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No livro das Crônicas das Trevas os monstros não espectrais, podem ser divididos em dois
subgrupos distintos. Sendo eles os Horrores e os Breves Pesadelos. A seguir a diretriz utilizada
nesse livro para a elaboração e separação das criaturas. Para uma melhor compreensão e
consulte o livro das Crônicas das Trevas.
Os Horrores são...
Entidades Únicas. Tais Horrores são provavelmente a única coisa semelhante a eles no mundo
inteiro, ou são de uma raça muito rara. Eles possuem Individualidade. Tais Horrores são
(geralmente) criaturas pensantes e possuem objetivos, peculiaridades e desejos. Se a criatura
pode se envolver com os jogadores em vários níveis (Mental, Social ou Físico), possuí uma
personalidade em sua interação, ou simplesmente precisa de mais detalhes para realizar seus
planos plenamente, utilize as regras dos Horrores.
Note que a maioria dos Horrores citados aqui não possuem nomes específicos. São exemplos
básicos referentes a maioria dos indivíduos raros que compõem a espécie especifica deste
Horrores. As diretrizes ainda assim, são justamente para facilitar e auxiliar o Narrador na
construção de seu Horror. Quanto mais sencientes a criatura for, mais diferente ela pode ser
dessa base citada neste livro.
Note que alguns Breves Pesadelos possuem Traços diferentes a aqueles citados no livro. Eles são
justamente para fazer uma diferenciação, visto que, existem diversos níveis de poderes entre as
criaturas do mundo de Witcher.
Como de exemplo dentro do grupo dos Constructos; tanto uma Gárgula como um Golem são
consideradas Breves Pesadelos, pois representam uma ameaça não dotada de inteligência
própria, sendo utilizada em uma Cena de combate perigosa, ou alvo de uma investigação com
pouca interação, além de sua prática de vigiar e proteger lugares. Mas nada impeça que o
Narrador transforme algum deles em uma criatura dotada de inteligência mágica, onde ela
venha a ter um desenvolvimento maior na Crônica. Quando o fizer, considere pegar essa criatura
única e transformá-la em um Horror.
Mas ainda assim, note que elas possuem níveis de poderes diferentes entre si a aqueles
apresentados no livro. Ambas são consideradas Terrores Solitários, mas seria um erro indelicado
de minha parte de considerar que uma Gárgula de 2 metros de altura, e 200 quilos tenha a
mesma força bruta que um Golem de 5 metros e 3 toneladas.
Um Génio, por outro lado, apesar de pertencer ao mesmo grupo, possui traços de
personalidade, e níveis de interação distintas com os personagens. Mesmo que ele venha a fazer
pequenas participações na história, ele ainda pode ter uma interação social e mental com os
personagens de modo que dificilmente, ele seria usado apenas como um Breve Pesadelo.
Benignas? Ah sim...
Em alguns lugares, ou em qualquer momento da história, os jogadores podem encontrar
criaturas mágicas e misteriosas, que não desejam devorar seus rostos e beber de seu sangue e
alma. Essas criaturas são consideradas benignas, e podem gerar um enredo ou conflito direto
com os personagens. Algumas das criaturas citadas nesse livro como os Pueros, Sylvanos,
Vampiros Maiores, Sereias, Súcubos, entre outros – podem simplesmente querer viver em seus
lugares sem procurar causar alguma interação negativa com os personagens, ou até mesmo se
tornarem aliados em potencial com os jogadores. Ainda assim, por serem ‘’monstruosas’’ fora
das diretrizes dos personagens, elas se encontram junto aos outros monstros.
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.
HUNTED (PERSISTENT) Someone who poses a serious threat to the character’s safety and
well-being, physically or emotionally (or both), is after her. They may be intent on direct violence, or simply
wish to torment her. Beat: The character’s persecutors find her. Resolution: The character stops her
persecutors, either through legal means, changes in lifestyle that deny them ac-cess to her, or through more
direct means, typically violence.
LETHARGIC Your character is drained and lethargic, feeling the weight of sleeplessness. With this
Condition, your character cannot spend Willpower. As well, for every six hours he goes without sleeping,
take a cumulative –1 die penalty to all actions. At every six-hour interval, make a Stamina + Resolve roll
(with the penalty) to resist falling asleep until the sun next sets. Possible Sources: Psychic vampire fighting
sleep. Resolution: Sleeping a full day, from sunrise to sunset.
