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Effects

Resolution
Beats

Effects
Cause
End

Effects
Cause
End

Addicted (Persistent)
Effects

You're addicted to something, and


must indulge that addiction
regularly to avoid becoming
Deprived.

Resolution

Recover or lose a dot of Wisdom, or


exceptional success on a break.
Chase a fix instead of fulfilling an
obligation.

Beats

Amnesia (Persistent)
Effects

You're missing a portion of your


memory, causing problems with
friends and family.

Resolution

Regain your memory and learn the


truth.
A problem from your lost period
emerges.

Beats

Blind (Persistent)
Effects

You can't see. Use a chance die on


sight rolls, or take -3 to use another
sense. In combat, suffer the
Blindness tilt.

Resolution

Regain your sight.

Beats

Your lack of sight limits or


inconveniences you.

Broken (Persistent)
Effects

You're emotionally shattered. Take


-2 to social rolls and Resolve rolls,
and -5 to Intimidation rolls.

Resolution

Recover or lose a dot of Wisdom, or


exceptional success on a break.
Back down from confrontation, or
fail due to this condition.

Beats

Bonded
Effects

You've bonded with a specific


animal. Take +2 to influence it. It
adds your Animal Ken to resist
coercion or fear.

Resolution

The animal dies or is otherwise


separated from the character.

Connected (Persistent)
Effects

You have an in with a certain


group. Take +2 to pertinent rolls,
or discard this condition for an
exceptional success.

Resolution

Lose your membership or standing


with the group, or discard as above.
The group asks you to do something
inconvenient.

Beats

Disabled (Persistent)
Effects

Your ability to walk is impaired.


You have Speed 1, or can use a
wheelchair (manual Speed
Strength, electric Speed 3).

Resolution

The disabling injury heals, or the


disability is somehow cured.
Your limited mobility makes you
slow to respond.

Beats

Deprived
Effects

You suffer from an addiction and


fell into withdrawal. Take -1 to
dice pools using Resistance
Attributes.

Resolution

Indulge your addiction.

Embarrassing Secret
Effects

You have a dark and threatening


secret. If it were to come out, the
condition would transform into
Notoriety.

Resolution

The truth outs, or you bury the


secret so that it will never be
discovered.

Fugue (Persistent)
Effects

You're prone to blackouts and lost


time. Roll Resolve + Composure to
retain conscious control in the face
of the harrowing stimulus.

Resolution

Recover or lose a dot of Wisdom, or


exceptional success on a break.
Fail the roll and enter a fugue state,
avoiding the stimulus for a scene.

Beats

Guilty
Effects

You're afflicted by deep remorse.


Take -2 to Resolve or Composure
rolls to resist Subterfuge, Empathy
or Intimidation.

Resolution

Confess your crimes and make


restitution for whatever you did.

Informed
Effects

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.

Resolution

Put your research to use as


described above.

Inspired
Effects

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.

Resolution

Express your inspiration as


described above.

Leveraged
Effects

You're been coaxed or coerced into


doing what somebody else wishes.

Resolution

Give in to one of the person's


leveraged requests without
resistance, or apply the Leveraged
condition to them.

Lost
Effects

You don't know where you are. Take 1 to Composure rolls. Roll Wits +
(Streetwise or Survival) to find your
way to your goal.

Resolution

Give up on reaching your


destination, or succeed in
navigating there as described above.

Madness (Persistent)
Effects

Supernatural horror has unhinged


you. The ST gets (10 - Wisdom)
dice to subtract from your mental
or social pools per session.

Resolution

Recover or lose a dot of Wisdom, or


exceptional success on a break.

Beats

Fail due to Madness penalties.

Mute (Persistent)
Effects

You can't speak or use High Speech


and must communicate through
writing, gestures, or hand signs.

Resolution

Regain the ability to speak.

Beats

Danger is exacerbated by the


limitations of communication.

Notoriety
Effects

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.

Resolution

Clear your name.

Obsession (Persistent)
Effects

Your mind is focused on one thing.


Take 9-Again on rolls pertaining to
your obsession and do not reroll 10s
on other rolls.

Resolution

Shed or purge your fixation.

Beats

Attend to your obsession instead of


fulfilling an obligation.

Shaken
Effects

You feel true fear.

Resolution

You may choose to give into your


fear and fail a roll on which fear
hinders you. This resolves the
condition.

Spooked
Effects

You're creeped out and fascinated


by a brush with the supernatural.

Resolution

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.)

Steadfast
Effects

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.

Resolution

Use your confidence to carry you


through as described above.

