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CONDITION CARDS CONDITION CARDS CONDITION CARDS

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ARCADIAN DREAMS

Visions of the Avowed’s promise-bound haunt Your character acts on primal, physical impulses. Whatever your character did or saw, something in-
her. In the Hedge, she has a general knowledge of Frightening things make him run. He meets aggres- side him snapped. He can barely muster up the will to
what direction to travel in to reach him and gains sive threats with violence and anger. Take a –2 to do his job anymore, and anything more emotionally
+1 to navigate the Hedge toward him. She feels his all rolls to resist physical impulse. As well, take a intense than a raised voice makes him flinch and back
PERSISTENT CONDITION

PERSISTENT CONDITION
BESTIAL

BROKEN
pain as though it were her own. –2 to Defense due to impulsive action. Any rolls down. Apply a −2 to all Social rolls and rolls involving
Resolution: The Avowed reunites with her to compel your character to impulsive, aggressive Resolve, and a −5 to all use of the Intimidation Skill.
CONDITION

promise-bound, or he dies before that happens, in action or escape achieve exceptional success on Possible Sources: Severe Clarity damage in any
which case she knows about it immediately. The latter three successes instead of five. of your three rightmost boxes.
constitutes a breaking point for the fae-touched. Resolution: Cause damage in someone’s last Resolution: Regain a dot of Integrity, lose another
Beat: Choose to fail any roll. These failures occur three Health boxes. dot of Integrity, or achieve an exceptional success on
due to distracting suffering by proxy, or a poignant a breaking point; for changelings, increase maximum
reminder of a vision in the current situation, which Clarity, or achieve exceptional success on a roll to
the player can come up with on the fly. contest a fae power.
Beat: Your character backs down from a confron-
tation or you fail a roll due to this Condition.
Your character is missing a portion of her memory. Your character has a spark of berserk rage lit Your character has established an extensive bond
An entire period of her life is just gone. This causes within her. The fury inside demands that she lash with an animal. Gain +2 on any rolls to influence
massive difficulties with friends and loved ones. out, and the descending red mist makes it hard to or persuade the animal once per scene. The animal
tell friend from foe. Each turn, she must succeed at a may add her Animal Ken to any rolls to resist co-
PERSISTENT CONDITION
AMNESIA

Changelings with this Condition add two dice to


BERSERK

BONDED
Clarity damage rolls. Resolve + Composure roll or attack the nearest target ercion or fear when in your character’s presence.
with whatever weapons she has to hand. Even if she The animal may add your character’s Animal Ken
CONDITION

CONDITION
Resolution: You regain your memory and learn succeeds, she suffers a −3 penalty on all actions to any one die roll.
the truth. Depending on the circumstances, this may other than attacking the nearest target.
constitute a breaking point. Example Skills: Animal Ken
Changelings with this Condition add one die to Resolution: The bonded animal dies.
Beat: Something problematic arises, such as a Clarity damage rolls.
forgotten arrest warrant or old enemy.
Resolution: The character becomes unconscious
or there are no targets left to attack.
Your character is addicted to something, whether Your character sees before her a glorious and terrifying Your character cannot see. Any rolls requiring
it’s drugs, gambling, or other destructive behaviors. figure, and something in her brain kicks her to kneel and sight may only use a chance die. If she could

AWESTRUCK
She needs to indulge her addiction regularly to keep grovel. She suffers a –2 to attack rolls against the Condition’s reasonably substitute another sense, make the roll
source. She also suffers a –3 to contested rolls against Social
ADDICTED

it under control, and it takes over her life. Choose at −3 instead. In an action scene, she suffers the
PERSISTENT CONDITION

PERSISTENT CONDITION

PERSISTENT CONDITION
actions from the source, and a –3 to her Composure or
a specific addiction upon taking this Condition; Resolve against actions and powers the Condition’s source drawbacks of the Blinded Tilt (p. 327). This Condition

BLIND
characters can take this Condition multiple times uses against her. may be temporary, but if that’s the result of a combat
for different addictions. Being unable to feed the Changelings with this Condition add two dice to Clarity
effect, the Blindness Tilt would apply instead.
addiction results in the Deprived Condition. damage rolls. Resolution: Your character regains her sight.
Resolution: Gain or lose a dot of Integrity, or Possible Sources: Compulsion from supernatural Beat: Your character encounters a limitation or
achieve exceptional success on a breaking point; for powers, oneiromancy. difficulty that inconveniences her.
changelings, increase maximum Clarity, or achieve Resolution: Your character has no contact with the
exceptional success on a roll to contest a fae power. Condition’s source, whether face-to-face, over the phone
Beat: Your character chooses to get a fix rather or text, or via Bastion, for one full scene.
than fulfill an obligation, or causes significant com- Beat: Your character takes an action that serves the
plications for her motley by indulging her addiction. demands of the Condition’s source.
CONDITION CARDS CONDITION CARDS CONDITION CARDS

