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Effects
Beats
Resolution
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Effects
End
Cause
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Effects
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Cause
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Effects
Beats
Resolution
Addicted (Persiste
You're addicted to somethingmust indulge that addiction
regularly to avoid becoming
Deprived.
Recover or lose a dot of Wisd
exceptional success on a brea
Chase a fix instead of fulfillin
obligation.
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Effects
Beats
Resolution
Amnesia (Persisten
You're missing a portion of ymemory, causing problems w
friends and family.
Regain your memory and leatruth.
A problem from your lost per
emerges.
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Effects
Beats
Resolution
Blind (Persistent
You can't see. Use a chance dsight rolls, or take -3 to use a
sense. In combat, suffer the
Blindness tilt.
Regain your sight.
Your lack of sight limits or
inconveniences you.
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Effects
Beats
Resolution
Broken (Persisten
You're emotionally shattered-2 to social rolls and Resolve
and -5 to Intimidation rolls.
Recover or lose a dot of Wisdexceptional success on a brea
Back down from confrontatio
fail due to this condition.
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Effects
Resolution
Bonded
You've bonded with a specifianimal. Take +2 to influence
adds your Animal Ken to res
coercion or fear.
The animal dies or is otherwseparated from the character
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Effects
Beats
Resolution
Connected (Persiste
You have an in with a certaingroup. Take +2 to pertinent
or discard this condition for a
exceptional success.
Lose your membership or stawith the group, or discard as
The group asks you to do som
inconvenient.
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Effects
Beats
Resolution
Disabled (Persiste
Your ability to walk is impairYou have Speed 1, or can use
wheelchair (manual Speed
Strength, electric Speed 3).
The disabling injury heals, ordisability is somehow cured.
Your limited mobility makes
slow to respond.
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Effects
Resolution
Deprived
You suffer from an addiction fell into withdrawal. Take -1
dice pools using Resistance
Attributes.
Indulge your addiction.
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Effects
Resolution
Embarrassing Secr
You have a dark and threatensecret. If it were to come out
condition would transform in
Notoriety.
The truth outs, or you bury tsecret so that it will never be
discovered.
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Effects
Beats
Resolution
Fugue (Persistent
You're prone to blackouts antime. Roll Resolve + Compo
retain conscious control in th
of the harrowing stimulus.
Recover or lose a dot of Wisdexceptional success on a brea
Fail the roll and enter a fugue
avoiding the stimulus for a sc
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Effects
Resolution
Guilty
You're afflicted by deep remoTake -2 to Resolve or Comp
rolls to resist Subterfuge, Emp
or Intimidation.
Confess your crimes and makrestitution for whatever you d
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Effects
Resolution
Informed
You have access to a breadthinformation on a topic. On a
relevant roll, end the conditi
step a failure up into a succes
success into an exceptional s
Put your research to use as
described above.
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Effects
Resolution
Inspired
You feel inspired. On a relevroll, end the condition to gai
point of Willpower and redu
threshold of exceptional succ
from five to three.
Express your inspiration as
described above.
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Effects
Resolution
Leveraged
You're been coaxed or coercedoing what somebody else w
Give in to one of the personleveraged requests without
resistance, or apply the Lever
condition to them.
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Effects
Resolution
Lost
You don't know where you are1 to Composure rolls. Roll Wi
(Streetwise or Survival) to find
way to your goal.
Give up on reaching yourdestination, or succeed in
navigating there as described
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Effects
Beats
Resolution
Madness (Persiste
Supernatural horror has unhyou. The ST gets (10 - Wisd
dice to subtract from your me
or social pools per session.
Recover or lose a dot of Wisd
exceptional success on a brea
Fail due to Madness penalti
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Effects
Beats
Resolution
Mute (Persistent
You can't speak or use High and must communicate throu
writing, gestures, or hand sign
Regain the ability to speak.
Danger is exacerbated by the
limitations of communicatio
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Effects
Resolution
Notoriety
You're ostracized by the publDealing with people who kn
your infamy, take -2 to social
and you must open one extra
Clear your name.
(
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Effects
Beats
Resolution
Obsession (Persiste
Your mind is focused on one Take 9-Again on rolls pertain
your obsession and do not rer
on other rolls.
Shed or purge your fixation.
Attend to your obsession ins
fulfilling an obligation.
h k
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Effects
Resolution
Shaken
You feel true fear.
