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CONDITION CARDS

Credits
Writers: Dave Brookshaw, N. Conte, Susann Hessen, David
A Hill Jr, Alec Humphrey, Danielle Lauzon, Michelle Lyons-
McFarland, Matthew McFarland, Mark Stone, Travis Stout,
Stew Wilson, Eric Zawadzki

Developers: Rose Bailey and Matthew McFarland

Editor: Michelle Lyons-McFarland

Artists: Borja Puig Linares, Andrew Trabbold, Vince Locke,


Cathy Wilkins, Chris Bivins, Mauro Mussi, Sam Araya, Alida
Saxon, and Mike Chaney

Art Direction and Design: Mike Chaney

Creative Director: Richard Thomas

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CONDITION CARDS CONDITION CARDS CONDITION CARDS

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While most Unchained emotionally distance themselves from You’ve jacked an angel’s Cover, but you’re still connected to You’ve attracted too much of the wrong kind of attention
their angelic past to some extent, Integrators don’t. Instead, the God-Machine’s information networks. The good news is and someone you trusted can’t let that go on. The Storyteller
many spend at least some time actively trying to remember you don’t need to (and in fact can’t) spoof angels with your chooses a Storyteller character you had previously consid-
what angelhood was like. For this reason, devoted Idealists Cover: you automatically register as a fellow angel to their ered an ally. That character betrays you to the God-Machine
have greater insight into the psychology of the angel than senses. The bad news is that the God-Machine knows exact- or its agents at the worst possible time — maybe it’s a new
EMPATHY

other Agendas, which they may call upon to their advantage. ly where you are at all time. Any time you gain a Condition development, maybe your “ally” was a double-agent the
as a result of a compromise, you gain the Blown Condition. whole time. Your betrayer gets the 8-again rule on all rolls
ANGEL

• Beat: Take a Beat when the character puts the ring at against you.
risk or makes the ring vocally or actively suspicious of Resolution: Either complete the task the angel was origi-
his motives. nally created for (you know what that task is when you suc- Beat: Your betrayer does something that inconveniences
cessfully angel-jack) or get access to a piece of Infrastructure you, puts you in danger, or ruins your plans.
• Resolution: The character can place himself in an that can disconnect you from the God-Machine. Resolving
angel’s mindset, understanding its actions and plans this Condition gives you a Cover Beat, applicable to the new Resolution: Kill the traitor, convince them to turn on their
by his own memories and analysis of its behavior. Cover. new masters for you, or take a new Cover identity.
Upon resolving this Condition, the player gains a +3
bonus to any roll to evade, outwit, persuade, or learn
the bane/ban of an angel. This bonus does not apply
to combat rolls made against angels, however.
A Watcher is always planning and preparing, analyzing The character is a member of the Tempters and probably an The jig is up. The God-Machine knows your Cover is just that.
edge cases and counter measures and performing statisti- associate of one of their secret societies. Through this mem- It might not be actively hunting you, not yet anyway, but you
cal analyses — all in her head. Other demons are frequently bership, he has access to the Decadents’ extensive network can’t hide from it any longer. Even if you have multiple Cov-
impressed by the Inquisitors’ preparedness for events they of friends and favors owed, giving him threads to pull all er identities, the God-Machine has your frequency and the
believe nobody could have predicted. over the city. only way to lose it is to destroy the compromised cover. You
can’t spoof angels, God-Machine cultists, or anyone with the
• Beat: The Inquisitor gains a Beat when the character • Beat: Gain a Beat when the character delegates a Unseen Sense (God-Machine) Merit.
poses a question to one or more members of his ring task, talks someone into taking a risk on his behalf, or
that leads them to reconsider or change their course of otherwise avoids getting his hands dirty directly. Beat: Angels or God-Machine agents discover you.
action
• Resolution: The character knows someone every- Resolution: Destroy your Blown Cover identity.
• Resolution: The character can make a leap of logic, where. With a single phone call or a word in the right
connecting disparate clues into a revelatory truth. Re- ear, the character can gain instant VIP treatment. He
solve this Condition to gain information from the Story- enjoys a +3 bonus to a Social roll where VIP status
teller about how the current situation. would be a significant benefit, such as being admitted
into an establishment that caters to a restricted clien-
tele, cutting red tape, or similar.
The Character is not a member of any Agenda. In a world A talented Saboteur quickly picks up a keen eye for the seams You’ve used Legend to cheat your way to the sort of thing
ruled by a hostile God-Machine, voluntarily giving up a where the world is stitched together and knows just what to that should come naturally to your Cover, and it’s left you
source of allies can be dangerous. say or do to make the houses of cards around her collapse. feeling hollow. You suffer a –1 cumulative penalty each time
you use Legend again until you resolve the Condition.
• Resolution: The character joins an Agenda. • Beat: Gain a Beat when the character draws atten-
tion to herself by destroying, unsettling, or destabiliz- Resolution: Buy a dot in a Merit or Skill you impersonated
• Beat: The character experiences difficulty that could have ing a system. The attention doesn’t have to be from using Legend. Resolving this Condition gives you a Cover
been partially or completely negated by joining an Agenda. the God-Machine or its agents, nor does it have to be Beat.
immediately dangerous, but it should at least be incon-
venient or cause some conflict.
• Resolution: The character knows just what to do to
turn harmony into dissonance. This may be just the
words needed to start a fight, what buttons to press
to set off alarms, or where in the machinery to toss her
shoe to cause it to start tearing itself apart. After per-
forming an action intended to create chaos, the player
enjoys a +3 bonus on the relevant Skill roll.
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You’ve drawn too much attention, and just being around you Your character cannot get her bearings and dealing with Whatever you did or saw, something inside you snapped.
is a risk to your demonic allies. While in your presence, other simple tasks is daunting. The character is at a –2 penalty to You can barely muster up the will to do your job anymore,
BLACKBALLED

