Characters with supernatural armor, such as a mage’s

warding spells or a werewolf’s tough hide can benefit from
Your arm burns with pain and then goes numb. It could
such protection in addition to mundane armor; add the
be dislocated, sprained, or broken: whatever’s wrong with it,
ratings together to determine a character’s final protection.
you can’t move your limb.
Example: Detective Black knew something was off, but he
Effect: If your arm’s broken or otherwise busted, you
didn’t know what until he heard the crack of a handgun. The
drop whatever you’re holding in that arm and can’t use it
shooter got two successes, plus two for a heavy pistol, for four
to attack opponents — unless you’ve got the Ambidextrous
points of lethal damage. Black’s wearing a Kevlar vest (armor
Merit, you suffer off-hand penalties for any rolls that require
1/3) which converts three of the four points of damage to bash-
manual dexterity. If this effect spreads to both limbs, you’re
ing, then subtracts one point of lethal damage. He takes three
down to a chance die on any rolls that require manual dexter-
points of bashing damage and runs for cover.
ity, 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
A weapon that’s listed as having the armor piercing qual- can have his arm knocked out by a targeted blow to the arm
ity has a rating between 1 and 3. When attacking someone (–2 penalty) that deals more damage than the character’s
wearing armor, subtract the piercing quality from the target’s Stamina. A targeted blow to the hand inflicts this Tilt if it
ballistic armor first, then general armor. does any damage.
If you’re shooting at an object or a person in cover, Ending the Tilt: If the Tilt is inflicted as a result of an at-
subtract the piercing quality from the cover’s Durability. tack, mark an ‘x’ under the leftmost Health box inflicted in that
Once the shot’s passed through cover, any armor-piercing attack; the Tilt ends when the damage that caused it has healed.
quality is lost. If aggravated damage inflicts this Tilt, the character loses the
: The gunman shooting at Detective Black sees the use of his arm (or straight up loses his arm) permanently.
cop stagger but keep moving and switches to his backup piece: a
light revolver packing armor-piercing rounds. The Storyteller rolls
three successes and adds one for the pistol. The rounds are armor The character has had the fight knocked out of him.
piercing 2, which reduces the vest’s ballistic armor to 1. Detective Effect: The character cannot take active part in the
Black’s vest converts one point of damage to bashing and reduces fight without extra effort. The player must spend a point of
the lethal damage by one, so he takes a further two points of lethal Willpower each time he wants the character to take a violent ac-
and one point of bashing damage. tion 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
Tilts were introduced in The Danse Macabre for Vam- Causing the Tilt: The character suffers bashing damage
pire: The Requiem as a unified way of applying circumstances in excess of his Stamina or any amount of lethal damage.
to both characters and scenes. Tilts are mechanically similar to Ending the Tilt: The character surrenders and gives the
Conditions, but they affect characters and scenes in combat. aggressor what he wants. At this point, the character regains a
Out of combat, use Conditions instead. point of Willpower and takes a Beat, but can take no further
Tilts replace the existing combat rules for Fighting Blind, action in the fight. If the aggressor’s intent is to kill or injure
Immobilized, Knockdown, Knockout, and Stun effects. They the character, obviously surrender isn’t a good option.
also provide a new way of handling drugs, poisons, sickness,
and environmental and weather effects, but only as they apply to
combat. Out of combat, use the normal rules for these effects.
Tilts do not give characters Beats when they end, but the
effects of a Tilt can very easily cause a Condition. For instance,
a character in a fight gets a handful of road salt flung in his
eyes and receives the Blinded Tilt. When combat ends, this
shifts to the Blind Condition. Resolving this Condition will
give the character a Beat. If the character enters combat again
before the Condition is resolved, the Blinded Tilt applies again.
Tilts come in two forms: Personal and Environmental.
Personal Tilts only apply to one character and include ways in
which that character can overcome the effect. Environmental
Tilts affect the whole scene, and offer ways for individual
characters to mitigate their effects.


207 .

