WoD Tilts

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Combat Tilts

  • Arm Wrack: Caused by arm attack (-2; must inflict [Stamina] damage to target) or hand attack (-4; must inflict any damage).
  • Beaten Down: Applies only to non-combatants; caused by any lethal damage or by [Stamina] bashing damage.
  • Blinded: Caused by eye attack (-5; must inflict any damage) or dirty trick (Dexterity + Athletics -3; blindness lasts for one turn per success).
  • Deafened: Caused by ear attack (-4; must inflict any damage) or loud noises at close range.
  • Disspirited: Caused by terror of violent situation, being struck by an exceptional attack success or being successfully intimidated in combat.
  • Drugged: Caused by voluntary ingestion or involuntary delivery by syringe or other delivery apparatus (Dexterity + Weaponry -1, might need to target specific body part).
  • Immobilized: Caused by Restrain grappling maneuver or bindings.
  • Insane: Caused by witnessing horrific events or failing Resolve + Composure rolls in combat.
  • Insensate: Caused by hallucinogens or shocks to consciousness.
  • Knocked Down: Caused by knockdown weapon or melee weapon (2 rating) or ranged weapon (3 rating) or leg sweep (-2; must inflict any damage); inflicts half damage in all cases.
  • Leg Wrack: Caused by leg attack (-2; must inflict [Stamina] damage).
  • Poisoned: Caused by involuntary delivery by attack or delivery apparatus (Dexterity + Weaponry -1, might need to target specific body part).
  • Sick: Caused by bodily sickness.
  • Stunned: Caused by damage equal to Size in one hit (Stun weapons double modifier for meeting requirement); head attack (-3; reduces effective Size by 1 for determining Stun).

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Environmental Tilts

BlizzardEarthquakeExtreme ColdExtreme HeatFloodedHeavy RainHeavy WindsIce

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Neighborhood Tilts

AwareCommunity MindedCrampedDangerousDetachedGood FlowHeedlessIsolatedMindfulReviledSafeWell-Regarded


Aware (well set up to let people keep an eye out, decent security) Community-Minded (neighborhood has established strong links with one another) Cramped (Hard to get around, confusing) Dangerous (tough place, possible danger) Detached (neighborhood don't interfere in one anothers' business) Good Flow (easy to get around in) Heedless (area is dark, poorly laid-out, hard to see much beyond immediate surroundings) Isolated (people avoid talking to each other, suspicious) Mindful (people talk to each other, pay attention to one another) Reviled (neighborhood has a bad reputation) Safe (good security, well-patrolled) Well-Regarded (neighborhood has a good reputation)

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