Swooning
Effects

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.

Resolution

Put yourself in danger for your love,


or choose to fail social resistance
against them.

Soulless (Persistent)
Effects

Your soul is missing. Lose 1 Gnosis every day.


Take -2 to resist possession. Don't recover
Willpower from rest. Invert Virtue and Vice.
Indulging Vice is a -5 breaking point. At
Wisdom 1, trade for Enervated.

Resolution

Get a soul.

Beats

Indulge your Vice and


consequentially lose Wisdom.

Enervated (Persistent)
Effects

Your soul is missing. Lose 1 Gnosis every day.


Take -2 to resist possession. No Willpower
from rest or Virtue. Using Vice costs a dot of
Willpower and replenishes points. At
Willpower 0, trade for Thrall.

Resolution

Get a soul.

Beats

Indulge your Vice and


consequentially lose Willpower.

Thrall (Persistent)
Effects

Your soul is missing. Lose 1 Gnosis every day.


Can't spend Willpower, use Defense, or
spend Experiences. Take -2 to resist
possession and to social and Resolve rolls,
and -5 to Intimidation rolls.

Resolution

Get a soul.

Beats

You're victimized due to your


condition.

Arm Wrack
Effects

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.

Cause

Targeted blows to the arm (-2) or hand (-4) that


inflict, respectively, over Stamina damage or any.

End

Heal the damage that inflicted the tilt,


or if aggravated, get a new arm.

Beaten Down
Effects

Can run, Dodge and apply Defense, but


must spend Willpower per violent or
aggressive action.

Cause

Any amount of lethal damage, or


bashing damage in excess of Stamina.
Surrender. Recover a Willpower and
take a beat.

End

Blinded
Effects

You can't see. -3 to rolls relying on


vision, including attacks. Half Defense.
If both eyes are affected, -5 and no
Defense.

Cause

Damage the eyes (-5). Dirty trick: Dexterity +


Athletics - Defense - 3 (lasts for one turn).

End

Heal the damage that inflicted the tilt,


or if aggravated, recover your eye.

Blizzard (Environment)
Effects

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.

Cause

Forces 5 Adverse Weather.

End

Snow equipment can reduce penalties


by 1 to 3 dice.

Deafened
Effects

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.

Cause

Targeted attack on the ear (-4). Especially loud


noises at 10 feet, or closer for supernatural hearing.

End

Wait 10 - (Stamina + Resolve) turns, or


heal the damage that caused the tilt.

Drugged
Effects

You're drug-addled. For a general


narcotic, take -2 to Speed and Defense
and -3 to combat rolls. Ignore wound
penalties.

Cause

Dexterity + Weaponry attack with an improvised


delivery (-1), possibly targeting specific body part.

End

General narcotic lasts for 10 - (Stamina + Resolve)


hours, halved by medical help. Life 1 Cleanse the Body.

Earthquake (Environment)
Effects

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.

Cause

Forces 5 Earthquake.

End

Rarely lasts longer than a minute (20


turns).

Extreme Cold (Environment)


Effects

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.

Cause

Throw someone in a walk-in freezer or a


chilled lake. Forces 2 Control Heat.
Find a source of warmth.

End

Extreme Heat (Environment)


Effects

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.

Cause

Strand someone in the desert. Forces 2


Control Heat.
Find shade or relief.

End

Flooded (Environment)
Effects

-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).

Cause

Blow up a dam. Forces 4 Change Weather.


Matter 4 Lesser Transmogrification.
Seek high ground or drain the flooding.

End

Heavy Rain (Environment)


Effects

Torrential rains. -3 penalty to sight and


hearing rolls. An hour or more may
cause the Flooded tilt.

Cause

Forces 4 Change Weather.

End

Get indoors or find shelter.

Heavy Winds (Environment)


Effects

-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.

Cause

Forces 4 Change Weather. Forces 5


Adverse Weather.
Seek shelter.

End

Ice (Environment)
Effects

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.

Cause

Dexterity + Crafts can improvise lubricant to spill.


Under Extreme Cold, water suffices.

End

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


gravel for traction.

Immobilized
Effects

You can't move. No Defense. Can't take


combat actions. If you're held down, you
can spend Willpower to deliver a headbutt.

Cause

Apply the Restrain grappling maneuver.

End

Break Free from the grapple or break bindings with


Strength + Athletics - Durability. -2 if limbs bound.

Insane
Effects

Panic attack or psychotic break. Act


last. +1 to combat rolls. Double
Willpower costs.

