ‘x’ under the leftmost Health box inflicted in that attack; the Tilt ends when the damage that caused it has healed. If aggravated damage inflicts this Tilt, the character loses the use of his arm (or straight up loses his arm) permanently.
BEATEN DOWN
The character has had the fight knocked out of him.
Effect: The character cannot take active part in the fight without extra effort. The player must spend a point of Willpower each time he wants the character to take a violent action in the fight. He can still run, Dodge, and apply Defense. If he wishes to take another action, the Storyteller should judge whether the action is aggressive enough to require the expenditure.
Causing the Tilt: The character suffers bashing damage in excess of his Stamina or any amount of lethal damage.
Ending the Tilt: The character surrenders and gives the aggressor what he wants. At this point, the character regains a point of Willpower and takes a Beat, but can take no further action in the fight. If the aggressor’s intent is to kill or injure the character, obviously surrender isn’t a good option.
BLINDED
The character’s eyes are damaged or removed, or the character is placed in a situation where eyesight is eliminated (a pitch-black room or a supernatural effect).
Effect: The character suffers a –3 penalty to any rolls that rely on vision — including attack rolls — and halves his Defense if one eye is blinded. That penalty increases to –5 and losing all Defense if both eyes are affected.
Causing the Tilt: The most common means of inflicting the tilt is to severely impair the target’s eyesight (using a blindfold, etc). An attacker can inflict temporary blindness by slashing at her opponent’s brow, throwing sand into his eyes, or kicking up dirt. This requires an attack roll of Dexterity + Athletics with a –3 penalty; the victim’s Defense applies to this attack. If it succeeds, the target is Blinded for the next turn. Blindness can also be inflicted by dealing damage to the target’s eyes — a specified attack with a –5 penalty. A successful attack normally damages one eye. It takes an exceptional success to totally blind an attacker.
Ending the Tilt: If an attack against the character’s eye does any points of damage, mark an “x” under the leftmost Health box inflicted in that attack. If the damage inflicted is aggravated the character loses vision in that eye permanently. Otherwise, the Condition ends when the damage that caused the Tilt is healed.
BLIZZARD (ENVIRONMENTAL)
Heavy snowfall carpets the ground and just keeps falling, whipped up by howling winds into a barrage of whirling white.
Effect: Blizzards make it very hard to see for any real distance. Rolls to see things close to the character’s person, out to arm’s length away, suffer a -1 penalty. Each additional 10 yards inflicts an additional –1 penalty (cumulative) on all visual Perception rolls. This penalty also applies to ranged attack rolls. Moving through snow is difficult. Every four inches of snow applies a −1 penalty to appropriate Physical rolls, including combat rolls, Athletics, and so forth. The Blizzard Tilt rarely applies by itself — the Storyteller may also inflict any or all of the Extreme Cold, Heavy Winds, or Ice Tilts (all found below).
Causing the Tilt: The weather is out of the control of most characters — but not necessarily supernaturals. The Storyteller should telegraph an incoming natural blizzard before it hits, but some beings may be powerful enough to call down frozen hell from a clear blue sky.
Ending the Tilt: Without supernatural powers, characters can’t “end” a blizzard. The best they can manage is to escape the weather or wait for it to stop. Proper equipment (such as goggles and snow boots) can add +1 to +3 to a roll, offsetting some of the penalties. If someone is causing this Tilt through a supernatural power, it’s possible that the characters could disrupt his concentration.
DEAFENED
The character can’t hear. Maybe he’s suffering intense tinnitus or can only hear the roaring of blood in his ears, or he just plain can’t hear.
Effect: If the character is deaf in one ear, he suffers a –3 penalty to hearing-based Perception rolls. A character who is struck deaf in both ears only gets a chance die on hearing-based Perception rolls, and suffers a –2 penalty to all combat-related dice rolls - suddenly losing the ability to hear the people around you is tremendously disorienting.
Causing the Tilt: A particularly loud noise within 10 feet of the character may cause temporary hearing loss as though the character were deaf in both ears. Alternatively, a targeted attack on the ear — at a –4 penalty — can deafen a character. Supernatural creatures with heightened senses can be deafened by loud noises at greater distances.