CONDITION CARDS CONDITION CARDS CONDITION CARDS

CONDITION CARDS CONDITION CARDS CONDITION CARDS


Your character cannot think straight, either be- Your character believes something that isn’t actually true — Your character has limited or no ability to walk.
cause of some mental power or good old-fashioned maybe he thinks someone is poisoning his food, a fetch has Her Speed trait is effectively 1. She must rely on
DELUSIONAL

cranial trauma. You take a –2 die penalty on all replaced his daughter, or something lives in the shadows of a wheelchair or other device to travel. A manual
CONFUSED

Intelligence and Wits rolls. his apartment. He doesn’t actually hallucinate; he may believe wheelchair’s Speed is equal to your character’s

DISABLED
PERSISTENT CONDITION

PERSISTENT CONDITION
he’s covered in spiders, but just looking at himself is enough to
Possible Sources: A blow to the head, some clarify matters. Germs, on the other hand… Strength and requires use of her hands. Electric
dramatic failures, mild Clarity damage in any of wheelchairs have a Speed of 3, but allow the free
CONDITION

He can’t truly repress his belief, but spending 1 Willpower use of the character’s hands. An injury can cause this
your three rightmost boxes. lets him come up with an explanation (albeit one that sounds
psychotic when explained to someone else) for why his delu- Condition temporarily, in which case it is resolved
Resolution: Take half an hour to focus and clear when the injury heals, and the character regains
your mind, or take any amount of lethal damage. sion doesn’t apply to a specific situation.
Possible Sources: Losing your last Touchstone, severe mobility.
Clarity damage in any of your three rightmost boxes. Resolution: Mundane or supernatural means
Resolution: The character completely disproves his delu- cure the character’s disability.
sion, or gains a new Touchstone. Beat: Your character’s limited mobility inconve-
Beat: The character adheres to his paranoid belief despite niences her and makes her slow to respond.
evidence to the contrary.
Your character must assert dominance and superi- Your character has been put in her place through Your character suffers from an addiction. Because
COMPETITIVE

ority. Either she gives it her all, or she falters. Any time the violence and dominance of another. She suffers she is without it, she’s unable to focus and contain
she’s in direct competition with another character, a −2 penalty on any Physical and Social rolls to herself. Remove one die from her Stamina, Resolve,
she suffers a –2 die penalty on any rolls where she oppose the character who inflicted this Condition if and Composure dice pools. This does not influ-

DEPRIVED
doesn’t spend Willpower. This includes contested she does not spend Willpower. ence derived traits, only dice pools that use these
COWED
and extended rolls. As well, any rolls to tempt or Changelings with this Condition add one die to Attributes.
CONDITION

CONDITION

CONDITION
coerce her into competition achieve exceptional Clarity damage rolls. Possible Sources: Failing to feed an addiction,
success on three successes instead of five. running out of Glamour.
Resolution: The character successfully injures or
Possible Sources: Bedlam. intimidates the character who inflicted the Condition, Resolution: Your character indulges her ad-
Resolution: Win or lose a competition where or regains Willpower through her Needle. diction or, if she gained this Condition by reaching
someone reaches a breaking point. Glamour 0, gaining any Glamour.
Your character can’t distinguish reality from fantasy. Your character has made inroads with a specified Your character is demoralized and hesitant in

DEMORALIZED
She believes she’s awake, but lies dreaming deeply in a group. While she has this Condition, she gets a +2 the face of the enemy. Spending a Willpower point

CONNECTED
coma. She cannot enter the Gate of Ivory (p. 215) to dream to all rolls relating to that group. Alternately, she can only adds one die to her pool for attacks instead
COMATOSE

lucidly without help. shed this Condition to gain a one-time automatic ex- of the usual three. She also suffers a −4 penalty to

PERSISTENT CONDITION
Possible Sources: Reaching Clarity 0. ceptional success on the next roll to influence or other- her Initiative, and a −2 penalty to her Resolve and
wise take advantage of the group. Once Connected is Composure whenever used to resist or contest a
CONDITION