tinnitus or can only hear the roaring of blood in his ears. the condition ends when fied Targets. though through a supernatural power. Causing the Tilt: For the most part. 208 . Effect: If the character is deaf in one ear. Every four inches of snow ap- Ending the Tilt: Each drug in the World of Darkness plies a 1 penalty to appropriate Physical rolls. Effect: Earthquakes don’t last long. and Perception. Ending the Tilt: Without supernatural powers. he suffers a 3 penalty to hearing-based Perception rolls. and suffers a 2 penalty to (a pitch-black room or a supernatural effect). Otherwise. out another character is a Dexterity + Weaponry attack. charac. tear the ground wide open. if used) and a 3 penalty to all rolls in combat. that rely on vision — including attack rolls — and halves his Causing the Tilt: A particularly loud noise within 10 Defense if one eye is blinded. or flushing his system. suffering to arm’s length away. or Ice Tilts (all found below). such as pumping the victim’s stomach Cold. on the quake’s severity. If the drug has yards inflicts an additional 1 penalty (cumulative) on all visual to go in to a specific body part (such as an arm or mouth). huge rents and holes power to create a blizzard. p. Ending the Tilt: Deafness from loud noises fades after or kicking up dirt. Causing the Tilt: If the character has chosen to take Effect: Blizzards make it very hard to see for any real dis- drugs. A character who detonates a powerful explosive underground The character can’t hear. If someone is causing this Tilt points of lethal damage per turn of the quake’s duration. The best they can manage is to to. all combat-related dice rolls — suddenly losing the ability to Effect: The character suffers a 3 penalty to any rolls hear the people around you is tremendously disorienting. Supernatural creatures with heightened senses can blindfold. If the damage inflicted is The character’s mind is addled by mind-altering sub- aggravated the character loses vision in that eye permanently. This requires an attack roll of Dexterity + 10 – (victim’s Stamina + Resolve) turns. including Defense Heavy snowfall carpets the ground and just keeps falling. stances. It takes an exceptional success to totally blind an attacker. Heavy Winds. it’s almost impossible to cause an earthquake. throwing sand into his eyes. Causing the Tilt: Without tremendous supernatural power. If it succeeds. including combat Rulebook explains how long a high lasts. all Dexterity-based escape the weather or wait for it to stop. whipped up by howling winds into a barrage of whirling white. etc). Characters take between one and three offsetting some of the penalties. above). Proper equipment dice pools (and Defense) suffer a 1 to 5 penalty depending (such as goggles and snow boots) can add +1 to +3 to a roll. then he suffers the effects. the condition ends when the damage that caused Effect: The effects of specific drugs are detailed in the on the Tilt is healed. such as drink or drugs. mark an ‘x’ attack. a Causing the Tilt: The most common means of inflict- targeted attack on the ear — at a 4 penalty — can deafen a ing the tilt is to severely impair the target’s eyesight (using a character. the victim’s Defense applies to this the character’s ear does any points of damage. This time is itself — the Storyteller may also inflict any or all of the Extreme halved by medical help. Moving through snow is difficult. A generic narcotic rolls. requires an attack against a specified target. or he just plain can’t hear. the target is Blinded for the next turn. To administer drugs to tance. An attacker can inflict temporary blindness by be deafened by loud noises at greater distances. under the leftmost Health box inflicted in that attack. though the character were deaf in both ears. A generic narcotic can be represented with one set of modifiers: the character suffers a 2 modifier to Speed (and static Defense. Some supernatural powers might grant a character the Everything shudders and shakes. and so forth. it Perception rolls. That penalty increases to 5 feet of the character may cause temporary hearing loss as and losing all Defense if both eyes are affected. slashing at her opponent’s brow. eye. Each additional ten a 1 modifier for the improvised weapon. Rolls to see things close to the character’s person. Ending the Tilt: If an attack against the character’s eye does any points of damage. The Blizzard Tilt rarely applies by lasts for 10 – (victim’s Stamina + Resolve) hours. the weather is out of the characters’ control — the Storyteller should telegraph an incoming blizzard before it hits.177 of the World of Darkness Rulebook. the character loses hearing in target’s eyes — a specified attack with a 5 penalty (see Speci- the ear permanently. suffer a 1 penalty. mark an ‘x’ under the leftmost Health box inflicted in that attack. Otherwise. A character The character’s eyes are damaged or removed. The character also ignores wound penalties. This penalty also applies to ranged attack rolls. to bashing — or cancel it entirely on an exceptional success. it’s possible that the characters a reflexive Stamina + Athletics roll can downgrade that damage could disrupt his concentration. When the quake’s actually occurring. A successful attack normally damages one the damage that caused the Tilt is healed. Athletics. Alternatively. If an attack against Athletics with a 3 penalty. or the who is struck deaf in both ears only gets a chance die on character is placed in a situation where eyesight is eliminated hearing-based Perception rolls. but they don’t have ters can’t “end” a blizzard. Maybe he’s suffering intense might simulate the effects over a city-block for a few seconds. If the Blindness can also be inflicted by dealing damage to the damage inflicted is aggravated. but it’s ultimately up to her.

