Conditions List (Resource)

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Jakondite
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Conditions List (Resource)

Postby Jakondite » Mon Jan 09, 2017 5:56 pm

A special thanks to Jaling for compiling the list for the conditions. It's taken a bit of time to get them all, but here is a list of the various conditions found through the books - for use both for players and for Storytellers to throw on a person when appropriate. Note this is just a list - the condition system is sort of made to be on the spot, but for those not great at that - this is a good start *G*.



Avatism (W:tF p.306)
You suffer ancient, ancestral memories that rouse anger and violent urges; the cause of these memories must be destroyed. When facing the source of the Atavism, your character must make all-out attacks each turn (see p. 168), or spend Willpower points to avoid attacking. When in danger or heavy stress, she lashes out violently. She must spend Willpower points to take nonviolent actions in response to threats or stressors.

Resolution: Your character achieves an exceptional success
against the source of her rage, or the source of her rage
achieves an exceptional success against her. Alternatively, she
can suffer a breaking point for harming an innocent person.

Beat: n/a

Abruption (Beast Only) (B:tP p.321)
Your character’s supernatural gifts are hobbled. Each time he attempts to use a power, whether inherent or learned, he loses a number of successes equal to the inflicting Beast’s Lair plus one. If the power isn’t rolled, it simply fails. If multiple Beasts caused this Condition, the penalty is equal to their combined Lairs. This Condition fades at the end of the scene.

Resolution: Your character accepts her inferiority and takes
the Beaten Down Tilt (p.327) or an appropriate Condition.

Beat: n/a

Abyssal Backlash (Mage Only - Paradox) (M:tAw p.117)
The mage has drawn the attention of a vast Abyssal intelli-gence called an Annunaki, which seeks to corrupt the mage’s spells further. The next time the mage casts a spell that risks Paradox, add dice to the Paradox pool equal to the number of successes earned on the Paradox roll that inflicted this condition.

Resolution: The mage fully contains a Paradox, the mage Scours the Condition from her Pattern, or the mage allows the Condition to lapse after the specified time.

Arcane Beat: Gain an Arcane Beat when this Condition lapses.

Abyssal Imago (Mage Only - Paradox) (M:tAw p.117)
The Abyss has warped the mage’s ability to clearly envision her Supernal will. Whenever the mage casts a spell, she must spend additional Reach equal to the successes earned on the Paradox roll that inflicted this condition. If she does not, the spell automatically fails and adds dice equal to the caster’s spellcasting dice pool to the Paradox roll.

Resolution: The mage successfully casts a spell that does not risk Paradox, the mage Scours the Condition from her Pattern, or the mage allows the Condition to lapse after the specified time.

Arcane Beat: Gain an Arcane Beat when this Condition lapses.

Abyssal Nimbus (Mage Only - Paradox) (M:tAw p.116)
The mage’s Nimbus is disfigured by the Abyss, the corruption cascading through her sympathetic links. The mage, and any subjects affected by her Nimbus (including sympathetic ties influenced by her Long-Term Nimbus, anyone affected by her Nimbus Tilt, and anything imprinted with her Signature Nimbus), gain the Resonant Condition applicable to Abyssal entities. If the Paradox roll that inflicted this Condition rolled an exceptional success, she gains the Open Condition instead.In addition, the Abyssal corruption is readily apparent to any-one who scrutinizes her Signature Nimbus, and her Long-Term Nimbus effects become twisted by the unreality of the Abyss. A Moros’ Long-Term Nimbus might cause bizarre materials with impossible atomic properties to appear, while the religious revelations of an Obrimos’ Nimbus take on a nihilistic tone.

Resolution: An Abyssal Entity uses the Condition to Manifest, the mage Scours the Condition from her Pattern, or the mage allows the Condition to lapse after the specified time.

Arcane Beat: Gain an Arcane Beat when this Condition lapses.

Addicted (Persistent) (GMC p.181; V:tR p.301; B:tP p.321)
Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: Your character chooses to get a fix rather than fulfill an obligation.

Addicted (Persistent) (M:tAw p.314)
Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.

Resolution: Regain a dot of Integrity or Wisdom, lose another dot of Integrity or Wisdom, or achieve an exceptional success on a breaking point or Act of Hubris.

Beat: Your character chooses to get a fix rather than fulfill an obligation

Agoraphobic (B:tP p.321)
Your character is deeply disturbed by open spaces and large crowds. In any situation when more people are present than the character’s Resolve + Composure, you suffer a –2 penalty to Initiative, perception rolls, and any action requiring careful focus or attention. In addition, any time your character encounters an extremely large crowd (e.g. a riot or at a major sporting event), you must roll Resolve + Composure. If you fail the roll, your character seeks to avoid the crowd and get away from the area. Any action not related to finding a safe, close, private space suffers a –3 penalty until the end of the scene.

Resolution: Regain a dot of Integrity, lose a dot of Integrity,
or achieve an exceptional success on a breaking point roll.

Beat: n/a

Amnesia (Persistent) (GMC p.181; MtAw p.314; V:tR p.301; B:tP p.322)
Your character is missing a portion of her memory. An entire period of her life is just gone. This causes massive difficulties with friends and loved ones.

Resolution: You regain your memory and learn the truth. Depending on the circumstances, this may constitute a breaking point.

Beat: Something problematic arises, such as a forgotten arrest warrant or old enemy.

Awestruck (Persistent) (W:tF p.306)
Your character sees before her a glorious and terrifying figure, and something in her brain kicks her to kneel and grovel. She suffers a –2 penalty to attack rolls against the source of the Condition. She also suffers a –3 penalty to contested rolls against social actions from the source of the Condition, and a –3 penalty to her Composure and Resolve against actions and powers that the source of the Condition uses on her.

Resolution: The source of the Condition leaves your character’s presence, or stops inflicting Lunacy.

Beat: Your character takes an action that serves the demands of the Condition’s source.

Ban (W:tF p.306)
Your character suffers from a powerful spiritual compulsion that demands specific behavior. It is difficult to contravene the ban, and attempting to do so elicits a sense of revulsion or wrongness in the character. She suffers a –3 penalty to all dice pools that are rolled as part of an action that breaks the ban’s dictated behavior. If breaking the ban’s compulsion would not involve any dice pools, she instead suffers a –2 penalty to all dice pools until she corrects her breach or the Condition ends.

In the case of a ban imposed by a pack totem, the totem immediately becomes aware that a breach has occurred and loses a single point of Essence. If it has no Essence remaining, it instead
suffers the Deprived Condition until it regains any Essence.

Resolution: If the ban is not persistent then the Condition is resolved when your character’s adherence to the ban causes her a significant setback. Otherwise, the resolution depends on the nature of the ban.

Beat: Your character’s adherence to the ban causes her a significant setback.

Berserk (W:tF p.306)
Your character has had a spark of berserk rage lit within her. The fury inside demands that she lash out, and the descending red mist makes it hard to tell friend from foe.

Each turn, she must succeed at a Resolve + Composure roll or attack the nearest target with whatever weapons she has to hand. Even if she succeeds, she suffers a –3 penalty on all actions other than attacking the nearest target.

Resolution: The character becomes unconscious. There are no targets left to attack. The source of the Lunacy leaves your character’s presence, or stops inflicting Lunacy.

Beat: n/a

BESTIAL (V:tR p.301)
Your character acts on primal, physical impulses. Frightening things make him run. He meets aggressive threats with violence and anger. Take a –2 die penalty to all rolls to resist frenzy or physical impulse. As well, take a –2 die penalty to Defense due to impulsive action. Any rolls to compel your character to impulsive, aggressive action or escape achieve exceptional success on three successes instead of five. This could apply to Disciplines such as Nightmare, or Dominate under the right circumstances.This Condition fades naturally after a number of nights equal to the Blood Potency of the vampire who caused it. In the case of the predatory aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampire’s own Blood Potency.After resolving Bestial, your character cannot be subject to this Condition again for a full month.

Resolution: Cause damage in someone’s last three Health boxes.

Beat: n/a

Blind (Persistent) (GMC p.181; Mt:Aw p.314)
Your character cannot see. Any rolls requiring sight may only use a chance die. If another sense can be reasonably substituted, make the roll at –3 instead. In a combat situation, she suffers the drawbacks of the Blinded Tilt (see p. 208). This Condition may be temporary, but that is usually the result of a combat effect, in which case the Blindness Tilt would apply.

Resolution: Your character regains her sight.

Beat: Your character encounters a limitation or difficulty that inconveniences her.

BONDED (CoD p.288; GMC p.181; M:tAw p.314)
Your character has established an extensive bond with an animal. She gains +2 on any rolls to influence or persuade the animal. The animal may add your Animal Ken to any rolls to resist coercion or fear when in your character’s presence. The animal may add your character’s Animal Ken to any one die roll.

Resolution: The bonded animal dies or is otherwise parted from the character.

Beat: N/A

Broken (Persistent) (GMC p.181; M:tAw p.314; V:tR p.301; B:tP p.322)
Whatever you did or saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply a –2 to all Social rolls and rolls involving Resolve and a –5 to all use of the Intimidation Skill.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: You back down from a confrontation or fail a roll due to this Condition.

BRUISED (Health) (V:tR p.277)
Your character is beaten up a bit. It’s nothing drastic; it affords a –1 die penalty to Initiative and any instant actions. This Condition does not award a Beat when resolved.

Resolution: Spend a Vitae for Kindred, wait a half an hour for mortals. If Persistent, spend five Vitae for Kindred, or wait two days for mortals.

