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Environmental

Description: Howling winds buffet at the characters, whipping street furniture into the air and tearing the roofs from buildings. Powerful winds can toss cars around like toys. Anyone out in the winds feels like they’re taking a beating just walking down the street.

Effect: Heavy winds are loud, so characters suffer a -3 modifier to aural Perception rolls. Also, the wind inflicts a penalty to all Physical rolls when out in the winds, includ- ing Drive rolls. Grade the wind from one to five; one is tropical-storm level (around 40 MPH), three is hurricane level (around 80 MPH), and five is tornado level (150+ MPH). The wind’s grade represents the penalty applied to Physical dice rolls. Characters outside in the maelstrom also take damage from flying debris, taking bashing dam- age each turn equal to the wind’s rating. Characters can make a reflexive Dexterity + Athletics roll to avoid damage.

Causing the Tilt: Heavy winds are a fact of life, from siroccos in the desert, to tornados in the Midwest, to wind shears everywhere.

Ending the Tilt: Getting out of the wind is the best way to end this Tilt. Sometimes that’s as easy as sheltering in an automobile, as long as nobody tries to drive. Buildings provide more permanent shelter.