You may choose to give into fear and fail a roll on which f
hinders you. This resolves th
condition.
Spooke
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Effects
Resolution
Spooked
You're creeped out and fascinby a brush with the supernatu
Do something that hinders thgroup or complicates things d
your fear or fascination. (Go
alone, run away, stay up all n
researching.)
Steadfast
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Effects
Resolution
Steadfast
You're confident and driven.this condition to transform a
chance roll into a one-die ro
failure into a single success.
Use your confidence to carrythrough as described above.
Swooning
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Effects
Resolution
Swooning
You're wild about someone. T2 to any roll that adversely af
them. They get +2 on social
against you, and treat your
impression level as one highe
Put yourself in danger for you
or choose to fail social resista
against them.
Soulless (Persiste
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Effects
Beats
Resolution
Soulless (Persiste
Your soul is missing. Lose 1 Gnosis e
Take -2 to resist possession. Don't re
Willpower from rest. Invert Virtue a
Indulging Vice is a -5 breaking point
Wisdom 1, trade for Enervated.
Get a soul.
Indulge your Vice and
consequentially lose Wisdom
Enervated (Persiste
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Effects
Beats
Resolution
Enervated (Persiste
Your soul is missing. Lose 1 Gnosis e
Take -2 to resist possession. No Will
from rest or Virtue. Using Vice costs
Willpower and replenishes points. A
Willpower 0, trade for Thrall.
Get a soul.
Indulge your Vice and
consequentially lose Willpow
Thrall (Persisten
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Effects
Beats
Resolution
Thrall (Persisten
Your soul is missing. Lose 1 Gnosis e
Can't spend Willpower, use Defense
spend Experiences. Take -2 to resist
possession and to social and Resolve
and -5 to Intimidation rolls.
Get a soul.
You're victimized due to you
condition.
Arm Wrack
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Effects
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Cause
Arm Wrack
Your arm goes numb. Drop what's in it. Yo
use it to attack and suffer off-hand penaltie
manual dexterity. On both arms, physical a
take -3 except for manual dexterity, which
reduced to a chance die.
Targeted blows to the arm (-2) or hand (-4inflict, respectively, over Stamina damage o
Heal the damage that inflicted th
or if aggravated, get a new arm.
Beaten Down
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Effects
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Cause
Beaten Down
Can run, Dodge and apply Defenmust spend Willpower per violen
aggressive action.
Any amount of lethal damage, orbashing damage in excess of Stam
Surrender. Recover a Willpower a
take a beat.
Blinded
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Effects
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Cause
Blinded
You can't see. -3 to rolls relying onvision, including attacks. Half De
If both eyes are affected, -5 and no
Defense.
Damage the eyes (-5). Dirty trick: DexteritAthletics - Defense - 3 (lasts for one turn).
Heal the damage that inflicted th
or if aggravated, recover your eye.
Blizzard (Environme
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Effects
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Cause
Blizzard (Environme
Perception rolls and ranged attack-1, plus -1 for every ten yards. Eve
inches of snow inflicts -1 to physic
rolls involving moving through sn
Forces 5 Adverse Weather.
Snow equipment can reduce pena
by 1 to 3 dice.
Deafened
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Effects
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Cause
Deafened
You can't hear. -3 to hearing-base
perception rolls for one ear. For tw
this becomes a chance die and com
rolls suffer -2 from disorientation.
Targeted attack on the ear (-4). Especially noises at 10 feet, or closer for supernatural h
Wait 10 - (Stamina + Resolve) tu
heal the damage that caused the t
Drugged
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Effects
End
Cause
Drugged
You're drug-addled. For a general
narcotic, take -2 to Speed and De
and -3 to combat rolls. Ignore wou
penalties.
Dexterity + Weaponry attack with an imprdelivery (-1), possibly targeting specific bod
General narcotic lasts for 10 - (Stamina + Re
hours, halved by medical help. Life 1 Cleanse
Earthquake (Environm
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Effects
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Cause
Earthquake (Environm
Dexterity rolls and Defense take -1 to -5 de
on severity. Take 1 to 3 points of lethal damturn. Reflexively roll Stamina + Athletics t
to bashing, or on exceptional success cance
Forces 5 Earthquake.
Rarely lasts longer than a minute
turns).