CONDITION
Resolution: If mild Clarity damage caused this, events
resolved, the character is considered to have burned dice pool.
in the character’s dream may lead her to resolve another
her bridges and is no longer an accepted member. If this Condition doesn’t resolve within a week,
Clarity Condition even though she doesn’t realize she’s
The character may be able to regain Connected with it fades.
dreaming, allowing her to attempt entering the Gate of
the specified group per Storyteller approval.
Ivory as normal. If severe Clarity damage caused it, even Changelings with this Condition add one die to
that doesn’t wake her. Someone else must convince her Example Skills: Politics, Socialize Clarity damage rolls.
she’s dreaming, usually through oneiromancy, before she Resolution: The character loses her membership Possible Sources: Dramatic failure.
can try to enter the Gate of Ivory as above; other Clarity or otherwise loses her standing with the group.
Conditions she resolves while Comatose heal Clarity as Resolution: Achieve exceptional success on an
Beat: The character is asked to perform a favor attack roll, win a fight, or survive a fight unharmed.
normal, but don’t resolve this Condition. for the group that inconveniences her.
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Constant confusion and distractions buffet your −3 to interact with eidolons peacefully, −4 to go unnoticed; all failures The equipment the character is using to aid his action
DREAM INTRUDER

involving eidolons are dramatic outside fights. Reduce eidolon impressions won’t last long for some reason, whether because it’s an ob-
character from all sides. She cannot take extended by two. Subtle and paradigm shifts cost +1 success.
DISTRACTED

actions, and suffers a –2 die penalty to all rolls ject put together with duct tape and bubble gum, or because
If resolved by interacting with important eidolon or prop, impose any his relationship with the people involved sours, or because
involving perception, concentration, and precision. effect from Dream Infiltrator or the following on dreamer:
his computer ends up suffering a blue screen of death and

FRAGILE
Possible Sources: Being in a highly confusing • Subliminal suggestion that doesn’t inflict breaking point. the data is corrupted. A plan may be Fragile because of
environment, mild Clarity damage in any of your • Manipulation clues as Dream Infiltrator, but roll Wits + Empathy. disrupted communication between the characters, or be-
CONDITION

CONDITION

CONDITION
three rightmost boxes. • Impose/remove one Persistent Condition affecting mental state, cause of an unexpected hurdle, etc. The equipment ceases
behavior, or attitude. to exist in any usable form after a number of uses equal to
Resolution: Leaving the environment; if inflicted • Attack Clarity with (your character’s Presence) dice. its creator’s dots in the Skill used to build it.
by Clarity damage, regaining all Willpower. • Steal (your Presence + Wyrd) Willpower or Glamour. Possible Sources: Achieving a failure on a Build
• Increase/decrease one Mental or Social Attribute or Skill by 1 for Equipment roll.
the story.
Resolution: The equipment falls apart one way or an-
Resolution: Upgrade to another Shift Condition; depart dream until
dreamer wakes and sleeps again twice; take (dreamer’s Resolve) meaningful other. Plans grant one Beat to each player whose character
actions without shifts to downgrade to Dream Infiltrator; meaningfully influence is involved when this Condition resolves.
relevant important eidolon/dreamer’s dream self or use important prop related
to desired waking change.
DREAM INFILTRATOR

Your character questions whether she is even real. −2 to interact with eidolons peacefully, −3 to go unnoticed. Reduce Your character is exhausted. Every six hours,
DISSOCIATION

eidolon impressions by one. Subtle shifts cost +1 success.


She experiences episodes where she feels like a reflexively roll Resolve + Stamina to remain awake.
passenger in someone else’s body, unable to control If resolved by interacting with important eidolon or prop, choose On failure, your character passes out. On success,
one to impose on dreamer:

FATIGUED
her own thoughts or actions. Sometimes she goes long suffer a cumulative −1 penalty to all dice pools
• Subliminal message.
hours simply watching herself, wondering how much (including rolls to stay awake). Strenuous activity
of what she sees is real, and how much is memory • Roll Wits to leave subliminal clues; “store” successes as bonus dice like hiking, fighting, or heavy labor increase it to
CONDITION