Beat: n/a

CHARMED (M:tAw p.315)
Your character enjoys the protection of magical good fortune. This may spare her from serious injury, ensure that she meets someone whose acquaintance will be valuable to her later, guar-antee that she isn’t the one who gets the short straw, or help her win an important game of chance. You may invoke this twist of fate at any time as a reflexive action. If used to avoid injury, resolving this Condition reduces the damage to 1. Otherwise, neither you nor the mage knows the exact nature this good fortune will take when it manifests — only that it will have a significant impact.

Resolution: Your character narrowly avoids some misfortune or enjoys a lucky break; the Condition is resolved as described above.

Beat: n/a

CHARMED (PERSISTENT) (V:tR p.302)
You’ve been charmed by a vampire’s supernatural force of personality. You don’t want to believe that anything he says is a lie, and you can’t read his true intentions. The vampire adds his Majesty dots to Manipulation rolls against you, and any Wits + Empathy or Subterfuge rolls you make to detect his lies or uncover his true motives suffer a penalty equal to his Majesty dots. Using supernatural means to detect his lies become a Clash of Wills.You want to do things for the vampire, to make him happy. If he asks, you’ll do favors for him like he was one of your best friends — giving him a place to crash, lending him your car keys, or revealing secrets that you really shouldn’t. You don’t feel tricked or ripped off unless you resolve the Condition. It expires normally (without resolving) after one hour per dot of the vampire’s Blood Potency.

Resolution: The vampire attempts to seriously harm you or someone close to you, you make a significant financial or physical sacrifice for him.

Beat: You divulge a secret or perform a favor for the vampire.

CHARMED (PERSISTENT) (B:tP p.322)
You’ve been taken in by a Beast’s character’s force of personality. You don’t want to believe that anything he says is a lie, and you can’t read his true intentions. The Beast’s Manipulation rolls against you gain the rote quality, and any Wits + Empathy or Subterfuge rolls you make to detect his lies or uncover his true motives suffer a penalty equal to his Lair dots. Using supernatural means to detect his lies become a Clash of Wills.

You want to do things for the Beast, to make him happy. If he asks, you’ll do favors for him like he was one of your best friends — giving him a place to crash, lending him your car keys, or revealing secrets that you really shouldn’t. You don’t feel tricked or ripped off unless you resolve the Condition. It expires normally (without resolving) after one hour per dot of the Beast’s Lair.

Resolution: The Beast attempts to seriously harm you or someone close to you; you make a significant financial or physical sacrifice for him.

Beat: You divulge a secret or perform a favor for the Beast

COMPETITIVE (V:tR p.302)
Your character must assert dominance and superiority. Either she gives it her all, or she falters. Any time she’s in direct competition with another character, she suffers a –2 die penalty on any rolls where she doesn’t spend Willpower. This includes contested and extended rolls. As well, any rolls to tempt or coerce her into competition achieve exceptional success on three successes instead of five.This Condition fades naturally after a number of nights equal to the Blood Potency of the vampire who caused it. In the case of the predatory aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampire’s own Blood Potency.After resolving Competitive, your character cannot be subject to this Condition again for a full month.

Resolution: Win or lose a competition where someone reaches a breaking point.

Beat: n/a

CONFUSED (V:tR p.302; B:tP p.322; W:tF p.307)
Your character cannot think straight, either because of some mental power or good old-fashioned cranial trauma. You take a –2 die penalty on all Intelligence and Wits rolls.

Resolution: Take half an hour to focus and clear your mind. Take any amount of lethal damage.

Beat: n/a

Connected (Persistent) (GMC p.181; M:tAw p.315)
Your character has made inroads with a specified group. While she has this Condition, she gets a +2 to all rolls relating to that group. Alternately, she can shed this Condition to gain a one-time automatic exceptional success on the next roll to influence or otherwise take advantage of the group. Once Connected is resolved, the character is considered to have burned her bridges and is no longer an accepted member. The character may be able to regain Connected with the specified group per Storyteller approval.

Resolution: The character loses her membership or otherwise loses her standing with the group.

Beat: The character is asked to perform a favor for the group that inconveniences her.

Cowed (W:tF p.307)
Your character has been put in her place through the violence and dominance of another. She suffers a –2 penalty on any Physical and Social rolls to oppose the character who inflicted this Condition if she does not spend Willpower.

Resolution: The character successfully injures or intimidates the character who inflicted the Condition. The character regains Willpower through her Blood Archetype.

Beat: n/a

CRIPPLED (PERSISTENT) (CoD p.288)
Your character has limited or no ability to walk. Her Speed trait is effectively 1. She must rely on a wheelchair or other device to travel. A manual wheelchair’s Speed is equal to your character’s Strength, and requires use of her hands. Electric wheelchairs have a Speed of 3, but allow the character free use of her hands. An injury can cause this Condition temporarily, in which case it is resolved when the injury heals and the character regains mobility.

Resolution: Danger or severe inhibition due to the disability.

Cunning (W:tF p.307)
Your character is Cunning. She beguiles, tricks, sneaks, and charms. This makes everyone around her suspicious of her because they know she’s shifty and clever. Characters trying to detect lies or notice your character sneaking enjoy a +2 bonus to any relevant Empathy, Investigation, or other rolls. Your character knows this, and can use this as a diversion for her true goals.

Resolution: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add the character’s Cunning Renown in automatic successes to any Larceny, Stealth, or Subterfuge action, even if she rolls no successes.

Beat: n/a

Cursed (B:tP p.322)
Your character is (or believes he is) suffering from a supernatural curse that brings him ill fortune. Choose a particular area in which the curse manifests (the victim’s love life, perhaps, or his safety on the job); any failure in that field becomes a dramatic failure. The victim may spend 1 Willpower to negate this effect for one action.

Resolution: Remove the source of the curse (if it’s a real supernatural effect) or undergo therapy to break the delusion (if it’s psychosomatic).

Beat: n/a

DEFEATED (Mage Only) (M:tAw p.315)
Your character has been beaten in the Duel Arcane, humiliated, and made completely open and exposed to an enemy. For the duration of this Condition, the character cannot spend Willpower or use magic in any way to harm the mage she was defeated by. Further, the mage who won the Duel has Strong sympathy with the loser.

Resolution: This Condition lingers until the character can greatly humble himself in public at great personal cost, or until the winner of the Duel takes advantage of the sympathy in a way that injures or abuses the loser. Take a Beat.

Beat: Take a Beat whenever your character is abused or humiliated as a result of her defeat.

Delusion (W:tF p.307)
Your character cannot make sense of the world she perceives,
and because of this, she avoids that which would make
her question. When facing the supernatural, or something
she suspects to be the source of this Condition, she flees. If
she cannot flee, she shuts down. Every action she takes that
is not fleeing requires a Willpower point.

Resolution: Your character reaffirms her sense of reality by
expending Willpower and learning something new, something
deeply secret about the source of the Condition.

Beat: n/a

DELUSIONAL (PERSISTENT) (V:tR p.203; B:tP p.322)
You believe something that isn’t actually true — maybe you think that someone is poisoning your food, that a doppelganger has replaced your daughter, or that something lives in the shadows of your apartment. You don’t actually hallucinate images that reinforce your delusion; you may believe that you’re covered in spiders, but just looking at yourself is enough to clarify matters. Germs, on the other hand.…You can’t truly repress your belief, but spending a point of Willpower lets you come up with an explanation (albeit one that sounds psychotic when you explain it to someone else) as to why your delusion does not apply to a specific situation.

Resolution: You completely disprove your delusion, or destroy the vampire who is the source of your paranoia.

Beat: You adhere to your paranoid belief despite evidence to the contrary.

Demoralized (W:tF p.307)
Your character is demoralized and hesitant in the face of the enemy. Spending a Willpower point only adds one die to her attack pool rather than the usual three. She also suffers a –4 penalty to her Initiative, and a –2 penalty to her Resolve and Composure whenever they are used to resist or

Resolution: The character achieves an exceptional success on an attack roll, wins a combat, or survives a combat unharmed. A week passes.

Beat: n/a

Dependent (PERSISTENT) (Vampire Only) (V:tR p.203)
Your character has become obsessed with a mortal. This obsession is for both attention and for blood. She suffers all the effects of a second-stage blood bond (see p. 100) as if she were bound to the mortal.

Resolution: Death of the mortal.

Beat: Your character suffers loss because she avoided responsibility for her obsession.

Deprived (GMC p.181; M:tAw p.315; B:tP p.323)
Your character suffers from an addiction. She is unable to get her fix, however, leaving her irritable, anxious, and unable to focus. Remove one from her Stamina, Resolve, and Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes.

Resolution: Your character indulges her addiction.

Beat: n/a

Disabled (Persistent) (GMC p.181; M:tAw p.315)
Your character has limited or no ability to walk. Her Speed trait is effectively 1. She must rely on a wheelchair or other device to travel. A manual wheelchair’s Speed is equal to your character’s Strength and requires use of her hands. Electric wheelchairs have a Speed of 3, but allow the free use of the character’s hands. An injury can cause this Condition temporarily, in which case it is resolved when the injury heals and the character regains mobility.

Resolution: The character’s disability is cured by mundane or supernatural means.

Beat: Your character’s limited mobility inconveniences your character and makes her slow to respond.

Distracted (V:tR p.302; B:tP p.323)
Constant confusion and distractions buffet your character from all sides. She cannot take extended actions, and suffers a –2 die penalty to all rolls involving perception, concentration, and precision. This Condition does not grant a Beat when resolved.