demons suffer a –2 penalty on compromises. any Physical action. She can defend herself normally, but and anything more emotionally intense than a raised voice
DISORIENTED

her disorientation prevents her from making ranged attacks makes you flinch and back down. Apply a –2 to all Social
Resolution: Gain a dot of Cover or convince a fellow de- at all. rolls and rolls involving Resolve and a –5 to all use of the

(PERSISTENT)
mon, player character, or otherwise to help you despite the Intimidation Skill.

BROKEN
risk. Resolution: The character finds something to help her ori-
ent herself to her surroundings, such as a familiar landmark Resolution: Regain a dot of Integrity, lose another dot of
or a friend. If a supernatural power caused this Condition, Integrity, or achieve an exceptional success on a breaking
then it resolves when the power ends. point.
Beat: n/a Beat: You back down from a confrontation or fail a roll due
to this Condition.
The God-Machine or one of its agents is suspicious of you. Your character is preoccupied with something and has a Your character is missing a portion of her memory. An entire
It doesn’t know for sure that you’re a rogue angel, but it’s hard time refocusing on a new situation. The character is at period of her life is just gone. This causes massive difficulties
got you marked as a potential problem. Attempts to spoof a –3 penalty to all actions that are not his main focus. He with friends and loved ones.
CAPTIVATED

agents of the God-Machine suffer a –3 penalty. also takes a –3 penalty to Defense since he is too distracted
to defend himself. Resolution: You regain your memory and learn the truth.

(PERSISTENT)
FLAGGED

AMNESIA
Resolution: Convince an agent of the God-Machine that Depending on the circumstances, this may constitute a
you’re an ordinary human without spoofing it. Resolution: The character stops using Clairvoyant Sight. If breaking point.
he does not, then this Condition resolves when the character
choses to fail an action due to his distraction, or relents to a Beat: Something problematic arises, such as a forgotten
single action taken against him. arrest warrant or old enemy.
Beat: n/a
Your actions have alerted the God-Machine to your pres- You’re under active surveillance by enemy agents. They’re Your character is addicted to something, whether drugs,
ence and it has sent its destroying angels to scour you from under orders just to observe for now. At the beginning of gambling or other destructive behaviors. Some addictions
the Earth. The Storyteller chooses either one greater angel each chapter, the Storyteller rolls a dice pool equal to (10 are more dangerous than others, but the nature of addiction

SURVEILLED
(Rank 4–5), 3–5 lesser angels (Rank 2–3), or 10–15 cult- – your current Cover rating). Successes accumulate over the is that it slowly takes over your life, impeding functionality. If
ists. These antagonists know where you were when you com- course of the story. Once the Storyteller has accrued a num- you are addicted, you need to indulge your addiction reg-

ADDICTED
(PERSISTENT)

(PERSISTENT)
promised your Cover and have a general description of your ber of successes equal to your current Cover, resolve this ularly to keep it under control. A specific addiction should
HUNTED

identity. Their sole motivation is to hunt you down by any Condition and gain the Hunted Condition instead. be chosen upon taking this Condition; characters can take
means necessary and destroy you. this Condition multiple times for different addictions. Being
Resolution: Let the Storyteller accrue successes as de- unable to feed your addiction can result in the Deprived
Beat: The pursuers find and attack you. scribed above, or find and nullify the enemy’s means of sur- Condition (p. 309).
veillance. This Condition does not resolve at the end of a
Resolution: Kill your pursuers or permanently lose them. story, but the successes accumulated do reset to zero. Resolution: Regain a dot of Integrity, lose another dot of
Permanently losing them is probably an extended and con- Integrity, or achieve an exceptional success on a breaking
tested action, but the particulars will depend on the context point.
of the story.
Beat: Your character chooses to get a fix rather than fulfill
an obligation.
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Your character has made inroads with a specified group. Your character has a secret from his past that could come Your character has a breadth of research information based on
While she has this Condition, she gets a +2 to all rolls relat- back to haunt him. If this secret gets out, he could be os- the topic she investigated. When you make a roll relating to the
EMBARRASSING