CONDITION

CONDITION
on your Manipulation rolls against dreamer within the chapter.
of her time in Arcadia. Anytime the character has a −2 or −3. Even then, she passes out anyway after
• Impose/remove Condition changing behavior or attitude.
chance to break with the mundane, such as using a days without sleep equal to (lower of her Resolve or
Contract, you can opt to fail the roll to affirm that she’s • Increase/decrease Fortification rating of Bastion by 1 for the story. Stamina). Once she passes out, she remains asleep
in the mundane world and resolve this Condition. • Increase/decrease impression of someone by two. for eight hours plus one for every six-hour period
Possible Sources: Mild Clarity damage in • Open (your character’s Empathy) Doors toward a goal. she stayed awake. Attempts to rouse her suffer a
any of your three rightmost boxes, some dramatic • Dreamer recovers no Willpower from current rest. penalty equal to the highest penalty she suffered
failures. Resolution: Upgrade to another Shift Condition; depart dream from Fatigued.
until dreamer wakes and sleeps again; take (dreamer’s Resolve)
Resolution: The player chooses to fail a roll as meaningful actions without shifts; meaningfully influence relevant Resolution: Sleeping, as described above, or
described above. important eidolon/dreamer’s dream self or use important prop related the source power ends.
to desired waking change.

EMBARRASSING SECRET
DREAM ASSAILANT
Your character cannot get her bearings and deal- −5 to interact with eidolons peacefully or go unnoticed; all failures Your character has a secret from his past that
involving eidolons are dramatic outside fights. Reduce eidolon impres-
ing with simple tasks is daunting. The character is at could come back to haunt him. If this secret gets out,
DISORIENTED

sions to Hostile. Paradigm shifts cost +2 successes; can’t enact subtle shifts.
a −2 penalty to any Physical action. She can defend If resolved by interacting with important eidolon or prop, impose
he could be ostracized or maybe even arrested. If it
herself normally, but her disorientation prevents her any effect from milder Shift Condition or the following on dreamer: becomes known, resolve this Condition and replace
from making ranged attacks at all. • Subliminal command it with Notoriety (p. 343).
Changelings with this Condition add one die to Resolution: The character’s secret is made pub-
CONDITION

CONDITION

CONDITION
• Manipulation clues as Dream Infiltrator, but roll Wits + Empathy
Clarity damage rolls. + Wyrd. lic, or the character does whatever is necessary to
Resolution: The character finds something to • Grant/remove one dot of Mental or Supernatural Merit for the make sure it never comes to light.
story, with prerequisites.
help her orient herself to her surroundings, such as
• Ravaged Condition (p. 344).
a familiar landmark or a friend. If a supernatural
power caused this Condition, then it resolves when • Change or add one anchor or Aspiration.
the power ends. • Flesh Too Solid Tilt (p. 329).
Resolution: Depart dream for one week; take (dreamer’s Resolve)
meaningful actions without shifts to downgrade to Dream Intruder;
meaningfully influence relevant important eidolon/dreamer’s dream
self or use important prop related to desired waking change.
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HEDGE ADDICTION
GLAMOUR ADDICTED

Your character can go (her Resolve) days before needing The Hedge draws the fae-touched character. If Your character has a breadth of research information
to obtain Glamour again. She must harvest or reap Glamour she is presented with an opportunity to enter the based on the topic she investigated. When you make a
points equal to half her Wyrd (rounded up), or suffer one Hedge, her player must succeed on a Resolve + roll relating to the topic, you may choose to resolve this

INFORMED
lethal damage point every day until she does and gain the Composure roll to resist the temptation. This roll Condition. If you resolve it and the roll fails, consider it
PERSISTENT CONDITION

PERSISTENT CONDITION

Deprived Condition (p. 336). Her body painfully consumes to have a single success. If it succeeds, consider it an
its own energy to satisfy the hunger; the Mask cracks like a suffers a cumulative −1 penalty for each previous exceptional success.
fractured mirror. This damage cannot be prevented or healed time the character has entered the Hedge during this