Resolution: Leaving the swarm.

Beat: n/a

Dominated (V:tR p.302)
A vampire has given your character a specific command that she cannot go against. You don’t have a choice whether or not to follow the command — your will is no longer your own. If your task has a natural end, such as “Follow that man until he enters an apartment then call me with the address,” you resolve the Condition once you complete it; otherwise it ends at sunrise. Once you resolve this Condition, you can’t quite remember what happened while you were under the vampire’s spell.

Resolution: Take more bashing or lethal damage than your Stamina. Experience a breaking point when following the command, and succeed at the related Resolve + Composure roll. Follow the vampire’s command.

Beat: n/a

Drained (V:tR p.303)
Your character has been fed from extensively, and suffers from blood loss. He suffers a –2 die penalty to any physical actions, and rolls to stabilize and survive injuries. As well, after any scene where he exerts himself physically, he must make a Stamina roll or fall unconscious for an hour or more. The Drained penalty does not apply to the Stamina roll, but any wound penalties do apply. Taking damage, being fed from, or spending Willpower on a physical roll applies as physical exertion for this Condition.

Resolution: All lethal damage healed through normal means.

Beat: n/a


DYING (Health) (V:tR p.277)
For mortals only. Your character is dying. Without immediate medical attention, he will expire rapidly. Every minute without medical attention, he must succeed in a Stamina roll or die.

Resolution: Medical attention

Beat: n/a

Easy Prey (W:tF p.307)
Through carelessness or ignorance, your character leaves a clear trail for any hunter to follow. All attempts to find the character through searching or tracking gain +2 dice.

Resolution: A hunter locates your character and harms him — physically, mentally, or socially — raising his awareness of his carelessness.

Beat: n/a

Ecstatic (V:tR p.303)
Your Beast has been temporarily sated through the use of blood sorcery. For as long as the Beast is quiet, the character may feed as though her Blood Potency were three dots less than her
rating (minimum one), and has a +2 die bonus to avoid frenzy.

Resolution: Feeding, sleeping, or resisting a frenzy.

Beat: n/a

Embarrassing Secret (GMC p.181; M:tAw p.315)
Your character has a secret from his past that could come back to haunt him. If this secret gets out, he could be ostracized or maybe even arrested. If it becomes known, this Condition is exchanged for Notoriety (p. 183).
Resolution: The character’s secret is made public, or the character does whatever is necessary to make sure it never comes to light.
Beat: n/a

ENERVATED (PERSISTENT) (M:tAw p.315; V:tR p.303; B:tP p.323)
The character is in the second stage of soul loss. Her instinctive efforts to shore up her Willpower by giving into her urges have failed, her Integrity has gone, and her Willpower is now fading. In addition to the effects of Soulless, she can no longer regain Willpower through her Virtue, only her Vice.Indulging herself brings diminishing returns — whenever she does so, her permanent Willpower drops by one dot before she regains Willpower points to the new maximum. Mages lose a dot of Gnosis every time their Willpower drops, to a minimum of 0.

Resolution: This Condition is only removed if the character regains her soul.

Beat: You lose a dot of Willpower

Enslaved (Persistent) (V:tR p.303)
You’re totally in thrall to the vampire who inflicted this Condition. You can no longer tell when her instructions end and commands issued by Dominate begin. She tells you to do something and you do it. She tells you what you remember, and you remember it. This Condition counts as the Mesmerized Condition for the purpose of the Dominate Discipline. She doesn’t have to look at you to issue a command as long as you can hear her voice. You do not apply your Resolve as a penalty to the vampire’s dice pool for Entombed Command and Possession.

Resolution: Kill the vampire who controls you. Undo her mental control by supernatural means.

Beat: You’re made to do something that you wouldn’t normally do.

Enthralled (Persistent) (V:tR p.303)
You’re fanatically loyal to a vampire, willing to go to any length for him. You’ll happily take actions that threaten your own life — ramming a speeding truck head-on, jumping in front of a gun-wielding psycho, or handing over your spouse and children for the vampire to play with. The compulsion lasts for one night for each dot of the vampire’s Blood Potency.

You need to spend a point of Willpower just to take an action that goes against your master’s commands. Doing so is an immediate breaking point at Humanity 1. If you fail, you chicken out at the last minute; only if you succeed can you do something that the vampire doesn’t want you to do.

Resolution: You take serious harm (more lethal damage than your Stamina) when protecting the vampire, or you succeed at a breaking point roll related to the Condition.

Beat: You put yourself in harm’s way to protect the vampire

Ergi (Dark Eras p.164)
Your character has been accused of being unmanly, or of passive homosexuality. In Viking culture, this is a grave insult. He has until the next Thing meets to kill his accuser or face him in a duel.
Failure to do so will result in full outlawry (see below). Should his accuser refuse to face him, the accuser suffers that fate instead. The accuser’s family receives no weregild if he is killed, while the accused is worth half his weregild should he die. Male practitioners of seidr are broadly assumed to have engaged in such acts to gain their powers.

Resolution: Defeat your accuser in hólmgang.

Essence Overload (W:tF p.307)
Your character has attempted to channel immensely powerful forces through her Essence, and has lost control. Sparks and heatless flame sputter and limn her. Whenever she spends a point of Essence, she must succeed at a Stamina roll or suffer one point of lethal damage. Whenever she suffers an injury from an attack, she also bleeds out one point of Essence.

Resolution: The character empties her Essence pool or earths the overloaded energies through a powerful spiritual conduit.

Beat: n/a



Exhausted (W:tF p.307)
Your character has been run ragged and desperately needs a good rest. She suffers a –2 penalty to all physical actions and rolls to remain conscious.

Resolution: The character has restful sleep.

Beat: n/a

False Memories (Persistent) (V:tR p.303)
The way you remember things doesn’t match up with how they happened. You might remember a son who didn’t exist, your alcoholic father abusing you despite being raised an orphan, or never getting married. You believe your memories to be true no matter what; even conclusive proof has a hard time getting through to you. Being faced with proof that your memory is fake is a breaking point for you at a level set by the Storyteller.

Resolution: Face proof that your memory is false and succeed at the breaking point.

Beat: Your character trusts someone or takes a risky action based on his faked memories alone.

Family Ties (Persistent) (B:tP p.323)
Your character has become closely bonded to a Beast and finds great (if sometimes grudging) strength in that connection. While in his immediate presence, she may use the Beast’s relevant Resistance trait value instead of her own when defending against supernatural powers. In return, both she and the Beast receive a +1 on any rolls made to directly assist each other, or as part of teamwork actions undertaken together. You may have this Condition with multiple Beasts simultaneously.

Resolution: Your character severs her association with the Beast

Beat: Your character encounters trouble with others of her kind or forsakes an important obligation to her supernatural culture, due to her connection with the Beast.

Fatigued (B:tP p.323)
You’ve never been so tired in all your life. Your eyelids are like millstones, your brain a cobwebbed mass of exhaustion. You’ve reached that point where fatigue becomes a physical thing, and all you can think to do is close your eyes and rest, just for a moment. Every six hours, you must make a reflexive Resolve + Stamina roll to remain awake. If you fail, you pass out. Even if you succeed, you suffer a cumulative –1 penalty to all dice pools (including your rolls to stay awake). Long periods of strenuous activity, like cross-country hiking, fighting, or heavy labor increase the penalty to –2 or – 3. Even then, a normal person can only go a number of days without sleep equal to the lower of his Resolve or Stamina, at which point he passes out. Once a Fatigued character passes out, he remains asleep for 8 hours plus 1 additional hour for every six-hour period he stayed awake. Attempts to rouse him during this period suffer a penalty equal to the highest penalty the Fatigued character suffered before passing out.

Resolution: Sleeping, as described above.

Beat: n/a

Fragile (Equipment) (CoD p.102)
The equipment the character is using to aid his action won’t last long for some reason, whether because it’s an object put together with duct tape and bubble gum, or because his relationship with the people involved sours, or because his computer ends up suffering a blue screen of death and the data is corrupted. A plan may be Fragile because of disrupted communication between the characters, or because of an unexpected hurdle, etc. The equipment ceases to exist in any usable form after a number of uses equal to its creator’s dots in the Skill used to build it.

Resolution: The equipment falls apart one way or an-other. Plans grant one Beat to each player whose character is involved when this Condition resolves.

Beat: N/A

Frightened (V:tR p.304; B:tP p.323)
Something’s scared you to the point where you lose rational thought. Maybe you’ve just looked down at a hundred-story drop, or seen a tarantula the size of your fist crawling up your leg. Whatever the case, you need to leave right now. Your only priority is getting the fuck away from the thing that’s frightened you — the hell with your stuff, your friends, and your allies. If someone tries to stop you from escaping, you’ll fight your way past them. You can’t approach the source of your fear or act against it — and if the only way out involves going near the source of your fear, you’ll collapse on the ground in terror.

Supernatural creatures prone to loss of control, including vampires, must roll to avoid frenzy. This Condition lasts until the end of the scene; suppressing its effects for a turn costs a point of Willpower.

Resolution: The character escapes from the source of his fear.

Beat: n/a

Fugue (Persistent) (GMC p.182; M:tAw p.316; V:tR p.304; B:tP p.323)
Something terrible happened. Rather than deal with it or let it break you, your mind shuts it out. You are prone to blackouts and lost time. Whenever circumstances become too similar to the situation that led to your gaining this Condition, the player rolls Resolve + Composure. If you fail the roll, the Storyteller controls your character for the next scene; your character, left to his own devices, will seek to avoid the conflict and get away from the area.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: You enter a fugue state as described above.

