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Environmental

Description: Everything shudders and shakes, and rents tear the ground wide open.

Effect: Earthquakes don’t last long, but they don’t have to. When the earthquake’s actually occurring, all Dexterity-based dice pools (and Defense) suffer a -1 to -5 penalty, depending on the earthquake’s severity. Characters take between one and three points of lethal damage per turn of the earthquake’s duration, though a reflexive Stamina + Athletics roll can downgrade that damage to bashing — or cancel it entirely on an exceptional success.

Causing the Tilt: Without tremendous supernatural power, it’s almost impossible to cause an earthquake. A character who detonates a powerful explosive underground might simulate the effects over a city block for a few seconds.

Ending the Tilt: Earthquakes are, fortunately, very quick events. It’s very rare for one to last more than a minute (20 turns), so waiting them out is the best course of action.