Ending the Tilt: Deafness from loud noises fades after 10 – (victim’s Stamina + Resolve) turns. If an attack against the character’s ear does any points of damage, mark an ‘x’ under the leftmost Health box inflicted in that attack. If the damage inflicted is aggravated, the character loses hearing in the ear permanently. Otherwise, the Condition ends when the damage that caused the Tilt is healed.
DRUGGED
The character’s mind is addled by mind-altering substances, such as drink or drugs.
Effect: A generic narcotic can be represented with one set of modifiers: The character suffers a –2 modifier to Speed (and static Defense, if used) and a –3 penalty to all rolls in combat, including Defense and perception. The character also ignores wound penalties.
Causing the Tilt: If the character has chosen to take drugs, then he suffers the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a –1 modifier for the improvised weapon. If the drug has to go in to a specific body part (such as an arm or mouth), it requires an attack against a specified target.
Ending the Tilt: A generic narcotic lasts for 10 - (victim’s Stamina + Resolve) hours. This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.
EXTREME COLD (ENVIRONMENTAL)
Bone-chilling winds bite through the character, or trudging through knee-deep snow takes all of the sensation from his limbs. Any time the temperature gets down below zero degrees Celsius (32 degrees Fahrenheit), a character can suffer from the cold’s effects. This Tilt can sometimes be personal, either as a result of a medical Condition such as hypothermia or a supernatural power.
Effect: When the temperature is below freezing, characters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might turn to frostbite, for instance). Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a –1 penalty to all rolls. When that penalty hits –5 dice, he instead suffers one point of lethal damage per hour.
Causing the Tilt: A character can suffer this Tilt from being in a frozen environment — whether he’s outside in the Arctic tundra or in a walk-in freezer. Inflicting the Tilt is reasonably straightforward: Throw the victim into a freezing lake or lock him in a freezer for long enough and he’ll develop hypothermia.
Ending the Tilt: The best way to escape the freezing cold is to find a source of warmth — either a building with working heating, or warm bundled clothing. A character who has hypothermia requires medical attention.
EXTREME HEAT (ENVIRONMENTAL)
The character might be stumbling through the desert with the sun beating down on him, or running through the steam-tunnels surrounding an old boiler room. This Tilt can also be personal, the result of a debilitating fever that spikes his temperature far above the norm. Extreme heat is normally anything above 40 degrees Celsius (104 degrees Fahrenheit) — this includes both environmental temperature and internal body temperature due to fever.
Effect: When the temperature is far above normal, characters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might heal, but it’s replaced by sunburn or sunstroke). Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a –1 penalty to all rolls. When that penalty hits –5 dice, he instead suffers a point of lethal damage per hour.
Causing the Tilt: This Tilt is usually caused by environmental factors — being out at noon in the desert or spending too long in a sauna or forge. Even a fever is the result of an infection, rather than something that an opponent can force on a character. It’s possible to create this Tilt on a given character: securing someone to a chair right next to an old, inefficient boiler, or stranding them in the desert far from any shade.
Ending the Tilt: The key to ending this Tilt is simple: Get out of the heat. In a desert or similar environment, finding shade is paramount. Elsewhere, the character needs to escape whatever is causing the abnormal temperatures.
FLOODED (ENVIRONMENTAL)
Some liquid — brackish water, mud, gore, or raw sewage - is high enough to impede the character’s progress.
Effect: Each foot of liquid inflicts a –2 penalty to all Physical dice pools. If the water goes up over her head, a character has to swim (Dexterity + Athletics) with a penalty appropriate for the speed of flooding. Alternatively, she can try to hold her breath (Stamina + Composure) if she cannot get her head above the rising waters.
Causing the Tilt: Normally, this Tilt is the result of heavy rain, sudden snowmelt, or a broken water main. Characters can cause this Tilt by smashing up a water heater or blowing up a small dam. Some supernatural creatures may be able to call floods down onto a region.