Glorious (W:tF p.308)
Your character is Glorious. She’s faced down superior opponents, committed great acts of courage, and lived to tell the tale. This impresses onlookers, and draws their attention. Individuals so impressed will confront your character first.

Arguments and attacks against your character gain +2 dice. Your character may impress witnesses by weathering the storm and turning it around on her opponents.

Resolution: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Glory Renown in automatic successes to any Expression, Intimidation, or Persuasion action, even if she rolls no successes.

Beat: n/a

Gorged (Satiety) (B:tP p.320)
Your character has a high Satiety (seven, eight, or nine dots). She is beyond sated, and her Horror becomes lethargic and complacent as result. The Horror doesn’t slumber, though, it just picks a Chamber in the Lair and rests. The Beast is better
able to focus the power of her Lair, leading to greater efficacy from her Nightmares.

Systems: The Beast is vulnerable to persuasion and suggestion since her Horror lounges happily. While Gorged, the Beast does not apply her Lair as Supernatural Tolerance to any supernatural power attempting to change her behavior or influence her mind or emotions.

However, her Horror’s lethargy works to her advantage in some ways. Because her Horror lounges in a Chamber, the player receives a +2 modifier to open Primordial Pathways to or from that Chamber.

Resolution: Reduce Satiety to six or fewer dots, or increase it to ten.

Beat: At any time, you may choose to automatically fail a roll because of your character’s complacent, sloth-like attitude. This should only be used on rolls where your character is attempting to be proactive and engaged. It should also only be used on rolls with clear consequences. If you do so, take a Beat. You may opt to make this failure into a dramatic failure for an additional Beat. Also, if the character falls victim to a supernatural power that forces her to take some detrimental action, take a Beat.

Guilty (CoD p.289; GMC p.182; M:tAw p.316; V:tR p.304; B:tP p.324; W:tF p.308)
Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll. While the character is under the effects of this Condition, he receives a -2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy, or Intimidation rolls.

Resolution: The character makes restitution for whatever he did; the character confesses his crimes.

Beat: n/a

Honorable (W:tF p.308)
Your character is Honorable. She wields honesty the way some Uratha wield their claws. She fights fairly, and pursues fair prey. She does not abuse the already downtrodden, or take advantage of the innocent. Individuals knowing of her Honor will attempt to fool or take advantage of her. Any such rolls gain +2 dice. When your character bears that weight, her humble dignity gives her an aura of grace and respect.

Resolution: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Honor Renown in automatic successes to any Empathy, Politics, or Socialize action, even if she rolls no successes.

Beat: N/A

Humbled (Mage Only) (M:tAw p.316)
You have been reminded of the power of humanity, and your arrogance and pride crumble away. Any symbol or person that triggered this feeling in you creates a feeling of admiration that you are highly protective of. You cannot bring yourself to harm the source of your humbling, and treat it or him as a source of great wisdom and solace.

Resolution: The character sacrifices of himself in dramatic fashion in the name of the person or symbol that humbled him in the first place.

Beat: Any time the character might act with hubris or arrogance, if the player chooses to take a dramatic failure on that roll rather attempt it, take a Beat.

Humbled: (Vampire Only) (V:tR p.304)
Your character has felt the touch of the divine and trembled. She feels unworthy and wretched. For as long as the Condition lasts, she suffers a –2 die penalty to Resolve rolls and may not regain Willpower from her Requiem.

Resolution: The character regains Willpower using her Mask.

Beat: n/a

Hunting Nature: Human (Werewolf Only) (W:tF The Pack p.104)
The pack values preparation and practice over blind instinct. It relishes the thrill of a well-executed scheme, where everyone performs their roles as rehearsed, and the prey is overwhelmed and brought low exactly as planned. The pack can spend Experiences to learn, develop, and use Pack Tactics of any dot rating. The pack gains a pool of Willpower points equal to the number of Uratha in the pack each lunar cycle.

Any packmate in Hishu or Dalu can spend from this pool instead of their own.

Resolution: The pack’s actions and behavior cause a shift in hunting nature at the turn of the next lunar cycle.

Beat: The pack can sometimes have difficulty with actions that rely on instinct more than reason. When rolling a dice pool using Physical Skills, a character may choose to suffer -2 dice to the roll. If the character fails this roll, she gains a Beat.

Hunting Nature: Wolf (Werewolf Only) (W:tF The Pack p.104)
The pack values instinct over reason, the thrill of the chase, and the freedom of acting without the constant need for thought. Every member of the pack knows what to do and when to do it. The pack can use spontaneous Pack Tactics, and create and use tactics up to three dots. The pack gains a pool of Willpower points equal to the number of Uratha in the pack each lunar cycle. Any packmate in Urshul or Urhan can spend from this pool. The pack can’t use tactics greater than three dots even if previously purchased with Experiences; they’ve lost the connection between complex, rehearsed plans and action.

Resolution: The pack’s actions and behavior causes a shift in hunting nature at the turn of the next lunar cycle.

Beat: The pack can sometimes have difficulty with actions that rely on reason more than instinct. When rolling a dice pool using Mental Skills, a character may choose to suffer -2 dice to the roll. If the character fails this roll, he gains a Beat.

Hunting Nature: Werewolf (Werewolf Only) (W:tF The Pack p.104)
The pack has incorporated the strengths of both wolf and human into its hunting. It relishes the thrill of instinctive free action, as much as the joy of a well-executed scheme. The pack can spend Experiences to learn, develop, and use tactics of any dot rating, but can also spontaneously use tactics without spending time to develop them. The pack gains a pool of Willpower points equal to the number of Uratha in the pack, which refreshes at each lunar cycle. Any packmate can spend from this pool regardless of form. The pool also gains a point each time a packmate enters Basu-Im, to a maximum of the number of Uratha in the pack.

The pack suffers none of the limitations of packs imbalanced towards either human or wolf hunting natures. Prey can sense the predatory nature of these monsters; the pack gains 2 dice to Intimidation rolls.

Resolution: The pack’s actions and behavior cause a shift in hunting nature at the turn of the next lunar cycle.

Beat: The pack’s predatory nature can sit very close to the surface, at times causing unease in those nearby. When rolling a dice pool using a Social Skill (except Intimidate), a character may choose to suffer -2 dice to the roll. If the character fails this roll, she gains a Beat.

Incapacitated (Health) (V:tR p.277)
Your character is suffering a terrible wound. If Kindred, he falls into torpor. In torpor, further damage will cause Final Death. If mortal, he must succeed in a Stamina roll each turn or fall unconscious.

Resolution: Spend two points of Vitae for Kindred, wait one week for mortals. If Persistent, spend ten points of Vitae for Kindred, or wait two weeks for mortals.

Beat: n/a

Informed (CoD p.289; GMC p.182; M:tAw p.316)
Your character has a breadth of research information based on the topic she investigated. When you make a roll relating to the topic, you may shed this Condition. If the roll failed, it is instead considered to have a single success. If it succeeded, the roll is considered an exceptional success. The roll that benefits from the Informed Condition can be any relevant Skill roll. For example, a character with Informed (Werewolves) might gain its benefits when using researched information to build a silver bear trap with the Crafts Skill. Combat rolls cannot benefit from this Condition.

Resolution: Your character uses her research to gain informa-tion; the Condition is resolved as described above.

Beat: n/a

Inspired (CoD p.289; GMC p.182; M:tAw p.316; V:tR p.304; B:tP p.324; W:tF p.308)
Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. Gain a Willpower point, and consider the roll an Exceptional Success on three successes, instead of five.

Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.

Beat: n/a

Intoxicated (V:tR p.304; B:tP p.324)
Your character is drunk, drugged, or otherwise dulled to the world around her. While she’s probably not hallucinating, her inhibitions and reactions are both lower than they should be. Your character suffers a –2 die penalty to all Dexterity and Wits dice pools. Characters using Social maneuvering against her face two fewer Doors than usual.

Resolution: You sleep it off, or face a breaking point.

Beat: n/a

Invisible Predator (W:tF p.308)
Your character has so successfully infiltrated her prey’s domain that he is oblivious to her presence. The prey suffers –2 to all rolls to detect or prepare for the hunter’s arrival while this Condition is active.

Resolution: The hunter deals damage or otherwise hurts her prey, either through attack, social manipulation or stealing her possessions.

Beat: n/a

Isolated (W:tF p.308)
Your character has been split from his crew, drawn and called out, cornered and quartered. His friends hesitate to assist him; they’re resigned to his fate. With this Condition, your character cannot benefit from or participate in teamwork rolls (see p. 162). Additionally, your character cannot take advantage of the Defense reduction for multiple attackers; every enemy he faces has access to its full Defense, no matter how many times it’s been attacked in a turn.

Resolution: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Jaded (V:tR p.304)
Your character has no interest in the ways of the living. He eschews mortal society and only acts to better himself. Because of this, his Beast takes tighter hold on his actions. Any rolls to resist frenzy suffer his Humanity dots as a cap, and he cannot spend Willpower to hold back frenzy. He may still ride the wave.

Resolution: Meaningful interaction with a Touchstone.

Beat: n/a

Languid (V:tR p.304)
Your character feels the draw of torpor. His actions grow sluggish each night that passes, until eventually he falls to the sleep of ages. Every night that passes with this Condition, levy a cumulative –1 die penalty on all actions. As well, rising from day sleep requires a point of Vitae for each dot of Blood Potency.