or trudg.” p. and five is tornado level (150+ MPH). This Tilt can sometimes be personal. This is the a character. When that penalty hits 5 Effect: Heavy winds are loud. characters Causing the Tilt: Normally. Characters can Ending the Tilt: The key to ending this Tilt is simple: get make a reflexive Dexterity + Athletics roll to avoid damage. rather than something that an opponent can force on 80 MPH). a character can suffer has to swim (Dexterity + Athletics) with a penalty appropriate from the cold’s effects. Even a fever is the result of an storm level (around 40 MPH). For every winds can toss cars around like toys. If the rains carry on for an hour or more. the Flooded Tilt will soon follow. a character degrees Celsius (32 degrees Fahrenheit). which is enough to mitigate this Tilt. It’s very rare for one to last more than a minute (20 whatever is causing the abnormal temperatures. mud. he feels like they’re taking a beating just for walking down the street. he instead suffers a point of lethal damage per hour. Alternatively. taking bashing boiler. rain. whipping street Supernatural beings and characters who heal faster than furniture into the air. so waiting them out is the best course of action. If the water goes up over her head. inefficient the maelstrom take damage from flying debris. For every hour that a character is continuously affected by this Ending the Tilt: Characters can escape flooding by get- Tilt. the Effect: When the temperature is far above normal. the character needs to escape events. she can try to hold either as a result of a medical condition such as hypothermia her breath (“Holding Breath. or raw sewage Bone-chilling winds bite through the character. Ending the Tilt: The best way out of the rain is to get mental temperature and internal body temperature due to fever. modifier to aural Perception rolls. Extreme heat is normally anything above 40 degrees weather patterns. he instead suffers 1 point of lethal damage per hour. but it’s replaced by sunburn or sunstroke). but Causing the Tilt: A character can suffer this Tilt from being each flood requires its own solution. Some liquid — brackish water. accrues a 1 penalty to all rolls. indoors. Powerful normal instead halve their normal healing rate. but it’s also loud. a character trapped sun beating down on him. Rain’s hard to see through. Also the wind inflicts a Causing the Tilt: This Tilt is usually caused by environ. worse — cause a Perception penalty of 3 dice to both vision and hearing. It’s possible to create this Tilt on a given character: penalty applied to Physical dice rolls. the Causing the Tilt: Short of supernatural power or a fleet result of a debilitating fever that spikes his temperature far above of cloud-seeding aircraft. Celsius (104 degrees Fahrenheit) — this includes both environ. When that penalty hits ting to high ground. Anyone out in the winds hour that a character is continuously affected by this Tilt. In a desert or similar environment. call floods down onto a region. like dropping ball bearings cold is to find a source of warmth — either a building with on a tin roof. 5 dice. for the speed of flooding. surrounding an old boiler room. Supernatural beings and characters who up a small dam. Effect: When the temperature is below freezing. sudden snowmelt. 49 of the World of Darkness or a supernatural power. Ending the Tilt: Earthquakes are fortunately very quick shade is paramount. acters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might heal. so characters suffer a 3 dice. Elsewhere. The sound of rain on the ground is a constant hammer- Ending the Tilt: The best way to escape the freezing ing rumble that goes on without end. Any time the temperature gets down below zero cal dice pools. Rulebook) if she cannot get her head above the rising waters. bouncing high off the him in a freezer for long enough and he’ll develop hypothermia. Characters age at the same rate normal characters heal it (a cut might turn to can cause this Tilt by smashing up a water heater or blowing frostbite. Characters outside in securing someone to a chair right next to an old. out of the heat. Thick gray curtains of water obscure vision. A long-term fix would require draining the floodwaters. Unless it’s the start of some sodden apocalypse. gore. penalty to all Physical rolls when out in the winds — including mental factors — being out at noon in the desert or spending Drive rolls. Inflicting the Tilt is reasonably straightforward: throw the victim into a freezing lake or lock Torrential rain lashes down in knives. — is high enough to impede the character’s progress. three is hurricane level (around infection. he accrues a 1 penalty to all rolls. Heavy Rain is the result of natural the norm. for instance). finding 209 . this Tilt is the result of heavy can’t heal bashing damage — the extreme temperature deals dam. This Tilt can also be personal. char. characters can wait for the weather to ease. ing through knee-deep snow takes all of the sensation from Effect: Each foot of liquid inflicts a 2 penalty to all Physi- his limbs. Some supernatural creatures may be able to heal faster than normal instead halve their normal healing rate. working heating. or stranding them in the desert far from any shade. The character might be stumbling through the desert with the This Tilt is often accompanied by Heavy Winds. or warm bundled clothing. Grade the wind from one to five — one is tropical too long in a sauna or forge. in a frozen environment — whether he’s outside in the Arctic tundra or in a walk-in freezer. A character who Effect: Heavy rains — approaching tropical storm levels or has hypothermia requires medical attention. damage each turn equal to the wind’s rating. turns). or running through the steam-tunnels out in Heavy Rains might come under the effects of Extreme Cold. Howling winds buffet at the characters. tearing the roofs from buildings. sidewalk. or a broken water main.