Ending the Tilt: Characters can escape flooding by getting to high ground, which is enough to mitigate this Tilt. A longterm fix would require draining the floodwaters, but each flood requires its own solution.
HEAVY RAIN (ENVIRONMENTAL)
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 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)
Howling winds buffet at the characters, whipping street furniture into the air, 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 for 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 — including 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). This is the penalty applied to Physical dice rolls. Characters outside in the maelstrom take damage from flying debris, taking bashing damage 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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ICE (ENVIRONMENTAL)
The ground’s covered in a mirror-smooth layer of ice that sends wheels spinning and people’s feet flying out from under them. The ice could be so thin as to be nearly invisible or a thick layer that’s the only thing keeping the characters from sinking into a frozen lake.
Effect: When a character can’t trust her footing, divide her Speed in half and all Physical rolls (and Defense) suffer a –2 penalty. Attempting to move at full Speed increases the Physical penalty to –4. Any dramatic failure on a Physical roll inflicts the Knocked Down Tilt.
Causing the Tilt: This Tilt doesn’t just apply to icy conditions, but to any surface that’s slick and slippery, including a spill of industrial lubricant or just a really well-polished wooden or linoleum floor. Characters can use a Dexterity + Crafts roll to cover an area in industrial cleaner or mix up cleaning chemicals into a lubricant. If the Extreme Cold Tilt is in effect, even covering the area with water would do the trick.
Ending the Tilt: “Get off the ice” is good advice, but that can take work. Characters can use heat or fire to melt ice, or throw down copious quantities of salt or grit to increase traction.
IMMOBILIZED
Something holds the character fast, preventing him from moving. This could be a grappling opponent, a straightjacket wrapped with heavy chains, or a coffin secured on the outside with a padlock.
Effect: The character can’t do anything but wriggle helplessly. He can’t apply Defense against incoming attacks and can’t take combat-related actions. If someone’s holding him down, he can spend a point of Willpower to deliver a head-butt or similar attack, but even that might not free him.
Causing the Tilt: The usual way to inflict this Tilt is through the Restrain grappling move. This often uses material means to prevent the victim from moving, such as binding limbs with duct tape or zip-ties, tossing the victim into a car trunk or similar tight space, or applying painful holds and joint locks.
Ending the Tilt: An Immobilized target can break free by escaping from a grapple or snapping whatever binds her. If grappled, the character can struggle as normal but can only select the Break Free move on a success. If held by an item, the character must make a Strength + Athletics roll penalized by the item’s Durability. If a character’s arms and legs are both bound, he suffers a −2 penalty; this increases to −4 if he’s hog-tied. On a success, he snaps the bindings or breaks free. Each roll, successful or not, deals a point of bashing damage.
INSANE
The character suffers from a panic attack, sudden imbalance, or a full-on psychotic break. Her pulse races and her mind cannot focus. The world’s an unstable place, and she’s unable to keep her balance.
Effect: Someone suffering a psychotic break isn’t the sort of person to go down without a fight. Her stated intent might be irrational or just plain impossible, and she might have fewer ethical problems with using extreme violence to get what she wants. The character gains a +1 bonus to all combat rolls, but takes actions after everyone else (if two characters suffer from the Insane Tilt, both act after everyone else but compare Initiative as normal). A character suffering from this Tilt may spend Willpower, but the cost is two points instead of one for the same effect.
Causing the Tilt: Faced with extraordinary circumstances, any character with an appropriate Condition may gain the Insane Tilt. The Storyteller can call for a Resolve + Composure roll to resist a general anxiety that gnaws at the character’s mind; if the character fails, he gains the Tilt. If the character witnesses something truly horrific — a daughter watches her father walk to the end of the garden and shoot himself in the head, smiling all the while; a man stumbles into the wrong office at work and sees his co-workers feasting on the intern’s organs; a soldier sees her unit gunned down by a sniper while she can do nothing — the Storyteller can rule that the Tilt is unavoidable.