ExtremeCold (Environm
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Effects
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Cause
Extreme Cold (Environm
Freezing temperatures. Can't heal
bashing damage, or half enhanced
healing rate. -1 penalty per hour. A
hours, 1 point of lethal damage pe
Throw someone in a walk-in freezchilled lake. Forces 2 Control Hea
Find a source of warmth.
ExtremeHeat (Environm
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Effects
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Cause
Extreme Heat (Environm
Blistering temperatures. Can't hea
bashing damage, or half enhanced
healing rate. -1 penalty per hour. A
hours, 1 point of lethal damage pe
Strand someone in the desert. ForControl Heat.
Find shade or relief.
Flooded (Environme
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Effects
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Cause
Flooded (Environme
-2 penalty to physical rolls per foo
liquid. May need to swim (Dexter
Athletics) or hold breath (Stamin
turns, followed by Stamina roll pe
Blow up a dam. Forces 4 Change WMatter 4 Lesser Transmogrification
Seek high ground or drain the floo
Heavy Rain (Environme
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Effects
End
Cause
Heavy Rain (Environme
Torrential rains. -3 penalty to sigh
hearing rolls. An hour or more ma
cause the Flooded tilt.
Forces 4 Change Weather.
Get indoors or find shelter.
Heavy Winds (Environm
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Effects
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Cause
Heavy Winds (Environm
-3 to hearing rolls. -1 (tropical storm) to -5
(tornado) penalty to physical and Drive rolamount of bashing damage per turn. Reflex
Dexterity + Athletics roll to avoid.
Forces 4 Change Weather. ForcesAdverse Weather.
Seek shelter.
Ice (Environment
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Effects
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Cause
Ice (Environment
The ground is ice-slick. Half Speed and tak
physical rolls and Defense. Increase the pen4 to move at full Speed. Dramatic failures o
physical rolls cause Knocked Down. Half
Acceleration and -5 to Drive rolls.
Dexterity + Crafts can improvise lubricant Under Extreme Cold, water suffices.
Get off the ice, melt it, or apply sa
gravel for traction.
Immobilized
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Effects
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Cause
Immobilized
You can't move. No Defense. Can
combat actions. If you're held dow
can spend Willpower to deliver a
butt.
Apply the Restrain grappling man
Break Free from the grapple or break bindin
Strength + Athletics - Durability. -2 if limb
Insane
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Effects
End
Cause
Insane
Panic attack or psychotic break. A
last. +1 to combat rolls. Double
Willpower costs.
Witness horrific events and fail Resolve +Composure. Breaking points. Supernatural
End the scene, or seek calm: contest Resolv
Composure against (10 - Willpower). Lose
Insensate
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Effects
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Cause
Insensate
You're unconscious, frozen or
enraptured. Cannot take actions.
apply Defense. Spend Willpower
normally for one turn.
Supernatural powers. Administration of ahallucinogen with Dexterity + Weaponry -
Get hurt or end the scene.
Knocked Down
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Effects
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Cause
Knocked Down
You're prone. Lose your action th
You can still attack at a -2 penalty
Ranged attacks on you suffer a -2
penalty, but close attacks get +2.
Knockdown weapons. +2 melee/+3 ranged wSweep the legs (-2). In any case, do half dam
Take an action to stand up. If you haven't ac
roll Dexterity + Athletics - Weapon to avoi
Leg Wrack
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Effects
End
Cause
Leg Wrack
Your leg is hurt. Half Speed and suffer -2 to
and physical movement rolls. If both legs, sSpeed 1 and add Knocked Down. You can'
back up and moving takes a full action. Phy
movement rolls become chance dice.
Targeted blows to the leg (-2) thainflict greater damage than Stami
Heal the damage that inflicted th
or if aggravated, get a new leg.
Poisoned
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Effects
End
Cause
Poisoned
Moderate poisons inflict 1 point o
bashing damage per turn. Grave p
inflict lethal damage.
Force-feed poison using DexterityWeaponry - 1.
Roll Stamina + Resolve reflexively to avoid
for one turn. -3 if you act. Life 1 Cleanse th
Sick
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Effects
End
Cause
Sick
Moderate sickness like a cold or hangover i
to all actions, increasing by 1 every two turGrave sickness, like pneumonia or cancer,
same and also inflicts 1 point of bashing da
turn.
Life 4 Contagion.
