Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Comum = Pode ser encontrado em todo lugar (Acampamento, Povoado, Aldeia, Vila,
Cidade, Metrópole)
Incomum = Pode ser encontrado em quase todo lugar (Povoado, Aldeia, Vila,
Cidade, Metrópole)
Evil Eye (••) Effect: Your character can inflict paralysis on her enemies with her
baleful stare. As an attack, roll a contested Wits + Occult versus the opponent’s
Resolve + Composure. If suc-cessful, apply the Insensate Tilt to the victim for turns
equal to successes. Drawback: Sacrifice your Defense any turn you use Evil Eye. If
an opponent has charms or other supernatural pro-tection from curses apply a +3
bonus to his contested roll.
Fast Spells (••) Prerequisites: Firearms ••, Time • Effect: Your character’s
Aimed spells streak out with the speed of bullets. Subjects may not apply their
Defense against your Aimed Spell rolls unless they use a Supernatural power that
allows them to use Defense against firearms.
Condiçoes
Betrayed (Persistent)
You’ve attracted too much of the wrong kind of attention
and someone you trusted can’t let that go on. The Storyteller
chooses a Storyteller character you had previously considered
an ally. That character betrays you to the God-Machine
or its agents at the worst possible time — maybe it’s a new
development, maybe your “ally” was a double-agent the whole
time. Your betrayer gets the 8-again rule on all rolls against you.
Beat: Your betrayer does something that inconveniences
you, puts you in danger, or ruins your plans.
Resolution: Kill the traitor, convince them to turn on their
new masters for you, or take a new Cover identity.
Captivated
Your character is preoccupied with something and has a hard
time refocusing on a new situation. The character is at a –3 penalty
to all actions that are not his main focus. He also takes a –3 penalty
to Defense since he is too distracted to defend himself.
Resolution: The character stops using Clairvoyant Sight. If
he does not, then this Condition resolves when the character
choses to fail an action due to his distraction, or relents to a
single action taken against him.
Beat: n/a
Disoriented
Your character cannot get her bearings and dealing with
simple tasks is daunting. The character is at a –2 penalty to
any Physical action. She can defend herself normally, but her
disorientation prevents her from making ranged attacks at all.
Resolution: The character finds something to help her
orient herself to her surroundings, such as a familiar landmark
or a friend. If a supernatural power caused this Condition, then
it resolves when the power ends.
Beat: n/a
TILTS
BLEEDING The character bleeds profusely from an open wound. If she doesn’t
staunch the blood flow, she may soon pass out from shock and blood loss. Effect:
Bleeding characters suffer a –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. Causing the Tilt: Firearms or
bladed weapons that score more damage in a single attack than the victim’s
Stamina can inflict this Tilt. Ending the Tilt: 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.
BURNING 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. Causing the Tilt: Being in the blast radius of an incen-diary weapon or
flamethrower stream, or being covered in gasoline and set aflame. Ending the Tilt: 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 it’s 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.
PINNED One of your appendages or a piece of your clothing has been pinned to a
surface. To get free you must tear away, potentially inflicting more damage in the
process. Effect: The target is pinned to a surface and may not move. Her Defense
is halved and she cannot take actions that require full movement of her body, like
Athletics rolls. Causing the Tilt: Piercing weapons and some improvised weapons,
like bows, crossbows, and nail guns, can pin a tar-get’s hand or foot to a surface.
Spears can do it, too, but the attacker must relinquish use of the weapon to do so.
Attackers can target an appendage (at a –3 penalty on top of the target’s Defense)
or clothing (at a –5 penalty on top of the target’s Defense). If targeting a body part,
inflicting damage equal to or greater than the target’s Stamina will leave her
pinned. If targeting clothes, one success is enough. Ending the Tilt: Removing the
pinned appendage with-out tools requires a Strength + Stamina roll with a –3 modi-
fier. If successful, she takes one point of lethal damage as she rips her hand or foot
away from the impaling object. If done surgically or with tools, a Strength + Crafts
roll is required instead, suffering only a –2 penalty, with no additional dam-age done
if successful. Removing a pinned article of clothing requires an action to rip or slip
free of it.