Resolution: Falling to torpor.

Beat: n/a

Lethargic (V:tR p.305; B:tP p.324)
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.

Resolution: Sleeping a full day.

Beat: n/a

Leveraged (CoD p.289; GMC p.182; M:tAw p.316; B:tP p.324; W:tF p.308)
Your character has been blackmailed, tricked, convinced, or otherwise leveraged into doing what another person wishes. Note this Condition as Leveraged (Character). You may have Leveraged multiple times, for different characters. Any time that character requests something of yours, you may shed this Condition if your character does as requested, without rolling to resist.

Resolution: Your character may either resolve the Condition by complying with a request as above, or if you apply the Lever-aged Condition to the specified character.

Beat: n/a

LOST (CoD p.289; GMC p.182; B:tP p.324)
Your character has no idea where she is, or how to reach her target. She cannot make any headway toward her goal without first navigating and finding out where she is. This requires a successful Wits + Streetwise action (in the city) or Wits + Survival action (in the wilderness).
Resolution: Abandoning the goal, successfully navigating.

Lost Cohesion (Werewolf Only) (W:tF The Pack p.104)
The packmates just can’t seem to communicate properly, or understand each other’s intentions. While suffering this Condition, any dice roll made in the presence of another packmate suffers a 2-dice penalty. Additionally, actions intended to directly assist other pack members (such as in tactics) suffer a further -2 dice to the roll (for a total of -4).

Resolution: The pack succeeds in using a Pack Tactic.

Beat: n/a

Lost Hunters (Werewolf Only) (W:tF The Pack p.104)
The pack has somehow lost touch with its instincts, feeling out-of-touch with both the wolf and human aspects of its nature. Until a member of the pack exemplifies what the pack stands for, or Luna’s light inspires the pack, every member suffers -2 dice to any roll involving the hunt, protecting territory, or seeking prey.

Resolution: A pack member achieves an Exceptional Success despite the -2 dice penalty, or the pack’s lunar cycle resets. If this Condition resolves due to Luna’s influence, the pack loses any Hunting Nature for that month.

Beat: n/a

Lost Tracker (W:tF p.308)
Your character has lost faith in her abilities because she failed to find her prey. She suffers –2 to all tracking rolls while this Condition remains.

Resolution: The hunter succeeds in tracking her quarry despite the penalty, regaining faith in her ability.

Beat: n/a

Lured (Persistent) (W:tF p.308)
Your character has been lured into an action; she is absolutely convinced she saw or heard something over there that she needs to check out, or has seen something she wants to investigate, becoming completely focused on it. She will move away from a group of allies who are not also Lured without informing them; calling for back-up won’t even cross her mind until an actual threat makes itself real. If she investigates the distraction and finds nothing, she will react the same way to any other distractions of the same sort that she encounters while under the Condition.

If allies who are not Lured notice what she is doing and try to get her to stay with the group, she will give the best argument she can as to why they should let her split off, and attempts to convince her otherwise suffer a –5 penalty. Attempts to forcibly restrain her or prevent her from going will likely convince her that something is wrong with her allies — they’re being blinded to the danger that she has to check out, or they’re going mad and they’re now a danger that she needs to get away from. She will attempt to do so as intelligently as she can.

Resolution: The character investigates the lure and encounters a threat. An hour passes.

Beat: Your character causes disruption and confusion amongst her allies.

Jakondite
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Re: Conditions List (Resource)

Postby Jakondite » Mon Jan 09, 2017 5:57 pm

Madness (Persistent) (GMC p.182;M:tAw p.316; W:tF p.309)
Your character saw or did something that jarred her loose from reality. This isn’t a mental illness born of brain chemistry — that, at least, might be treatable. This madness is the product of supernatural tampering or witnessing something that humanity was never meant to comprehend. The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: The character fails a roll because of this Condition.

Maimed (Health) (V:tR p.277)
Your character is seriously injured, and is deeply impaired by the harm. Initiative and all actions suffer a –2 die penalty. Halve his Speed.

Resolution: Spend two points of Vitae for Kindred, wait two days for mortals. If Persistent, spend ten points of Vitae for Kindred, or wait one week for mortals.

Beat: n/a

Megalomaniacal (Mage Only) (M:tAw p.317)
Your character is consumed by her own aptitude. She sees greatness in her every action, and that sense of greatness breeds righteousness. She cannot see her behavior as hubris, and she refuses to acknowledge any failings. After all, she’s mastered the forces of the universe, right? Your character automatically fails any actions using the Empathy Skill. As well, she gains an additional “Selfish” Vice and a “Dominate Others” Obsession that replaces one of her current Obsessions so long as she maintains this Condition.

Resolution: Hurt someone important to you in such a way that it risks further Wisdom loss.

Beat: N/A

Mesmerized (V:tR p.305)
Your character’s will is subordinate to that of a vampire. You’re not obviously hypnotized — you’re a bit quiet and reserved compared to normal, but nothing out of the ordinary. When the vampire who inflicted this Condition gives you a command, you cannot resist. If it’s something that you wouldn’t normally do, you might look like you’ve been hypnotized or that you’re sleepwalking, but otherwise you look and act normally. If you resolve this Condition, gain a +3 die bonus to resist further attempts to Mesmerize you in the same scene; you also can’t quite remember what happened while you were under the vampire’s spell. This Condition fades naturally after a scene, which does not count as resolving the Condition.

Resolution: Take any amount of bashing or lethal damage. Experience a breaking point as part of a vampire’s command.

Beat: n/a

Monster (Mage Only - Nemesis) (Dark Eras p.81)
Chaos infests an animal (or sometimes, merges multiple animals into a chimera), filling it with pain and power. It gets bigger, stronger, and more ferocious. It instinctually recognizes the sorcerer as the source of its pain and attacks her. These Nemean lions, fused-snake hydras, and bulls of heaven attack until killed. Although they arise from ordinary creatures, monsters look unnatural: the wrong size, or like they’ve been reduced to some sort of flesh-clay and crudely sculpted anew. They stalk afflicted sorcerers with malevolent animal cunning. Possessed by Nemesis, they cannot be controlled with Life, Mind, or Spirit magic, though spells from those Archai can inflict other effects. Each one might possess a single special ability, such as a venomous bite or the ability to regrow limbs. Otherwise, Storytellers should design them as moderate challenges for the afflicted sorcerer.

Resolution: The sorcerer casts a spell as above, and deals with the Condition’s disadvantages until its duration runs out or the monster dies, whichever comes first. Note that it might require anywhere from a turn or two to several hours for the monster to mutate from its natural predecessors and begin its assault. The Condition’s duration begins from the moment of the monster’s attempted first contact, not the moment the spell triggers it. When the Condition resolves itself the monster collapses into a pile of fetid animal parts.

Beat: Earn an Arcane Beat after slaying the monster or surviving the Condition’s duration.

Moon Taint (W:tF p.309)
Your character has been infected with the warping taint of Luna. From time to time, her skin crawls or shivers in strange and unpleasant ways. She suffers from the Sick Tilt while the Condition lasts. The first time she sees the full moon after suffering Moon Taint, she is afflicted by spasming agony and must achieve 5 successes on an extended Resolve + Composure roll with each roll representing 1 minute. If she succeeds then the Condition ends and the pain ceases. If she fails any of the rolls, she immediately enters Dalu and gains regeneration as if she were a werewolf with Primal Urge 1. She also enters WasuIm. She returns to normal when the sun rises, whereupon this Condition ends.

Resolution: Resisting the change. The sun rises after changing. The character poisons herself with wolfsbane.

Beat: n/a

Mute (Persistent) (GMC p.182; M:tAw p.317)
Your character cannot speak. Any communication must be done through writing, gestures, or hand signs. Illness, injury, or supernatural powers can inflict this Condition on a temporary basis.

Resolution: The character regains her voice through mundane or supernatural means.

Beat: Your character suffers a limitation or communication difficulty that heightens immediate danger.

Mystery Commands (Persistent) (Mage Only) (M:tAw p.317)
Your character hears the voice of the Exarchs, sees their words scrawled in her mind, and otherwise receives commands from deep within her Oneiros. Her Exarch’s will becomes an additional Obsession, with all according benefits. The Storyteller will occasionally give commands as part of this Merit. Additionally, your character can take actions in the name of her Exarch and reverse-engineer messages out of the context. Most any action that aligns with her Exarch’s basic whims should apply to this Condition.

Resolution: Your character cuts off ties to her Exarch. Traitors are not tolerated, and other characters with this Condition will be sent to punish her, or kill her if she will not return to the Throne’s service.

Arcane Beat: Your character faces meaningful setback, danger, or sacrifice on account of the commands.

Mystified (W:tF p.309)
Your character faced an Ithaeur, and now he feels the dread of the spirit wilds wherever he goes. He finds solace only in the Gauntlet. Subtract the current Gauntlet rating (see p. 101) from 6. That number acts as a penalty to all your character’s Mental actions. If that penalty exceeds your character’s Composure dots, your character does not benefit from the 10-again quality on any rolls. If used on a spirit, this works in reverse. Subtract the Gauntlet modifier from all actions, as the spirit becomes afraid of the human world.

