Effects
Resolution Beats
Effects
Cause End
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 End
Any amount of lethal damage, or bashing damage in excess of Stamina. Surrender. Recover a Willpower and take a beat.
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 End
Throw someone in a walk-in freezer or a chilled lake. Forces 2 Control Heat. Find a source of warmth.
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 End
Strand someone in the desert. Forces 2 Control Heat. Find shade or relief.
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 End
Blow up a dam. Forces 4 Change Weather. Matter 4 Lesser Transmogrification. Seek high ground or drain the flooding.
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 End
Full duration Possessions equal to the subject's Willpower. Exorcism. The use of the ephemera's bane.
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 End
The Shadow Gateway Manifestation (requires Open). Spirit 3 Spirit Road. End the scene. Exorcism.
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.