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Evil Eye (••) Effect: Your character can inflict paralysis on her enemies with her baleful stare.

As an
attack, roll a contested Wits + Occult versus the opponent’s Resolve + Composure. If suc-cessful, apply the
Insensate Tilt to the victim for turns equal to successes. Drawback: Sacrifice your Defense any turn you use
Evil Eye. If an opponent has charms or other supernatural pro-tection from curses apply a +3 bonus to his
contested roll.

Doppelganger (•••) Prerequisites: Biokinesis •, Subterfuge ••• Effect: Your character has the
ability to perfectly imitate others. This goes beyond simple disguise; she studies every detail of her subject’s
appearance and personality until she can replicate it flawlessly. Spend a point of Willpower and roll
Manipulation + Subterfuge. Any mundane attempts to distinguish her from her victim are penalized by dots
in Biokinesis for a number of scenes equal to successes rolled. Suggested Modifiers: Victim and character
have similar appearances (+1), victim has 10 or more years difference in age with character (–2), victim
presents as a different gender than character (–2), character or victim has unhealed damage (–3), character
or victim has missing limbs or visible impairments (–5)

Evil Eye (••) Effect: Your character can inflict paralysis on her enemies with her baleful stare. As an
attack, roll a contested Wits + Occult versus the opponent’s Resolve + Composure. If suc-cessful, apply the
Insensate Tilt to the victim for turns equal to successes. Drawback: Sacrifice your Defense any turn you use
Evil Eye. If an opponent has charms or other supernatural pro-tection from curses apply a +3 bonus to his
contested roll.

Condiçoes

Betrayed (Persistent)
You’ve attracted too much of the wrong kind of attention
and someone you trusted can’t let that go on. The Storyteller
chooses a Storyteller character you had previously considered
an ally. That character betrays you to the God-Machine
or its agents at the worst possible time — maybe it’s a new
development, maybe your “ally” was a double-agent the whole
time. Your betrayer gets the 8-again rule on all rolls against you.
Beat: Your betrayer does something that inconveniences
you, puts you in danger, or ruins your plans.
Resolution: Kill the traitor, convince them to turn on their
new masters for you, or take a new Cover identity.

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.

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