the character can struggle as normal but can only select the Break Free move on a success. or applying painful holds and joint locks. he snaps the bindings or breaks free. even covering the area with water would do the trick. He can’t apply Defense against incoming attacks and can’t take combat-related actions. Sometimes that’s as easy as sheltering in an automobile — as long as nobody tries to drive. deals a point of bashing damage. The ground’s covered in a mirror-smooth layer of ice that sends wheels spinning and people’s feet flying out from under them. Driving on ice is a real pain — halve Acceleration and characters suffer a 5 penalty to Drive rolls. Ending the Tilt: “Get off the ice” is good advice. This could be a grappling opponent. Any dramatic failure on a Physical roll inflicts the Knocked Down Tilt. If someone’s holding him down. 210 . or throw down copious quantities of salt or grit to in- crease traction. Characters can use a Dexterity + Crafts roll to cover an area in industrial cleaner or mix up cleaning chemicals into a lubricant. such as binding limbs with duct tape or zip-ties. successful or not. including a spill of industrial lubricant or just a really well polished wooden or linoleum floor. If a character’s arms and legs are both bound. On a success. Attempting to move at full Speed increases the Physical penalty to 4. tossing the victim into a car trunk or similar tight space. this increases to 4 if he’s hog-tied. Causing the Tilt: The usual way to inflict this Tilt is through the Restrain grappling move. 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. he suffers a 2 penalty. Causing the Tilt: This Tilt doesn’t just apply to icy condi- tions. from siroccos in the desert to tornados in the Midwest to wind shears everywhere. Effect: The character can’t do anything but wriggle helplessly. he can spend a point of Willpower to deliver a head-butt or similar attack. If grappled. Each roll. divide her Speed in half and all Physical rolls (and Defense) suffer a 2 penalty. or a coffin secured on the outside with a padlock. but to any surface that’s slick and slippery. Effect: When a character can’t trust her footing. If the Extreme Cold Tilt is in effect. a straightjacket wrapped with heavy chains. but even that might not free him. Characters can use heat or fire to melt ice. Ending the Tilt: An Immobilized target can break free by escaping from a grapple or snapping whatever binds her. Causing the Tilt: Heavy winds are a fact of life. If held by an item. Buildings provide more permanent shelter. the character must make a Strength + Athletics roll penalized by the item’s Durability. This often uses material means to prevent the victim from moving. Ending the Tilt: Getting out of the wind is the best way to end this Tilt. preventing him from moving. but that can take work. Something holds the character fast.