OBLIVIOUS Your character is not paying attention to what’s going on around her. Her mind is
wandering. She might be day-dreaming or just staring off into space, but although she’s completely aware of
her surroundings she’s not processing consciously what’s happening in them. All of her Perception rolls are
reduced to a chance die until this Condition is resolved. Resolution: Your character is alerted by a loud
noise or is attacked.
RELUCTANT AGGRESSOR The character really doesn’t want to hurt her victim, but she’s
going to anyway. She may be under immense peer pres-sure, it may be her duty, or perhaps she’s coerced
into the violence. Whatever the case, although she sees the victim’s humanity, she’s going to force herself to
make him suffer. The character must spend a point of Willpower each turn to attempt an attack. She can
defend herself as normal even if she can’t (or won’t) spend the Willpower. Possible Sources: Peacemaker
Merit (p. 42) Resolution: The character doesn’t encounter her victim or his associates for a chapter, or the
victim is the aggressor in targeting the character, her friends, or allies. If the Condition fades after a chapter,
it does not award a Beat.
SURVEILLED The character is being watched in a not-so-subtle way. She may expect to see unusual
vehicles parked near her home or place of work, her garbage to be rifled through, or even for her home to
be broken into. At the beginning of each chapter, the Storyteller should roll a pool of dice equal to the
successes on the roll that created this Condition. Once ten successes are accrued, this Condition resolves.
Beat: N/A Resolution: The Storyteller’s pool reaches ten successes, or the character somehow exposes or
otherwise actively stops the surveillance. If she is being surveilled by the state, she may need to exercise legal
options, if any such options exist.
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
FIXATED Your character focuses on a single thought or command. She takes a –2 penalty to all
actions for the rest of the scene or until the command is completed. If the command is not something she
could conceivably do in that time and place then the effect lasts one turn as her mind wanders in aimless
confusion. Multiple applications of this Condition on her in the same scene can add more commands, but
the penalty is not cumulative. Beat: Your character does something that goes against her Virtue to fulfill the
fixation. Resolution: Your character satisfies the command.
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.
PIERCED ARMOR Repeated rounds or devastating attacks have rent your armor. Effects: Your
armor is damaged and functions at reduced effectiveness. Halve its effective values, rounded down, until
you have had time to repair or readjust the armor. Causing the Tilt: Suffering more damage than your
armor’s general rating in a single attack from high-caliber weapons or stabbing instruments. Ending the
Tilt: Taking at least a few turns to replace the armor or repairing it outside of combat. Supernatural forms
of armor might automatically repair themselves or be immune to this Tilt at Storyteller discretion.
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.
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.
Materiais
A maioria das armas são feitas de aço, como espadas, facas e
correntes. A madeira também pode ser parte da arma como sua
alça ou na composição de lanças e arcos. Já que esses materiais
fornecem a composição padrão da maioria das armas mundanas,
o aço e a madeira não são mencionados abaixo e quais suas
variações. O que segue é uma lista incomum de materiais que
algumas armas raras são feitas.
Osso
O osso (e similarmente o marfim) não e usado na fabricação de
armas – e não tem sido usado por um longo tempo.
Materials
Most melee weapons are steel, such as swords, knives
and chains. Wood might be a part of a weapon’s handle orcomprise the heads of some clubs or batons.
Because these
materials provide the default composition for the majority of
mundane weapons, steel and wood aren’t mentioned below
in regard to any variation. What follows is a list of unusual
materials from which some rare weapons are made.
Bone
Bone (and similarly ivory) is not used in weapon-making
very often — and hasn’t been for about the last 8,000 years.
However, some native populations in the last few centuries
still make weapons (knives, ax heads, clubs) from bone. Some
Aboriginal artists from Australia craft clubs from old bones, and
the Inuit make traditional ceremonial weapons from narwhale
ivory. Of course, some lesser-known groups use bone when
crafting weapons as well. A few cults adhering to strange, hidden
faiths use such weapons as sacrificial tools, reportedly using
these implements in ritual murders: bone knives to slit throats
and remove parts, bone clubs to crush heads, bone spear-tips to
puncture hearts. Once in a while, one of these weapons is left
behind (either as a mistake or a taunt) by such grisly ritualists. In
such cases, the bone, while bloody, is often painted or etched in
designs that do not match with any extant or known civilization.
For the authorities and the public, such clues remain puzzles.
Regardless of who uses them, bone weapons provide some
advantages and disadvantages. On the plus side, bone is tough.
It’s difficult to break, and should be considered to have a Durability
on par with iron (i.e., Durability 3). On the other hand,
bone is awkward to use. In cutting weapons, it doesn’t hold an
edge and cannot easily be sharpened. In blunt weapons, bone
tends to be difficult to shape into effective damage-bringing
configurations, and the hilts can be awkward. As such, bone
weapons are at a constant –1 penalty to use.
