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You're addicted to something, and

must indulge that addiction


regularly to avoid becoming
Deprived.
Recover or lose a dot of Memory, or
exceptional success on a break.
Chase a fix instead of fulfilling an
obligation.
You're missing a portion of your
memory, causing problems with
friends and family.

Regain your memory and learn the


truth.
A problem from your lost period
emerges.
You can't see. Use a chance die on
sight rolls, or take -3 to use another
sense. In combat, suffer the
Blindness tilt.
Regain your sight.

Your lack of sight limits or


inconveniences you.
You're emotionally shattered. Take
-2 to social rolls and Resolve rolls,
and -5 to Intimidation rolls.

Recover or lose a dot of Memory, or


exceptional success on a break.
Back down from confrontation, or
fail due to this condition.
You've bonded with a specific
animal. Take +2 to influence it. It
adds your Animal Ken to resist
coercion or fear.
The animal dies or is otherwise
separated from the character.
You have an in with a certain
group. Take +2 to pertinent rolls,
or discard this condition for an
exceptional success.
Lose your membership or standing
with the group, or discard as above.
The group asks you to do something
inconvenient.
Your ability to walk is impaired.
You have Speed 1, or can use a
wheelchair (manual Speed
Strength, electric Speed 3).
The disabling injury heals, or the
disability is somehow cured.
Your limited mobility makes you
slow to respond.
You suffer from an addiction and
fell into withdrawal. Take -1 to
dice pools using Resistance
Attributes.
Indulge your addiction.
You have a dark and threatening
secret. If it were to come out, the
condition would transform into
Notoriety.
The truth outs, or you bury the
secret so that it will never be
discovered.
You're prone to blackouts and lost
time. Roll Resolve + Composure to
retain conscious control in the face
of the harrowing stimulus.
Recover or lose a dot of Memory, or
exceptional success on a break.
Fail the roll and enter a fugue state,
avoiding the stimulus for a scene.
You're afflicted by deep remorse.
Take -2 to Resolve or Composure
rolls to resist Subterfuge, Empathy
or Intimidation.
Confess your crimes and make
restitution for whatever you did.
You have access to a breadth of
information on a topic. On a
relevant roll, end the condition to
step a failure up into a success or a
success into an exceptional success.

Put your research to use as


described above.
You feel inspired. On a relevant
roll, end the condition to gain a
point of Willpower and reduce the
threshold of exceptional success
from five to three.

Express your inspiration as


described above.
You're been coaxed or coerced into
doing what somebody else wishes.

Give in to one of the person's


leveraged requests without
resistance, or apply the Leveraged
condition to them.
You don't know where you are. Take -
1 to Composure rolls. Roll Wits +
(Streetwise or Survival) to find your
way to your goal.
Give up on reaching your
destination, or succeed in
navigating there as described above.
Supernatural horror has unhinged
you. The ST gets (10 - Memory)
dice to subtract from your mental
or social pools per session.

Recover or lose a dot of Memory, or


exceptional success on a break.

Fail due to Madness penalties.


You can't speak and must
communicate through writing,
gestures, or hand signs.

Regain the ability to speak.

Danger is exacerbated by the


limitations of communication.
You're ostracized by the public.
Dealing with people who know
your infamy, take -2 to social rolls
and you must open one extra door.
Clear your name.
Your mind is focused on one thing.
Take 9-Again on rolls pertaining to
your obsession and do not reroll 10s
on other rolls.
Shed or purge your fixation.

Attend to your obsession instead of


fulfilling an obligation.
You feel true fear.

You may choose to give into your


fear and fail a roll on which fear
hinders you. This resolves the
condition.
You're creeped out and fascinated
by a brush with the supernatural.

Do something that hinders the


group or complicates things due to
your fear or fascination. (Go off
alone, run away, stay up all night
researching.)
You're confident and driven. End
this condition to transform a
chance roll into a one-die roll, or a
failure into a single success.
Use your confidence to carry you
through as described above.
You're wild about someone. Take -
2 to any roll that adversely affects
them. They get +2 on social rolls
against you, and treat your
impression level as one higher.

Put yourself in danger for your love,


or choose to fail social resistance
against them.
Your arm goes numb. Drop what's in it. You can't
use it to attack and suffer off-hand penalties for
manual dexterity. On both arms, physical actions
take -3 except for manual dexterity, which is
reduced to a chance die.
Targeted blows to the arm (-2) or hand (-4) that
inflict, respectively, over Stamina damage or any.

Heal the damage that inflicted the tilt,


or if aggravated, get a new arm.
Can run, Dodge and apply Defense, but
must spend Willpower per violent or
aggressive action.