or a full-on psychotic break. ness in order to cause this Tilt. sudden imbal- effects. She must sit and focus on blocking out the craziness. A character suffering from this Tilt may spend pling her with a powerful blow to the chest or taking one of Willpower. powers that can apply this Tilt. A character can you move. scene. She can’t take any other ac. and she might have fewer this Tilt is replaced with the Drugged Tilt when it ends. 164–165 of the World of Darkness Rulebook). if he takes any damage from an attack. a character is considered prone (see “Going Prone. He can apply Defense to incoming attacks. mind cannot focus. The victim can spend a point of Willpower before then Effect: Someone suffering a psychotic break isn’t the sort to act normally for one turn. if you want to move at all. witnessing a werewolf take on an inhuman form.” resist a general anxiety that gnaws at the character’s mind. be irrational or just plain impossible. suffering a 1 modifier for the improvised weapon. cringe away from Causing the Tilt: Some supernatural powers can cripple sudden noises. attack can knock an opponent down with a targeted attack against If a character fails a breaking point role during combat. The Tilt ends when that damage that caused it their victim in a trance-like state of heightened emotion. A truly heroic amount of alcohol or a hallucinogenic drug might have similar The character suffers from a panic attack. down). or stare into space as waves of pleasure lap over him. The attacker declares that he wants to knock Storyteller may apply the Insane Tilt then as well. If a paranoid or schizophrenic with hallucinogenic drugs. He may huddle in a corner. The Storyteller can call for a Resolve + Composure roll to ground. or dislocated. She Effect: If your leg is broken. She could orchestrate events Ending the Tilt: The easiest way to end this Tilt is to that she hopes will provoke a psychotic break. but takes actions after everyone else (if two characters suffer from the Insane Tilt. Otherwise. On a Some supernatural creatures possess mind-affecting failure. a solder sees her a damage modifier of +2 or greater. Your Speed is reduced to 1. it’s a vampire’s mind-affecting tricks or the pants-shitting terror of the character loses use of his leg permanently. 211 . mark an ‘x’ under the leftmost Health box inflicted Causing the Tilt: Several supernatural powers can leave in that attack. both act after everyone else but compare Initia. when you stop moving. Her stated intent might the Tilt. If both of your legs are tions that turn and doesn’t apply Defense against any attacks. his opponent down and halves the total damage done (rounding A character can work to inspire another character’s mad. she falls over and the Tilt applies as normal. the the legs (–2 modifier). if pp. Effect: The character is knocked off her feet. The the character fails. A character affected by this teur hour. the force of the blow. Something knocks the character to the floor. which takes an action. administering such a drug is a Dexterity + Weaponry ance. stimulants just as his bipolar cycle ticks into mania. A successful attack will also end of person to go down without a fight. you feel a burning numb- try to force her mind to a state of balance. The world’s an unstable place. a man stumbles into the wrong office at work and sees special effect of a damaging hit. either top- tive as normal). even to characters who do not have an appropriate Condition. If the character witnesses character can still apply Defense against incoming attacks. instead of her normal action. wracked. Once she’s on the Tilt. and penalty) that deals more damage than the character’s Stamina. The character gains a +1 bonus to all combat rolls. If a character has been knocked insensible by drugs. that require movement (and Defense). or dosing minus any weapon modifier. sprained. whether has healed. he’s knocked free of Ending the Tilt: If the Tilt is inflicted as a result of an whatever fogged his brain. but the cost is 2 dots instead of 1 for the same effect. ness that encourages you to avoid moving. Physical rolls The character shuts down. but that’s ama. she loses her action. you cannot take any other action. the end of the garden and shoot himself in the head. a melee weapon with his co-workers feasting on the intern’s organs. he gains the Tilt. On a successful attack. ethical problems with using extreme violence to get what she wants. sudden pleasure. attack. A character can Effect: The character can’t take any actions until the Tilt have his leg knocked out by a targeted blow to the leg (–2 is resolved. If the damage that inflicts this Tilt is aggravated. you fall over — taking the Knocked Down Tilt — and cannot get up. the target is knocked down. Causing the Tilt: Faced with extraordinary circumstances. giving Tilt who hasn’t yet acted can make a Dexterity + Athletics roll. successful. smiling all Causing the Tilt: Some weapons list “Knockdown” as a the while. or a firearm with a damage unit gunned down by a sniper while she can do nothing — the modifier of +3 or more can be used to knock a character down with Storyteller can rule that the Tilt is unavoidable. and she’s Ending the Tilt: The Tilt wears off at the end of the unable to keep her balance. she avoids the effects of this Tilt altogether. something truly horrific — a daughter watches her father walk to and can attempt to attack from the ground at a 2 penalty. but it’s not easy. Ending the Tilt: The specific effects of this Tilt don’t Your leg feels like it’s going to snap clean off whenever normally last beyond the end of the scene. a victim’s limbs or break bone with a touch. a melee weapon or unarmed The Insane Tilt can also be triggered by a breaking point. her legs out from under her. stand up. either due to extreme fear or that require movement are reduced to a chance die. If she hasn’t any character with an appropriate Condition may gain the Insane already acted this turn. A professional swaps out her victim’s meds. Her pulse races and her attack. Alternatively. rolls Resolve + Composure as an instant action contested by a halve your Speed and suffer a 2 penalty on Physical rolls dice pool of (10 – her Willpower).