Resolution: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Notoriety (CoD p.289; GMC p.183; M:tAw p.317)
Whether or not your character actually did something heinous in the past, the wrong people think he did. This causes disgust or ostracism by the common public. Your character suffers a -2 on any Social rolls against those that know of his notoriety. If using Social Maneuvering (p.81), the character must open one extra Door if his target knows of his notoriety. Oftentimes, this Condition comes from rumors and smear campaigns.

Resolution: The story is debunked or the character’s name is cleared.

Beat: n/a

Obsession (Persistent) (GMC p.183; M:tAw p.317; V:tR p.305; B:tP p.324)
Something’s on your character’s mind and she just can’t shake it. She gains the 9-again quality on all rolls related to pursuing her obsession. On rolls that are unrelated to her obsession, she loses the 10-again quality. Obsession can be a temporary quality per Storyteller approval.

Resolution: The character sheds or purges her fixation.

Beat: Character fails to fulfill an obligation due to pursuing her obsession.

Outlaw (Dark Eras p.164)
Your character has been declared an outlaw by the Thing and banished from society. Perhaps you can’t pay a weregild, or refused an honorable challenge to a duel. A lesser outlaw (fjörbaugsgarður) is exiled for three years, but his property is protected under the law. Offering him shelter or food is a crime, posing a –3 penalty to Social attempts to seek aid, and he is banned from holy sites. A full outlaw (skóggangur) has his property seized and may be killed with impunity. He loses access to any dots in Resources or Safe Place that might be confiscated. Lesser outlaws who violate their terms of exile become full outlaws. Several sagas of exploration note outlawry as the motivation for their protagonist’s travels.

Resolution: Serve three years in exile (lesser), kill three other outlaws (full).

Beat: Fleeing, or sacrificing something important, to avoid being legally killed.

Paranoid (B:tP p.324)
Your character is certain that no one can be trusted, that vast conspiracies are moving against her, and that random coincidences are the signs of a greater plan. She removes 1 die from all Composure-based dice pools. In addition, when the Condition is applied, choose one thing the character fixates on as a sign of the forces moving against her (a common turn of phrase, a color, a particular corporation/government entity, etc.) Anyone she associates with that sign is regarded as a threat (If a conspiracy actually is out to get her, choose something that actually represents that conspiracy.)

Resolution: The character is confronted with conclusive proof that no one is out to get her, or she exposes the conspiracy.

Beat: n/a

Paranoid (W:tF p.309)
Your character faced an Ithaeur, and now he feels the dread of the spirit wilds wherever he goes. He finds solace only in the Gauntlet. Subtract the current Gauntlet rating (see p. 101) from 6. That number acts as a penalty to all your character’s Mental actions. If that penalty exceeds your character’s Composure dots, your character does not benefit from the 10-again quality on any rolls. If used on a spirit, this works in reverse. Subtract the Gauntlet modifier from all actions, as the spirit becomes afraid of the human world.

Resolution: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Pregnancy: First Trimester (Persistent) (W:tF p.294)
The first three months of the pregnancy. A person at this stage may not realize she’s pregnant. She may experience nausea, fatigue, and flu-like symptoms. As a result of that fatigue, she suffers a –1 to Initiative and any Stamina-related rolls.

She can still do just as much physically; she’s just worn out. Most pregnant people also report extraordinarily vivid dreams. As a result of these dreams, the character regains an additional point of Willpower when she can sleep for four hours or more.

Resolution: Start of the second trimester, or end of the Pregnancy.

Beat: When you come to the realization that you are in fact pregnant, take a Beat. This Beat can only be earned once this trimester.

Pregnancy: Second Trimester (Persistent) (W:tF p.295)
The second trimester is freeing. A pregnant person feels energetic and creative. She gains an additional dot of Stamina for this trimester. This cannot take her above her normal maximum, but does affect other static traits like Health levels. She also suffers a –2 modifier to all extended action dice pools, as any given task can turn quickly to thoughts and worry over the future.

Resolution: Start of the third trimester, or the end of the pregnancy.

Beat: When the character first feels the baby move, or quickening, take a Beat. This Beat can only be earned once this trimester.

Pregnancy: Third Trimester (Persistent) (W:tF p.295)
Now the pregnant person turns inwards. Her thoughts take on stillness as she prepares for coming changes to her life. She gains an additional die to all Wits and Composure rolls during this trimester. Her body has experienced some of the most dramatic changes imaginable. Even her brain changes to accommodate the growth of her fetus, so that she grows more forgetful and sometimes confused. She has one less dot of Dexterity and one less dot of Resolve over the course of this trimester. This does change related static traits like Willpower.

Resolution: Birth or, otherwise, the end of the pregnancy

Beat: When the character gives birth, in a scene or during downtime, take a Beat. This Beat can only be earned once this trimester.

Punk Generation (Dark Eras p.581)
Your character has been wronged by someone more privileged than she. While under the weight of that oppression, she suffers –2 to all Resolve and Composure rolls.

Resolution: When spending Willpower to lash out at the source of the Condition, you can choose to use the rote quality on the roll instead of taking the normal +3. If you do so, resolve this Condition.

Beat: n/a

Pure (W:tF p.309)
Your character faced an Ithaeur, and now he feels the dread of the spirit wilds wherever he goes. He finds solace only in the Gauntlet. Subtract the current Gauntlet rating (see p. 101) from 6. That number acts as a penalty to all your character’s Mental actions. If that penalty exceeds your character’s Composure dots, your character does not benefit from the 10-again quality on any rolls. If used on a spirit, this works in reverse. Subtract the Gauntlet modifier from all actions, as the spirit becomes afraid of the human world.

Resolution: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Rampant (Mage Only) (M:tAw p.317)
Your character is reckless and forceful with her magic. She will not hesitate to use it to solve any minor problem. If your character has a reasonable magical solution to a problem, to use a mundane solution requires a point of Willpower. This Willpower does not add to the dice roll. As well, she gains a “Wield Magic Indiscriminately” Obsession that replaces one of her current Obsessions so long as she maintains this Condition.

Resolution: Suffer a Paradox.

Beat: n/a

Raptured (V:tR p.305)
Your character is filled with the glory of God’s admonishment, the grace of her damnation. She finds an unsettling harmony with her Beast, due to the fire of Longinus’s words. She does not need to use Willpower to ride the wave, and can ride the wave on three successes instead of five.

Resolution: Falling to frenzy or riding the wave.

Beat: n/a

Ravenous (Satiety) (B:tP p.320)
Your character has lost all Satiety and is beyond starvation. Her Horror is nothing but a pit of rage and hunger, and everything the Beast feeds it simply vanishes into its maw. The Beast struggles to consider anything outside her own Hunger and bringing the Horror back from this state is difficult.

Systems: The Beast cannot spend Willpower except in pursuit of Satiety. When faced with a chance to regain Satiety, she must comply, but she finds that easy, low-Satiety meals don’t fulfill her. The character does not regain Willpower normally. She may only regain Willpower by taking actions that would replenish Satiety at low to moderate level (Satiety potential 1–6).

When the character feeds at this level, no roll is required; the character simply regains a point of Willpower. Every day that passes without replenishing a dot of Satiety causes her one level of lethal damage. She cannot heal lethal or aggravated damage while Ravenous (though magical healing from a third party works normally).

Finally, the Beast cannot use Nightmares while Ravenous.

Resolution: Regain a point of Satiety. This can be accomplished by fulfilling her Hunger in an action with Satiety potential of 8 or more. The player doesn’t roll the dice poll as usual but simply takes one point of Satiety. The Beast can also regain a dot of Satiety by killing a Hero. The Horror can feed through inflicting nightmares as described on p. 99, but the player rolls a chance die.

Beat: When your character commits an action that would normally fill her Hunger at Satiety potential 1–3, take a Beat (though she does not regain Satiety).

Reception (W:tF p.310)
Your character has opened to the spirit world, as result of her experience with Lunacy. She cannot resist possession (see p. 190), and she bleeds Essence. Every day, she generates Essence equal to her Resolve score. Spirits can consume the Essence by touching her, but werewolves must eat her flesh — gaining the Essence in addition to the amount normally given by eating human meat. If she dramatically fails an action, she may slip into the Hisil instead of suffering the normal dramatic failure for the action.

Resolution: Your character experiences grave danger as result of her experience with the Hisil.

Beat: n/a

Resigned (W:tF p.310)
Your character faced down his hunter, and the frightening beast has shown him the essence of doom. While he may still fight or flee, there’s a part of him inside that welcomes the release of death. Your character may not spend Willpower to add dice or resistance for any action to defend himself from a deadly threat. He can fuel Gifts or use other actions, but his self-defense becomes lackluster at best.

Resolution: Suffer a wound penalty from lethal or aggravated damage, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Sated (Vampire Only) (V:tR p.305)
Your character gave her Beast an outlet that stopped it from driving her to frenzy. Until she resolves this Condition, she has a +1 die modifier to rolls to resist Frenzy.

Resolution: Frenzy, or resist significant provocation to frenzy (a situation with a modifier of –3 or more to resist).

Beat: n/a

Sated (Satiety) (B:tP p.320)
Your character has medium Satiety, which means four, five, or six dots. The Horror wants more but doesn’t need more. The Hunger still gnaws but isn’t overpowering. This is a state of equilibrium between the power of desire and the need for
sustenance.

Systems: Being Sated doesn’t confer any mechanical bonuses; the Beast is content, and the Horror rankles at contentment. The Horror’s discomfort and desire for change makes it possible for a Hero to place Anathemas on the Beast.

Resolution: Reduce Satiety to three or fewer dots, or increase it to seven or more dots.