The Insane Tilt can also be triggered by a breaking point or Act of Hubris. If a character loses a dot of Wisdom or Integrity during combat, the Storyteller may apply the Insane Tilt then as well.
Some supernatural creatures possess mind-affecting powers that can apply this Tilt, even to characters who do not have an appropriate Condition. This includes mages using the Mind Flay spell.
Ending the Tilt: The specific effects of this Tilt don’t normally last beyond the end of the scene. A character can try to force her mind to a state of balance, but it’s not easy. She must sit and focus on blocking out the craziness. She rolls Resolve + Composure as an instant action contested by a dice pool of (10 – her Willpower). She can’t take any other actions that turn and doesn’t apply Defense against any attacks.
INSENSATE
The character shuts down, either due to extreme fear or sudden pleasure. He may huddle in a corner, cringe away from sudden noises, or stare into space as waves of pleasure lap over him.
Effect: The character can’t take any actions until the Tilt is resolved. He can apply Defense to incoming attacks, and if he takes any damage from an attack, he’s knocked free of whatever fogged his brain.
Causing the Tilt: Several supernatural powers can leave their victim in a trance-like state of heightened emotion, whether it’s a vampire’s mind-affecting tricks or the pants-shitting terror of witnessing a werewolf take on an inhuman form. A truly heroic amount of alcohol or a hallucinogenic drug might have similar effects; administering such a drug is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.
Ending the Tilt: The Tilt wears off at the end of the scene. The victim can spend a point of Willpower before then to act normally for one turn. A successful attack will also end the Tilt. If a character has been knocked insensible by drugs, this Tilt is replaced with the Drugged Tilt when it ends.
KNOCKED DOWN
Something knocks the character to the floor, either toppling her with a powerful blow to the chest or taking one of her legs out from under her.
Effect: The character is knocked off her feet. If she hasn’t already acted this turn, she loses her action. Once she’s on the ground, a character is considered prone. The character can still apply Defense against incoming attacks, and can attempt to attack from the ground at a –2 penalty.
Causing the Tilt: Some weapons list “Knockdown” as a special effect of a damaging hit. Otherwise, a melee weapon with a damage modifier of +2 or greater, or a firearm with a damage modifier of +3 or more can be used to knock a character down with the force of the blow. Alternatively, a melee weapon or unarmed attack can knock an opponent down with a targeted attack against the legs (–2 modifier). The attacker declares that he wants to knock his opponent down and halves the total damage done (rounding down). On a successful attack, the target is knocked down.
Ending the Tilt: The easiest way to end this Tilt is to stand up, which takes an action. A character affected by this Tilt who hasn’t yet acted can make a Dexterity + Athletics roll, minus any weapon modifier, instead of her normal action. If successful, she avoids the effects of this Tilt altogether. On a failure, she falls over and the Tilt applies as normal.
LEG WRACK
Your leg feels like it’s going to snap clean off whenever you move; when you stop moving, you feel a burning numbness that encourages you to avoid moving.
Effect: If your leg is broken, sprained, or dislocated, halve your Speed and suffer a –2 penalty on Physical rolls that require movement (and Defense). If both of your legs are wracked, you fall over — taking the Knocked Down Tilt — and cannot get up. Your Speed is reduced to 1; if you want to move at all, you cannot take any other action. Physical rolls that require movement are reduced to a chance die.
Causing the Tilt: Some supernatural powers can cripple a victim’s limbs or break bone with a touch. A character can have his leg knocked out by a targeted blow to the leg (–2 penalty) that deals more damage than the character’s Stamina.
Ending the Tilt: If the Tilt is inflicted as a result of an attack, mark an ‘x’ under the leftmost Health box inflicted in that attack. The Tilt ends when that damage that caused it has healed. If the damage that inflicts this Tilt is aggravated, the character loses use of his leg permanently.
POOR LIGHT (ENVIRONMENTAL)
Dim illumination, strobes, or flickering lights make it difficult to track movement and see clearly.
Effect: Affected characters suffer a –2 penalty to visual-based Perception rolls, including ranged combat, rising to –3 at medium range and –4 at long range.