CONDITION
story, to a maximum of −5. The roll that benefits from the Informed Condition can
by any means, nor can the character resolve Deprived, until be any relevant Skill roll. For example, a character with
she sups upon Glamour. Resolution: The character refrains from entering Informed (Werewolves) might gain its benefits when using
Add one die to Clarity damage rolls. the Hedge for a full story. However, he regains this researched information to build a silver bear trap with the
Possible Sources: Harvesting Glamour every day Condition if he ever does enter the Hedge again Crafts Skill. Combat rolls cannot benefit from this Condition.
for a week at Wyrd 6+ in the future. Example Skills: Academics, Investigation, Occult,
Resolution: Achieve an exceptional success on a roll Beat: The Avowed enters the Hedge, either Science
to harvest Glamour. because he failed to resist the pull, or because he Resolution: Your character uses her research to gain
Beat: Your character takes damage from not being went willingly. information; you resolve the Condition as described above.
able to harvest Glamour.
Something terrible happened. Rather than deal with it or Your character is experiencing deep-seated Someone who poses a serious threat to the charac-
let it break her, your character’s mind shuts it out. She’s prone feelings of guilt and remorse. This Condition is com- ter’s safety and well-being, physically or emotionally
to blackouts and lost time. Whenever circumstances become monly the result of a successful breaking-point roll (or both), is after her. For changelings, it’s usually an
too similar to the situation that led to her gaining Fugue, roll for mortals. While the character is under the effects agent of the True Fae, like a Huntsman or loyalist, or
PERSISTENT CONDITION

PERSISTENT CONDITION
Resolve + Composure. If you fail, the Storyteller controls

HUNTED
of this Condition, he takes a −2 to any Resolve or perhaps their fetch. Whoever it is might be intent on
GUILTY
FUGUE

your character for the next scene; left to her own devices,
she seeks to avoid the conflict and get away from the area. Composure rolls to defend against Subterfuge, direct violence, or simply wish to torment her.
Possible Sources: Severe Clarity damage in any of CONDITION Empathy, or Intimidation rolls. Changelings with this Condition add one die to
your three rightmost boxes. Resolution: The character confesses his crimes Clarity damage rolls.
Resolution: Regain a dot of Integrity, lose another and makes restitution for whatever he did. Resolution: The character stops her persecu-
dot of Integrity, or achieve an exceptional success on tors, either through direct means like violence, or
a breaking point; for changelings, increase maximum indirect means like changes in lifestyle that deny
Clarity, or achieve exceptional success on a roll to contest them access to her or freeing a Huntsman from the
a fae power.
True Fae’s service.
Beat: Your character enters a fugue state as described
above. Beat: The character’s persecutors find her.

HEDGE DENIZEN
Something’s scared your character to the point where he As Hedge Denizen (p. 340), except as follows: Become a goblin. Retains usual benefits and weaknesses, except:

GOBLIN QUEEN
loses rational thought. His only priority is getting the fuck • Cannot invoke or purchase Court Contracts. • Mask gains recognizable tell from mien.
FRIGHTENED

• Storyteller can’t spend character’s Goblin Debt; invoking Goblin


away from what’s frightened him — to hell with his stuff, his • Gain Status (Goblins) 4; know which local Hedge creatures outrank Contracts doesn’t incur any.
friends, and his allies. He fights his way past anyone trying her. • Buy all Arcadian Contracts as non-favored.

PERSISTENT CONDITION

PERSISTENT CONDITION
to stop him. He can’t approach or act against the source of • Fae beings don’t gain bonuses to track/find her; she can’t reintegrate • Can’t purchase new Court Contracts; lose Mantle benefits.
his fear — if the only way out involves going near it, he’ll Icons. • May swap known Goblin Contracts for others every morning.
collapse on the ground in terror. Supernatural creatures • Suffer Deprived Condition outside Hedge/Arcadia.
CONDITION

• Cannot leave the Hedge without swathing herself in its brambles to


prone to loss of control must roll to avoid doing so. This lasts travel outside for up to (her Wyrd) hours per day; mundane world • Non-changelings learn three Goblin Contracts; Storyteller characters
still imposes Deprived Condition. may substitute Dread Powers.
for the scene; suppressing it for a turn costs 1 Willpower. • May make deals, sell Contracts, and collect Debt as hobgoblin; see p. 256.
Changelings with this Condition add one die to Clarity • Gain (Wyrd) dots of Retainer Merit (p. 125), up to five dots per loyal • +1 to Clarity damage rolls.
hobgoblin Retainer. Resolution: Work off 1+ Goblin Debt (no shortcuts) and heal 1 Clarity
damage rolls. damage (or gain/lose 1 Integrity or equivalent). Return to normal, but keep all
• Increase Clarity damage bonus to +2.
Possible Sources: Bedlam, some supernatural pow- Resolution: Leave a human child to take her place as a breaking
new Goblin Contracts (changelings) or one (non-changelings, who substitute
ers, coming face to face with a phobia. bashing damage for Glamour to invoke). Or:
point or Clarity attack with two dice; mortals gain three dots of supernatural Suffer 2+ Clarity attacks and take damage from at least one (or lose 1+
Resolution: The character escapes from the source Merits upon resolution. Alternatively, work off five points of Goblin Debt to dots of equivalent trait), and lose one Touchstone, as normal or by willing it.
downgrade to Hedge Denizen. Upgrade to Goblin Queen. Characters without Touchstones can’t upgrade.
of his fear.
Beat: Collect Goblin Debt by selling a Contract or making another Beat: Work off Goblin Debt when you can’t, or won’t, resolve Hedge
hobgoblin deal. Denizen to return to normal.
CONDITION CARDS CONDITION CARDS CONDITION CARDS