Beat: When your character pursues further Satiety at risk of personal harm, take a Beat. When your character frivolously spends Satiety (meaning to accomplish something she could just as easily accomplish without the expenditure), take a Beat. If a Hero places an Anathema on the character, take a Beat.

Scarred (V:tR p.305)
Your character was subject to a violent bite from Kindred fangs. He’s disturbed, angry, paranoid, and prone to lashing out. With this Condition, take a –2 die penalty to any rolls to resist fear, such as with the Nightmare Discipline or the Intimidation Skill.

As well, any creature exhibiting a predatory aura attempting to frighten or intimidate your character receives a +2 die bonus.

Resolution: Lash out physically, causing three or more levels of lethal damage to someone.

Beat: n/a

Shadow Paranoia (W:tF p.310)
Your character faced down his hunter, and the frightening beast has shown him the essence of doom. While he may still fight or flee, there’s a part of him inside that welcomes the release of death. Your character may not spend Willpower to add dice or resistance for any action to defend himself from a deadly threat. He can fuel Gifts or use other actions, but his self-defense becomes lackluster at best.

Resolution: Suffer a wound penalty from lethal or aggravated damage, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Shadowlashed (W:tF p.310)
Your character failed to master the laws of the Shadow and now suffers for her hubris. For as long as the Condition lasts, she suffers a –2 penalty on all rolls involving interaction with the Shadow and its denizens.

Resolution: Successfully perform a rite. Have a meaningful interaction with a spiritual Touchstone. Meditate in the Shadow.

Beat: n/a

Shaken (CoD p.289; GMC p.183; M:tAw p.317; V:tR p.305; B:tP p.325;W:tF p.310)
Something has severely frightened your character. Any time your character is taking an action where that fear might hinder her, you may opt to fail the roll and resolve this Condition. This Condition can be imposed by undergoing a breaking point roll.

Resolution: The character gives into her fear and fails a roll as described above.

Beat: n/a

Siskur-Dah (Persistent) (W:tF p.310)
Your character is on the Siskur-Dah, the Sacred Hunt. She gains a specific benefit depending on the ritemaster’s tribe.The Blood Talon Sacred Hunt grants your character the ability to perceive the Renown brands of werewolf prey. She can see them as a clear silver glow (or a fiery red for Pure) and can read the prey’s value in each Renown with a reflexive action.The Bone Shadow Sacred Hunt grants your character the ability to touch and strike ephemeral entities nominated as prey with her natural weapons.The Hunter in Darkness Sacred Hunt grants your character the ability to sense the state of the Gauntlet in your presence; you are constantly aware of its current strength and if it has been increased or decreased compared to its normal strength; if the hunt’s prey is responsible then you know this. You can also sense any other breaches in reality that your prey has moved through in the last lunar month — gateways to places and realms other than the Shadow.The Iron Master Sacred Hunt grants your character the ability to choose which of the Lunacy Conditions she inflicts on humans while hunting the prey.The Storm Lord Sacred Hunt grants your character the ability to clearly perceive prey that is possessed, Urged, or Claimed. If your character looks at a Ridden human who is the prey of the hunt, for example, she will see the spirit coiled up within him.

Resolution: The prey is brought down (a kill is not necessary) or the pack breaks off the Siskur-Dah by taking any significant actions towards ends other than the hunt.

Beat: Your character achieves an exceptional success on an action involving the prey.

Slumbering (Satiety) (B:tP p.321)
Your character has fully sated her Horror (she has ten dots of Satiety). The Horror retreats to the Heart of her Lair, curls up, and goes to sleep. At this point, the Beast is functionally human but knows what she has lost — she is uncomfortable and depressed until she can reawaken her Horror.

Systems: She loses access to all her Atavisms, Nightmares, Beast-specific Merits, and Birthrights. She does not lose access to Kinship abilities, but cannot spend Satiety to power them. She does not gain an Integrity trait but is otherwise human. She cannot spend Satiety for any reason and does not naturally lose Satiety, no matter how many dots of Lair she has.

Resolution: Her Horror needs a significant shock (and a loss of Satiety) to awaken from its slumber. A near-death experience can do this (filling all Health boxes with lethal damage), but easier methods exist. She can collapse one of the Chambers in her Lair (p. 100), which rouses the Horror — it comes charging out of the Heart to investigate. The player rolls 10 dice and subtracts 1 Satiety for every roll that doesn’t come up as a success (10-again does not apply to this roll). The Beast can also enter her Lair, make her way to the Heart, and wake the Horror manually. The Beast does not merge with her Horror as usual while the Slumbering Condition is in effect, and can attack and damage the Horror normally. Anything causes a three points of bashing damage works; the Horror awakens, loses a point of Satiety for each point of damage it suffers, and merges with the Beast. Before this happens, however, the Beast is not immune to her own Lair Traits. Should the Beast die with this Condition, the Horror undergoes the Retreat (p. 234).

Beat: Experiencing a meaningful failure due to human limitations or weaknesses (at Storyteller discretion) grants a Beat, as does being rejected or left behind by supernatural kin.

Soul Shocked (M:tAw p.318; B:tP p.325)
Your character has been killed while on a sojourn outside her physical body, resulting in a shocked sense of self. Upon gaining this Condition, roll her current Willpower points (not dots) as a dice pool. Ignore 10-Again on this roll, and do not roll a chance die if she has no Willpower left. She keeps one Willpower point per success, and immediately loses the remainder. While this Condition is in effect, your character does not regain Willpower from Virtue, Vice, or equivalent traits. She still regains Willpower from rest, surrender, and any other means of regaining Willpower.

Resolution: Regaining full Willpower.

Beat: n/a

Soulless (Persistent) (B:tP p.325; GMC p.186; M:tAw p.318; V:tR p.306)
The character is in the first stage of soul loss. Without a soul, she can’t attempt abjuration, warding, or binding (see p. 231). She is also more susceptible to possession — any dice pools to resist being taken over or possessed by another entity are at a -2 dice penalty. The effects on Integrity and Willpower, though, are more severe. For as long as she has this Condition, she does not regain Willpower through surrender or rest, and her use of Virtue and Vice is reversed. She may regain one Willpower point per scene by fulfilling her Virtue without having to risk herself, and regains full Willpower once per chapter by fulfilling her Vice in a way that poses a threat to herself. Regaining Willpower through Vice, though, is now a breaking point with a -5 penalty unless the character has reached Integrity 1, or an Act of Hubris (roll 1 die) unless she has reached Wisdom 1 for mages. For a vampire, it is a breaking point at Humanity 2.

Resolution: Regain a soul

Beat: You lose an Integrity/Wisdom/Humanity because you indulged your Vice.

Spooked (CoD p.289; GMC p.183; M:tAw p.318; V:tR p.305; B:tP p.325; W:tF p.310)
Your character has seen something supernatural — not overt enough to terrify her, but unmistakably otherworldly. How your character responds to this is up to you, but it captivates her and dominates her focus.

Resolution: This Condition is resolved when your character’s fear and fascination causes her to do some-thing that hinders the group or complicates things (she goes off alone to investigate a strange noise, stays up all night researching, runs away instead of holding her ground, etc.).

Beat: n/a

Starving (Satiety) (B:tP p.321)
Your character has a low Satiety (one to three dots). At this point, the Hunger is a consuming compulsion she cannot “just shake.” It’s always in the back of her mind. The character is raw and dangerous, teetering on the edge of Ravenous.

Systems: The Horror is restless, wandering through the Lair. This prevents the Beast from accessing the Lair as easily; it is in a constant state of flux and harder to pin down. The player suffers a –2 to any attempt to open Primordial Pathways. If the Beast does manage to open the Lair, though, the Horror rushes to join with the Beast, hoping that a feast will follow. While the Beast is in her Lair or otherwise joined with her Horror, add her Lair rating to her Power.

Resolution: Increase Satiety to four or more dots.

Beat: If the character takes an irrational, clearly dangerous, or deeply risky behavior in pursuit of Satiety, take a Beat. As well, if your character hurts a loved one, broodmate, or a character with the Family Ties Condition in pursuit of Satiety, take a Beat

Steadfast (CoD p.289; GMC p.183; M:tAw p.318; B:tP p.325; W:tF p.311)
Your character is confident and resolved. When you’ve failed a roll, you may choose resolve this Condi-tion to instead treat the action as if you’d rolled a single success. If the roll is a chance die, you may choose to resolve this Condition and roll a single regular die instead.

Resolution: Your character’s confidence carries him through and the worst is avoided; the Condition is resolved as described above.

Beat: n/a

Strained (M:tAw p.318)
Your character has narrowly avoided Integrity loss due to witnessing magic. Take –1 to resist the next time you suffer a breaking point and must roll. If you have the Strained Merit, you may opt to not roll, and the Condition will build: each consecutive time you avoid rolling a breaking point contributes an additional –1 to your next breaking point roll, to a maximum of –5. After –5, you can no longer push the horror away, your character snaps, and you automatically roll for the breaking point at –5.

Resolution: The character suffers Integrity loss. Take an additional Beat atop that of the breaking point.

Beat: n/a

Stumbled (V:tR p.306; W:tF p.311)
Your character has hit a complication during an extended action. Each successive roll in the extended action
is at a –3 die penalty. This Condition does not grant a Beat when resolved.

Resolution: The ritual ends.