Any amount of lethal damage, or


bashing damage in excess of Stamina.
Surrender. Recover a Willpower and
take a beat.
You can't see. -3 to rolls relying on
vision, including attacks. Half Defense.
If both eyes are affected, -5 and no
Defense.
Damage the eyes (-5). Dirty trick: Dexterity +
Athletics - Defense - 3 (lasts for one turn).

Heal the damage that inflicted the tilt,


or if aggravated, recover your eye.
Perception rolls and ranged attacks suffer
-1, plus -1 for every ten yards. Every four
inches of snow inflicts -1 to physical
rolls involving moving through snow.
Weather patterns.

See above. Snow equipment can reduce


penalties by 1 to 3 dice.
You can't hear. -3 to hearing-based
perception rolls for one ear. For two ears
this becomes a chance die and combat
rolls suffer -2 from disorientation.
Targeted attack on the ear (-4). Especially loud
noises at 10 feet, or closer for supernatural hearing.

Wait 10 - (Stamina + Resolve) turns, or


heal the damage that caused the tilt.
You're drug-addled. For a general
narcotic, take -2 to Speed and Defense
and -3 to combat rolls. Ignore wound
penalties.
Dexterity + Weaponry attack with an improvised
delivery (-1), possibly targeting specific body part.

General narcotic lasts for 10 - (Stamina + Resolve)


hours, halved by medical help.
Dexterity rolls and Defense take -1 to -5 depending
on severity. Take 1 to 3 points of lethal damage per
turn. Reflexively roll Stamina + Athletics to reduce
to bashing, or on exceptional success cancel damage.

Seismic activity. The Dust Beneath Feet


Utterance.
Rarely lasts longer than a minute (20
turns).
Freezing temperatures. Can't heal
bashing damage, or half enhanced
healing rate. -1 penalty per hour. After 5
hours, 1 point of lethal damage per hour.
A walk-in freezer or a chilled lake.

Find a source of warmth.


Blistering temperatures. Can't heal
bashing damage, or half enhanced
healing rate. -1 penalty per hour. After 5
hours, 1 point of lethal damage per hour.
Strand someone in the desert.

Find shade or relief.


-2 penalty to physical rolls per foot of
liquid. May need to swim (Dexterity +
Athletics) or hold breath (Stamina
turns, followed by Stamina roll per turn).
Blow up a dam. The Water of Life and
Death Utterance.
Seek high ground or drain the flooding.
Torrential rains. -3 penalty to sight and
hearing rolls. An hour or more may
cause the Flooded tilt.

Magic powers or a weather machine.

Get indoors or find shelter.


-3 to hearing rolls. -1 (tropical storm) to -5
(tornado) penalty to physical and Drive rolls. Equal
amount of bashing damage per turn. Reflexive
Dexterity + Athletics roll to avoid.

The biggest fan ever.

Seek shelter.
The ground is ice-slick. Half Speed and take -2 to
physical rolls and Defense. Increase the penalty to -
4 to move at full Speed. Dramatic failures on
physical rolls cause Knocked Down. Half
Acceleration and -5 to Drive rolls.
Dexterity + Crafts can improvise lubricant to spill.
Under Extreme Cold, water suffices.

Get off the ice, melt it, or apply salt or


gravel for traction.
You can't move. No Defense. Can't take
combat actions. If you're held down, you
can spend Willpower to deliver a head-
butt.
Apply the Restrain grappling maneuver.

Break Free from the grapple or break bindings with


Strength + Athletics - Durability. -2 if limbs bound.
Panic attack or psychotic break. Act
last. +1 to combat rolls. Double
Willpower costs.

Witness horrific events and fail Resolve +


Composure. Breaking points. Supernatural powers.

End the scene, or seek calm: contest Resolve +


Composure against (10 - Willpower). Lose Defense.
You're unconscious, frozen or
enraptured. Cannot take actions. Can
apply Defense. Spend Willpower to act
normally for one turn.
Supernatural powers. Administration of a
hallucinogen with Dexterity + Weaponry - 1.

Get hurt or end the scene.


You're prone. Lose your action this turn.
You can still attack at a -2 penalty.
Ranged attacks on you suffer a -2
penalty, but close attacks get +2.
Knockdown weapons. +2 melee/+3 ranged weapons.
Sweep the legs (-2). In any case, do half damage.

Take an action to stand up. If you haven't acted yet,


roll Dexterity + Athletics - Weapon to avoid the tilt.
Your leg is hurt. Half Speed and suffer -2 to Defense
and physical movement rolls. If both legs, suffer
Speed 1 and add Knocked Down. You can't get
back up and moving takes a full action. Physical
movement rolls become chance dice.
Targeted blows to the leg (-2) that
inflict greater damage than Stamina.
Heal the damage that inflicted the tilt,
or if aggravated, get a new leg.
Moderate poisons inflict 1 point of
bashing damage per turn. Grave poisons
inflict lethal damage.

