Actions

Tilts

From City of Shadows Mux

Personal Tilts

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Description: test
Effect: {{{eff}}}
Sources: test
Resolution: test
Beat: test
Book: test

Arm Wrack

Description: 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.
Effect: {{{eff}}}
Sources: 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 characters Stamina. A targeted blow to the hand inflicts this Tilt if it does any damage.
Resolution: 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.
Beat: Not set.
Book: CoD 280

Beaten Down

Description: 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.default
Effect: {{{eff}}}
Sources: 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.
Resolution: 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 aggressorâs intent is to kill or injure the character, obviously surrender isnât a good option.
Beat: Not set.
Book: MtA 319

Bleeding

Description: The character bleeds profusely from an open wound. If she doesnât staunch the blood flow, she may soon pass out from shock and blood loss. Effect: Bleeding characters suffer a minus 1 wound penalty (or have existing wound penalties increased in severity by +1). Additionally, each turn that she remains bleeding, she suffers one automatic point of bashing damage.
Effect: {{{eff}}}
Sources: Firearms or bladed weapons that score more damage in a single attack than the victim's Stamina can inflict this Tilt.
Resolution: If the character takes a turn to apply pressure and some sort of cloth or tie a tourniquet around the bleeding limb, she can stop the flow of blood and end the Tilt. Any form of accelerated healing, even a single point of bashing damage, will stop the bleeding as well. For obvious reasons, the undead are immune to this Tilt.
Beat: None set.
Book: HL 143

Blind

Description: The characterâs eyes are damaged or removed. Effect: The character suffers a -3 penalty to any rolls that rely on vision â” including attack rolls â” and halves his Defense if one eye is blinded. That penalty increases to -5 and losing all Defense if both eyes are affectedCausing the Tilt: The normal way to inflict the tilt is to deal damage to the targetâs eyes â” a specified attack with a -5 penalty (see Specified Targets, p. 168). A successful attack normally damages one eye. It takes an exceptional success to
Effect: {{{eff}}}
Sources: Ending the Tilt: If an attack against the characterâs eye does any points of damage, mark an âxâ 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.
Resolution: None set.
Beat: None set.
Book: CoD 281

Burning

Description: You have been set ablaze and will continue to burn until you somehow douse the flames. Effect: You take automatic damage each turn equal to the 1 + the heat level of the fire, in addition to suffering the Blinded Tilt.
Effect: {{{eff}}}
Sources: Being in the blast radius of an incendiary weapon or flamethrower stream, or being covered in gasoline and set aflame.
Resolution: You must take at least a turn to douse yourself in water or some suitable substance. You can drop and roll on the ground, which lessens the heat of the fire by one level of intensity each turn you do so until its finally out. Others can put out the fire by smothering it or beating it out with rugs or the like, taking an instant action to do so and reducing the heat by one level of intensity each turn.
Beat: None set.
Book: HL 143

Deafened

Description: The character canât hear. Maybe heâs suffering intense tinnitus or can only hear the roaring of blood in his ears, or he just plain canât hear. Effect: If the character is deaf in one ear, he suffers a minus 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 minus 2 penalty to all combat-related dice roll, suddenly losing the ability to hear the people around you is tremendously disorienting.
Effect: {{{eff}}}
Sources: The character canât hear. Maybe heâs suffering intense tinnitus or can only hear the roaring of blood in his ears, or he just plain canât hear. Effect: If the character is deaf in one ear, he suffers a minus 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 minus 2 penalty to all combat-related dice roll, suddenly losing the ability to hear the people around you is tremendously disorienting.
Resolution: The character canât hear. Maybe heâs suffering intense tinnitus or can only hear the roaring of blood in his ears, or he just plain canât hear. Effect: If the character is deaf in one ear, he suffers a minus 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 minus 2 penalty to all combat-related dice roll, suddenly losing the ability to hear the people around you is tremendously disorienting.
Beat: None set.
Book: MtA 320

Drugged

Description: 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 minus 2 modifier to Speed (and static Defense, if used) and a minus 3 penalty to all rolls in combat, including Defense and perception. The character also ignores wound penalties.
Effect: {{{eff}}}
Sources: 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 minus 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.
Resolution: 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 minus 2 modifier to Speed (and static Defense, if used) and a minus 3 penalty to all rolls in combat, including Defense and perception. The character also ignores wound penalties.
Beat: None set.
Book: MtA 320

Environmental Tilts

Blizzard

Description: 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 characterâs person, out to armâs length away, suffer a minus 1 penalty. Each additional 10 yards inflicts an additional minus 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 minus 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).
Effect: {{{eff}}}
Sources: The weather is out of the control of most characters, but not necessarily mages. The Storyteller should telegraph an incoming natural blizzard before it hits, but some willworkers may be powerful enough to call down frozen hell from a clear blue sky.
Resolution: The weather is out of the control of most characters, but not necessarily mages. The Storyteller should telegraph an incoming natural blizzard before it hits, but some willworkers may be powerful enough to call down frozen hell from a clear blue sky.
Beat: None set.
Book: MtA 319

Supernatural Tilts

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