Beat: n/a

Submissive (W:tF p.311)
Your character faced the full bore of a Rahu’s essence. He’s cowed, and cannot bear to face the Rahu’s fury. He can not directly attack, insult, or defy the Rahu, or the Rahu’s pack, without first spending a Willpower point and making an extended, reflexive Resolve + Composure roll. You may make one roll per turn, but each roll requires an additional point of Willpower. The target number of successes is equal to the Rahu’s Purity. You don’t need to spend Willpower or roll if the Rahu or one of her pack has attacked your character this turn.

Resolution: Suffer a wound penalty from lethal or ag-gravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Subservient (Persistent) (V:tR p.306)
A vampire has pressed down on your will, and you find it hard to resist doing what she wants even when she doesn’t use her supernatural powers of command. She can give you commands as though you were Mesmerized even when you do not have that Condition. You can spend a Willpower point to resist her commands, but she can just Mesmerize you and order you that way. She still needs to use Dominate to alter your memory.

This Condition fades naturally after a week unless the vampire applies it to you again during that time.

Resolution: Take more lethal damage than you have Stamina when following the vampire’s command. Experience a breaking point when following the command and succeed at the roll.

Beat: The vampire makes you do something that you wouldn’t normally do.

Swooned (CoD p.289; GMC p.184; M:tAw p.318; V:tR p.306; B:tP p.326;W:tF p.311)
Your character has butterflies in his stomach. Note this Condition as Swooned (Character). He may have multiple instances of this Condition, reflecting affection for multiple characters. He suffers a -2 to any rolls that would adversely affect the object of his affection. The object of his affection gains +2 on any Social rolls against him. If the object of the Swoon is attempting social maneuvering on the Swooned character, the impression level is considered one higher (maximum of perfect; see p.81).

Resolution: Do something for the object that puts your character in danger; opt to fail a roll to resist a social action by the object.

Beat: N/A

Sibyl’s Tongue (Persistent) (Dark Eras p.78)
During Alexander’s time, the Sibyl’s Tongue is a common Condition among non-Awakened beings with supernatural perceptions. Under its influence, characters may only communicate what they learn through personal supernatural perceptions by speaking in the High Speech — but they cannot understand it. For them, it takes the form of glossolalia, but the Awakened understand the meaning.

A player with the Condition can spend a Willpower point to share information in the form of a riddle or allegory instead — write the verses down and run them by the Storyteller for approval. The end result should be something guessable, but not obvious.

Resolution: Acquire a supernatural template.

Beat: Despite the character’s wishes, the Condition delays others’ understanding for a scene or longer.

Symbolic Focus (W:tF p.311)
Your character is filled with the symbolic power of the rite that she has invoked, becoming a channel for it. She achieves an exceptional success on interactions with spirits with three successes instead of five, and her effective spirit Rank is increased by one.

Resolution: Exceptional success on an interaction with a spirit. Falling into Wasu-Im. Breaking any ban she possesses.

Beat: n/a

Tainted (Vampire Only) (V:tR p.306)
Your character committed diablerie, and now retains traces of her victim’s soul. Once per chapter, the victim can come back to haunt your character and try to force her destruction. This brief burst penalizes any one dice pool by the victim’s Blood Potency dots, or adds to a dice pool opposing your character. This takes the form of subtle manifestations, or whispers that urge and distract. Your character may have multiple instances of this Condition, reflecting different victims.

Resolution: A number of months pass equal to the victim’s Blood Potency score. Every level of aggravated damage your character takes reduces this time by one month.

Beat: n/a

Tasked (Vampire Only) (V:tR p.307)
Your character’s clan, covenant, or family tasked her with a duty, and the responsibility carries weight. Take the 8-again quality on all rolls relating to the task. Any rolls not pertaining to the task lose the 10-again quality.

Resolution: Complete the task; fail the task.

Beat: n/a

Tempted (V:tR p.307)
Your character came close to losing control. Her Beast came at her, and she refused the call. Now, the Beast remains close to the surface. She gets a –1 die penalty to any rolls to resist frenzy. Until she sheds this Condition, each time she resists frenzy, the penalty increases by one. For example, after three successful resistances, note this Condition as “Tempted –3” on your character sheet.

Resolution: Kill. Fall to frenzy. Have a meaningful connection with a Touchstone.

Beat: n/a

Thrall (Persistent) (M:tAw p.318; V:tR p.307; B:tP p.326)
The character has fully succumbed to the effects of soullessness. She may not spend Willpower points for any reason, may not use her Defense in combat, may not spend Experiences, and suffers all the effects of the Broken Condition (see p. 314) as well. Mages can no longer cast spells. The player should only continue playing a character with this Condition if she stands a chance of regaining a soul.

Resolution: Regain a soul.

Beat: Gain a Beat whenever the character is victimized as a result of her Condition.

Triumphant (Mage Only) (M:tAw p.319)
The character has won a Duel Arcane and her triumph radiates through her Nimbus for any Awakened to sense. Until the Condition is resolved, the character gets an exceptional success on three successes rather than five on any Social rolls with any-one in Awakened society aware of the victory.

Resolution: The first time you fail a Social roll with a member of Awakened society, take a Beat, and the Condition ends.

Beat: Gain a Beat any time you throw your success in someone’s face, even if it risks making him angry or resentful.

Unaware (W:tF p.311)
Your character has been dazed and confused, distracted, and internalized. He’s so withdrawn inward, that he cannot notice the proverbial (or literal) wolf at his door. Reduce his Composure by (the Irraka’s Cunning – 1), with a minimum of –1 — if the Irraka has Cunning 4, it reduces Composure by –3.) Possible Sources: The Irraka’s Blissful hunter aspect.

Resolution: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.

Beat: n/a

Unclean (Mage Only - Nemesis) (Dark Eras p.81)
Twisted magic lays bare the sorcerer’s failings to the point where her tools and methods abjure her. They represent gods she’s offended, philosophies she’s defied for the sake of her heart’s desire, or symbols that link her tribe to the wider cosmos. Consequently, she loses access to one of the following Yantra categories: action, place, or tools. She gains no benefit from this category of Yantra and senses a magical miasma blocking her ability to use them.

Resolution: The sorcerer casts a spell as above, and deals with the Condition’s disadvantages for the duration. She may also purify herself at a Hallow, meditating upon her errors. This reduces the duration of the Condition by one degree of severity, to a minimum duration of one hour or scene. (Thus, scene-long versions of the Condition cannot be ameliorated.)

Beat: Earn an Arcane Beat when the Condition ex

Untraceable (W:tF p.311)
Through care and attention to detail, your character leaves little evidence of her passage for others to follow. All attempts to track her suffer –2 dice.

Resolution: This Condition hampers a number of track-ing attempts against her equal to the greater of her Survival or Streetwise.

Beat: n/a

Volatile (Equipment) (CoD p.102)
The equipment the character is using to aid his action is ready to blow at any moment, figuratively or literally. One wrong word, one badly-placed rune, and it’s time to duck and cover. A plan may be Volatile because it backfires terribly, or because a Storyteller character betrays the group, etc. Any failure achieved while benefiting from the equipment is automatically a dramatic failure. The equipment may continue to exist after this Condition is resolved, but if so, its equipment bonus is reduced by two dice. This can create equipment penalties if the original bonus was fewer than two dice.

Resolution: The character suffers a dramatic failure while using the equipment. Plans grant one Beat to each player whose character is involved when this Condition resolves.

Beat: N/A

Wanton (B:tP p.326; V:tR p.307)
Your character wants, for the sake of wanting. He’s distracted with temptations of excess and indulgence. Any Composure or Resolve rolls to resist temptation suffer a –2 die penalty. As well, the character that brought forth this Condition achieves exceptional success on three successes instead of five when making any rolls to tempt your character.

Vampire: This could apply to Majesty rolls as well as mundane social rolls. This Condition fades naturally after a number of nights qual to the Blood Potency of the vampire who caused it. In the case of the predatory aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampire’s own Blood Potency.

After resolving Wanton, your character cannot be subject to this Condition again for a full month.

Resolution: Indulge in something that constitutes a breaking point.

Beat: n/a

Wise (W:tF p.311)
Your character is Wise. She seeks the intelligent, reasoned answer in all things. She looks to past successes and failures, and those successes and failures of others so as to take a smarter course of action. This inspires others to challenge her wisdom, and question her foundation of knowledge. Any rolls to defy or question her advice gain +2 dice. When she’s proven her reason sound, she’s redoubled in her understanding of the world.

Resolution: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Wisdom Renown in automatic successes to any Investigation, Medicine, or Occult action, even if she rolls no successes.

Beat: n/a

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fairfolk
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Re: Conditions List (Resource)

Postby fairfolk » Wed Jan 18, 2017 4:55 am

Hungry
Your character is Hungry. While this condition is active, the character suffers a -2 penalty to resist frenzy. In addition, the presence of blood risks frenzy for your character. Any time a your character is exposed to a new source of blood, roll to resist.
Trigger: The character has Vitae 4 or Less
Resolution: Find blood to raise your vitae over 4, or reduce your vitae to 2 and take the Starving Condition.
Beat: Your character frenzies due to the need for blood.

Starving
Your character is starving. Maybe he hasn't eaten in days. Maybe he simply overused his powers to the point where he is barely able to stand. Either way, he needs to eat, and fast. While this condition is active, the character suffers a -4 penalty to resist frenzy. In addition, the presence of blood risks frenzy for your character. Any time a your character is exposed to a new source of blood, roll to resist.
Trigger: The character has Vitae 2 or Less
Resolution: Find blood to raise your vitae over 2
Beat: Your character frenzies due to the need for blood.


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