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Another character has blackmailed, tricked, Your character cannot speak. Any communication OATHBREAKER The character violated an oath. Changelings
convinced, or otherwise leveraged yours into do- must be done through writing, gestures, or hand instinctively distrust him. He suffers −1 on Social
ing what they wish. You may have the Leveraged signs. Illness, injury, or supernatural powers can actions with other changelings, and cannot use
LEVERAGED

Condition multiple times for different characters. Any inflict this Condition on a temporary basis. Glamour to seal their statements. As a known liar,
PERSISTENT CONDITION

PERSISTENT CONDITION
time the specified character requests something of Resolution: The character regains her voice however, he is also immune to sealing.
yours, resolve this Condition if your character does
MUTE

through mundane or supernatural means. Changelings with this Condition add one die to
CONDITION

as requested without rolling to resist. Clarity damage rolls.


Beat: Your character suffers a limitation or
Example Skills: Empathy, Persuasion, communication difficulty that heightens immediate Resolution: Undertake a sincere attempt to
Subterfuge danger. make restitution, including undertaking tasks all other
Resolution: Your character may either resolve oath participants assign, and receiving the Wyrd’s
the Condition by complying with a request as above, forgiveness; the latter should be the focus of a story,
or if you apply the Leveraged Condition to the and the particulars are up to the Storyteller.
specified character. Beat: Once per session, the player may choose to
dramatically fail a Contract roll or Social action with a
changeling, and take a Beat. Choose before rolling.
Your character is drained and lethargic, feeling Your character saw or did something that jarred The trauma your character suffered left her numb to the
the weight of sleeplessness. With this Condition, her loose from reality. This isn’t a mental illness mundane world. Not on an emotional level; in fact, it might
your character cannot spend Willpower. As well, born of brain chemistry — that, at least, might be be nice if it were an emotional numbness. Instead, she feels
LETHARGIC

for every six hours he goes without sleeping, take treatable. This madness is the product of supernatural slight numbness in her limbs. Sometimes it’s only pins and
MADNESS
PERSISTENT CONDITION

PERSISTENT CONDITION
tampering or witnessing something that humanity needles, and sometimes she can’t even hold her cup of
a cumulative –1 to all actions. At every six-hour coffee. It only seems to go away when she immerses herself
was never meant to comprehend. The Storyteller has

NUMB
interval, make a Stamina + Resolve roll (with the in magic, and she craves the feeling it brings. The character
CONDITION

penalty) to resist falling asleep until the sun next rises. a pool of dice equal to 10 − (character’s Integrity or suffers a two-die penalty to all mundane physical actions.
current Clarity). Once per chapter, the Storyteller
Possible Sources: Bedlam, extreme fatigue, can apply those dice as a negative modifier to any Possible Sources: Severe Clarity damage in any of
“dying” in dream form, escaping a crumbling Mental or Social roll made for the character. your three rightmost boxes.
Bastion. Resolution: Achieve an exceptional success on a mun-
Resolution: Regain a dot of Integrity, lose dane physical action, spend a week without any magical
Resolution: Sleeping a full day. another dot of Integrity, or achieve an exceptional contact, or regain all Willpower points using your Needle.
success on a breaking point; for changelings,
Beat: Fail a roll on a mundane physical action.
increase maximum Clarity, or achieve exceptional
success on a roll to contest a fae power.
Beat: You fail a roll because of this Condition.
Your character is deeply inspired. When she Your character has no idea where she is, or how Whether or not your character actually did some-
takes an action pertaining to that inspiration, you to reach her target. She cannot make any headway thing heinous in the past, the wrong people think he
may resolve this Condition. An exceptional success toward her goal without first navigating and finding did and now he’s ostracized by the general public.