For the purposes of this Tilt. In addition. Attacks against the target’s head opponent with a syringe full of drain cleaner or snake venom (see “Specified Targets. Ending the Tilt: This Tilt reflects the effects of sickness as it specifically applies to combat. 178). he can apply the standard to the head. p. sickness. point per turn once the character has a chance to rest. That said. Roll Stamina + Resolve as a last for a single turn. damage for one turn only. and halves her Defense until she can next act. such as pneumonia. while a grave poison ups that to 1 point of Your character is dazed and unable to think straight. that additional effects cause this Tilt. by a disease requires a reflexive Stamina + Resolve roll. you’ve just got to expose your opponent is not contested but it is modified by the severity of the disease. such as a cold. and so on up to a maximum of 5 dice on turn 9). Some or as simple as walking into a house with a carbon monoxide weapons have a “stun” special ability. or just a bad hangover. rules for handling poisons and toxins when combat is complete. then you’ve got a reasonable chance. the Roll the vehicle’s Size to determine damage and add one character suffers a 1 penalty. If the Storyteller cares to continue the Maybe her vision blurs. Sure. inflicts the same dice pool penalties as a mild creature. You retch and heave but only Some of the sources of harm in the World of Darkness succeed in bringing up bile. This roll Aside from that. heavy metal poisoning.” p. The Storyteller might determine for the improvised weapon. If she’s stunned as a result of a blow effects of the poison outside of combat. You’re wracked with hot and cold flushes as a sickness gnaws away at your insides. and this Tilt. the physical stress of fighting or This change of rolling Size and adding one point of damage even defending oneself from an attacker while gravely ill inflicts per 20 miles per hour extends to ramming other cars as well. For the purposes of damage the standard for being hit with a heavy object. Sweat beads on your brow as Rulebook have updated rules. It’s tearing you apart from existing system for diseases (World of Darkness Rulebook. Some supernatu- fers damage over a period of time. the next two turns the penalty additional success per 20 miles per hour (28 yards per turn) is 2. It could be as innocuous as switch. when driving a car. that he’s been poisoned. victims inside cars take lethal damage from car crashes unless Causing the Tilt: It’s not easy to deliberately make some. Causing the Tilt: A character can be stunned by any attack ing drinks with a pretty girl who is the target of a mob hit. a sickness is either “moderate” or “grave. Only one success is necessary to avoid damage each time. especially in the case of grave diseases like Outside of combat. and how many fights take place in an emergency room? — all Ending the Tilt: The effects of this Tilt normally only a victim can do is struggle on. These double the weapon leak. p. one sick. a poison is either “moderate” or “grave” — a moderate poison causes 1 point of bashing damage per turn of combat. If you hit someone — or something — sickness. asthma. the flu. 1 point of bashing damage per turn of combat. Outside of combat. Effect: A character with the Stunned Tilt loses her next Causing the Tilt: It’s possible for a character to not know action. the roll suffers a 3 penalty.” A moderate cars are no different. but Effect: This Tilt applies a general sense of being poisoned any damage inflicted remains until the character can heal. the roll is still Dexterity + Drive + Han- causes a 1 penalty to all actions during combat. Your muscles ache with every movement. 203) count the character’s Size as one is a Dexterity + Weaponry attack. the inside. That pen. A moving grave sickness. Effect: This Tilt applies a general sickness to a character The new systems for combat and weapons make lethal without worrying about the specific illness. Injecting your tacker inflicts the Stunned Tilt. Resisting the damage inflicted ral creatures have abilities that can inflict diseases on others. the victim suffers the Knocked Down Tilt. wearing a seat-belt. dling and an aware opponent can apply Defense. however. suffering a 1 modifier lower for the purposes of this Tilt. which reduces the damage to bashing. the main time poison comes up in combat modifier only for the purposes of determining whether the at- is when one combatant inflicts it on another. to the sickness long before you fight and hope for the best. like being caught in the blast Ending the Tilt: Short of immediate medical attention — area of an explosion (World of Darkness Rulebook. 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. she’s probably got a concussion. burning like acid in your gut and making your 176). Your stomach churns. lethal damage per turn. 212 . you spike a fever. If a car rams a human-sized aggressive cancer. a character who suffers from a disease suf- AIDS). If her own action by reflexively spending a point of Willpower your character intends to act (meaning. takes a non-reflexive to gather her wits. The character can end the Tilt during reflexive action each turn that your character is poisoned. Success counteracts the actions she takes that turn. to a character without worrying about Toxicity during combat. A — the vehicle’s speed acts as a weapon modifier. though she suffers a –3 modifier to any action). alty increases by one every two turns (the first two turns. presented here. that does at least as much damage as her Size in a single hit. or car always deals lethal damage. use the You’ve got poison inside you. The penalties inflicted by this Tilt fade at a rate of one head swim.