Life 2 Self-Purging. Life 3 Banish
Stunned
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Effects
End
Cause
Stunned
You're dazed. Lose your next actio
half Defense until you next act aft
Take damage equal to Size in one hit. Stun weapmodifier for this check. Headshots (-3) count Size
Pass a turn, or spend Willpower to
ignore it and take -3 to your actio
Anchor
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Effects
End
Cause
Anchor
This person, place or thing is a gh
anchor. The ghost doesn't bleed E
within (Rank x 3) yards.
All ghosts have an Anchor. Summoning ghcreates temporary Anchors. Influence 4. D
Destroy the Anchor. Resolve unfi
business. Abjure to suppress the A
Resonant
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Effects
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Cause
Resonant
This location resonates with the n
of a spirit. The spirit doesn't bleed
Essence within the resonant area.
Match a spirit Influence. Summoning spiritInfluence 4 temporarily creates resonance.
Cease to reflect the spirit's Influenc
Abjure or exorcise to temporarily s
Infrastructure
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Effects
End
Cause
Infrastructure
This person, place or thing is God
Machine infrastructure. Angels do
bleed Essence in the vicinity.
God Machine projects and the Destiny Meinfrastructure. Influence 4 temporarily crea
Wreck the God Machine's projec
Attack linchpins.
Open
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Effects
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Cause
Open
This Anchor, Resonance or
Infrastructure is conditioned to ac
Fettering or Manifestation.
Extended actions for a number of scenes equaor Resolve. Influence 3. Summon a ghost or s
Exorcism. The removal of the An
Resonant or Infrastructure condit
Controlled
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Effects
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Cause
Controlled
This Open entity has been condit
through repeated possession to pe
being claimed.
Full duration Possessions equal to subject's Willpower.
Exorcism. The use of the ephemer
bane.
Reaching
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Effects
End
Cause
Reaching
The spirit is reaching across the Gauntlet a
use Influences and certain Numina across wThose who perceive Twilight can roll Wits
Composure to sense reaching.
The Reaching Manifestation. SpiReaching.
End the scene. Abjure (-3).
Underworld Gat
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Effects
End
Cause
Un rwor G t
An Avernian gate opens between the livin
and the Underworld. Ghosts recover one Eper scene around it, and those without Anc
enter the world.
The Avernian Gateway Manifestation (reqOpen). The key to an Avernian gate. Deat
End the scene. Exorcism.
Shadow Gate
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Effects
End
Cause
A verge has opened between the
material realm and the Shadow. Acan cross between realms.
The Shadow Gateway Manifestat(requires Open). Spirit 3 Spirit Ro
End the scene. Exorcism.
Materialized
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Effects
End
Cause
The ephemera has taken corporeal form, ex
Twilight. It does not bleed Essence, but muremain within an Open area or within (Ran
of an Open person or object. Lasts one hou
success.
The Materialize Manifestation (requires Ope5 (ghosts), Spirit 5 (spirits) or Spirit 5/Prime 5
Duration ends. Tag it with its ban
Remove the Open condition.
Fettered
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Effects
End
Cause
The ephemera is connected to an object or
and must remain in Twilight within five yadoesn't bleed Essence. It can only use Influ
Numina on its fetter, but Influences cost on
Essence to use.
The Fetter Manifestation (requireOpen).
Destroy or kill the fetter. Exorcism. The Un
Manifestation. Remove the Open conditio
Urged
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Effects
End
Cause
This creature is the fetter of an ephemeral bei
read the creature's thoughts by contesting PowFinesse against Resolve + Supernatural Toler
urge it towards actions against Resolve + Com
1. Following the urge gives a beat.
The Fetter Manifestation (requireOpen).
Remove the Fettered condition.
Possessed
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Effects
End
Cause
This object or creature is possessed by an ep
being. Living hosts suffer lost time. The entuse Influences or Numina, but doesn't blee
Essence. It can heal non-aggravated damag
host with points of Essence.
The Possess Manifestation (requires Open).(ghosts), Spirit 4 (spirits) or Death 4/Spirit 4
End the scene. Destroy the host. Force the
flee with an abjuration, exorcism, bane or b
Claimed
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Effects
End
Cause
This object or creature has been merged wi
ephemeral being. The gestalt mutates over raising Attributes to match the ephemera's
use Influences but not Numina or Manifest
does not bleed Essence.
The Claim Manifestation (requireControlled).
Non-living host runs out of days in Attribu
The entity successfully abandons the host.