Causing the Tilt: This Tilt applies to scenes of “natural” darkness with dim ambient light, such as the outdoors at night away from urban light pollution, and to disconcerting environments like a nightclub with its effects system on.
Ending the Tilt: Bring, find, or create a light source.
POISONED
You’ve got poison inside you. It’s tearing you apart from the inside; burning like acid in your gut and making your head swim.
Effect: This Tilt applies a general sense of being poisoned to a character without worrying about Toxicity during combat. For the purposes of this Tilt, a poison is either “moderate” or “grave” — a moderate poison causes one point of bashing damage per turn of combat, while a grave poison ups that to one point of lethal damage per turn. If the Storyteller cares to continue the effects of the poison outside of combat, he can apply the standard rules for handling poisons and toxins when combat is complete.
Causing the Tilt: It’s possible for a character to not know that he’s been poisoned. It could be as innocuous as switching drinks with a pretty girl who is the target of a mob hit, or as simple as walking into a house with a carbon monoxide leak. That said, the main time poison comes up in combat is when one combatant inflicts it on another. Injecting your opponent with a syringe full of drain cleaner or snake venom is a Dexterity + Weaponry attack, suffering a –1 modifier for the improvised weapon.
Ending the Tilt: Short of immediate medical attention — and how many fights take place in an emergency room? — all a victim can do is struggle on. Roll Stamina + Resolve as a reflexive action each turn that your character is poisoned. If your character intends to act (meaning, takes a non-reflexive action), the roll suffers a –3 penalty. Success counteracts the damage for one turn only.
SICK
Your stomach churns. You retch and heave but only succeed in bringing up bile. Sweat beads on your brow as you spike a fever. Your muscles ache with every movement. You’re wracked with hot and cold flushes as a sickness gnaws away at your insides.
Effect: This Tilt applies a general sickness to a character without worrying about the specific illness. For the purposes of this Tilt, a sickness is either “moderate” or “grave.” A moderate sickness, such as a cold, asthma, the flu, or just a bad hangover, causes a –1 penalty to all actions during combat. That penalty increases by one every two turns (the first two turns, the character suffers a –1 penalty, the next two turns the penalty is –2, and so on up to a maximum of –5 dice on turn 9). A grave sickness, such as pneumonia, heavy metal poisoning, or aggressive cancer, inflicts the same dice pool penalties as a mild sickness. In addition, however, the physical stress of fighting or even defending oneself from an attacker while gravely ill inflicts one point of bashing damage per turn of combat.
Causing the Tilt: It’s not easy to deliberately make someone sick. Sure, if you can get your hands on a vial of smallpox or deliberately use a disease you’ve got to make someone sick (a breaking point, especially in the case of grave diseases like AIDS), then you’ve got a reasonable chance. Some supernatural creatures have abilities that can inflict diseases on others. Aside from that, you’ve just got to expose your opponent to the sickness long before you fight and hope for the best.
Ending the Tilt: This Tilt reflects the effects of sickness as it specifically applies to combat. Outside of combat, use the existing system for diseases. The penalties inflicted by this Tilt fade at a rate of one point per turn once the character has a chance to rest, but any damage inflicted remains until the character can heal.
STUNNED
Your character is dazed and unable to think straight. Maybe her vision blurs. If she’s stunned as a result of a blow to the head, she’s probably got a concussion.
Effect: A character with the Stunned Tilt loses her next action, and halves her Defense until she can next act.
Causing the Tilt: A character can be stunned by any attack that does at least as much damage as her Size in a single hit. Some weapons have a “stun” special ability. These double the weapon modifier only for the purposes of determining whether the attacker inflicts the Stunned Tilt. Attacks against the target’s head count the character’s Size as one lower for the purposes of this Tilt. The Storyteller might determine that additional effects cause this Tilt, like being caught in the blast area of an explosion.
Ending the Tilt: The effects of this Tilt normally only last for a single turn. The character can end the Tilt during her own action by reflexively spending a point of Willpower to gather her wits, though she suffers a –3 modifier to any actions she takes that turn.