Cause

Witness horrific events and fail Resolve +


Composure. Breaking points. Supernatural powers.

End

End the scene, or seek calm: contest Resolve +


Composure against (10 - Willpower). Lose Defense.

Insensate
Effects

You're unconscious, frozen or


enraptured. Cannot take actions. Can
apply Defense. Spend Willpower to act
normally for one turn.

Cause

Supernatural powers. Administration of a


hallucinogen with Dexterity + Weaponry - 1.

End

Get hurt or end the scene.

Knocked Down
Effects

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.

Cause

Knockdown weapons. +2 melee/+3 ranged weapons.


Sweep the legs (-2). In any case, do half damage.

End

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


roll Dexterity + Athletics - Weapon to avoid the tilt.

Leg Wrack
Effects

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.

Cause

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.

End

Poisoned
Effects

Moderate poisons inflict 1 point of


bashing damage per turn. Grave poisons
inflict lethal damage.

Cause

Force-feed poison using Dexterity +


Weaponry - 1.

End

Roll Stamina + Resolve reflexively to avoid damage


for one turn. -3 if you act. Life 1 Cleanse the Body.

Sick
Effects

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.

Cause

Life 4 Contagion.

End

Life 2 Self-Purging. Life 3 Banish Plague.

Stunned
Effects

You're dazed. Lose your next action and


half Defense until you next act after that.

Cause

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


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

End

Pass a turn, or spend Willpower to


ignore it and take -3 to your action.

Anchor
Effects

This person, place or thing is a ghostly


anchor. The ghost doesn't bleed Essence
within (Rank x 3) yards.

Cause

All ghosts have an Anchor. Summoning ghosts


creates temporary Anchors. Influence 4. Death 3.

End

Destroy the Anchor. Resolve unfinished


business. Abjure to suppress the Anchor.

Resonant
Effects

This location resonates with the nature


of a spirit. The spirit doesn't bleed
Essence within the resonant area.

Cause

Match a spirit Influence. Summoning spirits or


Influence 4 temporarily creates resonance.

End

Cease to reflect the spirit's Influence.


Abjure or exorcise to temporarily suppress.

Infrastructure
Effects

This person, place or thing is God


Machine infrastructure. Angels don't
bleed Essence in the vicinity.

Cause

God Machine projects and the Destiny Merit create


infrastructure. Influence 4 temporarily creates it.

End

Wreck the God Machine's project.


Attack linchpins.

Open
Effects

This Anchor, Resonance or


Infrastructure is conditioned to accept
Fettering or Manifestation.

Cause

Extended actions for a number of scenes equal to Rank


or Resolve. Influence 3. Summon a ghost or spirit.

End

Exorcism. The removal of the Anchor,


Resonant or Infrastructure condition.

Controlled
Effects

This Open entity has been conditioned


through repeated possession to permit
being claimed.

Cause

Full duration Possessions equal to the


subject's Willpower.
Exorcism. The use of the ephemera's
bane.

End

Reaching
Effects

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.

Cause

The Reaching Manifestation. Spirit 3


Reaching.
End the scene. Abjure (-3).

End

Underworld Gate
Effects

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.

Cause

The Avernian Gateway Manifestation (requires


Open). The key to an Avernian gate. Death 3 or 5.

End

End the scene. Exorcism.

Shadow Gate
Effects

A verge has opened between the


material realm and the Shadow. Anyone
can cross between realms.

Cause

The Shadow Gateway Manifestation


(requires Open). Spirit 3 Spirit Road.
End the scene. Exorcism.

End

Materialized
Effects

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.

Cause

The Materialize Manifestation (requires Open). Death


5 (ghosts), Spirit 5 (spirits) or Spirit 5/Prime 5 (angels).

End

Duration ends. Tag it with its bane.


Remove the Open condition.

Fettered
Effects

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.

Cause

The Fetter Manifestation (requires


Open).

End

Destroy or kill the fetter. Exorcism. The Unfetter


Manifestation. Remove the Open condition.

Urged
Effects

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.

Cause

The Fetter Manifestation (requires


Open).
Remove the Fettered condition.

End

Possessed
Effects

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.

Cause

The Possess Manifestation (requires Open). Death 4


(ghosts), Spirit 4 (spirits) or Death 4/Spirit 4 (angels).

End

End the scene. Destroy the host. Force the entity to


flee with an abjuration, exorcism, bane or ban.

Claimed
Effects

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.

Cause

The Claim Manifestation (requires


Controlled).

End

Non-living host runs out of days in Attribute dots.


The entity successfully abandons the host.

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