Bronze
Bronze is an alloy (mostly copper and tin) that tends to
be tougher than brass. Once upon a time, bronze was believed
to be tougher than iron as well, until the world learned how to
make steeled iron. Bronze has a brassy, golden sheen and was
once used to make weapons (mostly edged, though some smiths
made blunted bronze weapons). Mostly, bronze weapons are the
domain of ancient history. The Bronze Age, about 5,000 years
ago, saw a proliferation of such weapons from ancient Greece,
China and Egypt. Many such creations were art as much as functional
weapons: elaborately constructed daggers, scimitars with
blades shaped like lightning, ax-heads etched with images of
conquering armies. Today, some collectors consider such artifacts
to be significant finds, and will pay a lot for them. A few such
collectors believe that these weapons are powerful because most
of them have long been entombed with a number of emperors,
kings and pharaohs. Such proximity to the ghosts of primeval
royalty has, if the tales are to be believed, imbued the bronzed
weapons with some manner of unknown power. Though few
people trust in such legends, they are not necessarily untrue.
Ultimately, bronze weapons are hard to find. Some vanity
artisans still forge them, but rarely are the products made
to be functional; historical bronze weapons are items of great
antiquity, with a price tag acceptable only to those with the
deepest pockets. Modern bronze weapons will have +1 to their
Obsidian
Obsidian is the result of hardened lava, generally flowing
from a volcano, creating a type of glass that a number
of native groups used in their weapons. When one applies
light pressure to the stone, it chips away and fragments
into a very sharp edge. Generally, indigenous peoples craft
the stone into knives or swords (using other natural items
like antlers, horns or wood for handles). Some use them as
arrow-tips, as well. The stone is generally a deep shade of
black, though some obsidian is red or brown, depending on
what other materials (like hematite or oxides) were present
when the lava hardened.
Obsidian is light and features a dire edge. Any
weapon made of obsidian grants the wielder a +2 to
attack. Like glass, obsidian can slice through soft materials
(like flesh) as if they were little more than air.
Unfortunately, obsidian is also notoriously brittle. This
is reflected in the material’s Durability of 1, as obsidian
is only as strong as thick glass. In addition, if using the
optional blade sharpening rule below, obsidian weapons
can’t benefit, as attempts to sharpen these weapons
further merely chip the material away.
Weapons of obsidian aren’t easy to find. Most of
them are in museums, though anyone can attempt to
craft an obsidian blade using a Dexterity + Crafts roll
(but pressing the rock against any hard surface will cause
it to flake and break).
Silver
Silver is a soft metal. Blades made of silver are
less effective than those of steel. Because of this, silver
weapons inflict a –1 modifier to attack, and only have a
Durability 2, as opposed to steel, which has a Durability of
3 or more. Of course, silver weapons are of particular use
against Lupines. The metal burns their flesh as the silver
injures, doing far greater damage than it perhaps should.
This damage is aggravated, and does not heal with the
speed to which werewolves are normally accustomed.
Chain Mail
Rating 2/1, Strength 3, Defense –2, Speed –2, Cost ••
In the Middle Ages, medicine was woefully inadequate.
An open wound was vulnerable to a number of
fatal infections. Knights on the battlefield could stand
bruises, but cuttings would eventually grow deadly.
Chain mail helped to keep a knight safe: he’d still take
a number of lumps and bumps and even broken bones,
but at least he would be free from fatal infections. Chain
mail is a fabric of interlocking metal rings draped over
the torso like a shirt. Chain mail doesn’t offer as much
protection as plate armor, but is also far less cumbersome.
A full suit of chain mail offers its protection to the entire
body and not just the torso, but costs •••.
These days, chain mail can be purchased through
various vanity outlets as accoutrements to fantasy garb
or sexual roleplaying. These mail suits or shirts are
made from aluminum instead of steel. They are lighter
because of this (and feature –1 Defense and –1 Speed
instead of those stats listed above), but also suffer less
Durability. The Rating on vanity mail is 1/1 instead of
2/1. The vanity mail looks good and costs the same but
offers less practical function.
Leather Armor
Rating 1/0, Strength 2, Defense –1, Speed 0, Cost •
Leather armor is a cheap and less effective alternative to
chain or plate armor. Most leather armor consists of a tough
leather shirt or leggings dipped in wax and hardened (a process
called courboulli). Leather armor offers the same protection as
reinforced clothing, such as a heavy jacket. Historically, knights
without a liege or who served a destitute master wore the armor
because they could afford nothing better. Some squires and peasants
who were expected to fight were allowed to bear leather
armor into battle. Today, a character can purchase this armor
over the Internet or at Renaissance festivals.
