Conditions

Conditions Top

Standard Conditions

In Peril (Sticky)

You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.

Doomed (Lasting)

You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.

Indebted (Sticky)

This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

You may carry debt with more than one lender, but must recover them separately. Thus, if you have one box of debt to a demon and one to a local sorcerer, when you do something for the demon worth two boxes of recovery, it does not remove your debt to the sorcerer. If all boxes are full and you wish to acquire more debt, you may default on one of your current debts—the GM will tell you what happens, but you may clear out those boxes for further use.

Spellcaster Conditions

Exhausted (Sticky)

Check this condition to boost your magical power, as described by the Evocation stunt. When you are Exhausted, the GM has one boost to use against you in any scene in which your fatigue may be used against you. Clearing Exhausted, of course, requires an active effort to rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.

Burned Out (Lasting)

Check this condition to further boost your magical power, as described by the Evocation stunt. If Burned Out, you cannot use magic, period, until fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the Exhausted condition. Recover fully at the end of the following session.

The Third Eye (Sticky)

Mark this condition when utilizing your magical Sight to view the mystical, true world overlaid on the material world. While the condition is marked checked, your memory is eidetic and the following are true:

  • You view everything as a metaphorical expression of its true nature. A mugger on the prowl may appear as a starving jungle beast, or a firefighter may attain a seraphic semblance.
  • The Sight ignores supernatural disguises or glamours and grants no guidance in interpretation of what is seen.
  • You may attempt interpretation by making an overcome roll with Intellect against Fair (+2) or your target’s most appropriate approach, whichever is higher. If you fail, mark a condition from the confusing, horrific barrage of images searing into your mind or you are taken out (page 189) of the scene. On a tie, choose between three options: marking a condition, being taken out but receiving the clarity sought, or remaining confounded but avoiding harm. A success provides elucidation, which the GM may elect to make an advantage with a free invoke. Succeeding with style grants an extra invoke.

Any supernatural being engaged in a contest or conflict against you has the benefit of scale (page 182) as your mind copes with their continued presence as viewed through the Sight. If they already had scale on you, they get an additional level of it.

To recover this condition, simply close your Third Eye. Your recall of everything witnessed is flawless, and any later attempts at interpretation must be treated as if the Eye were again open.

Conditions

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