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Effects

Resolution
Beats
Effects

Cause
End
Effects

Cause
End
Effects You're addicted to something, and
must indulge that addiction
regularly to avoid becoming
Deprived.
Resolution Recover or lose a dot of Integrity,
or exceptional success on a break.
Beats Chase a fix instead of fulfilling an
obligation.
Effects You're missing a portion of your
memory, causing problems with
friends and family.

Resolution Regain your memory and learn the


truth.
Beats A problem from your lost period
emerges.
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.
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 Integrity,


or exceptional success on a break.
Beats Back down from confrontation, or
fail due to this condition.
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.
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.
Beats The group asks you to do
something inconvenient.
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.
Beats Your limited mobility makes you
slow to respond.
Effects You suffer from an addiction and
fell into withdrawal. Take -1 to
dice pools using Resistance
Attributes.
Resolution Indulge your addiction.
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.
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 Integrity,
or exceptional success on a break.
Beats Fail the roll and enter a fugue state,
avoiding the stimulus for a scene.
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.
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.
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.
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.
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.
Effects Supernatural horror has unhinged
you. The ST gets (10 - Integrity)
dice to subtract from your mental
or social pools per session.

Resolution Recover or lose a dot of Integrity,


or exceptional success on a break.

Beats Fail due to Madness penalties.


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

Resolution Regain the ability to speak.

Beats Danger is exacerbated by the


limitations of communication.
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.
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.
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.
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.)
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.
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.
Effects Your soul is missing. You can't abjure, ward or
bind. Take -2 to resist possession. Don't
recover Willpower from rest. Invert Virtue
and Vice. Indulging Vice is a -5 breaking
point. At Integrity 1, trade for Enervated.

Resolution Get your soul back.

Beats Indulge your Vice and


consequentially lose Integrity.
Effects Your soul is missing. You can't abjure, ward or
bind. 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 your soul back.

Beats Indulge your Vice and


consequentially lose Willpower.
Effects Your soul is missing. Can't abjure, ward, or
bind, 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 your soul back.

Beats You're victimized due to your


condition.
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.
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.
End Surrender. Recover a Willpower and
take a beat.
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.
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 Magic powers or a weather machine.

End See above. Snow equipment can reduce


penalties by 1 to 3 dice.
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.
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.
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 Possibly a powerful explosion


underground.
End Rarely lasts longer than a minute (20
turns).
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.
End Find a source of warmth.
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.

End Find shade or relief.


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.

End Seek high ground or drain the flooding.


Effects Torrential rains. -3 penalty to sight and
hearing rolls. An hour or more may
cause the Flooded tilt.

Cause Magic powers or a weather machine.

End Get indoors or find shelter.


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 The biggest fan ever.

End Seek shelter.


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.
Effects 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.
Cause Apply the Restrain grappling maneuver.

End Break Free from the grapple or break bindings with


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


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.
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.
End Heal the damage that inflicted the tilt,
or if aggravated, get a new leg.
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.
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 Not in the middle of combat, generally.

End Not in the middle of combat, generally.


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.
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 can mark an Anchor.

End Destroy the Anchor. Resolve unfinished


business. Abjure to suppress the Anchor.
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.
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.
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 can temporarily Open.

End Exorcism. The removal of the Anchor,


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

Cause Full duration Possessions equal to the


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

End End the scene. Abjure (-3).


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. Supernatural powers.

End End the scene. Exorcism.


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

Cause The Shadow Gateway Manifestation


(requires Open). Supernatural powers.
End End the scene. Exorcism.
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).
End Duration ends. Tag it with its bane.
Remove the Open condition.
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.
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).
End Remove the Fettered condition.
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).
End End the scene. Destroy the host. Force the entity to
flee with an abjuration, exorcism, bane or ban.
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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