NOTORIETY
on that roll requires only three successes instead of out where she is. This requires a successful Wits + Suffer a −2 on any Social rolls against those who
INSPIRED

five, and you gain a point of Willpower. Streetwise action (in the city) or Wits + Survival know of his notoriety. If using Social maneuvering
Example Skills: Crafts, Expression action (in the wilderness). In the Hedge, it requires (p. 191), the character must open one extra Door if

LOST
CONDITION

CONDITION

CONDITION
a successful navigation chase (p. 200). his target knows of his notoriety.
Resolution: You spend inspiration to spur your-
self to greater success, resolving the Condition as Changelings with this Condition add one die to Example Skills: Socialize, Subterfuge
described above. Clarity damage rolls. Resolution: The story is debunked, or the char-
Resolution: Abandoning the goal, successfully acter’s name is cleared.
navi-gating.343 Conditions
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Your character has been reduced to a state of Something has severely frightened your charac- Your character has seen something supernatural
rampant paranoia. She jumps at shadows, sees ter. Any time your character is taking an action where — not overt enough to terrify her, but unmistakably
threats everywhere, and finds it hard to trust. She that fear might hinder her, you may opt to fail the otherworldly. How your character responds to this
PARANOID

suffers a two-die penalty to perception rolls, Social roll and resolve this Condition. is up to you, but it captivates her and dominates

SPOOKED
SHAKEN

actions, and dice pools to draw upon the Allies, Example Skills: Brawl, Firearms, Intimidation, her focus.
Contacts, Mentor, Retainer, Staff, and Status Merits. Weaponry Possible Sources: Mild Clarity damage in any
CONDITION

CONDITION

CONDITION
Changelings with this Condition add one die to Possible Sources: Mild Clarity damage in of your three rightmost boxes.
Clarity damage rolls. any of your three rightmost boxes; breaking points Resolution: Resolve this Condition when your
Possible Sources: Some supernatural powers, (human characters). character’s fear and fascination causes her to do
some dramatic failures. Resolution: The character gives into her fear something that hinders the group or complicates
Resolution: A week without any fae threat and fails a roll as described above. things (she goes off alone to investigate a strange
actually manifesting; a friend or ally achieving noise, stays up all night researching, runs away
exceptional success on a Social action to convince instead of holding her ground, etc.).
you of their trustworthiness.
Something’s on your character’s mind and she The character is incapable of considering the Your character died because of fae magic while on a

SOUL SHOCKED
just can’t shake it. She gains the 9-again quality on consequences of her actions and is driven to do sojourn in dreams, or in a reality that no longer exists, but
all rolls related to pursuing her obsession. On rolls incautious things for the sheer thrill of it. The player she still remembers it and suffers a shocked sense of self.
OBSESSION

RECKLESS

that are unrelated to her obsession, she loses the takes a −2 to Perception rolls and other Composure Upon gaining this Condition, roll her current Willpower
PERSISTENT CONDITION

10-again quality. Obsession can be a temporary rolls made to notice something (such as to contest points (not dots) as a dice pool. Ignore 10-again on this
Condition per Storyteller approval. sleight of hand or a stealth-related supernatural roll, and do not roll a chance die if she has no Willpower
CONDITION

CONDITION
Resolution: The character sheds or purges her power). left. She keeps one Willpower per success, and immedi-
fixation. Resolution: The character or one of her allies ately loses the remainder. While this Condition is in effect,
suffers harm or a major setback due to an ill-con- your character does not regain Willpower from Needle,
Beat: Character fails to fulfill an obligation due Thread, or equivalent traits. She still regains Willpower
to pursuing her Obsession. sidered risk or reckless action she takes.
from rest, surrender, and other means.
Possible Sources: Being “killed” in dream form
by fae magic; escaping a Bastion crumbling due to
oneiromancy.
Resolution: Regain full Willpower.
While under a bargain with a human, the changeling A fae creature sundered your character’s dreams, The lines between waking and sleeping blur to

SLEEPWALKING
is more difficult to find. Huntsmen must win a Clash of leaving her with sleep but no rest, or ripped her the point where your character doesn’t know which
Wills to use Hunter’s Senses (p. 266) to track her, and emotions away as Glamour. She becomes a shell of he’s doing. Sometimes he thinks he did something
fae beings don’t gain a bonus to do so when she drops her former self, and you take a two-die penalty on he didn’t do; he remembers doing it, but maybe he
PERSISTENT CONDITION
OBLIGED

RAVAGED
her Mask. Once per chapter, she may hide without fear all rolls. Your character cannot recover Willpower was dreaming. Other times, he finds out later that he
of discovery for a scene at the site of her obligation. This through sleep. spent hours on a task he has no memory of doing.