Force-feed poison using Dexterity +


Weaponry - 1.
Roll Stamina + Resolve reflexively to avoid damage
for one turn. -3 if you act. The Seeds of Life Utterance.
Moderate sickness like a cold or hangover inflicts -1
to all actions, increasing by 1 every two turns.
Grave sickness, like pneumonia or cancer, does the
same and also inflicts 1 point of bashing damage per
turn.
Microbes. The Kiss of Apep Utterance.

Not in the middle of combat, generally.


You're dazed. Lose your next action and
half Defense until you next act after that.

Take damage equal to Size in one hit. Stun weapons double


modifier for this check. Headshots (-3) count Size as -1.

Pass a turn, or spend Willpower to


ignore it and take -3 to your action.
This person, place or thing is a ghostly
anchor. The ghost doesn't bleed Essence
within (Rank x 3) yards.

All ghosts have an Anchor. Influence 4. The Chthonic


Dominion or Words of Dead Fury Utterances.

Destroy the Anchor. Resolve unfinished


business. Abjure to suppress the Anchor.
This location resonates with the nature
of a spirit. The spirit doesn't bleed
Essence within the resonant area.

Match a spirit Influence. Summoning spirits or


Influence 4 temporarily creates resonance.

Cease to reflect the spirit's Influence.


Abjure or exorcise to temporarily suppress.
This person, place or thing is God
Machine infrastructure. Angels don't
bleed Essence in the vicinity.

God Machine projects and the Destiny Merit create


infrastructure. Influence 4 temporarily creates it.

Wreck the God Machine's project.


Attack linchpins.
This Anchor, Resonance or
Infrastructure is conditioned to accept
Fettering or Manifestation.

Extended actions for a number of scenes equal to


Rank or Resolve. Influence 3 can temporarily Open.

Exorcism. The removal of the Anchor,


Resonant or Infrastructure condition.
This Open entity has been conditioned
through repeated possession to permit
being claimed.

Full duration Possessions equal to the


subject's Willpower.
Exorcism. The use of the ephemera's
bane.
The spirit is reaching across the Gauntlet and can
use Influences and certain Numina across worlds.
Those who perceive Twilight can roll Wits +
Composure to sense reaching.

The Reaching Manifestation.

End the scene. Abjure (-3).


An Avernian gate opens between the living world
and the Underworld. Ghosts recover one Essence
per scene around it, and those without Anchors can
enter the world.

The Avernian Gateway Manifestation (requires Open).


The key to an Avernian gate. Supernatural powers.

End the scene. Exorcism.


A verge has opened between the
material realm and the Shadow. Anyone
can cross between realms.

The Shadow Gateway Manifestation


(requires Open). Supernatural powers.
End the scene. Exorcism.
The ephemera has taken corporeal form, exiting
Twilight. It does not bleed Essence, but must
remain within an Open area or within (Rank) yards
of an Open person or object. Lasts one hour per
success.
The Materialize Manifestation (requires
Open).
Duration ends. Tag it with its bane.
Remove the Open condition.
The ephemera is connected to an object or creature
and must remain in Twilight within five yards. It
doesn't bleed Essence. It can only use Influences or
Numina on its fetter, but Influences cost one less
Essence to use.
The Fetter Manifestation (requires
Open).
Destroy or kill the fetter. Exorcism. The Unfetter
Manifestation. Remove the Open condition.
This creature is the fetter of an ephemeral being. It can
read the creature's thoughts by contesting Power +
Finesse against Resolve + Supernatural Tolerance, or
urge it towards actions against Resolve + Composure +
1. Following the urge gives a beat.
The Fetter Manifestation (requires
Open).
Remove the Fettered condition.
This object or creature is possessed by an ephemeral
being. Living hosts suffer lost time. The entity can't
use Influences or Numina, but doesn't bleed
Essence. It can heal non-aggravated damage to the
host with points of Essence.
The Possess Manifestation (requires
Open).
End the scene. Destroy the host. Force the entity to
flee with an abjuration, exorcism, bane or ban.
This object or creature has been merged with an
ephemeral being. The gestalt mutates over days,
raising Attributes to match the ephemera's. It may
use Influences but not Numina or Manifestations. It
does not bleed Essence.
The Claim Manifestation (requires
Controlled).
Non-living host runs out of days in Attribute dots.
The entity successfully abandons the host.

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