ing to that group. Alternately, she can shed this Condition to tracized or maybe even arrested. If it becomes known, this topic, you may choose to resolve this Condition. If you resolve it
gain a one-time automatic exceptional success on the next Condition is exchanged for Notoriety (p. 310). and the roll failed, it is instead considered to have a single suc-
CONNECTED

roll to influence or otherwise take advantage of the group. cess. If it succeeded, the roll is considered an exceptional success.
(PERSISTENT)

INFORMED
Once Connected is resolved, the character is considered to Resolution: The character’s secret is made public, or the
SECRET

have burned her bridges and is no longer an accepted mem- character does whatever is necessary to make sure it never The roll that benefits from the Informed Condition can be any
ber. The character may be able to regain Connected with comes to light. relevant Skill roll. For example, a character with Informed
the specified group per Storyteller approval. (Werewolves) might gain its benefits when using researched
Beat: n/a information to build a silver bear trap with the Crafts Skill.
Example Skills: Politics, Socialize Combat rolls cannot benefit from this Condition.
Resolution: The character loses her membership or other- Example Skills: Academics, Investigation, Occult, Science
wise loses her standing with the group.
Resolution: Your character uses her research to gain infor-
Beat: The character is asked to perform a favor for the mation; the Condition is resolved as described above.
group that inconveniences her.
Beat: n/a
Your character has established an extensive bond with a Your character suffers from an addiction. She is unable to Your character is experiencing deep-seated feelings of guilt
specific animal. She gains +2 on any rolls to influence or get her fix, however, leaving her irritable, anxious, and un- and remorse. This Condition is commonly applied after a
persuade her bonded animal. It may add your Animal Ken able to focus. Remove one from her Stamina, Resolve, and successful breaking point roll. While the character is under
to any rolls to resist coercion or fear when in your character’s Composure dice pools. This does not influence derived traits; the effects of this Condition, he receives a –2 to any Resolve
presence. The animal may add your character’s Animal Ken it only influences dice pools that use these Attributes. or Composure rolls to defend against Subterfuge, Empathy
DEPRIVED

to any one die roll. or Intimidation rolls.


BONDED

GUILTY
Resolution: Your character indulges her addiction.
Resolution: The bonded animal dies or is otherwise part- Resolution: The character confesses his crimes and makes
ed from the character. Beat: n/a restitution for whatever he did.
Beat: n/a Beat: n/a
Whatever you did or saw, something inside you snapped. Your character has limited or no ability to walk. Her Speed Something terrible happened. Rather than deal with it or
You can barely muster up the will to do your job anymore, trait is effectively 1. She must rely on a wheelchair or oth- let it break you, your mind shuts it out. You are prone to
and anything more emotionally intense than a raised voice er device to travel. A manual wheelchair’s Speed is equal blackouts and lost time. Whenever circumstances become
makes you flinch and back down. Apply a –2 to all Social to your character’s Strength and requires use of her hands. too similar to the situation that led to your gaining this Con-
rolls and rolls involving Resolve and a –5 to all use of the Electric wheelchairs have a Speed of 3, but allow the free dition, the player rolls Resolve + Composure. If you fail the

DISABLED
(PERSISTENT)

(PERSISTENT)

(PERSISTENT)
Intimidation Skill. use of the character’s hands. roll, the Storyteller controls your character for the next scene;
BROKEN

your character, left to his own devices, will seek to avoid the

FUGUE
Resolution: Regain a dot of Integrity, lose another dot of An injury can cause this Condition temporarily, in which conflict and get away from the area.
Integrity, or achieve an exceptional success on a breaking case it is resolved when the injury heals and the character
point. regains mobility. Resolution: Regain a dot of Integrity, lose another dot of
Integrity, or achieve an exceptional success on a breaking
Beat: You back down from a confrontation or fail a roll due Resolution: The character’s disability is cured by mundane point.
to this Condition. or supernatural means.
Beat: You enter a fugue state as described above.
Beat: Your character’s limited mobility inconveniences your
character and makes her slow to respond.
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Your character has no idea where she is or how to reach Whether or not your character actually did something hei- Your character has seen something supernatural — not overt
her target. Characters with the Lost Condition remove one nous in the past, the wrong people think he did and now enough to terrify her, but unmistakably otherworldly. How
die from their Composure dice pools. This does not influence he’s ostracized by the general public. Your character suffers your character responds to this is up to you, but it captivates
derived traits; it only influences dice pools that use these At- a –2 on any Social rolls against those who know of his no- her and dominates her focus.
NOTORIETY

tributes. A Lost character cannot make any headway toward toriety. If using Social maneuvering (p. 314), the character