CONDITION

CONDITION
benefit applies to any pursuer touched by the Wyrd, be Changelings with this Condition add one die to You character loses time, may not actually complete
it Huntsman, Gentry, hobgoblin, or another changeling. Clarity damage rolls. objectives he thinks he did, and generally has a
Resolution: Your character or the other party fails to harder time maintaining relationships and obligations.
Possible Sources: Oneiromancy, reaping
uphold the bargain’s terms. Either way, the changeling Glamour. Possible Sources: Severe Clarity damage in
loses the protections. any of your three rightmost boxes.
Resolution: Regaining full Willpower.
Beat: Once per story, gain a Beat when your char- Resolution: Achieve an exceptional success on
acter takes a great risk or suffers harm while fulfilling an oneiromancy roll or during an extended action.
her obligation. She can have help, but must be directly Beat: Fail to complete an obligation because
involved. you thought you already did.
CONDITION CARDS CONDITION CARDS CONDITION CARDS

CONDITION CARDS CONDITION CARDS CONDITION CARDS


Your character is attracted to someone and is vul- Your character doesn’t know what to trust any-
nerable where they are concerned. He may have the more, so has decided to withdraw into herself. She
WITHDRAWN

proverbial “butterflies in his stomach” or just be con- finds it hard to motivate herself to action, preferring
SWOONED

stantly aware of the object of his affection. A character to remain alone and safe. The character suffers a
may have multiple instances of this Condition, reflecting two-die penalty to all rolls that require her to interact
affection for multiple characters. He suffers a −2 to any with others in any way.
CONDITION

CONDITION

rolls that would adversely affect the specified character, Possible Sources: Mild Clarity damage in any
who also gains +2 on any Social rolls against him. If the of your three rightmost boxes.
specified character is attempting Social maneuvering
on the Swooned character, the impression level is con- Resolution: The character regains Willpower
sidered one higher (maximum of perfect; see p. 192). using her Thread.
Example Skills: Persuasion, Subterfuge
Resolution: Your character does something for his
love interest that puts him in danger, or he opts to fail a
roll to resist a Social action by the specified character.
Your character has shut down the parts of herself Your character wants for the sake of wanting.
that care. She won’t open up to anyone and pre- He’s distracted with temptations of excess and in-
tends she’s fine when she isn’t. Gain a two-die bonus dulgence. Any Composure or Resolve rolls to resist
to Subterfuge rolls to hide her emotions or avoid temptation suffer a –2 die penalty. As well, the
WANTON
talking about a traumatic experience. She doesn’t character that brought forth this Condition achieves
STOIC

suffer the untrained penalty for any Subterfuge roll. exceptional success on three successes instead of
CONDITION

Take a two-die penalty to Hedgespinning rolls. Until CONDITION five when making any rolls to tempt your character.
she resolves this Condition, she can’t heal Clarity Possible Sources: Bedlam.
damage, and she can’t spend Willpower on actions
that would reveal her true feelings. Resolution: Indulge in something that constitutes
a breaking point.
Resolution: Opt to fail a roll to resist Empathy
or a supernatural effect that would read your char-
acter’s emotions or mental state; enact a paradigm
shift while Hedgespinning.
Your character is confident and resolved. When The equipment the character is using to aid his action is
you’ve failed a roll, you may choose to resolve this ready to blow at any moment, figuratively or literally. One
Condition to instead treat the action as if you’d rolled wrong word, one badly placed rune, and it’s time to duck and
STEADFAST

a single success. If the roll is a chance die, you may cover. A plan may be Volatile because it backfires terribly,

VOLATILE
or because a Storyteller character betrays the group, etc.
choose to resolve this Condition and roll a single Any failure achieved while benefiting from the equipment is
regular die instead. automatically a dramatic failure. The equipment may continue
CONDITION

CONDITION
Resolution: Your character’s confidence carries to exist after this Condition is resolved, but if so, reduce its
him through and the worst is avoided; the Condition equipment bonus by two dice. This can create equipment
is resolved as described above. penalties if the original bonus was fewer than two dice.
Possible Sources: Achieving a failure on a Build
Equipment roll.
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.

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