Some vanity outlets sell a stronger version of leather
armor. This armor consists of leather scales or leather
strips riveted over one another, making the armor
tougher. Such riveted leather, sometimes called lamellar,
costs ••, but offers a Rating of 2/0 against attacks.
Lorica Segmentata
Rating 2/2, Strength 3, Defense –2, Speed –2, Cost ••••
Legionaries of the Roman Empire wore this complex,
fitted armor, which consisted of a number of
segmented metal plates overlapping one another at
various points. Creation of lorica segmentata (literally,
“segmented armor”) was considered an art, and only the
legionaries were allowed to wear it.
It’s worth noting that the vampires of the Lancea
Sanctum still make use of this armor, as ceremonial garb
and in actual combat. Their prophet, the nigh-mythical
Longinus, purportedly wore this type of armor as he
thrust the spear into the Messiah’s side. Many Sanctified
vampires even smear blood upon their armor to imitate
how their founder’s own lorica must’ve looked.
Plate Armor
Rating 3/2, Strength 4, Defense –2, Speed –3, Cost ••••
From the 13th to the 15th centuries, the finest knights and
warriors wore plate armor. It weighed down the knight and his
horse, but was still functional because it was fitted to the knight’s
body specifications. Helmet, cuirass, leggings, breastplate — all
were made exclusively for an individual warrior.
These days, few wear plate armor except in combat
simulations. Some eldritch creatures still cleave to the
rigors of antiquated combat, and, therefore, still bear
plate armor into ritual melee. If plate armor is not fitted
to the wearer (say, if a character simply picks up a set
of plate armor from a museum or collection and tries
to use the armor in battle), the character suffers a –3
Defense penalty and a –4 Speed penalty instead of the
Traits above, though the armor still provides the Rating
and Strength requirements listed.
Hurt Locker
Integridade
Optional System: Integrity by Attrition Violence shakes even the most hardened
heart. Experiencing atrocity whittles down the strongest soldier the same as the most callous criminal. The
following rules are to reflect this, and the way it eats at a person. With this play option, we replace the
standard Integrity loss rules with an attrition-based system. This system will use counters. Something
weighty is advised, to add a little gravity to the act of exchanging them. First off, look to the unfilled dots on
your character’s Integrity track. By default, that’s going to be three. That’s the number of counters you’ll
need to threaten your character’s Integrity. Any time your character participates in a violent or trau-matic
scene, the Storyteller hands you a counter. Any time your character would face a breaking point, take a
counter. Whenever you take a counter, take a Beat. Once the counters reach the number of unfilled
Integrity dots on your sheet, give them all back to the Storyteller and remove an Integrity dot. These
counters reflect the weight on your character’s psyche and soul. They tug at her, and pull her away from her
life and stability. At any time, the number of counters in your possession acts as a penalty to Empathy,
Socialize, and any other rolls reflecting your character’s ability to relate to other people. These Integrity
counters subtract on a 1-for-1 basis. When the counters go away with the loss of an Integrity dot, this
doesn’t necessarily mean the character is stable or no longer burdened, just that she’s reached a new plateau
of sorts, and is temporarily able to approach situations with a renewed confidence. Regaining Integrity
through this system should be done through a reverse system: Meaningful, positive interactions that
reaffirm a person’s sense of self and belonging should be able to shed a counter. Once all counters are
gone, another such interaction can potentially bring a dot of Integrity. When the interaction occurs,
make a Resolve + Composure roll. Failure brings back half the necessary counters for Integrity loss
(round up). Success adds a dot of Integrity, and returns one counter short of losing that dot. For
example, going from five dots to six would return three counters, since four would cost the sixth
New Tilts The following Tilts apply when using specific weapons or modes of fire. Most
of these are personal, but one (Hail of Gunfire) is an environmental Tilt. 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. PIERCED ARMOR Repeated rounds or
devastating attacks have rent your armor. Effects: Your armor is damaged and functions at reduced
effectiveness. Halve its effective values, rounded down, until you have had time to repair or readjust the
armor. Causing the Tilt: Suffering more damage than your armor’s general rating in a single attack from
high-caliber weapons or stabbing instruments. Ending the Tilt: Taking at least a few turns to replace the
armor, or repairing it outside of combat. Supernatural forms of armor might automatically repair
themselves or be immune to this Tilt at Storyteller discretion. 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.