SPOOKED
her goal without first navigating and finding her place. This must open one extra Door if his target knows of his notoriety. Resolution: This Condition is resolved when your charac-
requires a successful Wits + Streetwise action (in the city) or ter’s fear and fascination causes her to do something that
LOST

Wits + Survival action (in the wilderness). Example Skills: Subterfuge, Socialize hinders the group or complicates things (she goes off alone
to investigate a strange noise, stays up all night researching,
Resolution: Your character gives up on reaching her Resolution: The story is debunked or the character’s name runs away instead of holding her ground, etc.).
intended destination, or she successfully navigates as de- is cleared.
scribed above. Beat: n/a
Beat: n/a
Beat: n/a
Your character has been blackmailed, tricked, convinced, Your character cannot speak. Any communication must be Something has severely frightened your character. Any time
or otherwise leveraged into doing what another character done through writing, gestures, or hand signs. Illness, injury, your character is taking an action where that fear might hin-
wishes. You may have the Leveraged Condition multiple or supernatural powers can inflict this Condition on a tem- der her, you may opt to fail the roll and resolve this Condi-
times for different characters. Any time the specified char- porary basis. tion. This Condition can be imposed by undergoing a break-
LEVERAGED

acter requests something of you, you may resolve this Con- ing point roll.
(PERSISTENT)

dition if your character does as requested without rolling to Resolution: The character regains her voice through mun-

SHAKEN
resist. dane or supernatural means. Example Skills: Brawl, Firearms, Intimidation, Weaponry
MUTE
Example Skills: Empathy, Persuasion, Subterfuge Beat: Your character suffers a limitation or communication Resolution: The character gives into her fear and fails a
difficulty that heightens immediate danger. roll as described above.
Resolution: Your character may either resolve the Condi-
tion by complying with a request as above, or if you apply Beat: n/a
the Leveraged condition to the specified character.
Beat: n/a
Your character is deeply inspired. When your character Your character saw or did something that jarred her loose Something’s on your character’s mind and she just can’t
takes an action pertaining to that inspiration, you may re- from reality. This isn’t a mental illness born of brain chem- shake it. She gains the 9-again quality on all rolls related
solve this Condition. An exceptional success on that roll re- istry — that, at least, might be treatable. This madness is the to pursuing her obsession. On rolls that are unrelated to her
quires only three successes instead of five and you gain a product of supernatural tampering or witnessing something obsession, she loses the 10-again quality. Obsession can be

OBSESSION
point of Willpower. that humanity was never meant to comprehend. The Story- a temporary quality per Storyteller approval.

(PERSISTENT)

(PERSISTENT)
INSPIRED

MADNESS
teller has a pool of dice equal to 10 – (character’s Integrity).
Example Skills: Crafts, Expression Once per chapter, the Storyteller can apply those dice as a Resolution: The character sheds or purges her fixation.
negative modifier to any Mental or Social roll made for the
Resolution: You spend inspiration to spur yourself to great- character. Beat: Character fails to fulfill an obligation due to pursuing
er success, resolving the Condition as described above. her obligation.
Resolution: Regain a dot of Integrity, lose another dot of
Beat: n/a Integrity, or achieve an exceptional success on a breaking
point.
Beat: The character fails a roll because of this Condition.
CONDITION CARDS CONDITION CARDS
Your character is attracted to someone and is vulnerable
where they are concerned. He may have the proverbial “but-
terflies in his stomach” or just be constantly aware of the ob-
ject of his affection. A character may have multiple instances
of this Condition, reflecting affection for multiple characters.
SWOONING

He suffers a –2 to any rolls that would adversely affect the


specified character, who also gains +2 on any Social rolls
against him. If the specified character is attempting Social
maneuvering on the Swooning character, the impression level
is considered one higher (maximum of perfect; see p. 314).
Example Skills: Persuasion, Subterfuge
Resolution: Your character does something for his love in-
terest that puts him in danger, or he opts to fail a roll to resist
a Social action by the specified character.
Beat: n/a
Your character is confident and resolved. When you’ve
failed a roll, you may choose resolve this Condition to in-
stead treat the action as if you’d rolled a single success. If
the roll is a chance die, you may choose to resolve this Con-
STEADFAST

dition 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

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